Drow Priest

Charva Dilane's page

25 posts. Organized Play character for CptJames.


Full Name

Charva Dilane

Race

|SP: 42/42, HP: 40/40, RP: 6/9|EAC: 23, KAC: 24|Fort: +5, Ref: +7, Will: +11, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +5|Perception: +17|Speed: 30ft Land|Senses: Darkvision (60ft)|

Classes/Levels

SLA: (At Will) - Dancing Lights, Detect Magic|Active Conditions: None|1st Lvl (5/6) 2nd Lvl (2/5)|

Gender

Female Drow Mystic (Mindbreaker) 6

Size

Medium

Alignment

CN

Deity

Besmara

Languages

Common, Drow

Occupation

Bounty Hunter

Strength 10
Dexterity 20
Constitution 12
Intelligence 11
Wisdom 22
Charisma 14

About Charva Dilane

Charva Dilane
Female Drow Mystic (Mindbreaker) Priest of Besmara 6
CN Medium Humanoid (Elf)
Init +5; Senses Perception +17, Darkvision (60ft)

Defence

EAC 23, KAC 24, AC vs CM 32
SP: 42, HP: 40, RP: 9
Fort +5, Ref +7, Will +11, Immune to Magical Sleep Effects and gain a +2 racial bonus to saving throws against enchantment spells and effects.

Offense

Speed 30ft Land
Melee Tactical Sword Cane +4 vs KAC (1d4+3 P) Critical: Bleed 1d3, Analog, Operative
Ranged Advanced Skipshot Pistol +9 vs KAC (2d4 P) Critical: Bleed 1d6, Teleportive, Range 60ft, Ammo 20/Usage 1
Spells At Will (DC17): Dancing Lights, Detect Magic, Mindlink, Detect Affliction, Fatigue, Psychokinetic Hand, Stabilise, Token Spell, Telekinetic Projectile
Level 1 (DC18) 6/day: Lesser Confusion, Dream of Home, Life Bubble, Mystic Cure, Share Language
Level 2 (DC19) 5/day: Mind Thrust II, Fear, Day’s Weariness, Inflict Pain, Hold Person

Statistics

Str 10, Dex 20, Con 12, Int 11, Wis 22, Cha 14
Base Atk +4; Melee Atk +4, Ranged Atk +9, Thrown Atk +4
Feats Mystic Strike, Spell Focus, Weapon Specialisation, Great Fortitude
Mystic Connection Mindbreaker
Associated Deity Besmara
Associated Skills Bluff, Intimidate
Connection Power Share Pain (DC19), Backlash, Sow Doubt (DC19)
Skills
Acrobatics +5,
Athletics +0,
Bluff +4,
Diplomacy +2,
Disguise +2,
Intimidate +13 (6 ranks),
Mysticism +16 (6 ranks),
Perception +17 (6 ranks),
Piloting +5,
Profession (Bounty Hunter) +19 (6 ranks),
Sense Motive +15 (6 ranks),
Sleight of Hand +5,
Stealth +5,
Survival +15 (6 ranks);
Languages Common, Drow
Other Gear Freebooter Armour I, Static Arc Pistol (with Anarchic Fusion), Radiation Badge, Serum of Healing x2, Restraints Binders, Professional’s Tools (Bounty Hunter), Professional Clothing, Tactical Sword Cane, Defrex Hide, Light Bayonet Bracket, Lightvision Shades, Ability Crystal Mk 1, Ability Crystal Mk 2, D-Suit II, Advanced Skipshot Pistol (with Anarchic Fusion)
Elite Hireling (Tech Support) Hireling with Computers/Engineering/Physical Science +12

Special Abilities/Feats/Racial Traits

Mystic Connection (Mindbreaker):
Starfinder Core Rulebook p.87
You use your raw will and understanding of the mind's structure to crush and demoralize your enemies. You might be a special ops assassin, a psychic interrogator, or a righteous military crusader breaking the enemy's spirit on the battlefield.

Associated Deities: Besmara, Damoritosh, The Devourer, Iomedae, Urgathoa, Zon-Kuthon
Associated Skills: Bluff and Intimidate
Spells: 1st—6th mind thrust; replaced by 1st—lesser confusion, 2nd—inflict pain, 3rd—synaptic pulse, 4th—confusion, 5th—feeblemind

SHARE PAIN (SU) 1st
Whenever a foe deals damage to you, you can spend 1 Resolve Point as a reaction to shift some of the pain back onto that foe. Unless the foe succeeds at a Will save, reduce the damage you take from the attack by your mystic level (to a maximum of the attack's damage), and the foe takes an equal amount of damage. This is a mind-affecting pain effect.
BACKLASH (SU) 3rd
Whenever a foe succeeds at a Will save against one of your spells and completely negates the effect, that foe takes 1 nonlethal damage for each mystic level you have. This is a mind-affecting pain effect.
SOW DOUBT (SU) 6th
As a standard action, you can spend 1 Resolve Point to create uncertainty in the mind of a foe within 30 feet. You choose whether the target becomes flat-footed, becomes off-target, takes a –2 penalty to saving throws, or takes a –2 penalty to skill checks. The effect lasts for a number of rounds equal to half your mystic level, unless the target succeeds at a Will save to reduce the duration to just 1 round. A creature can be affected only by one sow doubt effect. If you use this ability on the same creature again, the new effect replaces the old effect. This is a mind-affecting effect.
MENTAL ANGUISH (SU) 9th
As a standard action, you can tweak the pain centers in the brain of a foe within 60 feet, causing it to suffer intense agony. The target must succeed at a Will save or be nauseated for 1 round. Regardless of the save, the creature becomes immune to this ability for 24 hours. This is a mind-affecting pain effect.
MINDBREAKING LINK (SU) 12th
Whenever you or an ally linked by your telepathic bond class feature scores a critical hit against a foe, you can spend 1 Resolve Point as a reaction to confuse that foe. The foe must succeed at a Will save or become confused for 1 round. Whether or not it succeeds at this save, the target is affected by your sow doubt ability for 1 round. This is a mind-affecting effect.
MINDKILLER (SU) 15th
As a standard action, you can mold the subconscious fear of a foe within 60 feet into a psychic image of the most disturbing creature imaginable to the target. Only the target can see the mindkiller, and if the target succeeds at a Will save to recognize the image as unreal, the mindkiller has no effect. If the target fails this Will save, the mindkiller touches the target, which must then succeed at a Fortitude save or die from fear. On a successful Fortitude save, the target instead takes 3d6 damage. Once a creature succeeds at either save against this ability, it becomes immune to this ability for 24 hours. This is a mind-affecting fear effect.
EXPLODE HEAD (SU) 18th
You can spend 1 Resolve Point as a standard action to psychically assault the brain of a foe within 60 feet, causing incredible pressure to build in its head. If the target has 20 Hit Points or fewer, its head explodes, instantly killing the target and spreading debris in a 10-foot radius. Each creature in the area must succeed at a Reflex saving throw or take 2d6 slashing damage from the flying debris. A target with more than 20 Hit Points takes 1d6 damage per mystic level you have (maximum 20d6), but can attempt a Fortitude save to take only half damage. If this damage would reduce the target to 0 HP, the target's head explodes as described above. This ability works only on a creature that has a head and would die from the loss of a head.

Mystic Strike:
MYSTIC STRIKE (COMBAT)
Starfinder Core Rulebook p.160
Your magical power flows into your weapons.
PREREQUISITES
Ability to cast spells.
BENEFIT
Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.

Spell Focus:
SPELL FOCUS
Starfinder Core Rulebook p.162
Through careful study, you have developed methods to make your spells harder to resist.
PREREQUISITES
Ability to cast spells, character level 3rd.
BENEFIT
The DC of spells you cast increases by 1. At 11th level, the DC of your spells instead increases by 2, and at 17th level, the DC of spells you cast instead increases by 3. This bonus does not apply to spell-like abilities.

Weapon Specialisation:
WEAPON SPECIALIZATION (COMBAT)
Starfinder Core Rulebook p.163
You know how to get the full damage out of a weapon type your class doesn't normally use.
PREREQUISITES
Character level 3rd, proficiency with selected weapon type.
BENEFIT
Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Dancing Lights Spell:
DANCING LIGHTS
Starfinder Core Rulebook p.347

Level Technomancer 0; Witchwarper 0
School evocation
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect up to four lights
Duration 1 minute (D)
Saving Throw none; Spell Resistance no

You create up to four lights that resemble small headlights or flashlights. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. You can have only one dancing lights spell active at a time.
If you cast this spell while another casting is still in effect, the previous casting is dispelled.

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.

Mindlink Spell:
MIND LINK
Starfinder Core Rulebook p.365

Level Mystic 1
School divination (mind-affecting)
Casting Time 1 standard action
Range touch
Targets one creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You link your mind to that of a touched creature to swiftly communicate a large amount of complex information in an instant. You decide what the target learns, limited to any amount of information that otherwise could be communicated in 10 minutes. This information comes in a series of visual images and emotional sensations, and it isn't language dependent.

Detect Affliction Spell:
DETECT AFFLICTION
Starfinder Core Rulebook p.348

Level Mystic 0; Technomancer 0; Precog (Playtest) 0
School divination
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one creature or object
Duration instantaneous
Saving Throw none; Spell Resistance yes (harmless)

You determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. If the target is poisoned or diseased, you automatically detect that fact and can determine the exact type of poison or disease with a successful DC 20 Intelligence or Wisdom check. If you are trained in Life Science or Medicine (depending on the nature of the poison or disease), you can attempt a DC 20 check of that skill if you fail your Wisdom or Intelligence check. If the target is cursed or suffering from a similar affliction, you must succeed at a DC 20 Intelligence or Wisdom check to determine that fact. You can then determine the exact nature of the curse with a successful DC 25 Mysticism check.

Fatigue Spell:
FATIGUE
Starfinder Core Rulebook p.354

Level Mystic 0; Witchwarper 0
School necromancy
Casting Time 1 standard action
Range touch
Targets one creature
Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes

You make a melee attack against a single target's EAC, adding your key ability score modifier to the attack roll instead of your Strength modifier if it is higher. The target must succeed at a Fortitude save or be fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Casting this spell doesn't provoke attacks of opportunity.

Psychokinetic Hand Spell:
PSYCHOKINETIC HAND
Starfinder Core Rulebook p.370

Level Mystic 0; Technomancer 0; Witchwarper 0; Precog (Playtest) 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.

Stabilise Spell:
STABILIZE
Starfinder Core Rulebook p.378

Level Mystic 0; Precog (Playtest) 0
School conjuration (healing)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

If the target of this spell has 0 Hit Points and is dying, it automatically stabilizes. If the creature later takes damage, it is no longer stable.

Token Spell:
TOKEN SPELL
Starfinder Core Rulebook p.382

Level Mystic 0; Technomancer 0; Witchwarper 0; Precog (Playtest) 0
School transmutation
Casting Time 1 standard action
Range 10 ft.
Targets, Effect, or Area see text
Duration 1 hour
Saving Throw none; Spell Resistance yes

Token spells are often some of the first minor changes that spellcasters produce when they begin experimenting with magic. Once cast, token spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift one item of light bulk. You can alter items in a 1-foot cube each round, coloring, cleaning, soiling, cooling, warming, or flavoring them. You can create small objects, but they look artificial and are extremely fragile (they can't be used as tools or weapons). You can illuminate an object to shed dim light in a 30-foot radius.
Token spell lacks the power to duplicate any other spell effects. Any actual change to an object (beyond moving, cleaning, or soiling it) persists for only 1 hour.

Telekinetic Projectile Spell:
TELEKINETIC PROJECTILE
Starfinder Core Rulebook p.380

Level Mystic 0
School evocation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one object and one creature
Duration instantaneous
Saving Throw none; Spell Resistance no

You fling an object weighing up to 5 pounds (less than 1 bulk) at the target, making a ranged attack against its KAC. If you hit, you deal 1d6 bludgeoning damage to both the target and the object. The type of object thrown doesn't change the damage type or any other properties of the attack.

Lesser Confusion Spell:
CONFUSION, LESSER
Starfinder Core Rulebook p.344

Level Mystic 1; Witchwarper 1; Precog (Playtest) 1
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

This spell causes a single creature to become confused (as per the confusion spell) for 1 round.

Dream of Home Spell:
DREAM OF HOME
Galactic Magic pg. 73

Mystic 1, Precog 1, Witchwarper 1
School enchantment (mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level
Saving Throw Will partial, see text; Spell Resistance yes

Drawing on the magic of the kasathan Pillar of the Homeworld or similar homey memories, you overwhelm the target with pleasant visions and thoughts of their home, whatever that means to them. If the target fails the saving throw, they become fascinated for the duration. If the target saves, they're fascinated for 1 round instead.

Life Bubble Spell:
LIFE BUBBLE
Starfinder Core Rulebook p.363

Level Mystic 1; Technomancer 1; Witchwarper 1
School abjuration
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets up to one creature/level, no two of which can be more than 30 ft. apart
Duration 1 day/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You surround the target creatures with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater or in a vacuum. It also makes the targets immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws, as well as extreme pressures.
Life bubble doesn't provide protection from energy damage, negative or positive energy (such as found on the Negative and Positive Energy Planes), or radiation; it also doesn't provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).

Mystic Cure Spell:
MYSTIC CURE
Starfinder Core Rulebook p.367

Level Mystic 1-6
School conjuration (healing)
Casting Time 1 standard action
Range touch
Targets one living creature
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless)

With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn't enough to restore all the target's Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can't transfer more Hit Points than you have or more Hit Points than the target is missing.
Mystic cure restores a number of Hit Points to your target depending on the spell's level.
1st: 1d8 + your Wisdom modifier
2nd: 3d8 + your Wisdom modifier
3rd: 5d8 + your Wisdom modifier
4th: 7d8 + your Wisdom modifier
5th: 9d8 + your Wisdom modifier
6th: 11d8 + your Wisdom modifier
In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can't resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.
Casting this spell doesn't provoke attacks of opportunity.

Share Language Spell:
SHARE LANGUAGE
Starfinder Core Rulebook p.377

Level Mystic 1
School divination
Casting Time 1 standard action
Range touch
Targets one creature
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

For 24 hours, the target can read, understand, and communicate to the best of its ability in up to three languages that you already know. This doesn't change the physical nature of the creature (if it lacks a means of speech, it still can't talk) or its attitude toward you. It does, however, allow intelligent creatures that normally have no language to understand and (if physically capable) communicate in the languages granted by this spell.

Mind Thrust Spell:
MIND THRUST
Starfinder Core Rulebook p.365

Level Mystic 1-6
School divination (mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Will half; Spell Resistance yes

You divine the most vulnerable portion of your opponent's mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.
1st: When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.
2nd: When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target.
3rd: When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target.
4th: When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.
5th: When you cast mind thrust as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.
6th: When you cast mind thrust as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.

Fear Spell:
FEAR
Starfinder Core Rulebook p.354

Level Mystic 1-4; Witchwarper 1-4
School enchantment (emotion, fear, mind-affecting)
Casting Time 1 standard action
Range see text
Targets see text
Duration see text
Saving Throw Will partial; Spell Resistance yes

With a single mental nudge, you can unlock one or more targets' deepest nightmares. A target that succeeds at its Will saving throw against this spell is shaken for 1 round.
1st: When you cast fear as a 1st-level spell, it affects one living creature of CR 4 or lower at close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be frightened for 1d4 rounds.
2nd: When you cast fear as a 2nd-level spell, it affects one living creature of CR 4 or lower per 3 caster levels at medium range (100 feet + 10 feet/level), no two of which can be more than 30 feet apart. Each target must succeed at a Will saving throw or be frightened for 1 minute.
3rd: When you cast fear as 3rd-level spell, it affects all living creatures of CR 8 or lower in 30-foot cone-shaped burst. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.
4th: When you cast fear as 4th-level spell, it affects all living creatures in 30-foot cone-shaped burst regardless of CR. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

Day’s Weariness Spell:
DAY’S WEARINESS
Galactic Magic pg. 72

Mystic 2, Precog 2, Witchwarper 2
School enchantment (mind-affecting, pain)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration 1 round/level
Saving Throw Will half, see text; Spell Resistance yes

You launch an opponent's mind forward in time, forcing them to experience a day's events in a moment. The target takes 4d8 damage and becomes fatigued for the duration, or they become exhausted for the duration if already fatigued. The target can attempt a Will saving throw to halve the damage dealt by this spell and negate the fatigued condition.

Inflict Pain Spell:
INFLICT PAIN
Starfinder Core Rulebook p.361

Level Mystic 2
School enchantment (mind-affecting, pain)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level
Saving Throw Will partial, see text; Spell Resistance yes

You telepathically rack the target's mind and body with agonizing pain that imposes a –2 penalty to ability checks, attack rolls, and skill checks. A target that succeeds at a Will saving throw reduces the duration to 1 round.

Hold Person Spell:
HOLD PERSON
Starfinder Core Rulebook p.359

Level Mystic 2; Witchwarper 2; Precog (Playtest) 2
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets one humanoid creature
Duration 1 round/level (D)
Saving Throw Will negates, see text; Spell Resistance yes

The target becomes paralyzed and freezes in place. It is aware and breathes normally but can't take any physical actions, even speech. A held creature can't cast spells. Each round on its turn, the target can spend a full action to attempt a new saving throw to end the effect. This does not provoke attacks of opportunity. A winged creature that is paralyzed can't flap its wings and falls. A swimmer can't swim and may drown.

Darkvision, Drow Immunities, Drow Magic, Keen Senses, Light Blindness - Drow Racial Abilities:
DARKVISION
Drow have darkvision with a range of 60 feet.

DROW IMMUNITIES
Drow are immune to magical sleep effects and receive a +2 racial bonus to saving throws against enchantment spells and effects.

DROW MAGIC
Drow gain the following spell-like abilities. The caster level for these effects is equal to the drow’s level. At will—dancing lights, detect magic In addition, drow count as having the Minor Psychic Power feat for the purpose of meeting prerequisites, and if a drow takes the Psychic Power feat, she can add the drow noble’s limning light supernatural ability to the list of spell-like abilities available to her.
Limning Light: As a standard action, a drow noble can cause all creatures and objects in a 5-foot-radius burst to shed a pale glow. Creatures outlined by the limning light take a –20 penalty to Stealth checks and don’t benefit from the concealment usually provided by darkness. If an affected creature is benefiting from an effect such as invisibility, all others within line of sight of it become aware of its location (see page 260 of the Starfinder Core Rulebook). This effect lasts for a number of minutes equal to the drow level. This ability has a range of 100 feet.

KEEN SENSES
Drow receive a +2 racial bonus to their Perception checks.

LIGHT BLINDNESS
A drow exposed to bright light is blinded for 1 round, and dazzled as long as she remains in areas of bright light.

Space Pirate Theme:
PRIEST +1 WIS
Starfinder Core Rulebook p.34

You are a member of an organized religion or similar association. Your belief, whether it has been a part of you since childhood or it came to you later in life, is an integral part of your character. You might travel the stars proselytizing your deity, or your church might have sent you out on a specific holy (or unholy) mission. No matter what obstacles life puts in your way, you always have the conviction of your beliefs to fall back on.

THEME KNOWLEDGE 1st
Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it's a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

MANTLE OF THE CLERGY 6th
You have reached a rank of authority in your religion. Typical lay followers of your religion have a starting attitude of helpful toward you and will often provide you with simple assistance on request due to some combination of adoration, respect, or fear (depending on your religion), and even other clergy must give your opinions due consideration in matters of disagreement. You gain a +2 bonus to Diplomacy and Intimidate checks against lay followers and lower-ranking clergy.

DIVINE BOON 12th
Your deity grants you mystic power. Choose one 1st-level mystic spell with some connection to your deity's portfolio (subject to the GM's approval). If you have levels in the mystic class, you gain 1 additional 1st-level spell per day and add the chosen spell to your list of mystic spells known. Otherwise, you can use the chosen spell once per day as a spell-like ability.

TRUE COMMUNION 18th
Up to twice per day, after performing a significant action strongly aligned with your faith's dogma (at the GM's discretion), you can spend 10 minutes in deep meditation or prayer to regain 1 Resolve Point; this doesn't count as resting to regain Stamina Points.