About Chk Chk ChkHP 20/20 | AC 17 | F +5 R +5 W +9 | Perc +7 (+2 ini. 1/day)|
Skills
+1 Strength, +2 Dexterity, +2 Constitution, +1 Intelligence, +4 Wisdom, -1 Charisma Melee painglaive (powered, reach, tech) +4 for slashing 1d10+1 Ranged arc pistol (range 30 ft.) +5 for electric 1d4 Class DC 17
Actions:
REBELLIOUS DEFIANCE [one-action] MENTAL Frequency once per day You decry one foe within 100 feet that you can see as a tyrant or villain, and prepare yourself to defy them. You gain a +1 circumstance bonus on your attack rolls against this foe, and gain a +1 circumstance bonus to saving throws against the attacks, spells, and effects of this foe. These benefits last for 1 minute. TRANSFER VITALITY [one-action]
Divine Spontaneous Spells DC 17, spell attack +7; 1st Grim tendrils, Heal, Motivating ringtone (3 slots); Cantrips Detect magic, Eldritch lance, Figment, Guidance, Void warp Focus Spells 1 Point
If you command the shadow to stalk, attempt a spell attack roll against the target’s AC the first time the target uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using; if the attack is a critical hit and the trigger was a manipulate or move action, the shadow disrupts that action. Each time you Sustain the spell, you can choose to either attack the target or command the shadow to stalk the target until the end of your next turn. Spells:
DETECT MAGIC [two-actions] CANTRIP 1 CANTRIP CONCENTRATION DETECTION MANIPULATE Area 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally. ELDRITCH LANCE [two-actions] CANTRIP 1
FIGMENT [two-actions] CANTRIP 1
GUIDANCE [one-action] CANTRIP 1
VOID WARP [two-actions] CANTRIP 1
GRIM TENDRILS [two-actions]
HEAL [one-action] TO [three-actions] SPELL 1
MOTIVATING RINGTONE [two-actions] SPELL 1
Equipment
Equipment:
ARC PISTOL Chk Chk’s sidearm is a pistol that deals electrical damage. It has a range increment of 30 feet. Its magazine contains 10 charges and expends 2 charges per Strike. COMM UNIT
MEDKIT
PAINGLAIVE
POETRY JOURNAL (HOLY TALISMAN)
REPAIR TOOLKIT
Class Feats and Abilities
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