-4 CHA checks RIGHT NOW: Gunnery checks against the Devourer ships gain a +1 bonus
1/7 x 1st level spells used
3/7 x 2nd level spells used
5/6 x 3rd level spells used
3/3 x 4th level spell used
right hand Node activated @round 5
KUSH the Kish:
The son of a curate, Curate Tzayl (NG female kish mystic ; one who can best “speak” with the relics of the past) Kush is still young, and though trained to become a curate & a herb-gatherer by his mother, who help Kush worship the spirits of their ancestors by studying the ruins of civilization around them, Kush is hesitating and turning towards becoming a huntmaster, since he is quite physical and his father is a hunter. Also, the new ruler, Hoyfeq, is setting out on larger hunts of more dangerous beasts which Kush loves.
Kush has “converted” Kush has “converted” to the faith of his mother, Tzayl, the curate who received a vision from a deity she is calling “The Storyteller”, who may very well be an incarnation of Talavet.
Kush wants to travel out into the worlds beyond to gather knowledge and return to better understand the original purpose of the buildings and artefacts on Istamak. And maybe find out what accomplishments his ancient people must have done abroad. Also, since outsiders are now arriving, it is important the Kish know more about them. His mother, Tzayl, is pushing him to leave, to get him away from Hoyfeq’s influence.
His father gifted him an ancient suit of armor that is strong, protects against energy, and can even make one fly! He also entrusted him with his powerful magic handaxe, that his mother has further blessed. Kush has grafted two nodes within his hands, to give him more power, and will wear his father’s hunting ring, and his mother’s healing necklace, as well as an ancient book and symbol of Talavet.
He will take his thick coil of rope, his tool belt with its various kits, some made by himself, others found among all the ancient artefacts.
Some things about Kush:
Spoiler:
• What location was your favorite place to visit as a youth or adolescent? the Lichen Farm
Kush loved going there, and studying the kish murals.
Mainly because this is where his mother started a smaller garden with various other lichens and herbs than the ones for eating.
These were for medicinal purposes, and she taught Kush how to plant and collect and process them.
And Kush has been helping with making the paintings to explain all this.
• What location are you fearful of or otherwise had a particularly terrifying encounter at? the Cloudside Condominiums
Kush went to play there as a child, now and then, and once entered alone on a dare. He saw something that terrified him, so much he has blocked off what exactly appeared before him (maybe the answer to the mysterious reasons that make colonizing the place fail).
Now his mother, Tzayl, has taken up residence there the Talavet-worshipping Kish.
Could Kush's decision to leave the planet be linked to his fear of living in the Cloudside Condos'?
• When you are lucky enough to have a full belly and nothing to worry about, what small pleasures do you like to indulge in?
Kush loves to try and draw, and replicate all the frescoes and paintings made over time by his folk.
Or simply to lie down with his hands on his fully belly, and watch those paintings, and imagine what it was to be living at the time they were painted... and let his mind wander.
LN Level 11 Mystic (Healer) Dream Prophet of Talavet
20* Str - 18 Dex - 16 Con - 8 Int - 22** Wis - 11 Cha
120 SP - 77 HP - 12 RP
(+1 vs. ongoing effects like disease, exhaustion, fatigue, mind-affecting, paralysis, poison, sleep & stunning)
+7 Fort (+4 +3 Con)
+8 Reflex (+4 +4 Dex)
+14 Will (+8 +6 Wis)
60 ft. darkvision
Offense:
(Attack: +9 BAB +5 Str +2 Weapon Focus ; Damage: 2d6 +5 Str +11 Weapon Spec’)
[dice=Axe vs. KAC]1d20+17[/dice] (30 ft. range thrown ; Trailblazer)
[dice=Slashing Magic Adamantine Holy Ghost killer]2d6+16[/dice] (Trailblazer)
+4 bonus to Con’ checks to continue running, to avoid damage from a forced march, to hold your breath, & to avoid damage from starvation or thirst.
+4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.
Speaks Kish (Vulgar Kishaleen) & Common
Kish know nothing of writing, so they pass down knowledge through oral histories and scenes painted on the crumbling buildings all around them
Devout kish leave offerings of dried flowers, fruit, and small trinkets they have crafted at these shrines, usually hoping to gain their ancestors’ favor or find the answer to a question that has been vexing them
Dreams of the Future
Each day after you wake from an 8-hour rest, choose ability checks, saving throws, or skill checks; twice per day, you can reroll a roll of the type you chose for that day.
Skills (5 ranks / level):
+10 Acrobatics (Dex) 6 ranks +4 Dex
+9 Athletics (Str) 4 ranks +5 Str
+18 Medicine (Int) 12 ranks +3 class skill -1 Int +4 insight
+26 Mysticism (Wis) 12 ranks +3 class skill +6 Wis +4 insight +1 theme (+4 Recall Knowl’ ; can take 20 to Recall Knowl’ ; -5 DC to identify spells as they are being cast and to recall knowledge about arcane symbols and magic traditions ; +4 to identify a magic item ; +4 re. traps)
+24 Perception (Wis) 12 ranks +3 class skill +6 Wis +3 insight (+4 to search)
+10 Profession, Herbalist (Wis) 1 rank +3 class skill +6 Wis (+4 w. kit)
+10 Sense Motive (Wis) 1 rank +3 class skill +6 Wis
+23 Survival (Wis) 12 ranks +3 class skill +6 Wis +2 racial (+4 w. orienteering ; can take 20 to endure severe weather and predict weather ; +4 to endure severe weather & live off the land)
Channel Skill
Insight bonus to Medecine & Mysticism
Can decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.
Spells:
Reverence for the spirits of the kishalee as well as for the accomplishments of those ancient people
+1 CL to range & duration of spells, and caster level checks (+5 total for Spell Pen’)
(1/day, standard to cast augury as SLA, only see 1 minute into the future)
• at will - 0th - (DC 17) - Detect Affliction ; Detect Magic ; Fatigue ; Stabilize ; Telepathic Message ; Token Spell
• 7/day - 1st - (DC 18) - Charm Person ; Detect Thoughts ; Lesser Remove Condition ; Keen Senses ; Seeking Shot ; Share Language ; Wisp Ally
• 6/day - 2nd - (DC 19) - Force Blast ; Hold Person ; Lesser Restoration ; Remove Condition ; See Invisibility ; Shield Other
• 5/day - 3rd - (DC 20) - Dispel Magic ; Psychokinetic Strangulation ; Remove Affliction ; Slow ; Tongues
• 3/day - 4th - (DC 21) - Mind Thrust ; Mystic Cure ; Resistant Armor ; Restoration
Healing Touch
1/day, spend 10 minutes to magically heal an ally up to 55 Hit Points (5 / mystic level)
Mindlink
1/day per any given individual can cast “Mind Link” as an SLA
Healing Channel w. Channel Bond (Su)
1 RP to channel 8d8: healing myself as a move, healing an ally I touch or a telepathically bonded ally @ 120 ft as a standard, and healing all allies w. 30 feet & all allies linked by telepathic @ 120 feet
Lifelink
At start of turn, free action to choose an ally w. 30 feet & cure ally of 11 HP (mystic level) that I take (cannot prevent or reduce damage taken)
Healer's Bond
Standard action to form a bond with up to three allies
Constantly sense their condition as per the “status” spell
Bond lasts until dispelled or until I create a new bond
Steal Life
Standard action to roll melee touch attack vs EAC
If hit: spend 1 Resolve Point to deal 6d6 damage (1d6 per 2 mystic levels)
Choose an ally w. 30 feet that recovers HP = to damage dealt
Or heal self by 50% of damage dealt
Any excess HP lasts 1 hour as temporary HP
Telepathic Bond
Standard action to form telepathic link with up to six other willing creatures. Communicate telepathically over any distance (but not between planes). Functions as permanent telepathic bond.
Djezet is a rust-red liquid guiding eldritch energy much as copper guides electric currents.
Act as if your caster level were 1 higher for determining the range and duration of your spells, and for caster level checks.
With upgrades:
• Jetpack
• Thermal Capacitor Mk I
Weapon:
• Adamantine Sintered Handaxe w. Called, Holy, Ghost Killer & Trailblazer Weapon Fusions
(analog, thrown 30 ft.)
Overcomes DR/adamantine & ignore hardness under 30 when sundering or attacking objects
Augmentations:
2 x • Photoenergetic Nodes (one in each hand)