Taergan Flinn

Jacen Benedictt's page

249 posts. Alias of Evindyl.


Full Name

Jacen Benedictt

Race

HP=18 | AC=16 |F +4, R +6, W +6 | PERC +4 LLV ||

Classes/Levels

SPEED=30 | EXP=Detect Magic | CONDITIONS=None ||

Gender

Semi Non-Binary (M) Aiuvarin Psychic (Skysage) 2 ||

About Jacen Benedictt

Jacen Benedictt
Psychic 2

Perception +4; Low-Light Vision

Skills Acrobatics +6, Arcana +7, Athletics +0, Crafting +7, Deception +8, Diplomacy +8, Intimidation +8, Lore: Thassilon +7, Occultism +9, Society +7

Str +0, Dex +2, Con +0, Int +3, Wis +0, Cha +4
Aeon Stonex2 (Dull Gray)

AC 16; Fort +4, Ref +6, Will +6
HP 18
Speed 30 feet

Melee Elven Curve Blade +2 (Elf, Finesse, Forceful, Uncommon), Damage 1d8 S

Unleash Psyche Trigger Your turn begins. Requirements You’re in an encounter, you Cast a Spell on your previous turn, and you aren’t stupefied. You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can’t voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur. • You’re constantly surrounded by the visual manifestation of your psychic magic. • When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell’s level. This applies only to spells that don’t have a duration and that you cast using psychic spellcasting. • You can use actions that have the psyche trait. After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can’t use Unleash Psyche again for 2 rounds, and you’re stupefied 1 for 2 rounds.
Restore the Mind (Emotion, Enchantment, Healing, Mental, Psyche, Psychic) Your unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes their mind and body. Choose one of the two benefits to grant one ally within 30 feet that you can see. That ally is then temporarily immune for 10 minutes. • The ally gains a +1 status bonus to saving throws against mental effects until your psyche ends. • The ally regains Hit Points equal to 2 + double your level.

Occult Known Spells DC 18, attack +8; 1st Soothe, Animate Rope, Kinetic Ram (2 slots); Cantrips Prestidigitation, Approximate, Light
Occult Known Spells DC 17, attack +7; Cantrips Guidance, Stabilize
Arcane Innate Spells DC 18, attack +8; Cantrips Detect Magic
Arcane Innate Spells DC 18, attack +8; Cantrips Read Aura
Focus Spells (2 points) Telekinetic Hand (Amped)
Telekinetic Projectile (Amped)
Telekinetic Rend

Additional Feats Aiuvarin, Arcane Sense, Otherworldly Magic, Quick Identification, Skysage Dedication, Warp Space
Additional Specials Conscious Mind (The Distant Grasp), Psi Cantrips And Amps, Psychic Spellcasting, Skysage Skill (Occultism Expert), Subconscious Mind (Emotional Acceptance)