Threxen, Shirren Information Broker

Shohiraj .'s page

167 posts. Alias of therealthom.


Full Name

Keskodai

Race

| SP 64/64 HP 54/54 | RP 7/9 | EAC 20; KAC 21 | Fort +4; Ref +4; Will +12 | Init: +2 | Perc: +17, SM: +6

Classes/Levels

| Speed 30ft | Communalism 1/1; Healing Touch 1/1; Force field 10/10 | Spells: 1st 6/6; 2nd 5/5; 3rd 4/4 | Active conditions: None

Gender

"Keskodai" Male NG shirren priest mystic 8

About Shohiraj .

Keskodai
Male shirren priest mystic 8
NG Medium humanoid (shirren)
Init +2; Senses blindsense (vibration) 30 ft.; Perception +17

DEFENSE
SP 64 HP 54 RP 9
EAC 20; KAC 21
Fort +4; Ref +4; Will +12

OFFENSE
Speed 30 ft.
Melee carbon staff +6 (1d8+8 B; critical knockdown; analog, block)
Ranged corona laser pistol +8 (2d4+4 F; critical burn 1d4) or
cryo grenade I +6 (explode [10 ft., 1d8 C plus staggered, DC 15]) or
flash grenade II +6 (explode [10 ft., blinded 1d4 rounds, DC 15]) or
shock grenade II +6 (explode [15 ft. radius, 1d12 E, DC 14])
Spell-Like Abilities (CL 8th)
0 (at will)—mindlink
Mystic Spells Known (CL 8th, ranged +9)
3rd (4/day)—dispel magic, haste, mind thrust*, mystic cure*
2nd (5/day)—augury, fog cloud, hold person, remove condition, see invisibility
1st (6/day)—command, disguise self, lesser remove condition, life bubble, reflecting armor, share language
0 (at will)—detect affliction, detect magic, fatigue, psychokinetic hand, stabilize, telekinetic projectile
*This spell can be cast using a 1st-, 2nd-, or 3rd-level spell slot to varying effect. See the spell’s description.

STATISTICS
Str 10 (+0); Dex 15 (+2); Con 12 (+1); Int 14 (+2); Wis 23 (+6); Cha 10 (+0)
Skills Computers +10 (8 ranks), Culture +16, Diplomacy +13, Life Science +13, Medicine +16, Mysticism +21, Perception +17, Pilot +10 (8 ranks);
(reduce the DCs of Culture and Mysticism checks by 5 when recalling knowledge about religious traditions, religious symbols, and famous religious leaders)
Feats Combat Casting, Grenade Proficiency, Harm Undead, Spell Focus
Languages Celestial, Common, Shirren, Vercite, Vesk; limited telepathy 30 ft.
Other Abilities healer’s bond, healing channel, healing touch, lifelink, mantle of the clergy
Combat Gear mk 1 serums of healing (2), mk 2 serums of healing (2), cryo grenade I, flash grenade I, shock grenades II (2);
Other Gear d-suit II (upgrade: brown force field), carbon staff, corona laser pistol with 2 batteries (20 charges each), mk 1 ring of resistance, advanced medkit, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, credstick (194 credits)
Augmentations mk 2 synergizing symbiote

SPECIAL ABILITIES
Blindsense Keskodai ignores all forms of visual camouflage and invisibility when attempting Perception checks to notice creatures within 30 feet, though creatures he can’t see still gain full concealment.
Combat Casting Keskodai gets a +2 bonus to AC and saving throws against attacks made as attacks of opportunity when he casts a spell.
Communalism Once per day, as long as an ally is within 10 feet, Keskodai can roll a single attack roll or skill check twice and take the higher result.
Harm Undead When Keskodai uses healing channel as a full action, he can expend 1 Resolve Point to also deal damage to all undead within 30 feet. The damage is equal to the amount the healing channel heals, though undead can attempt a Will save (DC 20) for half damage.
Healer’s Bond (Su) As a standard action, Keskodai can form a bond with up to three allies to know their condition, as the status spell. This bond lasts until dispelled or he forms a new healer’s bond.
Healing Channel (Su) Keskodai can spend 1 RP to restore 6d8 Hit Points to himself (as a move action), an ally touched (as a standard action), or all allies within 30 feet (as a full action).
Healing Touch (Su) Once per day, Keskodai can spend 10 minutes to restore 40 Hit Points to an ally.
Lifelink (Su) At the start of Keskodai’s turn, he can select one ally within 30 feet who has taken Hit Point damage. Keskodai restores up to 8 Hit Points to that ally (not to exceed the ally’s maximum HP), and takes the same amount of damage to his Hit Points (bypassing his SP). Damage taken from lifelink can’t be reduced through any means. This does not take an action.
Limited Telepathy (Su) Keskodai can communicate telepathically with creatures within 30 feet that share a language with him.
Mantle of the Clergy Typical lay followers of Pharasma have a starting attitude of helpful toward Keskodai, and he gains a +2 bonus to Diplomacy and Intimidate checks against followers and lower-level clergy of the deity.
Mindlink (Sp) Keskodai can touch a creature to telepathically transmit as much information as could normally be communicated in 10 minutes. Keskodai can use this on a specific creature only once every 24 hours.
Spells Keskodai can cast the following spells, each as a standard action unless stated otherwise:
Augury: This spell takes 1 minute to cast, and Keskodai must spend 1 Resolve Point to do so. He has a 75% chance to learn if a specific action will bring good consequences, negative consequences, both, or neither within the next 30 minutes. The chance of success is rolled by the GM in secret, and a failure produces the same result as the action having neither good nor negative consequences.
Command: Keskodai can give a verbal command (which must be approach, drop, fall, flee, or halt) and target one living creature within 45 feet. For 1 round, the target obeys that command (Will DC 18 negates). This is a compulsion, language-dependent, mind-affecting effect.
Detect Affliction: Keskodai can determine whether a creature or object is cursed, diseased, or poisoned, and can determine the exact affliction with a successful Life Science, Medicine, or Wisdom check.
Detect Magic: This reveals whether creatures or objects seen within a 60-foot cone are magical and, with concentration, can determine whether one magical source is a spell, magic item, or other effect, and its caster level.
Disguise Self: Keskodai can change his appearance to that of a different humanoid creature for 80 minutes. He gains a +10 bonus to Disguise checks. Creatures that interact with him in this form can attempt a DC 18 Will save to realize his appearance is illusory.
Dispel Magic: Keskodai can attempt a dispel check (1d20 + caster level) to end an ongoing spell effect or suppress the magic of an item for 1d4 rounds.
Fatigue*: Keskodai makes a melee attack with his base attack bonus plus his Wisdom modifier (total +7) against a target’s EAC. If the attack hits, the target is fatigued for 4 rounds (Fort DC 15 negates).
Fog Cloud: This spell creates a 20-ft.-radius-spread cloud of fog that grants concealment (a 20% miss chance for attackers) or total concealment (50% miss chance) for creatures more than 5 feet from the attacker.
Haste: Keskodai grants one creature per level, no two of which can be more than 30 feet apart, the following benefits for 8 rounds: when making a full attack subjects can still take a move action before or after their attacks; all their modes of movement increase by 30 feet, to a maximum of twice their normal speed for that form of movement.
Hold Person: One humanoid within 180 feet is paralyzed for 8 rounds (Will 19 negates). The target can attempt a new saving throw each round to tend the effect. This is a compulsion, mind-affecting effect.
Lesser Remove Condition*: This spell removes one of the following conditions from a touched target: shaken, sickened, or staggered. This does not remove a disease or other ongoing effect that could cause the target to regain the condition.
Life Bubble: This spell surrounds up to eight creatures, no two of which can be more than 30 feet apart, with a 1-inch layer of tolerable living conditions customized for each creature for up to 8 days.
Mind Thrust (1st-level Spell): This spell deals 2d10 damage (Will DC 18 half) to one creature within 45 feet that has an Intelligence score.
Mind Thrust (2nd-level Spell): This spell deals 4d10 damage (Will DC 19 half) to one creature within 45 feet that has an Intelligence score.
Mind Thrust (3rd-level Spell): This spell deals 7d10 damage (Will DC 20 half) to one creature within 45 feet that has an Intelligence score.
Mystic Cure* (1st-level Spell): With a touch, Keskodai can cure one living creature of 1d8+6 Hit Points of damage.
Mystic Cure* (2nd-level Spell): With a touch, Keskodai can cure one living creature of 3d8+6 Hit Points of damage.
Mystic Cure* (3rd-level Spell): With a touch, Keskodai can cure one living creature of 5d8+6 Hit Points of damage.
Psychokinetic Hand: Once this spell is cast, as long as Keskodai concentrates (a standard action each round), he can take a move action to move an object within 45 feet that weigh 10 pounds or less up to 15 feet. He can’t perform fine manipulation (such as firing a weapon or using a computer), but could push a single button or close a container’s lid.
Reflecting Armor: Once cast, this spell lasts for 80 minutes or until dismissed. When Keskodai takes Hit Point damage from an attack made by a weapon within 100 feet, he can dismiss this spell as a reaction, causing the attacker to take the same amount of damage (to a maximum of 10 damage, Reflex DC 18 half).
Remove Condition*: As per lesser remove condition, but this spell can also remove any of the following conditions: frightened, nauseated, shaken, sickened, or staggered.
See Invisibility: Keskodai can see invisible and ethereal objects for 80 minutes.
Share Language: Keskodai can grant a creature touched the ability to read, understand, and speak (if able) up to three languages Keskodai knows.
Stabilize: This spell causes a dying creature that has 0 Hit Points to stabilize.
Telekinetic Projectile: Keskodai can telekinetically hurl an object weighing up to 5 pounds at a target within 30 feet, making an attack roll (+8 bonus) against its KAC. If he hits, both the target and the object take 1d6 bludgeoning damage.

*Casting this spell does not provoke attacks of opportunity.

GEAR DESCRIPTIONS
Advanced Medkit Keskodai can use this kit to attempt a DC 20 Medicine check to treat deadly wounds, gains a +2 insight bonus to Medicine checks to treat diseases, drugs, and poisons, and can take 10 minutes to set up a one-patient medical lab to provide long-term care (requiring a DC 30 Medicine check).
Carbon Staff If Keskodai hits a foe with this two-handed weapon, he gains a +1 bonus to his AC against melee attacks from that foe for 1 round.
Corona Laser Pistol This pistol can be fired 20 times before its battery must be recharged or replaced.
D-suit II While wearing this armor, Keskodai can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 8 days. The armor includes a brown-rated force field, which can be activated or deactivated as a standard action. While active, it gives Keskodai 10 temporary Hit Points. If any of these temporary HP are lost and the force field is still active, it regenerates 1 HP at the end of Keskodai’s next turn. This force field can be used a total of 10 rounds each day.
Mk 1 Ring of Resistance This magic ring grants a +1 resistance bonus to Keskodai’s lowest saving throw (this bonus has already been applied to his Fortitude save).
Mk 1 Serum of Healing Drinking this restores 1d8 HP.
Mk 2 Serum of Healing Drinking this restores 3d8 HP.
Mk 2 Synergizing Symbiote This tiny implanted symbiotic creature grants Keskodai +4 Wisdom (this has already been added to his Wisdom score).

History:
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
could he know if he wanted this when there was still so much out there that he’d never experienced? The desire to explore continued to grow, until at last, after the birth of their first son, he and his partners agreed that Keskodai would leave and see the galaxy, taking their child with him to expose him to the same new experiences. Once the child was old enough to leave his cradle-jar, Keskodai would decide whether he’d seen enough to return in good conscience, in which case both of them be welcomed with open arms. If not, the child would return alone.

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
excellent healer.

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:

Shohiraj-4-002
Race
Init +1; Senses darkvision 60 ft., low-light vision; Perception +7 ; Sense Motive +1 //
Classes/Levels
SP 32/32 HP 29/32 RP 2/3 EAC 16; KAC 16 Fort +5; Ref +2; Will +5; Defensive Abilities -- Dark Matter //
Gender
Kasatha Scholar Solarian 4 //

LN Medium humanoid (kasatha)
Init +1; Senses darkvision 60 ft.; Perception +7

DEFENSE SP 32 HP 32 RP 3
EAC 16; KAC 16
Fort +5; Ref +2; Will +5
Defensive Abilities dark matter
\OFFENSE
Speed 30 ft.
dice= solar weapon v KAC ] 1d20+7 [/dice] … dice= damage]1d6+1d3+6 [/dice] S; critical knockdown)
dice= tactical semi-auto pistol v KAC] 1d20 +5 [/dice] … dice= damage] 1d6+2 [/dice] P; analog) or
dice= frag grenade I] 1d20+2 [/dice] … dice= damage] 1d6 [/dice] (explode [15 ft., 1d6 P, DC 7])
Offensive Abilities black hole, plasma sheath, solar
manifestation (solar weapon), supernova

STATISTICS
Str 14 (+2); Dex 12 (+1); Con 12 (+1); Int 11 (+0); Wis 12 (+1);
Cha 12 (+1)

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)
Languages Common, Kasatha
Other Abilities desert stride, four-armed, sidereal influence, stellar mode

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)

SPECIAL ABILITIES
Black Hole (Su) When fully attuned to graviton mode, as a standard action Altronus can pull any number of creatures he targets that are within 20 feet of him toward him. Each target must succeed at a DC 13 Fortitude save or move 5 feet closer. This movement doesn’t provoke attacks of opportunity. After using this power, he becomes unattuned.

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 graviton mode, Altronus gains a +1 insight bonus to his Reflex saves.

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.

GEAR DESCRIPTIONS
Beacon This handheld light increases the light level by one step in a 50-foot radius. It can operate for 10 hours before its battery must be recharged or replaced.
Defrex Hide While wearing this armor, Altronus can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 4 days. Its infrared sensors give Altronus darkvision.
Flashlight This handheld light increases the light level by one step in a 20-foot cone. It can operate for 10 hours before its battery must be recharged or replaced.
Least Graviton Crystal This solarian weapon crystal is part of Altronus’s solar manifestation. It adds 1d3 damage and the knockdown critical effect to his solar weapon (these benefits are already added in to his solar weapon attack above).
Medpatch Altronus can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat drugs or poison task.
Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 HP.
Tactical Semi-Auto Pistol This small arms weapon fires physical bullets and can be fired nine times before it must be reloaded.
Titanium Alloy Cable This 100-foot-long cable is designed for climbing or securing loose cargo.


*****

Iseph, 4th level OPerative:

Shohiraj-4-001 (Iseph)
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
NG Medium humanoid (android)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +9

DEFENSE SP 24 HP 28 RP 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

OFFENSE
Speed 40 ft., fly 30 ft. (jump jets, average)

Melee
dice= Survival Knife v KAC] 1d20 +7 [/dice] … dice= damage] 1d4+3 [/dice] … S; analog, operative)
Ranged
dice= tactical semi-auto pistol v KAC] 1d20 +7 [/dice] … dice= damage] 1d6+2 [/dice] … P; analog) or
dice= Static arc pistol v EAC] 1d20 +7 [/dice] … dice= damage] 1d6+2 [/dice] ...E, critical arc 2, stun) or
dice= incendiary grenade I[/dice] 1d20 +0 [/dice] … dice= damage] 1d6 + 1d4 [/dice] ...(explode [5 ft., 1d6 F plus 1d4 burn, DC 11])

Offensive Abilities
debilitating trick (target flat-footed or off-target for 1 round)
trick attack (small arms or operative weapon -- Stealth check v opponent's CR+20 gain 1d8 damage)

STATISTICS
Str 12 (+1); Dex 18 (+4); Con 10 (+0); Int 12 (+1); Wis 10 (+0); Cha 11 (+0)

Skills Acrobatics +14, Athletics +10, Bluff +9, Computers +10 (4 ranks), Disguise +9, Engineering +10 (4 ranks), Intimidate +9,
Perception +9, Piloting +14 (4 ranks), Sense Motive +0, Sleight of Hand +13, Stealth +14;
(reduce the DCs of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots);
(ghost specialization: +1 to Stealth checks to make a trick attack)

Feats
Dive for Cover, Kip Up, Multi-Weapon Fighting, Skill Focus (Acrobatics, Stealth)

Languages Common, Shirren

Other Abilities ghost specialization

Combat Gear: mk 1 serums of healing (2), mk 2 serum of healing, incendiary grenade I, medpatch;
Other Gear: defrex hide (upgrade: jump jets), static arc pistol with 1 battery (20 charges), tactical semi-auto pistol with 30 small arm
rounds, survival knife, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, titanium alloy cable (40 ft.), toolkit (hacking), credstick (39 credits)

SPECIAL ABILITIES
Constructed For effects targeting creatures by type, Iseph counts as both a construct and a humanoid (whichever is worse for Iseph).
Darkvision Iseph can see up to 60 feet in total darkness.
Debilitating Trick (Ex) When Iseph hits an enemy with a trick attack, Iseph can choose to make that enemy either flatfooted or off-target until the beginning of Iseph’s next turn.
Dive for Cover When Iseph attempts a Reflex save against an area attack or area effect, they can choose to fall prone in an adjacent space in order to roll the saving throw twice, taking the better of the two results.
Evasion (Ex) If Iseph succeeds at a Reflex save against an effect that has a partial effect on a successful save, they instead suffer no effect.
Flat Affect The DC of a Sense Motive check attempted against Iseph increases by 2.
Kip Up Iseph can stand from prone as a swift action, rather than a move action.
Low-Light Vision Iseph can see in dim light as if it were normal light.
Multi-Weapon Fighting When Iseph makes a full attack with two or more operative melee weapons or small arms, reduce the penalty to each attack from –4 to –3.
Trick Attack As a full action, Iseph can move up to 40 feet and make a single attack with a small arm (or a melee weapon with the operative special property) as a trick attack. Just before making the attack, Iseph attempts a Bluff, Intimidate, or Stealth check (whichever is better for Iseph) with a DC equal to 20 + the target’s CR. If the skill check is successful, the attack deals an additional 1d8 damage and the target is flat-footed against this attack.
Uncanny Pilot (Ex) When Iseph attacks while driving a vehicle, they take only half the vehicle’s normal penalty to their attack roll. When in a chase, Iseph gains a +2 bonus to skill checks when attempting the evade or trick pilot actions.
Upgrade Slot Iseph has an internal quick-release sheath normally installed in armor as an upgrade. This can store a single one-handed weapon, which Iseph can draw as a swift action.

GEAR DESCRIPTIONS
Defrex Hide While wearing this armor, Iseph can close its environmental seals and survive in a vacuum (and other harsh environments) for up to 4 days. The armor has jump jets as an upgrade, allowing Iseph to fly up
to 30 feet as part of a move action. At the end of this flight Iseph must land or they fall. Iseph can do this 10 times before the jump jets’ battery must be recharged or replaced.
Medpatch Iseph can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat drugs or poison task.
Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 HP.
Mk 2 Serum of Healing Drinking a vial of this serum restores 3d8 HP.
Static Arc Pistol This weapon fires a bolt of electricity. On a critical hit, it arcs and deals 2 electricity damage to a new target of your choice that is adjacent to your original target. As a move action, it can be set to deal nonlethal damage. It can be fired 10 times before its battery must be recharged or replaced.
Tactical Semi-Auto Pistol
This weapon fires physical bullets and can be fired nine times before it must be reloaded.
Titanium Alloy Cable This 40-foot-long cable is designed for climbing or securing loose cargo.

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.