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About Benny SwellBackground:
Union Busted: If there’s one thing that brings corporate management together, it’s the threat of an employee union. A few years ago, before you started at the Company, you worked long hours at an AbadarCorp factory when one of your coworkers—an idealistic brenneri named Shan—started speaking to you and the others on your shift about forming a union. She insisted that unionizing posed the best way to secure better wages and working conditions, and you figured she was probably right. She must’ve made some progress, because the managers came down like a hammer soon after, and you were all out on the street. You bounced back—if you can call the Company a bounce—but you’re not really sure what happened to Shan. Theme:
Dream Prophet You were drawn to Liavara by the Dreamers’ songs, which awoke in you a resonance with these enlightened beings. Now you see the world around you in a new light, and you have a transcendent, innate understanding of the mystical power suffusing the universe. You don’t command this energy; the most you can do is accept it and absorb it—and when you become utterly in sync with those psychic reverberations encapsulated in the Dreamers’ songs, you gain oracular glimpses of things yet to come. Race/Planet:
Brenneris are a mostly peaceful species that hail from Varturan, a planet in Near Space covered in vast waterways. These 5-foot-tall mammalian humanoids resemble otters, though they have slightly longer legs that allow them to walk upright. Brenneris are particularly adept at detecting subtle physical and emotional reactions. This makes them especially skilled at understanding the emotions of others, and they are naturally talented diplomats.
When brenneris developed space travel sometime before the Gap, they enthusiastically began making expeditions from their home world to nearby planets in hopes of learning from their galactic neighbors. They quickly found that their empathetic nature allowed them favorable interactions, even with typically aggressive species. The brenneris began to intentionally hone this skill into diplomacy, and once they developed Drift travel, they were welcomed with open arms at Absalom Station and in the Pact Worlds at large. Now, a significant number of brenneris sell their skills as diplomats to other species that require ambassadors or that would prefer for brenneris to act on their behalf. Brenneri diplomats usually work in pairs, knowing that the experience and judgment of another brenneri is invaluable. Most other species allow brenneri to work as duos, even in cases where only a single representative would normally acts on behalf of a particular group, such as intergalactic senates. Some brenneris partner up with members of other similarly minded species, such as vlakas. Brenneris often find themselves apart from others of their kind, as their wide travels take them far from friends and family. Their fine-tuned sensitivity to emotions extends to their own, which can sometimes lead to bouts of spiraling anxiety or melancholy. To help manage these moods, most brenneris keep a small token to help them calm their emotions and focus their minds on the task at hand. This can range from a simple object, such as a small stone, to more personal items, such as an image of a lover or a childhood relic. A brenneri might even keep multiple items that they favor, choosing a specific object to suit a given situation. Though most brenneris find themselves acting as ambassadors of some kind or performing related tasks, there are many who break away from this tradition. This usually happens when they meet individuals who express great joy, excitement, or some other positive emotion about a profession, calling, or experience. A brenneri’s emotional insight can then kick into overdrive, causing them to decide to pursue a similar experience themselves. It’s not uncommon for a brenneri to meet a spacefarer who’s just returned from an exhilarating adventure and then quickly want to become an adventurer themself. Brenneris find themselves especially taken with enthusiastic shirrens, and many become early adopters of new technologies and lifestyles. Though brenneris’ natural empathy for the emotional journeys of others usually serves them well, it can sometimes bring them into conflict with others. They might, for example, compulsively attempt to intervene as councilor or intermediary in cases where the involved parties aren’t interested in outside interference—and others may find brenneris’ well-meaning attempts to help condescending or intrusive. It’s not uncommon to hear tales about brenneri companions who were “too helpful,” insisting on trying to assist someone in a rough emotional state even after being declined repeatedly. In some circles, this has earned the species a reputation for nosiness, though even then, few would consider a brenneri’s interest malicious. Story:
Benny Swell grew bored with his schooling and tired of being told he had to wait until he was older to leave his home planet, Varturan. He had been training to become a mystic healer, but he believed that he had learned enough to continue his studies on his own. His teachers disagreed, but Benny was headstrong and smuggled himself aboard a spaceship to get out to see the universe for himself. One of the first planets he visited was Bretheda where he was forced to look for work after being discovered as a stowaway.
The EJ Corporation hired him as an intern and sent him on a ship to the nearby planet of Liavara, where the Company had several legit gas mining operations. Benny thrived by making himself useful as a public relations representative, putting a positive spin on the Company's enterprises. This earned him more freedom to visit the moons of the planet and satisfy his limitless curiosity about the universe. Eventually, he was tapped to join an illegal exploration of the deeper levels of Liavera, where Benny encountered the Dreamers and was captivated by their songs. During a near encounter with the Dreamers while on this expedition, he felt a Dreamer was speaking directly to him, giving him a telepathic vision of his future. It seemed to include a strange mix of experiences, including working in a factory with another of his kind trying to organize a union in a factory, as well as travels on a spaceship with a strange mix of sentient species. After this experience, he was increasingly anxious to travel space to discover more wonders. During this expedition, he was paired with another Brennari intern named Rangja. They developed some strong feelings for each other, but did not have time to form an enduring bond. Their internships with the Company ended. They were warned that if either told anyone about these illegal expeditions, tragic things would happen to their romps [families) back on Varturan. This proved sufficient motivation to earn their silence. Benny leveraged his experience the the Company to find several jobs, eventually taking him to Absalom, where he was hired to work in a factory. While here, he worked with Shan, a female Brennari, whom his vision from the Dreamers had predicted. After getting fired for trying to form a union, he drifted from job to job, until he saw an employment opportunity with EJ Corporation, the Company. He applied and was assigned a job on a freighter. During his time on Absalom, Benny discovered he had a talent for stand-up comedy, improv acting, and music. He took up a number of instruments like the Synth-Pipes an synthesizer capable of producing music similar to clarinet, saxophones, and other wind instruments and drumming. He would have loved to form a band and make a living as an entertainer rather than shlepping freight across the Drift, but that dream would have to wait. It was around this time he legally changed his name to Benny Swing, replacing his stodgy given name, Benidictus Dynimicus Delbendoctro. Benny keeps a memento of his episode in which he communicated with a dreamer as favored object. It is a translucent silicate shell of a kiji, a tiny creature of Liavara's upper atmosphere. Individually, they are not dangerous, but as a swarm they can become predators of much larger beings, even ships plying the atmosphere. It is not especially valuable but it reminds Benny of that transcendent experience and helps keep his emotions in check. Description:
Age: 21 (a few years beyond the age Brenneri mature physically).
Height: 5' 5". Weight: 145 lb (soaking wet, which is how he prefers it). Male Brenneri Dream Prophet Mystic 3
Save Dice:
[dice=Fortitude]1d20 + 3[/dice] [dice=Reflex]1d20 + 3[/dice] [dice=Will]1d20 + 6[/dice] ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Swim 20 ft. Melee Club +2 (1d6 + 3 B) or Survival Knife +2 (1d4 + 1 S) (range 20 ft.) or Battle Staff +2 (1d4 + 3 B, Block, Critical knockdown) Ranged Azimuth Laser Pistol +2 (1d4 + 3 F, Critical Burn 1d4)(Range 80 ft.) or Cylindrical Lens Pistol with sight +2 (1d8 + 1, F, critical burn 1d4, unwieldy) Range 80 ft. Combat Dicebots:
[dice=Club]1d20 + 2[/dice]
[dice=Damage, B]1d6 + 3[/dice] [dice=Survival Knife]1d20 + 2[/dice] [dice=Damage, S]1d4 + 1[/dice] [dice=Battle Staff]1d20 + 2[/dice] Block: +1 enhancement bonus to your AC for 1 round against melee attacks from target hit. [dice=Damage, B]1d4 + 3[/dice] [dice=Azimuth Laser Pistol]1d20 + 2[/dice] [dice=Damage, F]1d4 + 1[/dice] [dice=Critical Burn, F]1d4[/dice] [dice=Cylindrical Lens Pistol]1d20 + 2[/dice] Manual Sight reduced penalties for range and AC bonuses from cover by 2 [dice=Damage, F]1d8 + 1[/dice] [dice=Critical Burn, F]1d4[/dice] ------------------------------ Spells ------------------------------ Spell-Like Abilities (CL 3rd) At Will--Mindlink Mystic Spells Known [CL 3; ranged +2] 1st (4/day) (DC 14) Eclipse Touch, Life Bubble, Mind Thrust, Mystic Cure, Summon Creature I 0th (at will) (DC 13) Daze, Detect Magic, Ghost Sound, Psychokinetic Hand, Stabilize, Telepathic Projectile Spell Dicebots:
[dice=TK Projectile vs KAC]1d20 + 2[/dice]
[dice=Projectile Damage, B]1d6[/dice] [dice=Mind Thrust 1]2d10[/dice] Will Save for Half Damage DC 14 [dice=Eclipse Touch vs EAC]1d20 + 5[/dice] [dice=Damage, B]3d6[/dice] Critical: target staggered, DC 14 Fortitude [dice=Mystic Cure 1]1d8 + 3[/dice] [dice=Healing Channel]2d8[/dice] Harms Undead the same amount, DC 14 Will Save for half damage ------------------------------ STATISTICS ------------------------------ Str +0; Dex +0; Con +2; Int -1; Wis +3; Cha +2 Base Atk +2 Feats Harm Undead, Lightning Reflexes Skills Acrobatics +0, Athletics +0, Bluff +6, Culture +3, Diplomacy +9, Disguise +2, Intimidate +6, Medicine +4, Mysticism +11, Perception +7, Piloting +0 (ranks 0), Profession (Entertainer) +8, Sense Motive +10, Stealth +0, Survival +7 Theme Knowledge Your perceptions of the psychic energies permeating reality provide you insight into various magical and mystical phenomena, especially those produced by creatures that can cast spells. Reduce the DCs of Mysticism checks to identify spells as they are being cast and to recall knowledge about arcane symbols and magic traditions by 5. ACP -0 Languages Common, Brethedan Skills Dicebots:
[dice=Acrobatics]1d20[/dice]
[dice=Athletics]1d20[/dice] [dice=Bluff]1d20 + 6[/dice] [dice=Culture]1d20 + 3[/dice] [dice=Diplomacy]1d20 + 9[/dice] [dice=Disguise]1d20 + 2[/dice] [dice=Intimidate]1d20 + 6[/dice] [dice=Medicine]1d20 + 4[/dice] [dice=Mysticism]1d20 + 11[/dice] [dice=Perception]1d20 + 7[/dice] [dice=Piloting]1d20[/dice] [dice=Profession (Entertainer)]1d20 + 8[/dice] [dice=Sense Motive]1d20 + 10[/dice] [dice=Stealth]1d20[/dice] [dice=Survival]1d20 + 7[/dice] ------------------------------ GEAR/POSSESSIONS ------------------------------ Freebooter Armor I (EAC +2 KAC +3 Dex +4 ACP 0 Speed 0 Up 0), Club, Survival Knife, Battle Staff, Azimuth Laser Pistol, Standard Battery (20)(x3), Semi-Auto Pistol, Small Arms Ammo (30), Personal Comm unit, Consumer Backpack, Kiji Shell (favored object), Synth Clarinet, Trapsmith Kit. 1st Level Spell Gems Command Eclipse Touch Ectoplasmic Barrage Fear Mind Thrust Reflecting Armor Slithering Chain Carrying Capacity 5 Current Load Carried 3.0 Money 51 Credits ------------------------------
Connection: Healer 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. Lifelink (Su) 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 (Su) - 1st Level Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level. Channel Skill (Su) - 2nd Level You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter.
Mindlink (Sp) - 2nd Level 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. Weapon Specialization (Ex) - 3rd Level You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with (melee weapons, small arms) Gear Descriptions:
Laser Pistol, Azimuth
Source Starfinder Core Rulebook pg. 173 Level 1; Price 350 Hands 1; Proficiency Small Arms Damage 1d4 F; Range 80 ft.; Critical burn 1d4 Capacity 20 charges; Usage 1 Bulk L; Special — Semi-Auto Pistol, Tactical
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