Full Name |
Jaeric Kem |
Race |
half-elf xenoarchaeologist envoy 1 / mystic 6 | SP: 63/63 | HP: 46/46 | RP: 6/7 | EAC: 22 KAC: 23 | Fort: +5, Ref: +7, Will: +11 | Melee: +5 | Ranged: +9 | Thrown: +5 | Init +3, Perc +16 |
Gender |
Male |
Size |
Medium |
Age |
27 |
Alignment |
NG |
Deity |
Desna |
Location |
Absalom Station |
Languages |
Castrovelian, Common, Drow, Elf |
Strength |
12 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
19 |
Charisma |
14 |
About Jaeric Kem
Jaeric Kem
Male half-elf xenoarchaeologist envoy 1 / mystic 6
NG Medium humanoid (human, elf)
Initiative +3; Senses Perception +16
EAC 22 (+9 armor, +3 Dex)
KAC 23 (+10 armor, +3 Dex)
AC vs CM 31 (8 + KAC)
Stamina 63 (42 class, +14 Con, +7 Toughness)
Hit Points 46 (4 racial, +42 class)
Resolve 7 (1/2 lvl, +4 Wis)
Fortitude +5 (2 base, +2 Con, +1 ring)
Reflex +7 (4 base, +3 Dex)
Will +11 (7 base, +4 Wis)
Speed 30 ft.
Base Atk +4
Melee +5 (+4 BAB, +1 Str)
Ranged +9 (+4 BAB, +3 Dex, +2 feat)
Thrown +5 (+4 BAB, +1 Str)
Weapons:
• Mystic Flare +9 (2d4+6 fire), 60 ft range
• Solar Weapon +5 (1d6+6 S)
• Mk I Shock Grenade +5 (1d8 E), 20 ft range, explode 15 ft
• Unarmed Strike +4 (1d3+2 B), archaic
Mystic Spells Known (6/4+1/3+1, CL 6th):
2nd (4/day) - hold person (DC 17), hurl forcedisk, mind thrust II (DC 17), mystic cure II, soul surge, spider climb
1st (5/day) - acidic mist (DC 16), charm person (DC 16), detect thoughts (DC 16), lesser remove condition, wisp ally
0 (at will) - detect magic, ghost sound (DC 15), psychokinetic hand, stabilize, telepathic message, token spell
Connection (Healer)
Ability Scores:
Str 12, Dex 16, Con 12, Int 12, Wis 19, Cha 14
Feats:
• Armor Proficiency (Light)
• Harm Undead
• Spell Focus
• Toughness
• Weapon Focus (Small Arms)
• Weapon Proficiency (Advanced Melee [Solar Weapon], Basic Melee, Grenades, Small Arms)
• Weapon Specialization (Advanced Melee [Solar Weapon], Basic Melee, Grenades, Small Arms)
Skills: (9 skill ranks/level)
• Acrobatics +7 (+1 rank, +3 class, +3 Dex)
• Athletics +6 (+2 ranks, +3 class, +1 Str)
• Bluff +11 (+6 ranks, +3 class, +2 Cha)
• Computers +5 (+1 rank, +3 class, +1 Int)
• Culture +13 (+7 ranks, +3 class, +1 Int, +2 racial)
• Diplomacy +12 (+7 ranks, +3 class, +2 Cha)
• Disguise +6 (+1 rank, +3 class, +2 Cha)
• Engineering +6 (+1 rank, +3 class, +1 Int, +1 theme)
• Intimidate +6 (+1 rank, +3 class, +2 Cha)
• Life Science +9 (+5 ranks, +3 class, +1 Int)
• Medicine +9 (+3 ranks, +3 class, +1 Int, +2 channel skill)
• Mysticism +16 (+7 ranks, +3 class, +4 Wis, +2 channel skill)
• Perception +16 (+7 ranks, +3 class, +4 Wis, +2 racial)
• Piloting +7 (+1 rank, +3 class, +3 Dex)
• Sense Motive +12 (+5 ranks, +3 class, +4 Wis)
• Sleight of Hand +7 (+1 rank, +3 class, +3 Dex)
• Stealth +8 (+2 ranks, +3 class, +3 Dex)
• Survival +10 (+3 ranks, +3 class, +4 Wis)
Languages Castrovelian, Common, Drow, Elven
Special Abilities
• Channel Skill: You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. You gain a +1 insight bonus to skill checks with Medicine and Mysticism. This bonus increases by 1 at 5th level and every 3 levels thereafter.
• Cultural Chameleon: Half-elves are often highly skilled at fitting in with a broad variety of people and getting others to like them. These half-elves gain a +2 racial bonus to Culture checks. If such a half-elf fails a Diplomacy check to change someone’s attitude, they can reroll the check and take the second result. This replaces adaptability.
• Envoy Improvisation (Get'Em): As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.
• Expertise: You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Bluff or Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining.
• Harm Undead When you use your healing channel as a full action, you can expend a mystic spell slot of the highest level you can cast to also deal damage equal to the amount you heal to all undead foes in the area. The undead can attempt a Will save for half damage, at your usual connection power DC.
• Healing Channel 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 and increases by 2d8 at 3rd level and every 3 levels thereafter.
• Healing Touch Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
• 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.
• Mystic Flare (Epiphany): You gain a solar flare, as the solar manifestation ability of a solarian with a class level equal to your mystic level. You do not gain any other solar-flare solarian abilities from mystic class levels.
• Solar Weapon (Epiphany): You gain a solar weapon, as the solar manifestation ability of a solarian with a class level equal to your mystic level. You do not gain any other solar-weapon focused solarian abilities from mystic class levels.
• Theme Knowledge: You have trained yourself to have few presuppositions about the foreign devices you uncover. Reduce the DC to identify rare, ancient, or alien tech by 5. Engineering 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 Engineering checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
• Trap Spotter: You often encounter ancient, exotic traps and security devices, varying from mechanical defenses to magical wards. You have honed your senses to pick out warning signs of traps of any kind. When you come within 10 feet of a trap, you can immediately attempt a Perception check to notice the trap, which should be rolled in secret by the GM.
Gear/Possessions:
• Lashunta Tempweave, Advanced (0.1 bulk)
• Freebooter Armor I (0.1 bulk)
• Tactical Semi-Auto Pistol (0.1 bulk)
• Ammo (90 rounds for Small Arms) (0.3 bulk)
• Mk I Shock Grenades (3) (0.1 bulk)
• Industrial Backpack (1 bulk)
• Personal Comm (0.1 bulk)
• Datapad (0.1 bulk)
• Flashlight (0.1 bulk)
• Rope 50 ft. (0.1 bulk)
• Binoculars (0.1 bulk)
• Everyday Clothing (0.1 bulk)
• Formal Clothing (1 bulk)
• Hygiene Kit (1 bulk)
• Mess Kit (1 bulk)
• Field Rations (1 week) (1 bulk)
• R2E (x3) (0.3 bulk)
• Canteen (0.1 bulk)
• Medpatch (0.1 bulk)
• Aeon stone (Clear Spindle) (0 bulk)
• Mk 2 ability crystal (Magic, Wis +4) (0 bulk)
• Mk 1 ability crystal (Magic, Con +2) (0 bulk)
• Mk 1 ring of resistance (Fortitude +1) (0 bulk)
• Credstick (2883 credits) (0 bulk)
Carrying Capacity 6; Current Load Carried 5.7
Wealth 2883 credits
Background
Jaeric Kem was born in the city of Cordona on Castrovel, the result of an unplanned dalliance between a visiting human dignitary named Norio Kem and his elven mother Jaerissa during a Revelnight masquerade. His father served as a xenoarchaeologist, studying the flora and fauna of Castrovel while also petitioning the Sova among the High Families of El for permission to explore pre-Gap ruins on the elven continent of Sovyrian. In time, his request was denied and Jaeric never had an opportunity to know his father. Instead, Jaeric's mother raised him in seclusion, supported by others in her family.
In his youth, Jaeric struggled to fit in. Native elves tolerated him as part of the Blood Right policy, which mandates that anyone with discernible elven blood--even half-elves--can claim citizenship in Sovyrian. But this granted him only a loose acceptance among his peers. As a result, he naturally gravitated to other half-elves living in Cordona, finding comfort in their shared experience. Over the years, many of his closest friends exercised their freedom to come and go from the elven continent at-will--and certainly with far greater frequency than the xenophobic elves among his mother's people. Jaeric longed to follow after them, hopeful that he could leave Sovyrian and Castrovel, as well...to see the stars and what the rest of the universe was like. He became a dreamer--a trait he unknowingly shared with his estranged father.
Jaeric's mother fretted over his desire to leave, often inventing excuses for why he couldn't join his friends and needed to stay in Cordona to assist her. To assuage his curiosity about the stars, however, she enrolled him in a theological institution devoted to the faith of Desna. It was here that Jaeric began to blossom. He grew to believe that hopes and dreams create purpose, even further convincing him of the need to leave Castrovel and explore the unknown. While an effective acolyte among Desna's healers, he came to realize that even the goddess herself valued the stars, including all the planets and civilizations among them. So, at the age of 25, once he was no longer bound by his mother's wishes--or his commitments to the church--he chose to leave Sovyrian to experience the lashuntan cultures on the continent of Asana.
Once there, he also began searching for records pertaining to his father--as Jaeric was curious to learn more about his past, and possibly meet the man. At first, Jaeric only unearthed his father's name, profession, and arrival/departure dates in the registries for offworlder visits to Castrovel. However, upon learning he'd been a xenoarchaeologist, Jaeric researched his activities and accomplishments, not just on Castrovel, but across the Pact Worlds. Armed with that additional information, he was eventually able to make contact and arrange a video-call with him. And, after a short conversation, his father invited him to meet on Abasalom Station. The journey there exposed Jaeric to his first taste of space flight and he's been fascinated with it ever since.
Once on Absalom Station, Jaeric immersed himself in his father's culture, learning all he could about the course of humanity as compared to that of the elves. He also discovered his father works for the Starfinder Society. Under his sponsorship, Jaeric has recently joined the organization, as well, hoping to become an envoy to other worlds and civilizations in support of the newest initiatives of the First Seeker. And, along the way, he's eager to adventure and expand his faith in Desna as she leads him across the stars.