Thri-kreen

Pokotho's page

51 posts. Organized Play character for Sharkbite.


Full Name

Pokotho

Race

Init +3 Percept +13 SenseMotive +13 // F 4 R 5 W 9 //

Classes/Levels

EAC 22 KAC 24 ; Stamina 48/48 HP 42/42 Resolve 7/7

Gender

Spells: 1st - 4/5; 2nd 3/4

Size

Medium

Age

44

Alignment

LG

Deity

Hylax

Location

Liavara

Languages

Basic, Shirren, Brethedan, Aklo, Castrovelian, Akitonian, Vesk, Triaxian, Vercite

Occupation

Priest

Strength 15
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 18
Charisma 8

About Pokotho

Reverend Pokotho
Male Shirren Priest Mystic 6
LG Medium humanoid (Shirren)
Init +3; Senses Perception +13 SenseMotive +13

HISTORY

Spoiler:
Pokotho was once a faithful Priest of Hylax, but that was before his crisis of faith. Like many Shirren, Pokotho took great pleasure in the freedom to make personal choices for himself, something that was impossible when they were a part of the Swarm. For Pokotho, however, the siren's call of these choices proved too much to handle.

First he simple found himself drawn to restaurants, picking random items from the menu for the rush of personal choice. Then he was making special requests: how to cook the meat, additional condiments to add, even sending back a beverage and asking for another glass. These things were all innocent enough; had his interests stopped there, it would have never proven a problem. But Pokotho continued to spiral, intoxicated by this previously unknown freedom.

He began wearing clothing contrary to his priest's robes. He painted his bedroom walls. He had his carapace engraved with back alley tattoos. What started as an innocent indulgence devolved into a full-blown addiction, and eventually became a great problem in his life. Pokotho found his faith beginning to falter. The doctrines of the Church of Hylax directed the followers of the Forever Queen to protect the weak, show mercy, and engage in peaceful discussion, but Pokotho could no longer tolerate anyone, not even his God, trying to control his actions or restrict his freedoms.

Pokotho left the Clergy and his congregation in Liavara on a journey of self-discovery, determined to choose his own place and role in the galaxy. Then, on his journey through the vast, he discovered himself to be a part of a greater conspiracy. Mysterious creatures and manipulative shadow organizations, twisting and directing his life like some sort of puppet. Pokotho broke free from their control, going on the run, desperately trying to escape them until he made his greatest defining choice. Pokotho would no longer run. Pokotho was going to learn who had done this, and he was going to make them pay.

DESCRIPTION
Pokotho is a Shirren male of average size. He wears the traditional robes of a priest of Hylax, but wears a Vesk breastplate over the top of it, detracting from his appearance as a holy man. His left arm has been been sleeved with engravings in the carapace, giving an appearance of random, poorly made tattoos related to pop culture elements. The skin near his mandibles is molting and goes unpeeled for the Shirren equivalent of a "five o'clock shadow", only accentuating how disheveled and disorganized he is.

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DEFENSE
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EAC 22; KAC 24
SP 48 HP 42 RP 7
Fort +4, Ref +5, Will +9*
+2 against Mind-Affecting Effects
5 Energy Resistance Electrcity. 1d6 Electric Damage when struck in melee.

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OFFENSE
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Speed: 25ft
Melee: Ember Ignurso Knuckles +7 (1d6+8 F&S, critical Wound; Penetrating, Analog)
Ranged Frostbite Class Zero Pistol +7 (1d6+3 C, critical Staggered; 60 feet)

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STATISTICS
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Str 15, Dex 16, Con 14, Int 10, Wis 18, Cha 8,
BAB +4
Feats: Weapon Focus Basic Melee, Heavy Armor Proficiency, Soothing Telepathy
Skills Acrobatics +1, Athletics +0, Bluff -1, Computers +0, Culture +9, Diplomacy -1, Disguise -1, Engineering +0, Intimidate -1, Medicine +2, Mysticism +16, Perception +13, Piloting +14, Sense Motive +13, Sleight of Hand +1, Stealth +1, Survival +13
Situational Bonuses: +2 to Diplomacy and Intimidate against Hylax Followers and low ranking Clergy
-5 DC to Mysticism Checks to recognize or recall religious traditions, symbols or leaders.

Languages: Basic, Shirren, Brethedan, Akitonian, Aklo, Castrovelian, Triaxian, Vercite, Vesk

Combat Gear
Vesk Overplate I w/ ELectrostatic Field MK1
Other Gear
Personal Comm Unit, Holy Symbol, Standard Battery x2

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SPECIAL ABILITIES
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RACIALTRAITS
Blindsense
Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet.
Limited Telepathy
Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.
Individual Obsession
Shirrens delight in individuality and experience a rush whenever they exercise their free will. This has led to many shirrens developing an obsession that stems from their personal tastes and choices. Shirrens with this trait choose one skill at 1st level. The chosen skill becomes a class skill for them, and they gain a +2 racial bonus to checks with that skill. If the chosen skill is already a class skill at 1st level, they instead gain 1 additional skill rank at each level that must be invested into the chosen skill. Shirrens who gain the chosen skill as a class skill after 1st level don’t gain these additional skill ranks. This replaces communalism and cultural fascination. Pokotho's cultural fascination is with Piloting.

THEME BENEFITS
Priest
Theme Knowledge
Reduce the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
Mantle of the Clergy
You have reached a rank of authority in your religion. Typical lay followers of your religion have a starting attitude of helpful toward you and will often provide you with simple assistance on request due to some combination of adoration, respect, or fear (depending on your religion), and even other clergy must give your opinions due consideration in matters of disagreement. You gain a +2 bonus to Diplomacy and Intimidate checks against lay followers and lower-ranking clergy.

CLASS FEATURES
Connection
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.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.
Healing Channel
You can heal yourself and your allies. You can spend 1 Resolve Point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 Hit Points and increases by 2d8 at 3rd level and every 3 levels thereafter.
Lifelink
At the start of each turn, you can choose an ally within 30 feet who has taken Hit Point damage and transfer her wounds to yourself, dealing an amount of damage up to your mystic level to your Hit Points (bypassing any Stamina Points you may have) and healing the ally’s Hit Points an equal amount. This doesn’t require any action on your part. You can’t prevent or reduce the damage you take from lifelink.
Healer's Bond
As a standard action, you can form a bond with up to three allies, allowing you to constantly sense their condition as per the status spell. This bond lasts until dispelled or until you create a new healer’s bond, which immediately ends the previous one. At 11th level, when you gain the telepathic bond class feature, you also gain the effects of status on all creatures linked by your telepathic bond.
Channel Skill
You gain a insight bonus to Medicine & Mysticism. 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.
Healing Touch
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Mindlink
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.
Weapon Specialization
You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.

FEATS
Weapon Focus Basic Melee

You gain a +1 bonus to attack rolls with basic melee weapons. If your base attack bonus is at least 3 lower than your character level, you gain a +2 bonus instead.
Heavy Armor Proficiency
You gain proficiency with Heavy Armor.
Weapon Specialization Basic Melee
Add your character level to damage with basic melee weapons, or half your level to operative melee weapons.
Weapon Specialization Small Arms
Add half your character level to damage with small arms.
Soothing Telepathy
You gain a +2 insight bonus to saving throws against mind-affecting effects. Once per day as a reaction, you can grant allies within range of your telepathic communication a +2 insight bonus to saving throws against mind-affecting effects until the end of your next turn.

SPELLS
Oth Level Spells
- Climate Adaption
- Detect Magic
- Grave Words
- Psychokenetic Hand
- Stabilize
- Vanishing Trick
1st Level Spells
- Baleful Polymorph
- Communal Bond
- Lesser Remove Condition
- Mind Thrust
- Spirit Bound Computer
2nd Level Spells
- Lesser Restoration
- Mystic Cure
- Remove Condition
- See Invisibility
- Unmask