About Lenesel Jyehor Vaimateo
Lenesel Jyehor Vaimateo of Great House Rohaine
Starship-Combat Version of Skills
Feats Squox Companion
Languages Aquan, Azlanti, Common, Kasatha, Vercite, Vesk
Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.
Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.
Due to their in-depth historical training and the wide-ranging academic background knowledge they possess, kasathas receive a +2 racial bonus to Culture checks.
Kasathas who lack strong bonds sometimes find strength in personal traditions. Once per day as a reaction, such a kasatha can reroll a failed saving throw.
This replaces natural grace.
Theme Knowledge (Spacefarer):
You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
Combat Gear Basic Handaxe, Cubber (Trained Squox), MK I Healing Serum (2), Second Skin Armor (Pet Carrier), Subzero Hail Pistol
Other Gear Animal Trainer’s Kit, Battery (Spare), Comm Unit (Spare), Field Rations (1 Week), Flashlight (Spare), Hygiene Kit, Industrial Backpack, Regular Clothes (5 sets), UPBs (118)
You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic—once made, this choice can’t be changed. Connections you can choose from begin on page 85.
Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don’t fit within their ethos (for example, Weydan, the god of freedom, is unlikely to look kindly on overlords). As such, each connection lists the deities and philosophies commonly associated with it.
You’re linked to the collective knowledge of every sentient species that ever lived that’s held in the Akashic Record, an Astral library of perfect psychic records of every moment in history. You might be an ancient lorekeeper, an inquisitive student of the occult, an intuitive consulting detective, or a secret-hoarding spy.
At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the power requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.
Akashic Knowledge (Ex): You gain the channel skill ability at 1st level (instead of 2nd level). Each day when you recover your spell slots, you can tap into the Akashic Record, enabling you to choose one Profession skill and add that to your list of associated skills for the channel skill class feature.
Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on Table 4–6: Mystic Spells Known. These spells can’t be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection’s entry.
1st - Identify
If your connection lists a single variable-level spell (see page 330) for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level.
Healing Touch (Su):
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Channel Skill (Su):
You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter.
+1 Culture + Mysticism
Diplomatic Training (Ex):
You gain Culture and Diplomacy as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you learn to speak and read a new language. In addition, you can use Diplomacy in place of Intimidate for checks to demoralize and Culture for Life Science checks to identify humanoids and monstrous humanoids. When you fail a Diplomacy check to change a creature’s attitude, the creature’s attitude worsens only if you fail the check by 10 or more.
You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.
Level 0 4 Known DC15
Level 1 3 Known (3/day) DC16
Lenesel is a young kasatha of about average height, with a curvy figure that speaks to a comfortable upbringing, though she's physically stronger than she appears. She prefers to dress in looser, plus-sized clothing that fits over her armor, favoring combinations of blue and red, along with a necklace bearing Great House Rohaine's mark that belonged to her late mother. She also has a squox pocket built into the armor to accommodate Cubber, who virtually never leaves her side.