Jchak-Chtal's page

46 posts. Organized Play character for PorterMacShack.

Full Name



Shirren Xenoseeker Empath Mystic 1


Init +2 | Per +4 (darkvision 60') | KAC 14, EAC 13 | SP 2/7, HP 12/12, RP 4/4 | Fort +1, Ref +2, Will +5 | 1st: 2/3












Common, Shirren, Nchaki, Liavaran



Strength 10
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 16
Charisma 10

About Jchak-Chtal

LG Medium humanoid (shirren)
KAC 14 (+2 DEX, +2 armour)
EAC 13 (+2 DEX, +1 armour)

REF +2

Speed 30’
Called baton, tactical +2 (1d4 B) crit: none analog, operative
Called semi-auto pistol, tactical +2 30’ (1d6 P) crit:none analog
> > 7/31 (usage 1)
STR 10
DEX 15 +5 points
CON 12 +2 racial
INT 10
WIS 16 +4 points, +2 racial
CHA 10 +1 point, -2 racial, +1 theme
BAB +0

Feats Medical Expert
Credits 23

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.

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.

Level 0 at will

• 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.
The volume of sound created can produce as much noise as 20 normal humans. Thus, you can create shouting, singing, talking, marching, running, or walking sounds, as well as sounds of battle or small explosions. You can make noises that sound like machines, the general chatter of distant conversation, or the roar of an alien predator, but you can’t make specific sounds such as intelligible speech or the exact hum of a particular Starship’s engines.

• 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.
1st When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.
2nd When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target.
3rd When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target.
4th When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.
5th When you cast mind thrust as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.
6th When you cast mind thrust as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.

• 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.
1st Round You detect the presence or absence of thoughts from conscious creatures that have Intelligence scores of at least 1 (or an Intelligence modifier of –5) or higher.
2nd Round You detect the number of thinking minds and the Intelligence score (or modifier) of each. If the highest Intelligence score is 26 (or a modifier of +8) or higher and at least 10 points higher than your own Intelligence score (or 5 points higher than your own Intelligence modifier), you are stunned for 1 round and the spell ends. This spell doesn’t let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round You can read the surface thoughts of any mind in the area. A target who succeeds at its Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (an Intelligence score of 1 or 2 or an Intelligence modifier of –4 or lower) have simple, instinctual thoughts.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.

• 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.


• 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.


• 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.


• 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.