--------------------
AC 28; Fort +16; Ref +18; Will +21 (Successes are crit successes instead)
HP 118
--------------------
Speed 25 feet, climb 25 feet
_____________________
Offense
_____________________
Melee [1] knife +16 (versatile S, thrown 10 ft., agile, finesse, analog), Damage 1d4 P
Ranged [1] knife +16 (versatile S, thrown 10 ft., agile, finesse, analog), Damage 1d4 P
Ranged [1] superior pulsecaster pistol +18 (tracking +2, nonlethal, tech, range increment 30 feet, reload 1), Damage 2d6 E
_____________________
Divine Mystic Spellcasting
_____________________
DC 29, attack +19;
5th (4 slots)
breath of life,
divine immolation,
dreaming potential,
summon dragon*
4th (4 slots)
battle sonata,
creation, divine
wrath*,
fly
3rd (4 slots)
crisis of faith,
entropy strike,
heroism,
skyfire wings
*Spells marked with an asterisk are signature spells; these spells may be heightened freely
Focus Spells 3 Focus Points, DC 29; 5th
Charged Javelin:
Use In Play
Heightened to 5th Rank
Cast somatic, verbal
Range 60 feet
Targets 1 or more creatures
Ranged Strikes +19 / +14 / +9
Ranged Damage 5d6 E +5 E
Ranged Crit Damage ×2 + double pers dmg
Critical Success The javelin deals double damage, both initial and persistent.
Success The javelin deals full damage.
You infuse the target’s essence with healing energy. If the target is a willing creature, you restore 1d6 Hit Points. The target is then temporarily immune for 10 minutes. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
The spell has a range of touch.
The spell has a range of 30 feet. If you’re healing a creature, increase the Hit Points restored by 6.
You heal all bonded creatures in a 30-foot emanation.
Heightened (+1) The amount of healing increases by 1d6, and the extra healing for the 2-action version increases by 6.
Vitality Nova:
Heightened to 5th Rank
Range 100 feet
Area 30-foot burst
You release a burst of condensed vitality energy, causing a radiant explosion of healing light. Vitality nova heals all creatures in the area 1 Hit Point for every 2 Hit Points spent to cast it. Treat this healing as a use of Transfer Vitality.
If you spend 20 or more Hit Points and the spell was cast in an area of magical darkness, vitality nova attempts to counteract the darkness effect.
If you spend 40 or more Hit Points, creatures healed by the spell can attempt a DC 10 flat check to end persistent bleed damage.
If you spend 60 more Hit Points, end all persistent damage on creatures healed by this spell.
Battle Medicine,
Cat Fall,
Continual Recovery,
Holy Talisman,
Skill Training
_____________________
Other Abilities
_____________________
group chat,
harmony (healing),
lightning,
mystic bond,
network spell,
transfer vitality,
vitality network
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.