About Thrym-Who-Speaks-With-SpiritsStarfinder Society Profile. Please use this link! Background:
Thrym is one of the hunters for the Tribe of Istamak, having proved himself time and again as both a provider for, and defender of, the community. However, whilst he enjoys the thrill of the hunt, secretly, he has a desire for adventure; when exploring the ruins, he has always felt that the Ancestors have been watching him, judging his actions, trying to make their stories heard. Consequently, he has had a habit of investigating the more dangerous ruins, including those on the broken ground away from the main island...
It was on one such trip that he ran afoul of some hungry undead that had been trapped in a bunker for hundreds, if not thousands of years. Although he managed to escape (putting down several of their number in the process), he was very badly injured, necessitating a trip to the House of Renewal... where his body was indeed rejuvenated, but unknown to him, his wounds were laced with traces of undead Kishalee DNA, which confused the already damaged healing chamber enough that it thought it was part of him, and integrated it throughout his system. Following this, he found himself to be drifting apart from the rest of the tribe; he still viewed them as his family, but it was as if they were always at a great distance from him, even when he was in the same room. He started to spend even more time alone, 'communing with the spirits', eventually developing a true Connection with the Ancestors, who guided, nurtured, and protected him - not so much through words, as through feelings and hunches. When the Cult of the Devourer profaned the most Holy site of the Kish, and stole information about a Doomsday Weapon, the spirits urged Thrym to give chase; he does not truly understand why it is so crucial, but he feels in his bones that it is the single most important thing that he has done in his life... Initiative: +15 (+7 Dex + 4 Improved Initiative + 4 Blitz)
EAC: 27 (10 + 11 (Armor) + 6 Dex)
Stamina Points: 132/132
DR: 12/- Resistances: Cold 12 Fort: +11 Ref: +11 Will: +12 +1 bonus to saving throws against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning. +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation. Combat:
Base Atk: +12; CMD: 39
Ranged
Minor Disruption Pistol: +19 to Hit; Dmg 2d6+6 (Sonic); crit Staggered; range 40 ft; Boost, Relic; Usage 2 [20/20] *Battery Unit
Theme (Death-Touched):
You have been affected by the energies of death and negative energy. You are not undead, but you have an affinity for the dead and undead that is inexplicable to most living creatures. You may have suffered an attack from an undead creature when very young, or you may have been exposed to strange radiation, dimensional rifts, or magic that caused a weak but permanent link between you and the Negative Energy Plane. You survived this formative experience, but not without some change. Theme Knowledge (1st Level):
Dread Vitality (6th Level):
Inured to the Grave (12th Level):
Skills:
Skill Points per level: 4 (Class) + 1 (Intelligence)
Acrobatics +20 (+7 Dex + 10 ranks + 3 class skill) Athletics +14 (+1 Str + 10 ranks + 3 class skill) Bluff +0 Diplomacy +0 Disguise +0 Intimidate +0 Mysticism +14 (+4 Wis + 10 ranks) Perception +20* (+4 Wis + 10 ranks + 3 class skill + 3 Insight) Sense Motive +14 (+4 Wis + 10 ranks) Stealth +7 Survival +19 (+4 Wis + 10 ranks + 3 class skill + 2 Racial) *Use Perception, rather than Mysticism, to recall knowledge about undead and negative energy effects.
Feats:
1st: Deadly Aim
1st - Racial Bonus Feat: Improved Initiative 3rd: Toughness 5th: Skill Focus (Perception) 7th: Enhanced Resistance (Kinetic) 8th - Fighter Bonus Feat: Far Shot 9th: Connection Inkling (Stabilise, Token Spell (At Will); Spirit-Bound Computer 3/day [1/3 used]) 11th: Weapon Focus (Long Arms) 12th - Fighter Bonus Feat: Racial Features:
Darkvision:
Kish have darkvision with a range of 60 feet. Survivalist:
Class Features:
Sniper’s Aim (Ex) - 1st Level:
When you make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. You can’t use sniper’s aim against an enemy with total cover. Focus Fire (Ex) - 5th Level:
Intense Focus (Ex) - 9th Level:
Rapid Response (Ex) - 9th Level:
Gear Boost - Raw Lethality (Ex):
Gear Boost - Anchoring Arcana (Su; 7th Level):
Gear Boost - Sonic Resonance (Ex; 7th Level):
Soldier’s Onslaught (Ex) - 11th Level:
Archetype - Kish Mystic:
Code Speaker (Ex) - 2nd Level:
Your ancestors spoke a language that no longer exists, but through some sort of divine providence, you now understand what once was lost. You learn to speak and read Kishaleen for free. For the highest level of mystic spell you can cast, reduce the number of mystic spells known by 1 The Starship is Alive! (Su) - 4th Level:
When you are in the Engineer or Science Officer role of starship combat, you may use Mysticism in place of either Engineering or Computers for your actions. If your starship suffers a critical damage effect to life support, your actions suffer the same penalties as a captain's would. Ritualized Activation (Su) - 6th Level:
You may use Mysticism in place of all Engineering and Computers checks, although these rolls do not benefit from any item bonuses. Ancestral Infusion (Su) - 9th Level:
Equipment:
Clear Spindle Aeon Stone (245) Ghost-Killer (2600) Minor Disruption Rifle (15000)
D-Suit III (13300)
10 x High Capacity Battery (3300)
1 x Battery (60)
Kishalee Battery
Mk I Ability Crystal (1400)
Industrial Backpack (25)
Credits: 0
Osteth, Mk II:
Tier 5 Computer (10,000) Miniaturisation x26 (26,000) - so reduced to Negligible Bulk Artifical Personality (1,000) Self-Charging (1,000) Range III (Planet-Wide) (100) Complex Control (Kishalee Hoverbike) (2,000) Library Chip x5 (Culture, Engineering, Life Science, Mysticism, or Physical Science) (1,250) Complex Control (Library Chip Set) (125) Skills: Bluff +10, Culture +16, Diplomacy +10, Engineering +16, Intimidate +10, Life Science +16, Mysticism +16, Physical Science +16, Piloting(Kishalee Hoverbike) +16, Sense Motive +10 Kishalee Hoverbike:
Large land and air vehicle (5 ft. wide, 10 ft. long, 2 ft. high) Speed 30 ft., full 550 ft., 65 mph (hover and fly) EAC 18; KAC 22; Cover none HP 90 (45); Hardness 5 Attack (Collision) 5d8 B (DC 18) Modifiers +4 Piloting, –2 attack (–4 at full speed) Systems autocontrol, kishalee dimensional comm unit; Passengers 1 Description
Kishalee hoverbikes move by warping the space around themselves, shortening the space directly in front of them and stretching out the space behind them. As a result, they deal very little damage if they ram a target, and jumping off one causes no damage beyond falling damage, because the hoverbike has no effective momentum. |