Agath

Jelico Kent's page

515 posts. Organized Play character for Beardy2004.


Full Name

Jelico Kent

Race

Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

Gender

Male

Size

Medium

Age

35

Alignment

CG

Deity

Desna

Location

Absalom Station, The Vast

Languages

Common

Occupation

Bounty Hunter

Strength 14
Dexterity 18
Constitution 15
Intelligence 10
Wisdom 19
Charisma 12

About Jelico Kent

Jelico Kent (Mystic 12)
Male
Chaotic Good Medium Human
Init +3; Perception +25
Age: 35

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Defense
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EAC: 22 KAC: 23 CMD: 31
HP: 76/76 (DR 5/-) SP: 97/97 RP: 9/9
Fort +7, Ref +8, Will +12
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Offense
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BAB: +9
Speed 30 ft. (Fly 20ft in space)

Melee
[dice=Survival Knife hit]1d20 + 9 + 3;[/dice] BAB + STR
[dice= Survival Knife damage]1d4+2[/dice] STR

Ranged
[dice=Arc Static Pistol hit]1d20 + 9 + 4 + 1;[/dice] BAB + DEX + weapon focus
[dice= Arc Static Pistol damage]1d6+3[/dice] weapon specialization; crit: Arc 2

[dice=Corona Laser Pistol hit]1d20 + 9 + 4 + 1;[/dice] BAB + DEX + weapon focus
[dice= Corona Laser Pistol damage]2d4+3[/dice] weapon specialization; crit: Burn 1d4

[dice=Zero Pistol Frostbite-Class hit]1d20 + 9 + 4 + 1;[/dice] BAB + DEX + weapon focus
[dice= Zero Pistol Frostbite-Classl damage]1d6+3[/dice] weapon specialization; crit: Staggered

[dice=Aphelion Laser Pistol]1d20 + 9 + 4 + 1[/dice]BAB + DEX + weapon focus
[dice=Aphelion Laser Pistol damage]3d4+3[/dice]

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Feats:

Extra Resolve
You have 2 additional Resolve Points in your pool.

Great Fortitude
You gain a +2 bonus to Fortitude saving throws.

Multi-Weapon Fighting
When you make a full attack with two or more small arms or with two or more operative melee weapons, reduce the penalty for making a full attack by 1.

Spell Focus
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 Focus (Small Arms)
Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type.

Weapon Specialization (Small Arms)
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.

Combat Casting
You gain a +2 bonus to your Armor Class and saving throws against attacks of opportunity you provoked by casting a spell and against readied actions triggered by your spellcasting

Mobility
You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.

Class Abilities:

Channel Skill
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

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 use mindlink at will as a spell-like ability, though only once per day on any given individual.

Stargazer
Twice per day, if you are outdoors and can see the stars, you can reroll a failed ability check, attack roll, saving throw, or skill check

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.

Swift Hunter
You can use Diplomacy to gather information about a specific individual in half the normal time, and you reduce the penalty for following tracks using Survival while moving at full speed to 0.

Telepathic Bond
As a standard action, you can form a telepathic link with up to six other willing creatures, allowing you to communicate telepathically at great distances. This functions as telepathic bond, except the duration is permanent. You can have only one telepathic bond active in this way at any given time; creating a new telepathic bond immediately ends the previous one.

Theme Knowledge
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce the DC of Culture or Profession (bounty hunter) checks to recall knowledge about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5. If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week. Survival 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 Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

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.

Starflight
While in starlight form, you gain the ability to fly as per the flight spell (spell level 3rd or lower).

Starry Bond
You can share the good fortune of your stargazer class feature with your allies. Whenever an ally linked by your telepathic bond class feature fails an ability check, attack roll, saving throw, or skill check, you can spend 1 Resolve Point as a reaction to enable your ally to reroll the failed check (see page 243). This ability otherwise functions as the stargazer class feature.

Relentless
You never seem to get tired, even when working longer and harder than everyone else in pursuit of your mark; some of your targets might even refer to you as a tireless ghost or an all-seeing hunter. You can walk or be otherwise active for 12 hours instead of 8 before needing to attempt Constitution checks for a forced march (see page 258), and you can hustle for 2 hours a day during overland travel (see page 258) instead of 1 hour. Reduce the penalty for following tracks using Survival while moving at double speed to –10.

Skills:

Skills 6 ranks per level (1 from Skilled)
Acrobatics: 4
Athletics: 2
Bluff: 6 (2 ranks)
Computers: 0
Culture: 15 (12 ranks)
Diplomacy: 5 (1 ranks)
Disguise: 1
Engineering: 0
Intimidate: 15 (11 ranks)
Life Science: 0
Medicine: 10 (7 ranks)
Mysticism: 19 (12 ranks)
Perception: 25 (12 ranks)
Physical Science: 0
Piloting: 25 (12 ranks)
Profession: 4
Sense Motive: 19 (11 ranks)
Sleight of Hand: 3
Stealth: 4
Survival: 5

Equipment:

Encumbered:7 Overburdened: 14
Curren Bulk: 5

Lashunta tempweave, advanced
Deflective Reinforcement: DR 5/-
Force Field (Purple): 5 Temp HP, FH 2, Cap 10

Arc Static Pistol
Laser Pistol, Corona
Zero Pistol, Frostbite-Class

Battery (4)
Knife, survival
Aphelion laser pistol
Staff of Mystic Healing
Backpack, consumer
Clothing, everyday
Hygiene kit
Binders (2)

910 Credits

Appearance:

The tall, light-skinned human hardly looks like the stereotypical cleric of Desna. He is muscular and has a fierce look in his eyes. Combined with his collection scars and the occasional tattoo, and Jelico Kent looks every bit like the bounty hunter he has been working as for the past five years. The only thing that gives away his connection to the Church of Desna is a small butterfly tattoo on his right wrist.

Biography:

Jelico Kent was born in one of the less luxurious med bays on Absalom Station. His parents were devout followers of Desna and raised Jelico to live according to her tennents. Unlike other children, Jelico didn’t resent his religious upbringing. In fact, he thrived in it. He read everything he could get his hands on that concerned the Song of the Spheres and flourished under the religious education his parents scrimped and saved to provide for him. He loved to read the few scant accounts of pre-Gap life and how Desna interacted with her followers throughout history.

To his parent’s delight, Jelico announced his intention to join the church’s ranks on his eighteenth birthday. During his three year novitate, he learned about all the aspects of the church and was trained in the ways of its mystics. He proved to be quite good with a pistol and, on his official initiation twenty-one, he decided to enroll in the church’s small, but effective, defense corps.

Jelico quickly rose in the defense corps’ ranks, often being charged with protecting higher ranking mystics on their space travels or with guarding the various holy sites and relics that still existed across the galaxy.And so, when word reached the temple on Absalom Station that a manuscript had been uncovered that might date to pre-Gap times, Jelico was the one who was ordered to assemble a team and transport it back to the temple for further study.

On the return trip, Jelico and his group were attacked by a band of thieves, attempting to steal the manuscript before it reached Absalom Station. The attackers wearing the symbol of The Devourer, boarded the ship. They killed Jelico’s team, stole the manuscript, and left Jelico for dead. Patching himself as best he could in the field, he limped back to Abslom Station, vowing to Desna herself that he would hunt down and capture those thieves and retrieve the manuscript.

After his recovery, he was given leave to fulfill his vow. He traced the band to the Vast and pursued them, one by one. After five years, he has captured six of the thieves and brought them to justice. He was on the trail of the seventh and last thief when he was contacted by the church and ordered to change his mission. Due to his experience navigating the Vast, his assistance had been requested by the Starfinder Society. He was to meet up with a group of adventurers and lend his expertise to their mission.

Annoyed with the delay in his own, personal mission, he nevertheless diverted to Eox to meet up with this new group.