About Pregen Dakoyo
DEFENSE: HP 20 SP 21 RP 5 EAC 14; KAC 15Fort +2; Ref +3; Will +7
OFFENSE: Speed 30 ft.
Mystic Spell-Like Abilities (CL 3rd)At will—mindlink
Skills: Diplomacy +7, Medicine +7, Mysticism +13, Perception +10, Sense Motive +10; (reduce the DC to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5)
Feats: Mystic Strike, Skill Synergy (Medicine, Mysticism)
Languages: Common, Vesk
Other Abilities: channel skill +1, healing channel (4d8 HP), healing touch (15 HP), lifelink (3 HP), six‑armed
Gear: graphite carbon skin (infrared sensors), battle staff, needler pistol with 31 darts, mk 1 ring of resistance, mk 1 serums of healing (5), basic medkit, beacon, id moss (2 doses), tier 1 analgesic (2 doses), tier 1 antitoxin (2 doses), tier 1 sedative (2 doses), antique stethoscope, handful of wooden tongue depressors, credstick (15 credits)
Background The dark‑purple Dakoyo is a priest of Ibra and the last of the four skittermanders to join Nakonechkin Salvage. He is a contemplative skittermander who enjoys stargazing, and he has an almost encyclopedic knowledge of healing techniques from the past and present. He serves as the ship’s doctor aboard the skittermander’s own starship, the Helping Hand, and in times of danger aids his shipmates with encouraging words and spiritual platitudes.During the past year, as the skittermanders went out on their own salvage missions, Dakoyo has continued to study the medical procedures of different species, usually by picking through medical waste and combing through medical records. He is fascinated by ancient techniques and keeps an antique stethoscope. Recently, he acquired a box of wooden tongue depressors he jokingly calls his “magic healing wands.” No one who consents to an examination from Dakoyo escapes being prodded and poked with one of these sticks.
Dakoyo’s Cheat Sheet
Lesser Remove Condition (conjuration (healing), creature touched, SR yes (harmless)) –Remove shaken, sickened, or staggered. This doesn’t remove cause of condition. Casting this doesn’t provoke.
Dakoyo 2nd level pregen:
Race : Init +1; Senses low-light vision; Perception +9 ; Sense Motive +9 //
Classes/Levels : SP 14/14 HP 14/14 RP 3/5 EAC 13; KAC 14 Fort +1; Ref +1; Will +7;
Gender: Male skittermander priest mystic 2 //
Mystic Spell-Like Abilities (CL 2nd)
Skills Diplomacy +6, Medicine +7, Mysticism +12, Perception +9, Sense Motive +9; (reduce the DC to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5)
Feats Skill Synergy (Medicine, Mysticism)
Gear freebooter armor I, battle staff, needler pistol with 31 darts, mk 1 serum of healing, analgesic (2 doses), beacon, id moss (2 doses), sedative (2 doses), antique stethoscope, credstick (20 credits)
Male kasatha scholar solarian 4:
LN Medium humanoid (kasatha)
DEFENSE SP 32 HP 32 RP 3
Skills Acrobatics +10, Athletics +10, Diplomacy +8, Life Science +5, Perception +5, Stealth +6; (reduce the DCs of Life Science checks by 5 when recalling knowledge about xenobiology)
Feats Blind-Fight, Weapon Focus (advanced melee weapons)
Combat Gear mk 1 serums of healing (2), frag grenades I (2), medpatch; Other Gear defrex hide (upgrade: infrared sensors), least graviton crystal, tactical semi-auto pistol with 30 small arm rounds, beacon (50'radius light), everyday clothing, field rations (1 week), flashlight, hygiene kit, personal comm unit, titanium alloy cable (100 ft.), credstick (33 credits)
Blind-Fight When Altronus misses a melee attack because of concealment, he can reroll his miss chance once to see if he actually hit. He is not flat-footed against melee attacks from creatures he cannot see, can withdraw from creatures he cannot see, and doesn’t need to attempt an Acrobatics check to move at full speed while blinded.
Dark Matter As a move action, Altronus can gain DR 1/— for 1 round. When Altronus is attuned or fully attuned to graviton mode, he can instead gain DR 2/—, and the DR lasts as long as he remains graviton-attuned.
Darkvision Altronus can see up to 60 feet in total darkness.
Desert Stride Altronus can move through nonmagical difficult terrain in deserts, hills, and mountains at his normal rate.
Four-Armed Altronus has four arms, all of which can wield and carry items normally, though this does not affect how many attacks he can make each round.
Plasma Sheath As a move action, Altronus can cause all his solar weapon damage to become fire damage (though attacks still target KAC) for 1 round. If he is attuned or fully attuned to photon mode, he also increases the damage dealt by 2, and the effect lasts as long as he maintains stellar attunement.
Sidereal Influence Outside of combat, Altronus can tap into stellar influences to assist in him various tasks. He must meditate for 1 minute and then chooses either Diplomacy or Stealth. He adds a +1d6 insight bonus to checks with the selected skill until he enters combat, falls unconscious, sleeps, or meditates to choose another skill.
Solar Manifestation (Solar Weapon) Altronus has a mote of yellow light that orbits him. He can grab this and turn it into a solar weapon with the same ease as drawing a weapon. It is considered a one-handed advanced melee weapon that deals 1d6 slashing damage.
Stellar Mode At the beginning of Altronus’s first round in a combat, he must choose one of three modes— graviton-attuned, photon-attuned, or unattuned. If graviton- or photon-attuned, he gains 1 attunement point for the appropriate mode. Each round, he either maintains that mode (gaining another point of attunement, to a maximum of 3), or becomes unattuned (losing all attunement points, and he can then enter a new mode on the following turn). If Altronus has 1 or 2 points in a mode, he is attuned to that mode. If he has 3 points in a mode, he is fully attuned to that mode. Some of his abilities function only when he is attuned or fully attuned to the graviton or photon mode.
When attuned in photon mode, Altronus gains a +1 insight bonus to damage rolls.
Supernova (Su) When Altronus is fully attuned to photon mode, as a standard action he can deal 5d6 fire damage to all creatures within 10 feet of him (Reflex DC 13 half). After using this power, Altronus becomes unattuned.
Iseph, 4th level OPerative:
Init +6; Senses darkvision 60 ft., low-light vision; Perception +9 ; Sense Motive +0 //
SP 18/24 HP 26/28 RP 6/6 EAC 19; KAC 19 Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs) Defensive Abilities evasion //
Android ace pilot operative 4 //
Android ace pilot operative 4
DEFENSE SP 24 HP 28 RP 6
Skills Acrobatics +14, Athletics +10, Bluff +9, Computers +10 (4 ranks), Disguise +9, Engineering +10 (4 ranks), Intimidate +9,
Languages Common, Shirren
Other Abilities ghost specialization
Combat Gear: mk 1 serums of healing (2), mk 2 serum of healing, incendiary grenade I, medpatch;
Background Born on Aballon, Iseph has spent a lifetime running from mysterious forces that want them dead. As a “retired” black ops agent, Iseph hires on with freelance adventuring crews as a pilot specializing in dangerous transport or exploratory missions. If those jobs require infiltration or a well-placed bullet from the shadows—well, that costs extra.