Tenry
Male human priest mystic 1 Archetypes Starfinder Forerunner,
LG Medium humanoid (human)
Init +6; Senses Perception +7
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DEFENSE
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EAC 13; KAC 14
SP 6 HP 10 RP 4
Fort +0, Ref +2, Will +5
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STATISTICS
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Str 12, Dex 14, Con 10, Int 10, Wis 17, Cha 10,
Base Atk +0; Grp+1
Feats Harm Undead, Improved Initiative
Skills Diplomacy +4, Medicine +4, Mysticism +8, Perception +7, Profession (Counselor) +8, Sense Motive +7, Survival +7,
Languages Common
Combat Gear field ration (per week) (5),
Other Gear staff, battle, second skin, clothing (profession (counselor)), space suit, battery (2), medpatch, comm unit (personal), flashlight, backpack (consumer), backpack (consumer), tool kit (profession (counselor)), hygiene kit, medkit (basic), binders, cable line (titanium alloy/10 ft), lantern, pulsecaster pistol, clothing (travel), clothing (everyday), clothing (formal), tent (mass produced), 49.0 gp
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SPECIAL ABILITIES
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RACIALTRAITS Size And Type Humans are medium humanoids and have the human subtype
Bonus Feat Humans select one extra feat at 1st level
Skilled Humans gain an additional skill rank at 1st level and each level thereafter
THEME BENEFITS Priest You are a member of an organized religion or similar association. Your belief, whether it has been a part of you since childhood or it came to you later in life, is an integral part of your character. You might travel the stars proselytizing your deity, or your church might have sent you out on a specific holy (or unholy) mission. No matter what obstacles life puts in your way, you always have the conviction of your beliefs to fall back on
Theme Knowledge Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the dc of culture and mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it's a class skill from the class you take at 1st level, you instead gain a +1 bonus to mysticism checks. In addition, you gain an ability adjustment of +1 to wisdom at character creation
CLASS FEATURES: 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. Connections you can choose from begin on page 85. 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
Connection Power 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 x your mystic level + your wisdom modifier
Connection Spell 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. If your connection lists a single variable-level spell (see page 330) for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level
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
Lose Feat You chose to lose a feat as part of your archetype
FEATS: Harm Undead You can use your healing channel to harm undead When you use your healing channel, 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
Improved Initiative Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checks
Description:
Height: 6' 2"
Weight: 210 lbs.
Gender: Male
Eyes: Blue
Hair: Blonde,
Skin: Pale
Dominant Hand: Right
Quirks: Slight Pessimist, though usually only to garner a smile., tends to ask probing questions to garner mental state of crew
Quotable: Oh no, not again
Background: Tenry was born on Absolon Station. His father was a mechanic on board and his mother worked in the nursery, which meant he learned more from his mother than his father. This caused him to focus more on expressing his emotions and he observed that people who did this tended to live longer, happier lives. He wanted to devote himself to this practice so once he was able to attend University, he focused on mental health. His keen senses in detected how people felt eventually lead him to be a counselor. A few days after graduation, the head Magistrate for his church came to him. Apparently an expedition was being planned and the Wayfinders had asked if the Magistrate knew of anyone who they felt could be of service. Tenry was their first and only choice. Given some rations and supplies, Tenry must now head out into the Black as the envoy's primary healer, both of physical, and metal stabilities.