Triskid's page

195 posts. Organized Play character for Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).

Full Name





Mystic (Star Shaman) (Spacefarer) / 2 | SP 16/16 HP 18/18 RP 4/4 | EAC 16 KAC 17 | F +2 W +6 R +3 | Init +3 Perc +8 (Blindsense 30')




Medium (5'5, 120lb)



Special Abilities

Spells: 1st: 3/3






Common, Shirren, Vercite, Akitonian

Strength 11
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Triskid

Triskid Stats:

Male shirren spacefarer mystic 2
N Medium humanoid (shirren)
Init +3; Senses blindsense (vibration) 30 ft.; Perception +8
Defense SP 16 HP 18 RP 4
EAC 16; KAC 17
Fort +2; Ref +3; Will +6
Speed 30 ft.
Ranged azimuth laser pistol +4 (1d4 F; critical burn 1d4)
Spell-Like Abilities
(CL 2nd)
. . At will—mindlink
Mystic Spells Known (CL 2nd)
. . 1st (3/day)—charm person, magic missile, mind link, mystic cure
. . 0 (at will)—daze, detect magic, grave words, stabilize, token spell
. . Connection star shaman
Str 11 (+0); Dex 16 (+3); Con 14 (+2); Int 10 (+0); Wis 16 (+3); Cha 8 (-1)
Skills Culture +6, Life Science +4, Medicine +4, Mysticism +8, Perception +8, Physical Science +4, Piloting +9 (2 ranks), Profession (soldier) +7, Sense Motive +7, Survival +7
Feats Mobility
Languages Akitonian, Common, Shirren, Vercite; limited telepathy 30 ft.
Other Abilities healing touch, theme knowledge, walk the void
Other Gear graphite carbon skin, azimuth laser pistol with 1 battery (20 charges), battery, navigator's tools, professional's tools, credstick (1,000 credits); Augmentations [i]mk 1 synergizing symbiote (dexterity)[/i]

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0: daze, detect magic, grave words, stabilize

1: charm person, mystic cure, shooting stars

Combat Rolls:


[dice=Azimuth Laser Pistol]1d20+2;1d4[/dice] Fire, Burn 1d4

[dice=Tactical Baton]1d20+0;1d4[/dice] Bludgeon, Analog, Operative

[dice=Shooting Stars]3d4+3[/dice]

[dice=Mystic Cure (I)]1d8+3[/dice]


[dice=Bluff (C)]1d20-1[/dice]
[dice=Culture (C)(1)]1d20+6[/dice]
[dice=Diplomacy (C)]1d20-1[/dice]
[dice=Disguise (C)]1d20-1[/dice]
[dice=Intimidate (C)]1d20-1[/dice]
[dice=Life Science (C)()]XXX[/dice]
[dice=Medicine (C)(1)]1d20+4[/dice]
[dice=Mysticism (C)(1)]1d20+7[/dice]
[dice=Perception (C)(1)]1d20+7[/dice]
[dice=Physical Sciences (C)(1)]1d20+4[/dice] -5 DC to recall knowledge about strange new worlds or features of space
[dice=Piloting (C)(1)]1d20+6[/dice]
[dice=Sense Motive (C)]1d20+3[/dice]
[dice=Survival (C)]1d20+3[/dice]

Languages: Common, Shirren, Vercite, Akitonian

Gear: Second Skin (250), azimuth laser pistol with 1 battery (20 charges) (350), extra 20 charge battery, tactical baton (90), basic medkit (100), everyday clothing (1), hygiene kit (3), personal comm unit (7), credstick(149)

Size: Medium
Type: Humanoid (shirren)
Feats: Medical Expert

THEME KNOWLEDGE (1ST): You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

BLINDSENSE: Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flatfooted against attacks from creatures it can’t see.

COMMUNALISM: Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.

CULTURAL FASCINATION: Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.

LIMITED TELEPATHY: Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.

HEALING TOUCH (SU):Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

WALK THE VOID (SU): You are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space. In addition, whenever you can see the stars, you can determine your precise location. Finally, add Piloting to your list of class skills.

Society Subdermal Graft:

Model: Single
Level: 1
Price: 150

This implant rests beneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in a species that lacks hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder's Society's symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.

Knights of Golarion Affiliation (Social Boon):
+2 insight bonus on all skill checks to influence members of the Knights of Golarion. +1 morale bonus to attack and damage vs. evil dragons and evil outsiders.

Society Rebuilder (Slotless):
Anytime you play in a scenario that grants additional Reputation with a faction that you do not possess the champion Faction boon for, you can cross this boon off your Chronicle sheet to earn that Faction boon without having to pay the requisite 2 Fame.