HP 70/70 w Toughness, AC 22, Fortitude** +12, Reflex** +12, Will** +13, Perception* +11 (low-light vision, w darkvision visor),
Classes/Levels
Stealth** +12 | Speed 25 ft | Exploration Activity Avoid Notice | Active Conditions mental resistance 2, +1 saves vs mental, +1 Will vs Swarm | ◆◇↺
Gender
Male Defiant Shirren Mystic w Shadow Connection 5 | Disciple of Zon-Shelyn |
About Chk Chk 20240907
Chk Chk is a mystic, a spellcaster who heals allies and blasts enemies using power drawn from the invisible bonds uniting everything in the universe. Chk Chk worships Zon-Shelyn, a deity who encourages creating art from one’s own pain.
BOTTING INSTRUCTIONS:
ACTING IN COMBAT
Chk Chk uses his mystic bond to keep track of his allies and their state of being. When Chk Chk rolls initiative, he adds +2 from his holy talisman. Chk Chk activates Rebellious Defiance against the enemy he judges to be most dangerous. Chk Chk casts spells to harm enemies or help his allies, then Transfers Vitality when an ally is seriously injured. Chk Chk follows up his spells with a shot from his arc pistol or takes his painglaive into melee to flank with his best friend Dae.
Defenses: Chk Chk Feigns Death if he gets in over his head. When Chk Chk rolls a success on a Will save versus a Swarm creature, he treats the roll as a critical success instead.
◆◆ Force Connection (concentrate, mental) – You concentrate your telepathy toward a bonded ally within 120 feet and invite them into a temporary understanding of your connection. If the next action you use is to Cast a Spell and the target would be affected, choose one: either that spell only affects the target, or that spell doesn’t affect your target. If the next action you use has the transfer trait and uses the same target, your vitality network regains up to 4 of those lost Hit Points. Your vitality network can never regain more Hit Points than was spent to use the transfer action and can’t exceed its maximum capacity.
◆ Rebellious Defiance (mental) – Frequency once per day. You decry one foe within 100 feet that you can see as a tyrant or villain, and prepare yourself to defy them. You gain a +1 circumstance bonus on your attack rolls against this foe, and gain a +1 circumstance bonus to saving throws against the attacks, spells, and effects of this foe. These benefits last for 1 minute.
◆ Transfer Vitality (concentrate, healing, mystic, transfer) – You can transfer any number of Hit Points from your vitality network into yourself or a bonded creature you can see within 60 feet. Chk Chk’s vitality network has 26 HP. Once spent, it regenerates 4 HP each round on Chk Chk’s turn. When you Transfer Vitality, the target’s shadow darkens and swells, reducing bright light within a 10-foot emanation of the target to dim light. This is a form of magical darkness and can overcome non-magical light sources or attempts to counteract magical light as described on page 431 of Pathfinder Player Core. The target becomes concealed while in this dim light, and can use the concealed condition to Hide. This lasts until the end of your next turn.
◆ Ebb and Flow (concentrate, mystic, spellshape) – With careful focus, you guarantee that vital energy lost from a target is caught by your vitality network. If the next action you use is to Cast a Spell that deals void damage to a single target and the target loses Hit Points from the spell, your vitality network gains Hit Points equal to twice the spell’s rank. If your next action is to Strike with a weapon that deals void damage, your vitality network gains 2 Hit Points per weapon damage die.
↺ Feign Death – Trigger You take damage. You lie prone and Impersonate a corpse. As long as you don’t take any actions requiring anything other than your mind, you appear dead. To see through your ruse, a creature must succeed at a check against your Deception DC, either by Seeking or Recalling Knowledge. You can Ready an Action without ending this effect if you’re a master in Deception.
↺ Spot Healing – Transfer Cost the amount you heal + 2; Trigger An adjacent bonded ally takes damage. You quickly expend energy from your vitality network toward a bonded ally. The target regains a number of Hit Points you choose up to twice your level.
ACTING IN EXPLORATION MODE
Chk Chk helps the party communicate through his psychic group chat. He often Avoids Notice, listening to music or recording poetry on his comm unit (these actions count as activating his holy talisman when he rolls initiative).
EQUIPMENT
Chk Chk wears commercial microcord armor (with a comm unit and darkvision visor installed). He carries a tactical medkit, commercial repair toolkit, and a poetry journal that he created as a holy talisman.
Arc Pistol: Chk Chk’s sidearm is a pistol that deals electrical damage. It has a range increment of 30 feet. Its magazine contains 10 charges and expends 2 charges per Strike.
Comm Unit (tech): This pocket-sized device combines a portable computer and communications device, allowing instantaneous wireless communication with other comm units in both audio- and text-based formats at planetary range. A comm unit includes a calculator, flashlight (emits bright light in a 5-foot radius around you and dim light in the next 5 feet), a browser that accesses any local infospheres, and several entertainment options (including games).
Medkit: A medkit contains analgesics, bandages, sterile gauze, and suturing tools necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. This tactical medkit provides a +1 item bonus to such checks.
Painglaive: Chk Chk’s primary weapon is a fierce but elegant polearm that rips apart enemies with a motor-powered chainsaw blade. It uses two hands to wield and deals slashing damage and has the following traits.
> Powered: This melee weapon uses a battery. You can activate or deactivate a powered weapon with an Interact action or as part of drawing or stowing it.
> Reach: This weapon is long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures.
Poetry Journal (as holy talisman): Chk Chk has constructed and blessed a poetry journal. He writes poetry in this journal as an act of worship to Zon-Shelyn. Once per day, he can choose to gain a +2 status bonus to initiative rolls if he recently spent time composing poetry, reading from his journal, or listening to inspirational music with his comm unit.
Repair Toolkit: A repair toolkit contains a variety of delicate tools and supplies that allows you to perform simple repairs while traveling. You can use a repair toolkit to Repair items using the Crafting skill.
PERSONAL AUGMENTATIONS
Chk Chk installed biotech wings into his body to represent personal metamorphosis (and because they look awesome).
Ultralight Wings: Foldable wings are attached to your shoulder blades, or a similar location on your body that allows them to lift your weight and control your flying movements. [one-action] Soar You gain a fly speed of 20 feet and a +1 item bonus to Acrobatics checks to Maneuver in Flight.
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CHARACTER INFORMATION Name: Chk Chk
Ethnicity, Heritage & Ancestry: Defiant Shirren
Background: Disciple of Zon-Shelyn Home Region: --- Nation: --- Languages: Common, Shirren, Vercite, Shadowtongue, Limited Telepathy (30 ft)
Sub-Class & Class: Mystic w Shadow Connection Level: 5
Gender: Male Size & Reach: Medium (5 ft) Speed: 25 ft
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STATS & SKILLS(* indicates Proficiency Level) STR +2, DEX +3, CON +3, INT +1, WIS +4, CHA +0
HP 70/70 w Toughness, AC 22 w Commercial Microcord Armor, Fortitude** +12, Reflex** +12, Will** +13, Perception* +11 (low-light vision, w darkvision visor) Resistance and Immunties Mental Resistance 2 Defenses +1 saves vs mental, +1 Will vs Swarm
Acrobatics +3
Arcana +1
Athletics +2
Computers +1
Crafting* +8
Deception* +9
Diplomacy +0
Intimidation +0
Lore: Zon-Shelyn* +8
Medicine* +12 – Battle Medicine
Nature* +11
Occultism +1
Performance +0
Piloting +3
Religion* +11
Society +1
Stealth** +12
Survival +4
Thievery +3
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OFFENSE & DEFENSE Melee ◆ Advanced Painglaive (powered, reach, tech) +10 Damage 2d10+2 S damage
Ranged ◆ Arc Pistol (arc, tech, 30 range) +11 Damage 1d4 E damage Mag/Exp 10/2 Ranged 30 ft Reload 1
Armor Commercial microcord armor (tech) AC Bonus +2 Dex Cap +3 Upgrades 1
Installed Upgrades darkvision visor
Shield ---
Augmentations Ultralight Wings – Foldable wings are attached to your shoulder blades, or a similar location on your body that allows them to lift your weight and control your flying movements. > ◆ Soar You gain a fly speed of 20 feet and a +1 item bonus to Acrobatics checks to Maneuver in Flight.
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SPELLS(* denotes Signature Spells) Class DC 21, Spell Attack +11, Focus Points [ ]
Focus Spell
◆◆ Shadow Snap (uncommon, concentrate, focus, manipulate, mystic, shadow) – Connection shadow; Range 30 feet; Target 1 creature; Defense AC; Duration sustained up to 1 minute. With a snap of your fingers, you command the target’s shadow to either attack or stalk its body. If you command it to attack, attempt a spell attack roll against the target’s AC, dealing 3d10 cold damage on a hit (or double damage on a critical hit). This attack uses and contributes to your multiple attack penalty. If you command the shadow to stalk, attempt a spell attack roll against the target’s AC the first time the target uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using; if the attack is a critical hit and the trigger was a manipulate or move action, the shadow disrupts that action. Each time you Sustain the spell, you can choose to either attack the target or command the shadow to stalk the target until the end of your next turn.
Cantrips
◆◆ Detect Magic (cantrip, concentrate, detection, manipulate) – Area 30-foot emanation. You send out a pulse that registers the presence of magic. You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
◆◆ Eldritch Lance (attack, cantrip, concentrate, manipulate, mental) – Range 30 feet; Targets 1 creature; Defense AC. You condense a beam of mind-assaulting eldritch energy from the dark spaces between the stars and fire it at a target. Make a ranged spell attack roll against the target’s AC. If you hit, you deal 4d6 mental damage. On a critical success, you deal double damage.
◆◆ Figment (cantrip, concentrate, illusion, manipulate, subtle) – Range 30 feet; Duration sustained. You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can’t include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.
◆ Guidance (cantrip, concentrate) – Range 30 feet; Targets 1 creature; Duration until the start of your next turn. You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
◆◆ Void Warp (cantrip, concentrate, manipulate, void) – Range 30 feet; Targets 1 living creature; Defense Fortitude. You call upon the Void to harm life force. The target takes 4d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
Spells (1st Rank) [ ] [ ] [ ] [ ]
◆◆ Fear (concentrate, emotion, fear, manipulate, mental) – Defense Will; Duration varies. You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round.
◆◆ Grim Tendrils (concentrate, manipulate, void) – Area 30-foot line; Defense Fortitude. Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 void damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save. Critical Success The creature is unaffected. Success The creature takes half the void damage and no persistent bleed damage. Failure The creature takes full damage. Critical Failure The creature takes double void damage and double persistent bleed damage.
◆ to ◆◆◆ Heal* (healing, manipulate, vitality) – Range varies; Targets 1 willing living creature or 1 undead creature. You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. [one-action] The spell has a range of touch. [two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8. [three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst. Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
◆◆ Motivating Ringtone (auditory, concentrate, emotion, healing, manipulate, subtle) – Requirements You have a comm unit, used as a locus, and the contact info of the target; Range 120 feet; Targets 1 comm unit; Duration 1 minute. You cause the target comm unit to play a cosmically composed personal theme song specific to its owner. The creature who owns the target regains 1d8+4 Hit Points when you Cast the Spell, a +5-foot status bonus to all Speeds, and a +1 status bonus to saves against fear effects for the duration, as long as the comm unit continues to play the ringtone. Creatures beginning their turn adjacent to an ally with an active ringtone gain the status bonus to Speeds and bonus to saves until the start of their next turn.
Spells (2nd Rank) [ ] [ ] [ ] [ ]
◆◆ Clear Mind (concentrate, healing, manipulate, mental) – Range touch; Targets 1 willing creature. You drive mental contamination from the target’s mind. Attempt to counteract an effect of your choice imposing one of these conditions on the target: fleeing, frightened, and stupefied. If you failed to counteract the effect but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect’s duration doesn’t elapse while it’s suppressed. This spell can’t counteract or suppress conditions that are part of curses, diseases, or a natural state of the target.
◆◆◆ Darkness (concentrate, darkness, manipulate) – Range 120 feet; Area 20-foot burst; Duration 1 minute. You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your darkness spell’s rank or lower. Light can’t pass through, so creatures in the area can’t see outside. From outside, it appears as a globe of pure darkness.
◆◆ Invisibility (illusion, manipulate, subtle) – Range touch; Targets 1 creature; Duration 10 minutes. Illusions bend light around the target, rendering it invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.
◆◆ Soul Surge* (attack, concentrate, manipulate, sanctified, spirit) – Range 30 feet; Targets 1 creature; Defense AC. Make a ranged spell attack against the target’s AC. On a hit, you deal 6d6 spirit damage. On a critical hit, the target takes double the damage and becomes drained 1. You lose 6 Hit Points or, if you are in a bond with a vitality network that has at least 6 Hit Points, you can reduce the vitality bond’s HP by 6 instead. Heightened (+1) Increases the damage dealt by 2d6 and the Hit Points lost by 2.
Spells (3rd Rank) [ ] [ ] [ ]
◆◆ Share Pain (concentrate, manipulate) – Range 30 feet; Targets 1 creature; Defense Will. You telepathically share the sensation of agonizing pain with a creature. The target takes 3d12 mental damage and attempts a Will save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is clumsy 1. Critical Failure The creature takes full damage and is clumsy 2.
◆◆ Slow (concentrate, manipulate) – Range 30 feet; Targets 1 creature; Defense Fortitude; Duration varies. You dilate the flow of time around the target, slowing its actions. Critical Success The target is unaffected. Success The target is slowed 1 for 1 round. Failure The target is slowed 1 for 1 minute. Critical Failure The target is slowed 2 for 1 minute.
◆◆ Vampiric Feast* (concentrate, death, manipulate, void) – Range touch; Targets 1 living creature; Defense basic Fortitude. Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 void damage to the target. You gain temporary Hit Points equal to half the void damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.
FEATS Level 1 Ancestry Feat (from Heritage) Defiant Shirren
Ancestry Feat Unconventional Weaponry – You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as vesk) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon. > Painglaive
Ancestry Feature ---
Background Skill Feat Holy Talisman – Prerequisites trained in Religion, follower of a specific religion. You can construct and bless a temporary religious symbol of your deity in 10 minutes. While such talismans are traditionally scraps of paper with the symbol drawn on them, they can take many forms, including body art, a sticker, or even a sanctified virtual emoji. You can create a talisman only for yourself and for the deity your worship. Once per day, you can choose to gain a +2 status bonus to initiative rolls if engaged in an act that corresponds to your deity’s edicts. If you violate your deity’s anathema, the talisman destroys itself, and you take a –1 status penalty to initiative rolls until your next daily preparations. > Poetry Journal
Class Feature Connection – All mystics have a supernatural connection with a cosmic force that grants magical powers. The exact nature of your connection can vary widely—you might worship a god or pantheon, embody a metaphysical concept, commune with the souls of your ancestors, or something else—and even mystics who share the same connection may interpret it differently. Your connection determines the type of spells you cast and the spell tradition you choose spells from, the epiphanies you learn, your additional trained skill, and a harmony that usually grants creatures a special benefit when you heal them with your vitality network. > Shadow – You know every shadow is a gateway to the Netherworld, and like an artist molding clay, you form that realm’s shadowy substance into terrible and wondrous shapes at your whim. Your ability to control shadows might mean a dark passenger guides you. Spellcasting Tradition divine Connection Skill Stealth Granted Spells cantrip figment*; 1st grim tendrils*; 2nd invisibility*; 3rd slow*; 4th replicate; 5th umbral journey*; 6th mislead*; 7th mask of terror*; 8th disappearance*; 9th phantasmagoria* Harmony When you Transfer Vitality, the target’s shadow darkens and swells, reducing bright light within a 10- foot emanation of the target to dim light. This is a form of magical darkness and can overcome non-magical light sources or attempts to counteract magical light as described on page 431 of Pathfinder Player Core. The target becomes concealed while in this dim light, and can use the concealed condition to Hide. This lasts until the end of your next turn. Initial Epiphany You learn the shadow snap focus spell. Class Feature Mystic Bond – You use your connection to form a bond between yourself and others, most typically your closest companions or those you’ll be working with for a prolonged period of time. Forming bonds is different for every mystic, but always involves using a 10-minute activity related to the mystic’s connection that requires you to be adjacent to the creature with whom you wish to bond. You can maintain a bond with up to 10 other willing creatures, and the bond lasts until you or the bonded creature are no longer willing to be part of the bond. You are always considered part of your own bond and don’t count toward the 10-creature limit. You always know the general distance and direction toward other bonded creatures, and if they are conscious, unconscious, dying, or dead. This ability doesn’t work across planes (including when in transit in the Drift), and some special magical or technological effects might interfere with your ability to detect your allies. Class Feature Mystic Spellcasting – You are a spellcaster and can cast spells using the Cast a Spell activity (see Casting Spells, Pathfinder Player Core 299). As a mystic, when you cast spells, you might intone a prayer or hum a song inspired by your epiphanies, you might gesture or dance in patterns that follow the flow of your connection’s network, and you might accompany your spellcasting with wisps of energy flowing between you and your bonded allies. Each day, you can cast up to three 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as a mystic, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the Mystic Spells per Day table. Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifiers and spell DCs use your Wisdom modifier. Details on calculating these statistics appear on page 403 of Pathfinder Player Core. Class Feature Spell Repertoire – The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your connection. You choose these from the common spells from the tradition corresponding to your connection, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank. You add to this spell repertoire as you increase in level. Class Feature Vitality Network – Your soul supports a network of magical energy that connects and heals those in your bond. Your vitality network has a maximum capacity equal to 6 + 4 Hit Points per mystic level. You gain the Transfer Vitality action that you can use to take Hit Points out of your network and into yourself or your allies as healing. Life or death situations help strengthen your bonds with your allies. At the start of each turn in combat, when you regain actions, your vitality network regains 4 Hit Points; if you are master in your connection skill, it regains 6 Hit Points instead; if you are legendary, it regains 8 Hit Points. Your vitality network regains an amount of Hit Points equal to double your level plus your Wisdom modifier when you use the Refocus action. > ◆ Transfer Vitality (concentrate, healing, mystic, transfer) – [ooc][smaller] You can transfer any number of Hit Points from your vitality network into yourself or a bonded creature you can see within 60 feet. Chk Chk’s vitality network has 26 HP. Once spent, it regenerates 4 HP each round on Chk Chk’s turn. When you Transfer Vitality, the target’s shadow darkens and swells, reducing bright light within a 10-foot emanation of the target to dim light. This is a form of magical darkness and can overcome non-magical light sources or attempts to counteract magical light as described on page 431 of Pathfinder Player Core. The target becomes concealed while in this dim light, and can use the concealed condition to Hide. This lasts until the end of your next turn. > 26 HP
Level 2 Skill Feat Battle Medicine – Prerequisites trained in Medicine; Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds. Class Feat ↺ Spot Healing – Transfer Cost the amount you heal + 2; Trigger An adjacent bonded ally takes damage. You quickly expend energy from your vitality network toward a bonded ally. The target regains a number of Hit Points you choose up to twice your level.
Level 3 General Feat Toughness – Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 411). Class Feature Group Chat – Those bonded by your mystic connection can always communicate telepathically while visible to one another. As long as two bonded creatures are on the same plane of existence and both are alive, they remain aware of one another’s present state, general direction and distance from one another, and if they are conscious, unconscious, dying or dead. You also gain the Force Connection action. Class Feature Signature Spells – You’ve learned to cast some of your spells more flexibly, granting you extra control over your spellcasting. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does. > Chk Chk’s signature spells are heal, soul surge, and vampiric feast.
Level 4 Skill Feat ↺ Feign Death – Trigger You take damage. You lie prone and Impersonate a corpse. As long as you don’t take any actions requiring anything other than your mind, you appear dead. To see through your ruse, a creature must succeed at a check against your Deception DC, either by Seeking or Recalling Knowledge. You can Ready an Action without ending this effect if you’re a master in Deception. Class Feat ◆ Ebb and Flow (concentrate, mystic, spellshape) – With careful focus, you guarantee that vital energy lost from a target is caught by your vitality network. If the next action you use is to Cast a Spell that deals void damage to a single target and the target loses Hit Points from the spell, your vitality network gains Hit Points equal to twice the spell’s rank. If your next action is to Strike with a weapon that deals void damage, your vitality network gains 2 Hit Points per weapon damage die.
Level 5 Ancestry Feat Free Thinker – Your independence makes it difficult for others to intrude on your mind. You gain mental resistance equal to half your level (minimum 1) and gain a +1 status bonus to saves against mental effects.