Gillman

Sh'yl M'sshakul's page

214 posts. Alias of Ilmakis.


Full Name

Sh'yl M'sshakul

Race

Kasatha Force Adept :
HP37/52 | AC28 - 21FF- 23T| CMD29 | Perception +17, Sense Motive +8 | +5 Init | Fort +8, Ref +9, Will +11

Strength 13
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 16
Charisma 12

About Sh'yl M'sshakul

Background:

M'sshakul's parents were famous space pirates from the day past. But when their ship crashed in Akiton and both survived they decided to stay on the planet and stop being pirates.
Young M'sshakul meet a strange man in the desert, who taught him many thing about "The Force".
After years of training with the man, far from his parents, he returned home just to see his family and youth friend beeing killed by pirates.
He decided to follow his parent's step in hopes to find their killer.

Force Adept 8 (Warpriest)
NG medium humanoid (Kasatha)
Init : +5 Senses : Perception +17
== DEFENSE ==
AC 24, touch 23, flat-footed 17 (+0 armor, +5 Dex, +2 dodge, +2 deflection, +4 Wisdom, +1 natural armor)
HP : 52 (8d8+9)
Fort +8 Ref +9 Will +11

== OFFENSE ==
Speed : 30ft.
Melee : +1 Lightsaber +12/+7 (1d8+7/19-20) or +1 Lightsaber +10/+5 (1d8+7/19-20), mw lightsaber +10 (1d8+6/19-20), mw lightsaber +10 (1d8+6/19-20), mw lightsaber +10 (1d8+6/19-20)
Ranged : Force Push (Sling) +10 (1d3+1)
== STATISTICS ==
Str 13, Dex 19/21, Con 12, Int 10, Wis 16/18, Cha 12
Base Atk +6; CMB +10; CMD 29

Feats :
- Weapon Focus (Lightsaber) B
- Weapon finesse Always Available Feat
- Agile maneuvers Always Available Feat
- Fencing Grace (Lightsaber)
- Deadly Aim Always Available Feat
- Power Attack Always Available Feat
- Point-Blank Shot Always Available Feat
- Throw Anything Always Available Feat
- Catch off-Guard Always Available Feat
- Multiweapon Fighting
- Block (Lightsaber combat tree) B
- Blind-fight
- Weapon Specialization (ligtsabers) B
- Double Slice

Traits : Fate Force's Favored, Akitonian Ferocity (Akiton), Buccaneer’s Blood

Zealous (Drawback):
You are fanatical in your beliefs, ruled by emotion over reason. When you attack a creature that you know worships a different religion than you do, you take a —5 penalty on the attack roll and a +2 trait bonus on the damage roll with your first attack.

Skills :
Acrobatics : +7 (3)
Diplomacy : +12 (8)
Intimidate : +13 (8)
Knowledge Engineering: +5 (2)
Knowledge Religion: +7 (4)
Perception : +17 (8)
Profession (Sailor) : +10 (2)
Profession (Cook) : +8 (1)
Sense Motive : +8 (1)
Stealth : +6 (1)
Survival : +8 (1)
Swim : +5 (1)

Racial traits :

  • Defensive Training (Ex)
  • Desert Runner (Ex)
  • Desert Stride (Ex)
  • Jumper (Ex)
  • Multi-Armed (Ex)
  • Stalker (Ex)

Spells List (blessing : Good, Void):

  • SPELL0 (DD12)
  • Spell 0 : stabilize
  • Spell 0 : guidance
  • Spell 0 : light
  • Spell 0 : Enhanced Diplomacy
  • SPELL1 (DD14)
  • Spell1 : Shield of Faith
  • Spell1 : Bless
  • Spell1 : Divine Favor
  • Spell1 : Divine Favor
  • Spell1 : Divine Favor
  • SPELL2 (DD15)
  • Spell2 : Cure Moderate Wounds
  • Spell2 : Silence
  • Spell2 : Resist Energy
  • Spell2 : Cure Moderate Wounds
  • Spell2 : Remove Paralysis
  • SPELL3 (DD16)
  • Spell3 : Cure Serious Wounds
  • Spell3 : Shield of Fortification
  • Spell3 : Invisibility Purge

Ki Pool : 6/6
Fervor : 9/9

Equipment :
#Belt +2 dex (4,000gp)
#Headband +2 Wis (4,000gp)
#+1 Silversheen (2,765gp)
#adamantine (3,015gp)
#mw silversheen (765gp)
#mw cold iron (330gp)
#cloak of resistance +1 (1,000gp)
#Wand of CLW/Bless (1/4th) - (375 GP)

Class Feature:

Weapon and Armor Proficiency: Jedi Knight are proficient with simple weapon and saber (simple, double). Jedi Knight are not proficient with any armor or shields. This replaces the warpriest's weapon and armor proficiency.

AC Bonus (Su): the Force protects a Jedi Knight as long as he is unarmored and unencumbered. A Jedi Knight adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a Jedi Knight gains a +1 deflection bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).

These bonuses to AC apply even against touch attacks or when the Jedi Knight is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Saber mastery: Jedi Knight can only gain weapon focus for saber and is considered to have Improved Unarmed Strike for prerequise purpose. This ability replaces focus weapon.

Fervor (Su): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.

By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Ki Pool (Su): At 7th level, the Jedi Knight gains a ki pool. This functions as the monk class feature, using the Jedi Knight's level – 3 as his monk level when determining the number of points in his pool and bonuses granted to his unarmed strike. Additionally, the Jedi Knight can as a swift action spend 1 point from his ki pool to grant himself a +1 insight bonus to his AC for 1 minute. (This is in addition the normal ki ability to gain a dodge bonus to AC.) This insight bonus increases by 1 for every 3 levels above 7th (to a maximum of +5 at 19th level). This ability replaces sacred armor.

Arcane Bond (Ex): At 10th level, an Jedi Knight gains the arcane bond ability as a wizard, using a Lightsaber as his bonded item, allowing him to cast any one addition spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This ability replaces one of his major Blessing.

Blessings (Su):

Void Blessing:

Airless Touch (minor): At 1st level, with a successful melee touch attack you can steal the breath from an opponent’s lungs, leaving it unable to speak, use breath weapons, cast spells with verbal components, or do anything else requiring breath for 1 round.
If the target fails at a Fortitude saving throw, it’s also staggered for 1 round as it catches its breath. If the target was attempting to hold its breath, it can no longer do so: it must breathe on its turn or risk suffocation and unconsciousness.
Creatures that don’t need to breathe are unaffected. Regardless of whether it succeeds at its saving throw, the target is immune to further uses of your airless touch for 24 hours.
Deny Gravity (major): At 10th level, as a standard action you can touch an ally to allow her to ignore the effects of gravity for 1 minute (as fly). The ally gains a fly speed of 40 feet with average maneuverability. The ally is also immune to dangerous environmental conditions (as life bubble APG ) for 1 minute.

Good Blessing:

Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level)

Lightsaber combat talent tree:
The Force adept can choose his bonus feat from any of the following talent tree instead of the normal combat feat. He must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Use the Force check : 1d20+NLS+Wisdom

The lightsaber is the chosen weapon of the Jedi. Not as clumsy or random as a blaster, the lightsaber is an elegant weapon for a more civilized combatant.
The following talents allow you to improved your prowess with a lightsaber
Block: You may negate a melee attack by making a successful Use the Force check. The DC of the check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Use the Force check for everytime you have used Block or Deflect since the beginning of your last turn. You must have a lightsaber drawn and ignited to use this talent, and be aware of the attack and not flat-footed
Deflect: You may negate a ranged attack by making a successful Use the Force check. The DC of the check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Use the Force check for everytime you have used Block or Deflect since the beginning of your last turn. You must have a lightsaber drawn and ignited to use this talent, and be aware of the attack and not flat-footed
This talent cannot be used to negate attacks made by war machine (cannon and the like)
Lightsaber Defense: As a swift action, you can use your lightsaber to parry your opponents' attacks, gaining +1 dodge bonus to your AC until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you don't gain the dodge bonus if you are flat-footed or otherwise unaware of the incoming attack.
You can take this talent multiple times; each time you take this talent, the dodge bonus increases by 1 (maximum +3)
Weapon Specialization (ligtsabers): You gain a +2 bonus on melee damage rolls with lightsabers.
Prerequisite : Weapon focus (lightsabers) feat.
Lightsaber Throw: You can hurl a lightsaber as a standard action, treating it as a thrown weapon. You are considered proficient with the thrown lightsaber, and you apply the normal ranged penalties to the attack roll. The thrown lightsaber deals normal weapon damage if it hits.
If your target is no more than 30ft. away, you can pull your lightsaber back to your hand with a swift action by making a DC20 Use the Force check.
Redirect Shot: This talent allow you to redirect a deflected blaster bolt along a specific trajectory so that it damages another creature or object in its path. Once per round when you successfully deflect a blaster bolt, you can use an immediate action to make a ranged attack against another target with which you have line of sight. Apply the normal penalties to the attack roll, not counting the distance the bolt traveled to reach you. If the attack succeeds, it deals normal weapon damage to the target.
Prerequisite : Deflect, base attack bonus +5


0/2000 XP:

Akitonian Ferocity (Akiton):
You were raised on Akiton, where you were hardened against the ravages of battle. Once per day, the first time you are brought below 0 hit points but not killed, you can fight on for 1 more round as if disabled. At the end of your next turn, unless brought to above 0 hit points, you immediately fall unconscious and begin dying.

Buccaneer’s Blood:
One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes.
You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and
Infamy scores (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the Infamy system).