Counselor

Source

Starfinder Enhanced pg. 96

Mental illness, trauma, and hardship aren’t unique to any one planet or colony in the Vast. Nearly every culture in the Pact Worlds and Near Space understands how important emotional well-being and mental health are for society at large and have their own variety of counselors.

Most counselors attend school for years while undergoing rigorous certification processes. Some also adapt their culture’s traditions to fit modern lifestyles, while a few practice the craft through magical means, and some just take to it naturally. Whether working at medical centers, in private practice, as volunteers, or as travelers trading their services in exchange for passage to the stars, or by making use of their talents for their companions alone, counselors provide vital comfort to those in need.

While envoys are the most logical fit, biohackers seeking to better understand and treat others make for exceptional counselors, as do mystics who seek psychological means to supplement their magical abilities. It’s said that lashunta make for some of the finest counselors in the Pact Worlds, and many major organizations have whole divisions of vlaka counselors on retainer.

Features

DiagnosticianEx

Level 2

You can spend one hour sitting and talking with a number of willing allies equal to half your ranks in the Sense Motive skill (minimum 1), attuning yourself to their outlook on life and the universe for 1 day. When you’re within 30 feet of the allies you’re attuned to, you automatically know if they’re suffering from any of the following conditions: confused, dazed, fascinated, frightened, off-target, panicked, or shaken. As a reaction when an attuned ally would attempt a Will saving throw, you can grant that ally a +1 insight bonus to that saving throw. This bonus increases by 1 at 6th level and every 4 levels thereafter.

Source

Starfinder Enhanced pg. 96

Hold SpaceSu

Level 9

Your attunement to the psyche of your allies has become truly preternatural, allowing you to guide them through a healing process that borders on the impossible. As a standard action, you can touch an attuned ally suffering from one of the conditions listed under the diagnostician ability to completely remove that effect from your ally and transfer it to yourself. One round after using this ability, you can attempt any saving throw originally allowed to negate or reduce this condition, using the same DC as the original effect. If you fail this saving throw, or if there wasn’t an associated saving throw, you continue to have this condition until its original duration expires.

Source

Starfinder Enhanced pg. 96


Dragonscript

ID

9b016cd2ff9b7a37de2e3512
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