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About Jchak-ChtalJchak-Chtal
Backstory:
Jchak was born on the Liavaran moon of Nchak, where she found she identified strongly with the followers of Hylax. Around the age of sixteen, she left her home world to travel the Pact Worlds and beyond, hoping to make first contact with another civilization. For the past few years, she has worked with the Starfinder Society agent, and as a translator. She spreads the teachings of the Forever Queen, and always tries to avoid combat when possible. However, she knows that some creatures ignore reason and diplomacy and fighting them is the only choice. Even so, she always pursues a peaceful option before resorting to combat. Description:
Jchak stands around 5’ 7” tall. Her exoskeleton is honey-yellow, and fades to beige on her front. She presents a fairly non-threatening figure, and is quite likeable. -------------------------
• Detect Magic:
School divination
Casting Time 1 standard action Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 minute/level Saving Throw none Spell Resistance no 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. • Ghost Sound (DC 13):
School illusion
Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Effect illusory sounds Duration 1 round/level (D) Saving Throw Will disbelief Spell Resistance no You create a volume of sound that rises, falls, recedes, approaches, or remains fixed. You choose what type of sound this spell creates when casting it and cannot thereafter change the sound’s basic character.
• Psychokinetic Hand:
School transmutation
Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one unattended object of no more than 10 lbs. or 1 bulk Duration concentration Saving Throw none Spell Resistance no 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. • Stabilize (DC 13):
School conjuration (healing)
Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one living creature Duration instantaneous Saving Throw Will negates (harmless) Spell Resistance yes (harmless) If the target of this spell has 0 Hit Points and is dying, it automatically stabilizes. If the creature later takes damage, it is no longer stable. Level 1 3/day
• Mind Thrust (DC 14):
School divination (mind-affecting)
Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration instantaneous Saving Throw Will half Spell Resistance yes 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.
• Detect Thoughts (DC 14):
School divination (mind-affecting)
Casting Time 1 standard action Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 minute Saving Throw Will negates, see text Spell Resistance no You detect the surface thoughts of intelligent creatures around you. The amount of information revealed depends on how long you study a particular area or target.
• Share Language (DC 14):
School divination
Casting Time 1 standard action Range touch Targets one creature Duration 24 hours Saving Throw Will negates (harmless) Spell Resistance yes (harmless) For 24 hours, the target can read, understand, and communicate to the best of its ability in up to three languages that you already know. This doesn’t change the physical nature of the creature (if it lacks a means of speech, it still can’t talk) or its attitude toward you. It does, however, allow intelligent creatures that normally have no language to understand and (if physically capable) communicate in the languages granted by this spell. -------------------------
• Blindsense:
Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flat-footed against attacks from creatures it can’t see. • Communalism:
Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result. • Cultural Fascination:
Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks. • Limited Telepathy:
Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak. Theme
• LVL 01 | Theme Knowledge:
You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science 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 Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation. Feats
• Medical Expert:
You can use the Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as a full action. If you have an ability that enables you to treat deadly wounds more often but with a longer time frame (such as the envoy’s surgeon expertise talent), you cannot use this feat to use that ability more quickly. When used in this way, the medpatch or sprayflesh does not perform any of its normal functions. You can also use the Medicine skill to provide long-term care with just a medkit. Class
• LVL 01 | Healing Touch (Su):
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level. Connection Power
• LVL 01 | Empathy (Su):
As a full action, you can attempt a Sense Motive check to read the emotions of a particular creature (DC = 20 or 10 + its Bluff modifier, whichever is higher). If you succeed, you learn its general disposition and attitude toward creatures within 30 feet of it, and you gain a +2 circumstance bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature for 1 hour. Whether you succeed or fail, after opening your mind to read emotions, you take a –2 penalty to saving throws against mind-affecting effects for 1 minute. |