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Luanna Moonshade's page

1 post. Organized Play character for Clebsch73.


About Luanna Moonshade

Luanna Moonshade
Female Damaya Lashunta Mystic 1
Class DC 16
Traits: Humanoid, Lashunta
Connection: Healing
Background: Disciple of Yaraesa
Holy Symbol of Yaraesa

Appearance and personality:
Tall, Slender, dark hair with glints of light, Dark eyes, pretty face, lyrical voice. Skin is dusky but glows nicely in moonlight.

Pleasant person to be with. Listens well, loves to discuss topics like science, literature, religion, philosophy, and the universe. She is not pushy about her religion, but she is not afraid to challenge ideas she doesn't think contribute to the accumulation of knowledge and improvement of society.

She also enjoys sensual pleasures of good food, music, dance, and sex. She is gender fluid in partners but presents primarily as female, with pronouns She/her/hers. She carries a button accordion with her on adventures and plays melodies during downtime.


Background:
Home Planet: Castrovel. Port of Call: Qabarat. She was raised by well-to-do parents who provided her with everything her voracious curiosity could want. She joined the Yaraesa religion and studied their lore in several universities, doing a dissertation on great libraries of the Gap (what little is known about them). She joined the Starfinders as a way to see the universe and help people with her gifts.

Attributes
Str 1 Dex 1 Con 0 Int 2 Wis 3 Cha 2

Defenses
AC: 16 [10 + 1 (Dex) +3 (prof) +2 (armor)] Quilted Armor
Shield: 2 Carbon Shield Hardness 5 Max HP 20 BT 10
Has Baton which can add +1 if action taken to hold defensively

Fort 3 Ref 4 Will 8
HP 12
Perception +6
Talisman on shield gives +1 status bonus to initiative checks
Speed 25

Combat
Melee Strikes
Baton +4 (1d6 + 1 B, nonlethal)
Analog, Finesse, Nonlethal, Parry

Knife +4 (1d4 + 1 P or S)
Agile, Analog, Finesse, Thrown 10', Versatile S

Ranged Strikes
Pulsecaster Pistol +4 (1d6 E) Hands 1 Range 30 ft. Reload 1 Magazine 10 charges Expend 2
Nonlethal, Tech

Knife, Thrown +4 (1d4 + 1 P or S) Range 10 ft.
Agile, Analog, Finesse, Thrown 10', Versatile S

Spells
Cantrips Detect Magic, Divine Lance, Light, Vitality Lash, (Connection Spell)Stabilize
1st rank (2 slots per day) Bless, Infuse Vitality, (Connection Spell) Heal

Special Ability
TRANSFER VITALITY [one-action]
Traits: Concentrate, Healing, Mystic
You can transfer up to 10 Hit Points (minimum 1) from your vitality network into yourself or a bonded creature you can sense within 60 feet. This works on creatures with void healing as though this action had the void trait.

Skills Bold = Trained
Acrobatics +1
Arcana +5
Athletics +1
Computers +5
Crafting +5
Deception +2
Diplomacy +5
Intimidation +2
Lore Libraries +5
Lore Lashunta +5
Lore Yaraesa +5
Medicine +6
Nature +6
Occultism +5
Performance +5
Piloting +1
Religion +6
Society +5
Stealth +1
Survival +3
Thievery +1

Languages: Common, Castrovelian, Pahtra, Diasporam
Limited Telepathy: You can communicate mentally with creatures within 30 feet. You can communicate only with creatures that share a language with you. This doesn't give you any access to their thoughts, and it communicates no more information than normal speech would.

Gear Quilted Armor, Carbon Shield, Baton, Knife, Pulsecaster Pistol, Cable Line 50 ft, Comm Unit, Holospark, Hygiene Kit, Medkit, Musical Instrument: Button Accordion.
Cash: 6
Bulk: 5.6
Max bulk: 6

Lashunta Ancestry:
Size Medium
HP: 6
Speed: 25
Languages: Castrovelian, Common
Traits: Humanoid, Lashunta
LIMITED TELEPATHY
You can communicate mentally with creatures within 30 feet. You can communicate only with creatures that share a language with you. This doesn’t give you any access to their thoughts and communicates no more information than normal speech would.

Heritage
DAMAYA LASHUNTA
You’ve chosen the adaptive genetics to become a damaya. You might have a leaner, lither body type than other lashuntas and are likely encouraged to pursue work as a scholar or politician. In addition to what you gain from your ancestry, you gain an attribute boost to Intelligence and an attribute flaw to Constitution, but the free ancestry boost can’t also be Intelligence. You become trained in Diplomacy. If you would automatically become trained in Diplomacy (from your background or class, for example), you become trained in another skill of your choice. You gain the Additional Lore general feat.

ADDITIONAL LORE FEAT 1
Traits: General, Skill
Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory (Libraries Lore). You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

Ancestry Feat 1
LASHUNTA LORE FEAT 1
Trait: Lashunta
You’ve studied the lives and achievements of other lashuntas who have improved both their psychic powers and their communities. You gain the trained proficiency rank in Occultism and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
You also gain the Additional Lore general feat for Lashunta Lore.


Background Disciple:
You’re a loyal disciple of a particular deity. You might have been raised in a religious culture or perhaps felt a kindred calling toward a god later in life, but you’ve honed your skills and devoted your life to living as a follower of that deity.
Choose two attribute boosts. One must be an attribute specified in your deity’s Divine Attribute entry, and one is a free attribute boost.
You’re trained in the deity’s listed divine skill and a Lore skill related to your deity (Abadar Lore, for example). You gain the Religious Talisman skill feat even if you do not meet the feat’s prerequisites.

RELIGIOUS TALISMAN FEAT 7
Traits: General, Skill
Prerequisites master in Religion (waived by background), follower of a specific religion
You can construct and bless a religious symbol of your deity in 10 minutes. While such talismans are traditionally scraps of paper with a religious symbol drawn on them, they can take many forms, including body art, a sticker, or even a virtual emoji. You can create a talisman only for yourself and for the deity you worship. As long as you continue to engage in activities that match your deity’s edicts you gain a +1 status bonus to initiative rolls. If you violate your deity’s anathema, the talisman is destroyed, and you take a –1 status penalty to initiative rolls and Perception checks until you complete an atone ritual (page 382).

Deity Yaraesa:
YARAESA
Lady of Wisdom
Yaraesa was a lashunta who attained divinity through enlightenment, guiding others to follow her path.
Areas of Concern knowledge, mental perfection, scholarship, science
Edicts strive for perfection, make learning and teaching a lifelong practice, expand the boundaries of scholarship and scientific study
Anathema destroy knowledge, disparage the wisdom of other cultures and generations, take credit for another’s intellectual labor
Divine Attribute Wisdom or Charisma
DEVOTEE BENEFITS
Cleric Spells 1st: akashic download, 3rd hypercognition, 5th: dreaming potential
Divine Skill Arcana

Mystic Abilities:
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, become a conduit for nature’s wrath, or something else. Even mystics who share the same connection might interpret the source of their powers differently. At 1st level, choose your connection. Your chosen connection determines the type of spells you cast and the spell tradition you choose spells from, your additional trained skill, the epiphanies you learn, and a harmony that usually grants creatures a special benefit when you heal them with your vitality network.

Your connection is a mystical force that grants you magic. It could come from a divine patron, manifestation of a primeval cosmic force, or some other mystery. Your connection determines your spellcasting tradition and grants you the trained proficiency rank in the listed connection skill. You automatically add your connection spells to your spell repertoire, as described in the spell repertoire class feature. You gain the initial epiphany at 1st level and can gain the advanced and greater epiphanies by selecting the Advanced Epiphany (page 123) and Greater Epiphany (page 124) feats. You gain your chosen connection’s harmony at 1st level, which triggers whenever you Transfer Vitality, and your connection’s perfect harmony at 19th level.

HEALING
You’re connected to the fount of vitality and void energy that flows through all living things on every planet. You weave these energies into spells that heal your allies and harm your enemies.
Tradition divine; Connection Skill Medicine
Connection Spells cantrip: stabilize; 1st: heal; 2nd: false vitality; 3rd: entropy strike; 4th: genetic regeneration; 5th: breath of life; 6th: vampiric exsanguination; 7th: execute; 8th: moment of renewal; 9th: massacre
Epiphany Spells initial: infusion; advanced: vitality nova; greater: vital rebirth
Harmony When you Transfer Vitality, attempt to counteract one affliction affecting the target, or attempt to counteract one effect of your choice imposing one of the following conditions on the target: blinded, clumsy, dazzled, deafened, enfeebled, sickened.

MYSTIC BOND
You form a bond between yourself and others, most typically your closest companions. 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, their Hit Point totals, and if they’re 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.

VITALITY NETWORK
Your soul supports a network of energy that connects and heals those in your bond. Your vitality network has a maximum capacity equal to 6 + 4 Hit Points per 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-and-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’re master in spell DC, it regains 6 Hit Points instead; if you’re legendary, it regains 8 Hit Points. When you Refocus, your vitality network regains all its Hit Points.

TRANSFER VITALITY [one-action]
Traits: Concentrate, Healing, Mystic
You can transfer up to 10 Hit Points (minimum 1) from your vitality network into yourself or a bonded creature you can sense within 60 feet. This works on creatures with void healing as though this action had the void trait. The amount you can transfer increases by 10 at 5th, 10th, 15th and 20th level.

MYSTIC SPELLCASTING
You are a spellcaster and can cast spells using the Cast a Spell activity (see Casting Spells on page 298). 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 on page 119.

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 pages 394–395.

Heightening Spells
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell’s rank to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast in order to heighten it to that rank. Many spells have specific improvements when they’re heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest rank of mystic spell slot you have. For example, as a 1st-level mystic, your cantrips are 1st-rank spells, and as a 5th-level mystic, your cantrips are 3rd-rank spells.

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 chosen connection. You choose these from the common spells from the tradition corresponding to your chosen 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. Each time you get a spell slot (see Mystic Spells per Day on page 119), you add a spell of the same rank to your spell repertoire.

When you gain access to a new rank of spells, your first new spell is always the spell granted by your chosen connection, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your chosen connection and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn’t give you another spell slot, and vice versa.

Swapping Spells in Your Repertoire
As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can’t swap out epiphany spells or connection spells. You can also swap out spells by retraining during downtime.