Male shirren priest mystic 1
NG Medium humanoid (shirren)
Init +1; Senses blindsense (vibration) 30 ft.; Perception +8
DEFENSE SP 7 HP 12 RP 5
EAC 12; KAC 13
Fort +1; Ref +1; Will +6
OFFENSE Speed 30 ft.
Melee battle staff +0 (1d4 B; critical knockdown; analog, block)
Ranged pulsecaster pistol +1 (1d4 E nonlethal) or
shock grenade I -4 (explode [15 ft., 1d8 E, DC 7])
Mystic Spells Known (CL 1st, ranged +1)
1st (3/day)—mind thrust, mystic cure, share language
0 (at will)—detect affliction, detect magic, stabilize, telekinetic projectile
STATISTICS Str 10 (+0); Dex 13 (+1); Con 12 (+1); Int 12 (+1); Wis 18 (+4); Cha 8 (-1)
Skills Computers +2 (1 rank), Diplomacy +5, Life Science +5, Medicine +5, Mysticism +9, Perception +8, Piloting +2 (1 rank);
(reduce the DCs of Culture and Mysticism checks by 5 when recalling knowledge about religious traditions, religious symbols, and famous religious leaders)
Feats Harm Undead
Languages Celestial, Common, Shirren, Vesk; limited telepathy 30 ft.
Other Abilities healing channel, healing touch
Combat Gear mk 1 serums of healing (2), shock grenade;
Other Gear second skin, battle staff, pulsecaster pistol with 2 batteries (20 charges each), basic medkit, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, credstick (19 credits)
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.
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 14) for half damage.
Healing Channel (Su) Keskodai can spend 1 RP to restore 2d8 HP 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 5 Hit Points to an ally.
Limited Telepathy (Su) Keskodai can communicate telepathically with creatures within 30 feet that share a language with him.
Spells Keskodai can cast the following spells, each as a standard action:
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.
Mind Thrust: This spell deals 2d10 damage (Will DC 15 half) to one creature with an Intelligence score.
Mystic Cure: With a touch, Keskodai can restore 1d8+4 Hit Points to one living creature. Casting this spell doesn’t provoke attacks of opportunity.
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 (+1 bonus) against its KAC. If he hits, both the target and the object take 1d6 bludgeoning damage.
GEAR DESCRIPTIONS Basic Medkit Keskodai can use this kit to attempt a DC 25 Medicine check to treat deadly wounds.
Battle Staff If Keskodai successfully 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.
Mk 1 Serum of Healing Drinking this restores 1d8 HP.
Pulsecaster Pistol This weapon deals nonlethal electricity damage. It can be fired 20 times before its battery must be recharged or replaced.
Second Skin This armor’s environmental seals allow the wearer to survive in harsh environments for 1 day.
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
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.