Inevitable

Thrym-Who-Speaks-With-Spirits's page

305 posts. Organized Play character for Luke_Parry.


Full Name

Thrym-Who-Speaks-With-Spirits

Race

Kish

Classes/Levels

Operative (Disciple) 7| EAC: 20, KAC: 22 | Fort: +3, Ref: +11, Will: +10 | SP: 42/42, HP: 41/41, RP: 9/9 | Perc: +18 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Gender

Male

Size

Medium

Alignment

Neutral

Languages

Common, Vulgar Kishaleen, Kishaleen, Aklo

Occupation

Hunter

Strength 13
Dexterity 24
Constitution 16
Intelligence 12
Wisdom 18
Charisma 10

About Thrym-Who-Speaks-With-Spirits

Starfinder 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)
Senses: 60' Darkvision, Low Light Vision, Perception +20
Speed: 40 ft

EAC: 27 (10 + 11 (Armor) + 6 Dex)
KAC: 28 (10 + 12 (Armor) + 6 Dex)

Stamina Points: 132/132
Hit Points: 89/89

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
Ghost Killer Minor Disruption Rifle: +20 to Hit; Dmg 3d8+12 (Sonic); crit Staggered; range 50 ft; Boost, Relic; Usage 5 [40/40] and [0/40]*

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):
Thanks to your experiences with the undead and the growing power of the grave within your form, you have an instinctive understanding and recognition of negative energy and undead. You can use Perception, rather than Mysticism, to recall knowledge about undead and negative energy effects when you first observe them. Perception is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

Dread Vitality (6th Level):
You draw dark strength from the spark of negative energy within you, and you gain a fraction of the resistances that undead creatures have. You gain a +1 bonus to saving throws against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning.

Inured to the Grave (12th Level):
Your body, always somewhat cool to the touch despite how much warm clothing you wear, becomes resistant even to extreme cold. You gain cold resistance equal to your level. If you already have greater cold resistance from some other source, that cold resistance instead increases by an amount equal to half your 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:
Kish have a +2 racial bonus to Survival checks and can take 20 on Survival checks to endure severe weather and predict weather.

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:
When you make a full attack with a ranged weapon, you can make both attacks with a –3 penalty instead of a –4 penalty as long as they both target the same creature. If your first attack kills or knocks out the target, you can instead make the second attack against a different creature at a –4 penalty. Once you have the soldier’s onslaught class feature (see page 112), you can use this ability with it, making three attacks against the same creature at a –5 penalty; if your first or second attack kills or knocks out your target, you can make your remaining attacks against a different creature at a –6 penalty.

Intense Focus (Ex) - 9th Level:
When you make a ranged attack against a target with cover or concealment, you can spend 1 Resolve Point to negate its AC bonus from cover and reduce its concealment by one category (from total concealment to concealment or from concealment to no concealment). This benefit applies to all ranged attacks you make against that target this round. You can’t use intense focus more than once per round, nor can you use it against an enemy with total cover.

Rapid Response (Ex) - 9th Level:
You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.

Gear Boost - Raw Lethality (Ex):
When wielding weapons with the archaic weapon special property, the damage you deal is never reduced as a result of that property. Archaic weapons you wield gain bleed 1d8 as a critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or this bleed effect. The bleed damage increases by 1d8 at 11th level and every 4 soldier levels you have beyond 11th (maximum bleed 4d8 at 19th level).

Gear Boost - Anchoring Arcana (Su; 7th Level):
As a full action, you can make a single attack with a magic weapon against a single foe. If the attack is a ranged attack, the target must be within the first range increment. Even if the attack normally affects an area or multiple targets, it affects only your selected target. If your attack hits, you can spend 1 Resolve Point to force the target to attempt a Will saving throw (DC = 10 + half your soldier level + your key ability score modifier). If the target fails its save, it can’t voluntarily move from its current space for 1d4 rounds. This has no effect on involuntary movement, but it does prevent the creature from teleporting or moving to another plane. Once you’ve struck a foe with this attack, whether it succeeds at or fails its saving throw, it is immune to this ability for 24 hours.

Gear Boost - Sonic Resonance (Ex; 7th Level):
When you hit a creature within 30 feet of you using a weapon in the sonic category, the sonic energy continues to resonate within that creature, giving it the flat-footed condition for 1 round. If you hit multiple creatures at the same time (such as with an automatic, blast, or explode weapon), only the creature nearest to you or to the center of the explosion (your choice if multiple creatures are equidistant) is affected.

Soldier’s Onslaught (Ex) - 11th Level:
When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty.

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:
You can call upon the guidance of your ancestors to help you operate a Starship.

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 have learned, through both trial and error and supernatural guidance, that technology and magic really aren't that different.

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:
As a standard action, you can apply one of the following fusions to any 2nd-level or higher powered weapon you wield: anarchic, axiomatic, holy or unholy. By spending 1 Resolve Point, you may instead apply ghost killer to any 5th-level or higher powered weapon you wield. The weapon can not already have one of these fusions attached. The weapon fusion remains active until the end of combat. This weapon fusion does not count toward the maximum number of levels of weapons fusions a weapon can have at once.

Equipment:

Clear Spindle Aeon Stone (245)

Ghost-Killer (2600) Minor Disruption Rifle (15000)
- Uniclamp (150) + Grappler (700) + 50' Titanium Alloy Cable (25)
- Uniclamp (150) + Fire Extinguisher (15)
- Light Bayonet Bracket (150) + Austere Bone Cestus (600)
- Heavy Bipod (700)

D-Suit III (13300)
- Mk I Adaptive Defense (6500)
- Backup Generator (2100)
- Battery Unit (12000)

10 x High Capacity Battery (3300)
#1 0/40
#2 0/40
#3 0/40
#4 0/40
#5 0/40
#6 40/40
#7 40/40
#8 40/40
#9 40/40
#10 40/40

1 x Battery (60)
#1 20/20

Kishalee Battery
#1 20/20
#2 20/20
#3 20/20
#4 20/20
#5 20/20
#6 20/20

Mk I Ability Crystal (1400)
Mk II Ability Crystal (6500)

Industrial Backpack (25)
Bedroll (15)
Binoculars (50)
Canteen (1)
Blanket (3)
Mess Kit (2)
Tent (2)
Gear Maintenance Kit (5)
- extra UPB Pens x21 (21)

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 are sleek, skinny vehicles that float on cushions of antigrav energy. The driver sits on the front one of two seats and uses a triangular yoke to steer, while the passenger holds on to his own safety bar.

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.