Arboreal Blightborn
Agender Ghoran (Oakling) Vanguard (Reaction) 1
N Medium Plant
Init +3; Senses Perception +0
Defence
EAC 14, KAC 15, AC vs CM 23
SP:10, HP: 13, RP: 4
Fort +5, Ref +5, Will +0, +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants
Offense
Speed 30ft Land
Melee Entropic Strike +4 vs EAC (1d3+3 A or B or A&B ) Operative, Magical
Ranged Tactical Semi-Auto +5 vs KAC (1d6 P) Analog
Other Dragon Gland (Wyrmling) 3d6 E in 15ft cone, ref DC 13
Spells At Will: Detect Magic, Psychokinetic Hand
Statistics
Str 10, Dex 16, Con 16, Int 8, Wis 11, Cha 12
Base Atk +1; Melee Atk +1, Ranged Atk +4, Thrown Atk +1
Feats Weapon Focus (small arms), Improved Combat Maneuver (Dirty Trick)
Skills
Acrobatics +7 (1 rank),
Athletics + 4, (1 rank)
Bluff +1,
Diplomacy +5 (1 rank),
Disguise +1,
Intimidate +1,
Mysticism +6 (1 rank),
Perception +0,
Piloting +3,
Sense Motive +0,
Survival +5 (1 rank)
Languages Common, Ghoran
Other Gear Second Skin, Tactical Semi-Auto, Fire Extinguisher, Small Arm Rounds (18), Serum of Healing Mk 1 x3, Tier 1 Computer (Mini, AI, Comm unit installed), Dragon Gland (Wyrmling) (Electricity)
Special Abilities/Feats/Racial Traits
Weapon Focus:
WEAPON FOCUS (SMALL ARMS)
You have increased training in a particular weapon type, making
it easier to hit your target.
Prerequisites: Proficiency with selected weapon type.
Benefit: Chose one weapon type (small arms, longarms,
heavy weapons, etc.). You gain a +1 bonus to attack rolls
with that weapon type. If your base attack bonus is at least
3 lower than your character level (or your mechanic’s class
level, if you are a drone), you gain a +2 bonus instead.
Improved Combat Maneuver (Dirty Trick) :
IMPROVED COMBAT MANEUVER (DIRTY TRICK)
You are particularly skilled with a specific combat maneuver.
Prerequisites: Base attack bonus +1.
Benefit: Choose one combat maneuver (bull rush, dirty trick,
disarm, grapple, reposition, sunder, or trip). You gain a +4
bonus to your attack roll to resolve that combat maneuver.
Special: You can take Improved Combat Maneuver multiple
times. The effects don’t stack. Each time you take the feat, it
applies to a new combat maneuver.
Detect Magic Spell:
DETECT MAGIC
Starfinder Core Rulebook p.348
Level Mystic 0; Technomancer 0; Witchwarper 0; Precog (Playtest) 0
School divination
Casting Time 1 standard action
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/level
Saving Throw none; Spell Resistance no
You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.
Psychokinetic Hand:
PSYCHOKINETIC HAND
Starfinder Core Rulebook p.370
Level Mystic 0; Technomancer 0; Witchwarper 0;
School transmutation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one unattended object of no more than 10 lbs. or 1 bulk
Duration concentration
Saving Throw none; Spell Resistance no
You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.
DELICIOUS
Delicious (Ex) Ghorans take a –2 penalty to attack rolls and Acrobatics checks to escape a grapple against a creature that uses the grab ability with a bite natural weapon.
LIMITED PLANT BENEFITS
Limited Plant Benefits (Ex) Despite being plant creatures, ghorans don’t gain the standard immunities associated with creatures of the plant type. Instead, they gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.
MAGICAL TALENT
Some ghorans inherit magical aptitude from their ancestors. Ghorans with this trait gain a +2 racial bonus to Mysticism checks, and they can use detect magic and psychokinetic hand at will as spell-like abilities.
This replaces past-life knowledge.
PHOTOSYNTHESIS
Photosynthesis (Ex) Ghorans undergo photosynthesis to gain nutrition instead of eating (although they can eat if they so wish). A ghoran can go without light (either sunlight or UV light, such as from starships) for 3 days, after which they must attempt Constitution checks to avoid starvation (Starfinder Core Rulebook 404).
Wild Warden Theme:
WILD WARDEN +1 WIS
Starfinder Pact Worlds p.37
You believe that the trappings of civilization have made others soft, so you eschew them to live in the wilds, such as the jungles of Castrovel. You don’t necessarily avoid technology, as it can help you survive in some of the harsher, more extreme environments, but you tend to adorn your equipment with furs and leaves. This might make you seem like a backwards primitive to some people, but you know that nature—in all its forms—will be around long after all societies have collapsed and turned to dust.
THEME KNOWLEDGE 1st
In the course of your explorations of various biomes, you have studied all manner of flora and fauna. Reduce the DC to identify creatures of the animal, plant, and vermin types using Life Sciences by 5. Survival 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 Survival checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
PROTECTOR OF THE WILD 6th
You harm creatures of the wilderness only when necessary for survival, preferring to simply knock them unconscious whenever possible. When you use a weapon that deals lethal damage to deal nonlethal damage to a creature of the animal, plant, or vermin type that you have identified with a successful Life Sciences check, you don’t take the standard –4 penalty to your attack rolls. In addition, if you are dealing nonlethal damage in this way and score a critical hit, you can choose not to impose any of your weapon’s critical hit effects. Finally, you can use Life Science to provide first aid (as per the Medicine task) to creatures of the animal, plant, and vermin types.
MASTER FORAGER 12th
Thanks to your survival skills, you can find materials to sustain and bolster your allies while guiding and feeding them by foraging in a wild environment. When you succeed at a Survival check to live off the land, you and the creatures you provide food and water for as a result of the skill check regain an additional number of Hit Points equal to your Wisdom modifier when you next recover Hit Points with a full night’s rest (which must be no more than 24 hours after you succeed at your check).
COMMUNE WITH NATURE 18th
Being out in the natural world revitalizes your spirits, reminding you why you enjoy the lifestyle you lead. Up to twice per day in a natural setting (such as a jungle or even an arctic tundra), you can spend 10 minutes meditating or simply considering the world around you (this doesn’t count as resting to regain Stamina Points) to regain 1 Resolve Point.