Race |
| SP 6/6 HP 10/10 | RP 5/5 | EAC 12; KAC 12 | Fort +0; Ref +2; Will +6 | Init: +2 | Perc: +8, SM: +8 |
Classes/Levels |
| Speed 30ft | Active conditions: None. |
Gender |
Male Human Finder 1 |
About Saja Joseung
Saja Joseong
Male Human Mystic 1
LN Medium Human
Init +2; Senses Perception +9
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DEFENSE
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EAC 12; KAC 13
SP 6 HP 10 RP 5
Fort: +0, Ref: +2, Will: +6
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OFFENSE
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Speed land: 30
Basic Melee Unarmed Strike: +0 (1d3; critical -; Archaic; Nonlethal; )
Longarm Crossbolter, Tactical: +2 (1d10; critical -; Unwieldy; Analog; )
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STATISTICS
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Str 10, Dex 14, Con 11, Int 10, Wis 18, Cha 10,
Base Atk +0 Grp +0
SkillsAcrobatics +2, Athletics +0, Bluff +0, Computers +0, Culture +0, Diplomacy +0, Disguise +0, Engineering +0, Intimidate +0, Life Science +0, Medicine +4, Mysticism +8, Perception +9, Physical Science +0, Piloting +6, Sense Motive +8, Sleight of Hand +2, Stealth +2, Survival +8, Profession(Bounty Hunter) +8
Languages:
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SPECIAL ABILITIES
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RACE FEATURES
Human
Ambitious, creative, and endlessly curious, humans have shown more drive to explore their system and the universe beyond than any of their neighbor races—for better and for worse. They’ve helped usher in a new era of system-wide communication and organization and are admired for their passion and tenacity, but their tendency to shoot first and think about the consequences later can make them a liability for those races otherwise inclined to work with them.
Skilled: Humans gain an additional skill rank at 1st level and each level thereafter.
Bonus Feat: Humans select one extra feat at 1st level.
FEATS
Longarm Proficiency: You know how to use longarms.
You gain proficiency in longarms.
Mystic Strike: Your magical power flows into your weapons.
Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.
THEME BENEFITS
Theme: Death-Touched, bonus: +1 con
You have been affected by the energies of death and negative energy. You are not undead, but you have an affinity for the dead and undead that is inexplicable to most living creatures. You may have suffered an attack from an undead creature when very young, or you may have been exposed to strange radiation, dimensional rifts, or magic that caused a weak but permanent link between you and the Negative Energy Plane. You survived this formative experience, but not without some change.
Theme Knowledge: (level 1): Thanks to your experiences with the undead and the growing power of the grave within your form, you have an instinctive understanding and recognition of negative energy and undead. You can use Perception, rather than Mysticism, to recall knowledge about undead and negative energy effects when you first observe them. Perception 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 Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
Dread Vitality: (level 6): You draw dark strength from the spark of negative energy within you, and you gain a fraction of the resistances that undead creatures have. You gain a +1 bonus to saving throws against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning.
Inured to the Grave: (level 12): Your body, always somewhat cool to the touch despite how much warm clothing you wear, becomes resistant even to extreme cold. You gain cold resistance equal to your level. If you already have greater cold resistance from some other source, that cold resistance instead increases by an amount equal to half your level.
Life Eater: (level 18): If you are close to a sapient creature when its life is snuffed out, you can draw part of the released energy into your deathinfused body, fueling your vitality. The first time each day when a living creature with an Intelligence score of 3 or more dies within 10 feet of you, you regain 1 Resolve Point. You need not be the one to deal the killing blow. Additionally, anytime you are unconscious and a living creature with an Intelligence score of 3 or more dies in a space adjacent to you, as a reaction you can spend the appropriate number of Resolve Points to stabilize or, if you are already stable, you can spend 1 Resolve Point to stay in the fight (Starfinder Core Rulebook 251).
CLASS FEATURES
Mystic
You understand that what most people call magic is simply an expression of the innate connection between all things, and you intuitively tap into this unseen power to create strange effects. You may conceptualize the source of your magic as divine grace, a manipulation of fundamental energy, or an unlocking of psychic potential, but always with the knowledge that you are a conduit channeling forces greater than yourself. Though you may study, you understand that spellcasting—like all existence—is messy and intuitive, and you specialize in biology and mental systems too complex to be perfectly understood by science. You sense the intangible and exploit your bonds with others, whether to bolster them or bend them to your will.
Connection: 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 (for example, Weydan, the god of freedom, is unlikely to look kindly on overlords). 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 Drift explorer, a prophetic astrologer, or a would-be transhuman godling.)(Star Shaman: 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.)(Star Shaman: Your connection grants you Magic Missile as a known spell)
Healing Touch: Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
INVENTORY
Unarmed Strike: An unarmed strike can be dealt with any limb or appendage. Unarmed strikes deal nonlethal damage, and the damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage rolls.
Crossbolter, Tactical: This weapon resembles a rifle with a crossbeam near the end of the barrel. A crossbolter uses mechanical power to fire arrows along the barrel. Grenade arrows can also be fired with a crossbolter.
Gear Maintenance Kit: This kit contains tools to maintain most common equipment. It includes a canister of lubricating oil, several small drivers and wrenches, armor polish, an armor cleansing agent with a citrus aroma, and a UPB pen that can repair small cracks, dents, scuffs, and other signs of wear and tear in most types of gear. A UPB pen can hold 1 UPB, which is enough to repair cosmetic damage on any one item.
Hygiene Kit: This kit contains all of the tools and products needed to practice good grooming and hygiene. Kits designed for specific races include supplies (such as scale-care products for vesk or antennae grooming for lashuntas or shirrens) that are of less use to other creatures.
Medkit, Basic: The basic medkit has spray antiseptic, bandages, and handheld instruments designed to examine, explore, and treat common ailments. The basic medkit allows you to attempt DC 25 Medicine checks to treat deadly wounds.
Mess Kit: A mess kit contains personal cooking and utensils, usually made from plastic or cheap metal, in an easily portable package. A typical mess kit includes two plates of different sizes, a bowl, a cup, a small pot, a fork, a knife, a spoon, and chopsticks.
Tool Kit (Navigator's Tools): Navigator's tools grants a +4 bonus to Survival checks when orienteering.
Tool Kit (Professional's Tools): Professional's tools grants a +4 bonus to Profession checks for one profession.
Tool Kit (Trapsmith's Tools): Trapsmith's tools grant a +4 bonus to Engineering or Mysticism checks to arm or disarm traps.
Portable Light, Flashlight: A portable light, sometimes called an electric torch, is one of several different devices that use batteries to create light sources. A portable light increases the light level by one step in an area determined by its model, as follows: flashlight (20- foot cone), lantern (10-foot radius), beacon (50-foot radius), and spotlight (100-foot cone).
Serum of Healing, Mk 1: This vial of medical serum quickly sets bones and repairs other physical damage. It restores 1d8 Hit Points when administered to a living creature.
Stationwear Flight Suit: Many types of reinforced clothing afford protection without sacrificing comfort or fashion. The prevalence of this kind of light armor on Absalom Station has led to the colloquial term "stationwear". Stationwear ranges in style from casual wear to business suits and more formal garb. The usual environmental protections of armor are concealed in the design of these outfits. The grades of armor - business, casual, elite, and flight suit - refer to the quality of the garments, not the style.
Spells
Mystic
Spells knownLvl. 0: 4, Lvl. 1: 2, Lvl. 2: 0, Lvl. 3: 0, Lvl. 4: 0, Lvl. 5: 0, Lvl. 6: 0
Spells per dayLvl. 0: -1, Lvl. 1: 3, Lvl. 2: 0, Lvl. 3: 0, Lvl. 4: 0, Lvl. 5: 0, Lvl. 6: 0
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Source Detect MagicCore Rulebook p. 348
Classes Mystic 0, Precog 0, Technomancer 0, Witchwarper 0
School Divination
Casting Time 1 standard action
Range 60 ft.
Duration concentration, 1 minute/level
Description
You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.
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Source Grave WordsCore Rulebook p. 357
Classes Mystic 0, Witchwarper 0
School Necromancy
Casting Time 1 minute
Range touch
Duration 1 round
Description
You can force a touched corpse talk to you, but you can’t ask it specific questions or communicate with it at all. The corpse utters random sentences for 1 round, with a 10% chance this information is of some use to you. Useful information might include warnings about dangers in a wrecked Starship, the password to unlock a computer, or the name of a Supernatural creature seeking you or your allies. The GM makes the d% roll in secret and decides what information, useful or not, the corpse spews out in its babbling.
Once a corpse has been subjected to grave words by any caster, any new attempt to cast grave words on that corpse fails. A corpse must have a mouth or means to speak in order for this spell to function, and the spell doesn’t affect a corpse that has been turned into an undead creature.
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Source Mind ThrustCore Rulebook p. 365
Classes Mystic 1
School Divination
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Duration instantaneous
Saving Will half
Spell Resistance True None
Description
You divine the most vulnerable portion of your opponent’s mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.
**1st:** When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.
**2nd:** When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target.
**3rd:** When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target.
**4th:** When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.
**5th:** When you cast mind thrust as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.
**6th:** When you cast mind thrust as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.
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Source Mystic CureCore Rulebook p. 367
Classes Mystic 1
School Conjuration
Casting Time 1 standard action
Range touch
Duration instantaneous
Saving Will half (harmless)
Spell Resistance True harmless
Description
With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing.
Mystic cure restores a number of Hit Points to your target depending on the spell’s level.
**1st:** 1d8 + your Wisdom modifier
**2nd:** 3d8 + your Wisdom modifier
**3rd:** 5d8 + your Wisdom modifier
**4th:** 7d8 + your Wisdom modifier
**5th:** 9d8 + your Wisdom modifier
**6th:** 11d8 + your Wisdom modifier
In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can’t resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.
Casting this spell doesn’t provoke attacks of opportunity.
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Source Psychokinetic HandCore Rulebook p. 370
Classes Mystic 0, Precog 0, Technomancer 0, Witchwarper 0
School Transmutation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Duration concentration
Saving
Description
You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.
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Source Telekinetic ProjectileCore Rulebook p. 380
Classes Mystic 0
School Evocation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Duration instantaneous
Saving
Description
You fling an unattended object weighing up to 5 pounds (less than 1 bulk) at the target, making a ranged attack against its KAC. If you hit, you deal 1d6 bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack.
**Variant: Scaling 0-Level Spells (Galactic Magic Pg. 88)**
At 3rd level, add half your character level to damage with these spells.
At 7th level, increase the damage of spells that deal 1d3 or less damage to 2d4. Increase the damage of spells that deal 1d6 damage to 2d6.
At each of 10th, 13th, and 15th levels, increase the damage of these spells by one die of the same type (d4 or d6).
At each of 17th and 19th levels, increase the damage of these spells by two dice of the same type.
| Level | 1 | 7 | 10 | 13 | 15 | 17 | 19 |
| --- | --- | --- | --- | --- | --- | --- | --- |
| Dice | 1d6 | 2d6 | 3d6 | 4d6 | 5d6 | 7d6 | 9d6 |