About Shohiraj .
*Casting this spell does not provoke attacks of opportunity.
Keskodai grew up on Verces. The child of a priest of Hylax, Keskodai always felt a deep connection to the divine, yet chafed at the idea of serving the same god as his parent. Exactly which god he’d serve instead remained unclear, until the coming of the Gray Shakes.
Believed to be the result of a biotech experiment gone wrong, the plague called the Gray Shakes burned through the city like wildfire, turning shirrens’ chitin gray, rotting off their antennae, and eating away at their telepathy and motor functions, leaving them awake but unable to communicate until they finally expired. In the weeks it took the government to find a cure, thirty percent of the city’s shirren population died.
In the midst of this horror, a young Keskodai first encountered priests of Pharasma. Somberly, the Pharasmins walked among the afflicted, offering healing where they could and comfort to those too far gone, whispering to them of the Cycle of Souls and the new worlds that awaited them. The beauty of their ministry moved Keskodai, and he quickly joined their hospice work, leaving home to study at a temple in the Ring of Nations once the plague was safely contained.
After years as an initiate, Keskodai returned home a full priest of Lady of Graves. He quickly fell in love with and married two members of his congregation, a female-host couple. Yet part of him remained unsatisfied. He began to wonder if he’d made the right choice in coming home. How
In his effort to see as many worlds as possible, Keskodai signs on with freelance adventurers. While capable in combat, he prefers to act as the ship’s medic, patching up broken allies or blessing them on their journey into the Great Beyond. The cheerful manner in which he talks about death often disturbs those under his care, yet anyone who spends much time with the shirren quickly learns that his evenkeeled, fatalistic approach to life and death makes him an
As with many shirren, Keskodai is a team player and a social butterfly who loves meeting new people. A crewmate once called him “the galaxy’s friendliest death priest,” and he wears the badge with pride. Though fond of option bars and other artificial means of stimulating his choice centers, he’s careful not to let himself overindulge… usually. He’s intensely proud of the aesthetics of his gear, his collection of trophies, and his mustache (which he thinks lends him an air of gravitas). His greatest pride, however, is his son Chk Chk, still in his larval stage. Like many shirren parents, Keskodai carries Chk Chk around in a heavily fortified cradle-jar designed to let the child learn about the world from relative safety. While Chk Chk isn’t old enough to truly speak, Keskodai holds conversations with him regularly, with Chk Chk tapping on the glass to answer.
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.