SFS # 212500-701
Female CG Kasatha Mystic 1 (Priest)
Medium
Init +6; Senses Perception +7
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DEFENSE
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EAC 13 KAC 14(Dex +2, Armor +1/+2 )
HP 10 SP 6 RP 4
Fort +1, Ref +2, Will +5
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OFFENSE
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Speed 30 ft.
Melee
Staff, Battle +0 (1d4)
Ranged
Semi-Auto Pistol, Tactical +2 (1d6)
Special attacks:
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STATISTICS
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Str 10, Dex 14, Con 12, Int 9, Wis 18, Cha 10
Base Atk +0
Feats Improved Initiative
Weapon and armor Basic melee weapons and small arms; light armor
Skills (6 points; +0 INT)
Diplomacy (Cha) +4, Life Science (Int) +3, Medicine (Int) +3, Mysticism (Wis) +8, Perception (Wis) +8,
Languages Common, Kasatha
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SPECIAL ABILITIES
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Four-armed Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment.
Desert stride Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.
Historian, Natural grace +2 culture, athletics, acrobatics
Connection Healer
Connection power: Healing Channel (Su) You can heal yourself and your allies. You can spend 1 Resolve Point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 Hit Points and increases by 2d8 at 3rd level and every 3 levels thereafter.
Healing Touch Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
0-Detect Affliction: Determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction.
0-Detect Magic: Detect spells and magic items within 60 feet.
0-Stabilize: Cause a dying creature to stabilize.
0-Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 damage to the target and object.
1-Mind Thrust: Mentally deal 2d10 damage to one target.
1-Remove Condition, Lesser: Remove one minor harmful condition affecting a creature.
HEALING TOUCH (SU) 1st Level
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Healer Connection:
Your connection channels the life force of all things—as well as its counterpart, death. You’re an expert healer, but not necessarily a selfless one. You might be a traveling doctor, a haunted medium, a military medic, or a tyrannical necromancer.
Associated Deities: Desna, Hylax, Iomedae, Pharasma,
Sarenrae, Talavet, Urgathoa, Weydan
Associated Skills: Medicine and Mysticism
Spells: 1st—6th mystic cure; replaced by 1st— lesser remove condition, 2nd—remove condition, 3rd—remove affliction, 4th— restoration, 5th—greater remove condition
Healing Channel (Su) 1st Level
You can heal yourself and your allies. You can spend 1 Resolve Point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 Hit Points and increases by 2d8 at 3rd level and every 3 levels thereafter.
Spoiler:
Nodding a hello, she greets the group. "Hello, I am Ainara Dojane Zye Riynilds, of Clan." With a shake of her head, she stops the recitation of her name. New tradition, not saying my full name unless asked, she thinks to herself.
"I am Ainara, Starfinder Society hopeful."
New traditions. New, never tried ideas.