The Expansionist

Entiren Vraken's page

277 posts. Alias of Art Burd.


Race

Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) |

Classes/Levels

Temporary Effects: none | Total Effects: none.

Gender

Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) |

About Entiren Vraken

Male Nuar Ace Pilot Mystic (Star Shaman) 4
CG Medium Male Monstrous Humanoid
Init: +1; Senses: darkvision (60 feet); Perception +11

DEFENSE
EAC: 12; KAC: 13; AC vs. Combat Maneuvers: 21
HP: 30; SP: 24; RP 5
Fort: +2; Reflex: +2; Will: +7; immune to the harmful environmental effects of outer space and vacuum

OFFENSE
Speed: 40 feet, fly 20 feet (average, only in space/vacuum)
Melee: Unarmed Strikes +4 (1d3+5 P)
or Starknife +0 (1d4+1) (Thrown 20 ft)
Ranged: Azimuth Laser Rifle +4 (1d8+4 F) (-? charges)
Offensive Abilities: Gore (can charge with no penalties)

STATISTICS
Str 12 (+1), Dex 12 (+1), Con 10 (+0), Int 13 (+1), Wis 16 (+3), Cha 10 (+0)
Base Attack Bonus: +3
Feats: Longarm Proficiency, Versatile Specialization, Weapon Specialization (Basic Melee & Small Arms)
Skills:
Culture: +8 (4 rank, +1 Int, +3 class)
Life Science: +7 (3 ranks, +1 Int, +3 class)
Medicine: +7 (3 ranks, +1 Int, +3 Class)
Mysticism: +10 (4 ranks, +3 Wis, +3 Class)
Perception: +11 (4 ranks, +3 Wis, +3 class, +1 Insight)
Piloting: +11 (3 ranks, +1 Dex, +3 Class, +1 Theme, +2 Race, +1 Insight)
Sense Motive: +9 (3 ranks, +3 Wis, +3 Class)
Survival: +12 (4 rank, +3 Wis, +3 Class, +2 Race)
Languages: Common, Dwarvish, Formian, Scyphozoan, Sarcesian, Vesk
Special Qualities: Channel Skills (Per & Pil), Connection (Star Shaman), Connection power (Walk the Void, Starlight Form), Connection Spells, Darkvision, Gore, Healing touch, Maze Mind, Mindlink, Natural Weapons, Spellcasting, Swift, Theme Knowledge, Weapon Specialization
Combat Equipment: Azimuth Laser Rifle (Trailblazer Fusion), Freebooter Armor 1, Second Skin, Starknife
Magic Items: Clear Spindle Aeon Stone (Worn), Ring of Resistance (Worn)
Adventuring Gear: Basic Medkit, Batteries (20 charge) (4), Clothing (Travel (2), Formal), Flashlight, Hygiene Kit, Industrial Backpack, Mass Produced Tent, Mk 1 Serum of Healing (3), Medpatches (2), Rope (200 feet), Sleeping Bag, Titanium Cable (50 feet)
Currencies: 258 credits
Height: 7' 7"
Weight: 280 lbs
Age: 23
Bulk Limit: 7 (3.5) (6 1L)

(Currently carried equipment: Azimuth Laser Rifle (1), Starknife (L), Freebooter Armor (L), Clear Spindle Aeon Stone (-), Ring of Resistance (-), Batteries (4) (-), Travel Clothing (L), Flashlight (L), Industrial Backpack (-), Mass Produced Tent (1), Serums of Healing (3) (3L), Metpatches (2) (2L), Rope (200 feet) (4L), Sleeping Bag (L), Titanium Cable (50 feet) (5L), Rations (3 weeks) (3))
(Current Bulk: 6 9L)

Mystic Spellcasting:
0-Level: Detect Magic, Psychokinetic Hand, Stabilize, Telekinetic Projectile, Telepathic Message, Token Spell
1st-Level (4/day): Lesser Remove Affliction, Life Bubble, Mind Thrust, Mystic Cure, Shooting Stars (Magic Missile)
2nd-Level (3/day): Darkvision, Hold Person, Hurl Forcedisk

Channel Skills (Perception and Piloting):
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.

Connection (Star Shaman):

You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic—once made, this choice can’t be changed.

Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don’t fit within their ethos. As such, each connection lists the deities and philosophies commonly associated with it.

Star Shaman Your connection channels the energy of the cosmos, its celestial bodies, and the dark voids between them. You might be a brilliant astronomer, a daredevil starpilot, a Hyperspace explorer, a prophetic astrologer, or a would-be transhuman godling.

Associated Skills: Perception and Piloting

Spells: 1st—shooting stars (as magic missile), 2nd—darkvision, 3rd—irradiate, 4th—remove radioactivity, 5th—telekinesis, 6th—control gravity

Connection Powers:
At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the power requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.

Walk the Void You are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space. In addition, whenever you can see the stars, you can determine your precise location. Finally, add Piloting to your list of class skills.

Starlight Form You can transform yourself into blazing starlight as a standard action. Your body sheds normal light in a 30-foot radius, and you gain the benefits of concealment (20% miss chance). At 7th level, a creature that ends its turn adjacent to your starlight form must succeed at a Fortitude save or be blinded for 1 round. You can maintain your starlight form for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. You can forgo the ability's concealment and blinding aspects to instead simply shed light, though this still counts against the ability’s duration for the day.

Connection Spells:
Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on Table 4–6: Mystic Spells Known. These spells can’t be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection’s entry.

Darkvision:
Nuars have darkvision out to 60 feet.

Feats:

Longarm Proficiency You gain proficiency in longarms.
Versatile Specialization You gain specialization (see page 243) in all weapons with which you are proficient that can be selected with Weapon Specialization.
Weapon Specialization 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.

Gore:
A nuar can charge without taking the normal charge penalties to the attack roll or its AC. If the nuar has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz attack fighting style), the nuar also gains the ability to charge through difficult terrain.

Healing Touch:
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

Maze Mind:
Nuars have a naturally strong sense of direction and an instinctive understanding of complex patterns. As a result, they very rarely get lost. A nuar can attempt a special level-based Wisdom check (1d20 + (CR or level + Wisdom bonus) instead of using his total bonus in the Piloting skill to navigate or his total bonus in the Survival skill for orienteering.

In addition, a nuar with 1 or more ranks in Piloting or Survival also gains a +2 racial bonus to checks with that skill.

Mindlink:
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.

Natural Weapons:
Nuars are always considered armed. They can deal 1d3 lethal piercing damage with unarmed strikes and the attack doesn’t count as archaic. Nuars gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls with their natural weapons (instead of just adding their character level, as usual).

Spellcasting:
You cast spells drawn from the mystic spell list. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Wisdom modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–4: Mystic. In addition, you receive bonus spells per day if you have a Wisdom modifier of +1 or higher, as shown on Table 4–5: Mystic Bonus spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new mystic level, you learn one or more new spells, as indicated on Table 4–6: Mystic Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Wisdom modifier.

Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any mystic spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem as a full action. This does not normally invoke the magic contained within, although it may do so in the case of a Cursed or trapped spell gem.

Swift:
Nuars have a base speed of 40 feet.

Theme Knowledge:
You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle Models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Weapon Specialization:
You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.

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Background:
Entiren was born on Absalom Station to Rinara and Asevin Vraken (his father and mother respectively), a married pair of cybernetics engineers. His father specialized in their installation, while his mother's focus was more on the design and creation of them. They operated and lived in the same building in the Freemarkets district of the station, and were firmly middle-class. Entiren was their only child.

Pressed only slightly by his parents, Entiren spent several years of his early life attending the public schooling system of Absalom Station. However, when he was eighteen, instead of enrolling in and attending a college or other higher education center, he applied to begin an internship aboard a large freighter stat was then docked at the station, the Bluewake. He spent three pact years there, learning various things from different members of the crew. However, the individual that he learned the most from, and bonded with the most, was one of the Bluewake's pilots, a vesk who was called Wingshot. Under his tutelage, Entiren learned how to pilot starships, especially smaller craft such as shuttles and similar craft.

After the intership aboard the Bluewake, Entiren managed to get employment aboard a mining ship that was operating in the Diaspora, the Rockrender. It's crew were almost entirely Androids and Sarcesians, and as such they would relatively often open the entire craft to vacuum during mining operations. It was during this time that Entiren fully realized his connection to Desna, as he was able to survive perfectly fine in these instances.

Additionally, it was during this time (around a year and a half into his employment aboard the Rockrender) that he recieved a message from his parents, letting him know that they had recieved a job offer from an individual at a location on a newly colonized planet out in Near Space. However, they weren't particularly specific about which planet it was, just informing him that they were being hired to create several custom cybernetic augments for the individual hiring them, and would probably be away from Absalom Station for several years.

Several months before the scheduled end of his employment aboard the Rockrender, during a trip to a location to sell their mined materials to a Sarcesian crèche world, Entiren found an online advertisement to apply for the Starfinder Society. Intrigued, and knowing that he would need to be looking for work in the near future, he looked into the society, eventually sending an online application before leaving the creche world's infosphere.

Appearance:
Standing at slightly over seven and a half feet tall, Entiren towers over most other people. This, combined with his large, spiraling horns and large, heavy hooves lead him to be fairly noticeable wherever he goes. His skin, and the thin fur that grows out of it, are cream colored, a trait which he inherited from his parents. Unlike his parents, and most other Nuar, his eyes are colored a light lime green.

Typically, he is dressed in a comfortable set of clothes, with blue work pants and a simple white t-shirt underneath a faux-leather jacket. However, when he needs to he dresses in a black-tie suit consisting of a white shirt under a black jacket, a pair of black pants, and a black bow-tie. However, considering he has hooves instead of normal feet, he almost never wears actual shoes, instead wearing sole-less versions. Underneath these clothes he wears a pair of second skin armor that matches his skin tone. Most of his gear is contained within his high-quality backpack, except for his rifle, which he typically leaves holstered hanging next to the backpack, and his starknife, which is attached to his belt on the left side. The other side of the belt has a pouch containing some of his faster acting medical supplies. Around his head spins a small crystalline spindle.