Priest of Pharasma

Apsel's page

37 posts. Organized Play character for AFlashInTime.


Full Name

Apsel

Race

Elebrian

Classes/Levels

Cultist Mystic (Divine Champion) of Pharasma 5; SP 0/40, HP 32/32, EAC/KAC 18/18, RP 5/7; Fort +3, Ref +3, Wil +8, Per +13, Init +1; Spells used: 1st: 2/6, 2nd: 1/3

Gender

Male

Size

Medium

About Apsel

Apsel, 5th level Mystic/Divine Champion of Pharasma (Cultist) Starfinder Society #: 8601-704

Faction: Acquisitives SP/HP: 40/32 Move: 30
Init: +1 (+1 Dex) Armor Check Penalty: -1
Race: Elebrian Resolve points: 7
EAC: 14 (10, +3 Armor, +1 Dex) KAC: 15 (10, +4 armor, +1 Dex)
Alignment: N BAB: +3 Religion: Pharasma Home world: Eox
Age: 25 Height: 6’2” Weight: 165 lbs
Languages: Celestial, Common, Eoxian, Jinsul

Abilities:
• Str: 10 (+0) (0)
• Dex: 12 (+1) (0, +2 5th level)
• Con: 15 (+2) (racial +2, theme, +2 5th level)
• Int: 14 (+2) (racial +2, +2 5th level)
• Wis: 20 (+5) (racial -2, 8, mk 2 upgrade +4)
• Cha: 16 (+3) (2, +2 5th level, mk 1 upgrade +2)

Saves:
• Fort: +3 (+2 Con, +1 class)
• Ref: +3 (+1 Dex, +1 class, +1 enchantment)
• Will: +8 (+5 Wis, +4 class)

Skills (40):
• Bluff +11 (5 ranks, +3 class, +3 Cha)
• Culture +6 (1 rank, +3 class, +2 Int)
• Diplomacy +7 (1 rank, +3 class, +3 Cha)
• Disguise +12 (5 ranks, +3 class, +3 Cha, +1 theme)
• Intimidate +13 (5 ranks, +3 class, +3 Cha, +2 circumstance (voice amp))
• Life Science +6 (1 rank, +3 class, +2 Int)
• Medicine +8 (1 rank, +3 class, +2 Int, +2 insight)
• Mysticism +15 (5 ranks, +3 class, +5 Wis, +2 insight)
• Perception +13 (5 ranks, +3 class, +5 Wis)
• Profession (Cook) +17 (5 ranks, +3 class, +5 Wis, +4 tool kit)
• Sense motive +13 (5 ranks, +3 class, +5 Wis)
• Survival +9 (1 rank, +3 class, +5 Wis)

Feats/Theme:
• Harm Undead (1st level)
• Spell Focus (3rd level)
• Weapon specialization (basic melee weapons and small arms) (3rd bonus)
• Divine Blessing (Pharasma) [PW] (5th) – When attacking an undead creature as a standard action, your attack may ignore one type of DR, resistance, or immunity the creature has.
• Cultist (Theme) – Reduce the DC of Culture and Mysticism checks to recall knowledge about hidden cults and secretive religions, including knowledge about their beliefs, hierarchy, and symbols, by 5. Reduce the DC of Diplomacy checks to gather information about hidden cults and their enigmatic members (usually considered obscure or secret knowledge or mysterious or obscure individuals) by 5.

Equipment/attacks:
• Battle staff +3 (+3 BAB, +0 Str), 1d8+5B, -, -, Analog; block
• Static arc pistol +4 (+3 BAB, +1 Dex), 1d6+2E, 50 ft, 20 (2), Stun

Racial Abilities:
• Size and Type: Elebrians are Medium humanoids with the elebrian subtype.
• Low-Light Vision: Elebrians can see in dim light as if it were normal light.
• Find Weakness (Ex) Elebrians can instinctively find and take advantage of other creatures’ weak points. An elebrian can make a single melee or ranged attack as a full action, and if she hits, she can add half her level to the damage dealt (minimum +1 damage). Whether successful or not, once an elebrian has used this ability on a creature, that creature is immune to it for 24 hours.
• Intellectual Knack (Ex) Elebrians can easily comprehend complex issues and remember minutia. An elebrian can attempt a skill check to recall knowledge untrained, regardless of the DC, and can always take 20 to do so (though this takes 2 minutes), even without access to an information network or data set.

Class Abilities:
• Altered or Replaced Mystic Class Features For any level at which an archetype provides an alternate class feature, a mystic who takes the archetype alters or replaces the listed class features.
◦ 2nd Level: For the highest level of mystic spell you can cast, reduce the number of mystic spells known by 1. At 2nd level, this means you know two 1st-level spells and five 0-level spells, and at 3rd level, you know three 1st-level spells and six 0-level spells. At 4th level, you know four 1st-level spells, but you know only a single 2nd-level spell (as 2nd level is now the highest levels of mystic spell you can cast), and so on.
• Connection (1): Healer
◦ Healing channel (Connection power (1)) 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.
◦ Lifelink (Su) (Connection power 3) At the start of each turn, you can choose an ally within 30 feet who has taken Hit Point damage and transfer her wounds to yourself, dealing an amount of damage up to your mystic level to your Hit Points (bypassing any Stamina Points you may have) and healing the ally’s Hit Points an equal amount. This doesn’t require any action on your part. You can’t prevent or reduce the damage you take from lifelink.
• Healing touch (1): Once per day, you can spend 10 minutes to magically heal an ally up to 5 HP per mystic level
• Channel skill +2 (2/5): You gain a +2 insight bonus to skill checks with your connection’s associated skills (Medicine and Mysticism)
• Mindlink (2): You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.
• Divine Awakening (2): You are divinely protected, gaining a +1 enhancement bonus to saving throws with your lowest base saving throw bonus; if two or three of your base saving throw bonuses are tied for the lowest value, choose one of those categories to gain this bonus. This functions as and doesn’t stack with the bonus provided by a ring of resistance, except the effect cannot be dispelled.
• Divine Judgment (Su) (4): As a move action, you can spend 1 Resolve Point to pronounce a creature you can see an enemy of your faith. Until the target is dead or the next time you take a full 8-hour rest, all your weapon attacks bypass that target’s DR and ignore its energy resistances as though your weapons had the fusion corresponding to your chosen alignment (even if the target isn’t a dragon or outsider): anarchic (chaos), axiomatic (law), holy (good), or unholy (evil).

Mystic spells known:
• Level 0, DC 16 (6): Detect Affliction, Detect Magic, Grave Words, Stabilize, Telepathic Message, Token Spell
• Level 1, DC 17 (4): Detect Thoughts, Disguise Self, Life Bubble, Reflecting Armor
◦ Lesser Remove Condition (Connection spell, 1st)
• Level 2, DC 18 (2): Command Undead, Mind Thrust
◦ Mystic Cure (Connection spell, 2nd)

Mystic spells per day:
• Level 0: Unlimited
• Level 1: 6 (4 base, 2 Wis bonus)
• Level 2: 3 (2 base, 1 Wis bonus)

Total carried: Bulk:
• Everyday clothes L
• Graphite carbon skin 1
◦ Upgrade slot (1): Jetpack 1
• Backpack (consumer) 1
◦ Serum of healing mk 1x3 3L
◦ Everyday clothes L
◦ Formal clothes L
◦ Hygiene kit 1
◦ Tool kit, disguise L
◦ Tool kit, profession L
◦ Personal upgrade +1 -
◦ Personal upgrade +2 -
◦ Cred stick (credits)
Total Bulk Carried: 4.8L