Colonist

Jekcedo's page

819 posts. Organized Play character for Ashbourne.


Race

EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13|

Classes/Levels

Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Gender

Host NG Shirren Healer Mystic 6

Special Abilities

Blind sight, Communalism, Cultural Fascination, Limited Telepathy

Languages

Common, Shirren , Vercite, Vesk, Yoski

About Jekcedo

Jekcedo was born in the city of Sanctuary on Verces' Fullbright side. When coming of age, Jek moved to Gekken to attend the battle medic school there. Jek is a trained combat medic not afraid of combat. Jek loves music and is easily influenced by pop culture.

Bot Me!:

[dice=Initiative]1d20+2[/dice]
[dice=Perception]1d20 + 13[/dice]
★ ---- ★ ---- ★ ---- ★
Jekcedo’s Saves
★ ---- ★ ---- ★ ---- ★
[dice=Fortitude]1d20+3[/dice]
[dice=Reflex]1d20+4[/dice]
[dice=Will]1d20+9[/dice]
+1 theme bonus to Fortitude saving throws against poisons and diseases.
★ ---- ★ ---- ★ ---- ★
Jekcedo’s Attacks
★ ---- ★ ---- ★ ---- ★
Spell DC 14
[dice=Survival knife]1d20+5[/dice]
[dice=Damage Slash]1d4+4[/dice]
[dice=Frag Grenade MK2]1d20+6[/dice]
[dice=Damage pierce 15'r]2d6[/dice]
[dice=MK2 Shock Grenade]1d20+6[/dice]
[dice=Damage electrical 15'r]1d12[/dice]
Explode (smoke cloud 1 minute, 20 ft.)
[dice=Smoke grenade]1d20+6[/dice]
Explode (smoke cloud 1 minute, 20 ft.)
[dice=Stickybomb grenade MK1]1d20+6[/dice]
[dice=entangled 2d4 rounds]2d4[/dice] area 10'r
Reflex save DC 11
grenade miss
[dice=Miss direction]1d8[/dice]
[dice=Miss range]1d4[/dice]
[dice=Telekinetic Projectile]1d20+6[/dice]
[dice=Bludgeon damage]1d6[/dice]
[dice=Acidic Mist damage]2d6[/dice]
[dice=Mind Thrust damage]4d10[/dice] DC 14 will save for 1/2
★ ---- ★ ---- ★ ---- ★
Jekcedo’s Spells
★ ---- ★ ---- ★ ---- ★
[dice=Healing Channel]4d8[/dice]
[dice=Mystic Cure]3d8+4[/dice]
★ ---- ★ ---- ★ ---- ★
Jekcedo’s Skills
★ ---- ★ ---- ★ ---- ★
[dice=Culture]1d20 + 13[/dice]
[dice=Diplomacy]1d20 + 2[/dice]
[dice=Life Science]1d20 + 11[/dice]
[dice=Medicine]1d20 + 14[/dice]
[dice=Mysticism]1d20 + 15[/dice]
[dice=Perception]1d20 + 13[/dice]
[dice=Profession maintenance worker]1d20 + 13[/dice]
[dice=Profession maintenance worker with tool kit]1d20 + 17[/dice]
[dice=Sense Motive]1d20 + 13[/dice]
[dice=Survival]1d20 + 13[/dice]
untrained
[dice=BLuff]1d20 + 0[/dice]
[dice=Disguise]1d20 + 0[/dice]
[dice=Intimidate]1d20 + 0[/dice]
★ ---- ★ ---- ★ ---- ★
Jekcedo’s Starship Actions
★ ---- ★ ---- ★ ---- ★
Eldritch Shot (Engineering Phase, Push)
Precognition (Engineering Phase)
Scrying (Engineering Phase)
Mystic Haze (Engineering Phase, Push)
★ ---- ★ ---- ★ ---- ★

--------------------
Statistics
--------------------
Str: 12 (+1)
Dex: 14 (+2)
Con: 12 (+1)
Int: 15 (+2)
Wis: 18 (+4)
Cha: 10 +0)
--------------------
Special Abilities
--------------------
Blind sight::
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 flatfooted
against attacks from creatures it can’t see.

Communalism 0/1: 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.
--------------------
Mystic Connection: Healer
--------------------

Healing Touch (SU):

Once per day, you can spend 10 minutes to magically heal an
ally up to 5 Hit Points per mystic level.

Healing Channel (SU):
You can heal yourself and your allies. You can spend 1
Resolve Point to channel this energy. Healing yourself with
channeled energy is a move action, healing an ally you touch
is a standard action, and healing all allies within 30 feet is a
full action. This energy restores 2d8 Hit Points and increases
by 2d8 at 3rd level and every 3 levels thereafter.

Spell 1st: Lesser Remove Condition:
School conjuration (healing)
Casting Time 1 standard action
Range touch
Targets one creature
Duration instantaneous
Saving Throw Fortitude negates (harmless); Spell
Resistance yes (harmless)
You remove any one of the following conditions affecting the
target: shaken, sickened, or staggered. If the condition is the
result of a disease or another ongoing effect, this spell removes
the condition but does not cure the disease or ongoing effect,
and the target can regain the condition from that effect as
normal, potentially immediately. Lesser remove condition also
doesn’t cure or remove other damage or conditions the target is
suffering from any source, even the same source that caused the
removed condition. Since this spell’s duration is instantaneous, it
does not prevent the target from gaining the condition again.
Casting this spell doesn’t provoke attacks of opportunity.

MINDLINK (SP) 2nd Level :

You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.
You link your mind to that of a touched creature to swiftly communicate a large amount of complex information in an instant. You decide what the target learns, limited to any amount of information that otherwise could be communicated in 10 minutes. This information comes in a series of visual images and emotional sensations, and it isn’t language dependent.

Lifelink (Su):
At the start of each turn, you can choose an ally within
30 feet who has taken Hit Point damage and transfer her
wounds to yourself, dealing an amount of damage up to your
mystic level to your Hit Points (bypassing any Stamina Points
you may have) and healing the ally’s Hit Points an equal
amount. This doesn’t require any action on your part. You
can’t prevent or reduce the damage you take from lifelink.

Healer’s Bond (Sp) - 6th Level:
As a standard action, you can form a bond with up to three allies, allowing you to constantly sense their condition as per the status spell. This bond lasts until dispelled or until you create a new healer’s bond, which immediately ends the previous one. At 11th level, when you gain the telepathic bond class feature, you also gain the effects of status on all creatures linked by your telepathic bond.

--------------------
Theme: Battle Medic
--------------------

Theme Knowledge (1st Level):
Having studied and even occasionally treated infirmities and illnesses across the galaxy, you can detect and diagnose a wide array of maladies in both your own species as well as in beings from all walks of life. You have also done extensive research on unusual—even mystical—aspects of biology and chemistry, and now almost nothing in those fields surprises you. Reduce the DC of any Life Science or Mysticism check to recall knowledge about a disease or poison by 5. Medicine 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 Medicine checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

Exposure Immunity (6th Level)
Because of your time spent administering long-term care to infirm and quarantined patients, your immune system has been greatly boosted. While these repeated exposures have raised concerns about your health in the past, you have rebounded from them stronger and healthier than ever. You gain a +1 bonus to Fortitude saving throws against poisons and diseases.


--------------------
Archetype: Medic
--------------------
Doctor (Ex) - 2nd Level:

You gain a number of special abilities related to the Medicine skill and healing, as noted below.
• Whenever you use equipment or one of your abilities to restore Hit Points to a creature, any surplus healing beyond that required to restore the creature to its maximum Hit Points restores that many Stamina Points to the creature.
• You can tend up to 20 patients with long-term care.
• When you use the long-term stability task of Medicine, if you succeed at the Medicine check by 10 or more, the patient heals 1 HP and regains consciousness.
• You can use Medicine to treat disease in only 1 minute instead of 10 minutes.

--------------------
Feats
--------------------
Grenade Proficiency
Bodyguard
In Harms Way
--------------------
Boons Slotted this Adventure
--------------------

SOCIETY SUBDERMAL GRAFT (SYSTEM HAND):

MODEL Single LEVEL 1 PRICE 150
This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society's symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.

--------------------
Starship Actions Magic Officer
--------------------

Eldritch Shot (Engineering Phase, Push):

You augment a starship weapon with a burst of your personal
magic in much the same way that weapon fusions augment
personal-scale weapons. Such an effort is considerable, and
the magic lasts for only a single attack before it fizzles and
the starship weapon returns to its normal functionality.
Choose one weapon on your starship to augment and attempt
a Mysticism check (DC = 10 + 1-1/2 × your starship’s tier). If
you succeed, the gunner treats the range of that weapon as
5 hexes longer than normal. This does not work for weapons
with the point special property.

Precognition (Engineering Phase):

You use your supernatural senses and a spark of divination
magic to see opponents’ motion before it happens, giving you
just a split second to shout a warning to your ship’s pilot. Attempt
a Mysticism check (DC = 10 + 1-1/2 × your starship’s tier). On a
success, you grant the pilot a +2 circumstance bonus to their
Piloting check at the beginning of the helm phase to determine
piloting order.

Scrying (Engineering Phase):

You employ a substantial form of divination, such as dealing
from a digital harrow deck, reading the future by interpreting
the splatter of leaking coolant on your ship, or visually
scanning the readouts of your starship’s myriad screens to
pull deeper and predictive meaning from the lights and sounds
around you. This functions as the scan science officer action,
but you attempt a Mysticism check instead of a Computers
check. For information about the effects of a successful scan
action, see page 325 of the Core Rulebook.

Mystic Haze (Engineering Phase, Push):

If you have at least 6 ranks in Mysticism, you can spend 1
Resolve Point and attempt a Mysticism check (DC = 20 +
1-1/2 × your starship’s tier); if you succeed, you call forth
a magical burst of static to block your enemy’s view. This
obscuring field garbles your opponent’s sensors and hinders
their ability to gain information about your ship’s defenses
and positioning, providing your starship a +1 enhancement
bonus to AC until the end of the next round. In addition,
the increased interference means all science officers on the
opposing starship taking the scan or lock on actions before
the end of the next round must roll twice for their checks and
use the worse result.

--------------------
OPEN CREW ACTIONS:

Open crew actions are generally less specialized tasks than a
typical crew action, and they can be performed regardless of
a character’s role. Many open crew actions do not require any
specific skill or skill check to perform and can be undertaken
by anyone with at least 1 rank in Computers, Engineering,
Physical Science, or Piloting. Taking an open crew action
counts as your action during a starship combat encounter.
Open crew actions occur at the beginning of the engineering
phase, before any other actions occur. All open crew actions
occur simultaneously and can be resolved in any order the GM
sees fit. Each open crew action can be performed only once
per round.

Erratic Maneuvering (Open):

You trigger minor maneuvering thrusters, probe launchers,
ballast vents, and other secondary systems at random to
cause your starship to make small, unexpected jukes in
its trajectory. This does not affect the starship’s facing or
movement, but it grants a +1 circumstance bonus to your
starship’s AC and TL against any opponent that performs the
flyby stunt this round.

Feign Disaster (Open):

As a ploy, you can activate fake distress calls, set off false
internal alarms, artificially blow outer doors of airlocks,
dump trash and other debris from your ship’s jettison
tubes, and intentionally leak panicked-sounding internal
communications over public communication channels
to convince your opponents that your ship has suffered
a catastrophic failure and may imminently explode or
otherwise cease functioning in a violent, spectacular manner.
Each enemy vessel’s captain (or the science officer with the
highest Computers skill bonus, if the ship has no captain)
must attempt a Computers check (DC = 10 + 1-1/2 × your
starship’s tier) immediately after you take this action; this
doesn’t take them an action. On a successful check, the
enemy ship’s crew sees through your ruse and this action has
no effect, but on a failed check, their crews automatically
take steps to ensure that their own ship’s sensors are not
blinded by the energy released by your ship’s theoretical
imminent destruction. These emergency procedures impose a
–2 penalty on their checks for scan and lock on actions taken
against your ship, as well as on Piloting checks attempted
while within 1 hex of your starship. Once used, regardless of
the outcome, feign disaster can’t be used again during the
same combat encounter, even against different opponents or
newcomers to the battlefield.

Prioritize Calculation (Open):

You use a command terminal to temporarily suspend
background computer tasks running noncritical systems
throughout the ship, prioritizing the combat calculations made
at one specific crew station. One crew member attempting a
check this round and using a bonus from the ship’s computer
can increase that bonus by 1.

Range Finding (Open):

You use any one of a number of your ship’s systems to identify
the range to a specific target or spatial feature, and you relay
that information to another crew member so that they are
free to focus on other aspects of the task they’re attempting
this round. Select one crew member filling the gunner, pilot,
or science officer role. They gain +1 bonus to one attack roll
or skill check of their choice related to starship combat that’s
attempted before the end of this turn.

Ready Weapon System (Open):

You carefully perform comprehensive pre-firing preparations
for one weapon, reading each minute detail of its systems
and giving the ship’s computers time to calculate the peak
moment to fire the weapon so it can deal the maximum
amount of damage to your opponents’ ship. While normally
no one has the time or capacity to perform these tasks in
the heat of battle, you know they can be invaluable when
focused on properly. Select one weapon system when you
perform this task. If that weapon is not fired this round but
is fired on the next round after you have readied it, it deals
+1 damage on a successful attack (+2 damage for starships of
tier 6 and greater).

--------------------
MINOR CREW ACTIONS:

Minor crew actions are computer-aided actions that allow a
starship limited functionality if it doesn’t have the necessary
crew to fill all the roles (for instance, the lone crew member
aboard a Tiny starship might always be the pilot but may
need to fire one of the vessel’s weapons in an emergency).
You can take a minor crew action regardless of your current
role, but only if no other action was performed this round for
the role associated with that minor crew action, as indicated
in the description for each minor action. A minor crew action
can be performed only once per round, and it doesn’t count as
your action.

Quick Rescan (Helm Phase, Minor):

You quickly check the sensors to see minor changes and
updates that your starship has made available since the
last time your crew scanned the your opponent’s starship. A
science officer must have used the scan action in a previous
round to determine information about the other starship you
are looking for updates on. If you succeed at a Computers
check (DC = 5 + 1-1/2 × the tier of the starship being scanned
+ its bonus from defensive countermeasures), you receive
one piece of information, such as the ship’s current Hull
Points or its current distribution of Shield Points. You can
take this action only if no science officer actions have been
taken during the helm phase (including visual identification
and quick rescan).

Visual Identification (Helm Phase, Minor):

You use your ship’s visual sensors to get a much closer
look at an opponent’s starship and see if you recognize the
technology used to make the ship or if you remember some
specific technical details of its make and model. Attempt a
Computers, Engineering, or Perception check (DC = 10 + 1-1/2
× the tier of the starship being examined). If you succeed, you
learn the first unknown piece of information on the list below
(all basic information, all defenses, or information about
one weapon). Information already obtained from a science
officer’s scan action or a quick rescan minor action is not
unknown. You learn only one unknown piece of information,
regardless of your total check result. Subsequent successful
checks reveal new pieces of information, continuing down
the list below.
1. Basic Information: Size, speed, and maneuverability.
2. Defenses: Total Hull Points, total Shield Points, and power
core PCU value.
3. Weapon: Information about one weapon, including its
firing arc and the damage it deals, selected at random. Repeat
this entry until all the starship’s weapons are revealed.
You can take this action only if no science officer actions
have been taken during the helm phase (including visual
identification and quick rescan).

--------------------
Spells
--------------------
Level 0

Climate Addaption:
CLIMATE ADDAPTION
Source Galactic Magic pg. 70
School transmutation
Casting Time 1 standard action
Range touch
Targets one creature
Duration 1 hour
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
You tweak a creature's genetic code, altering its environmental adaptations to better suit the surrounding climate. For the duration, the target reduces the severity of dangerous temperatures by one step. For example, cold is reduced to comfortable, while extreme heat is reduced to severe heat. Climate adaptation can protect the target from either cold or heat but not both simultaneously.

Psychokinetic Hand:
PSYCHOKINETIC HAND 0 0
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.

Psychokinetic Shove:
Source Galactic Magic pg. 79
Classes Mystic 0, Witchwarper 0
School evocation
Casting Time 1 standard action
Range 30 ft.
Targets one creature or one object, see text
Duration instantaneous
Saving Throw Reflex negates (object); Spell Resistance yes (object)
Description
A targeted creature takes 1 damage with the force description unless it succeeds at a Reflex saving throw. A creature that takes the damage is also subjected to a bull rush. Attempt the bull rush combat maneuver, using your caster level + your key ability score modifier as your attack bonus. You can push your target no more than 5 feet.

An object must be unattended or held by you. It takes 1 damage with the force descriptor. You can also push it up to 10 feet away from you if it weighs 2 bulk or less or up to 5 feet away from you if it weighs up to 5 bulk. The object moves at a harmless velocity.

Spark:
Source Galactic Magic pg. 82
Classes Mystic 0, Precog 0, Technomancer 0, Witchwarper 0
School evocation (electricity or fire)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one unattended object of no more than 1 bulk
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
Description
You agitate molecules within the surface of the object you touch, causing it to catch fire if it's flammable and the atmosphere allows combustion. This spell can't cause substances within closed containers, such as the fuel in a petrol tank, to ignite.

Stabilize:
STABILIZE 0
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.

Telekinetic Projectile:
Source Starfinder Core Rulebook pg. 380
Classes Mystic 0
School evocation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one object and one creature
Duration instantaneous
Saving Throw none; Spell Resistance no
Description
You fling an unattended object weighing up to 5 pounds (less than 1 bulk) at the target, making a ranged attack against its KAC. If you hit, you deal 1d6 bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack.

Level 1 (4 per day)

Acidic Mist:
Source Near Space pg. 154
Classes Mystic 1, Witchwarper 1
School conjuration (acid)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Area 10-ft.-radius spread
Duration 1 round/level (D)
Saving Throw Fortitude half; Spell Resistance no
Description
You call forth the corrosive atmosphere of a gas giant to damage your opponents. A creature that starts its turn in the area takes 2d6 acid damage. The corrosive mist does not obscure vision.

Empathic Communication:
Empathic Communication
Source Galactic Magic pg. 73
Classes Mystic 1, Precog 1, Witchwarper 1
School divination
Casting Time 1 standard action
Range personal
Duration 10 minutes/level

Description
With this spell, common among shirren mystics, you transmit your emotions into the surrounding area, allowing you to empathically communicate with others. You gain a +2 insight bonus to ability or skill checks other than Bluff made to communicate with any creature, whether you share a language or not, and all creatures gain a +4 insight bonus to Sense Motive checks made to read your body language, emotions, or motives. If you have limited telepathy, creatures within 30 feet of you sense and comprehend your emotions clearly. A creature that has telepathy or limited telepathy and is within 30 feet can understand your emotions clearly.

[spoiler=Mystic Cure (connection spell)]MYSTIC CURE 1–6
School conjuration (healing)
Casting Time 1 standard action
Range touch
Targets one living creature
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes
(harmless)
With a touch, you heal and invigorate your target, restoring a
number of Hit Points. If the target regains all of its Hit Points as
a result of this healing, you can apply the remaining healing to
yourself, as long as you are a living creature. On the other hand,
if this isn’t enough to restore all the target’s Hit Points, you can
transfer any number of your own Hit Points to the target, healing
the target that amount. You can’t transfer more Hit Points than
you have or more Hit Points than the target is missing.
Mystic cure restores a number of Hit Points to your target
depending on the spell’s level.
1st: 1d8 + your Wisdom modifier
2nd: 3d8 + your Wisdom modifier
3rd: 5d8 + your Wisdom modifier
4th: 7d8 + your Wisdom modifier
5th: 9d8 + your Wisdom modifier
6th: 11d8 + your Wisdom modifier
In addition, unlike most healing, when you cast mystic
cure as a spell of 4th-level or higher, you have two options to
enhance its effects. The first option is to restore an extra 5d8
Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit
Points with a 5th-level mystic cure spell, or an extra 9d8 Hit
Points with a 6th-level mystic cure spell. The second option
is to bring a target that died within 2 rounds back to life. In
addition to healing such a creature, the spell returns the target
to life, and the target takes a temporary negative level for
24 hours. This spell can’t resuscitate creatures slain by death
effects, creatures turned into undead, or creatures whose
bodies were destroyed, significantly mutilated, disintegrated,
and so on.
Casting this spell doesn’t provoke attacks of opportunity.


Comprehend Customs:
Comprehend Customs
Source Character Operations Manual pg. 134
Classes Mystic 1, Precog 1
School divination
Casting Time reaction
Range personal
Targets you
Duration 1 hour/level
Saving Throw none (harmless); Spell Resistance no (harmless)
Description
This spell grants you a +2 insight bonus to Culture checks you attempt during the duration. The insight you gain might help you greet someone properly, know whether physical contact (a handshake, for example) is appropriate, or how to eat without making a mess or insulting your host. In addition, when you attempt Diplomacy checks to change attitudes during the duration, you can lower the DC by 5. This spell does not replace careful study of a culture, nor does it give insight beyond events that occur during the duration.

Level 2 (3 per day)

Destructive Rebuke:
Source Drift Crisis pg. 135
Classes Mystic 1-6, Witchwarper 1-6
School evocation
Casting Time special (see below)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
Description
You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body. The target can attempt a Fortitude saving throw to halve the damage dealt by the spell and negate any additional effects.
When you take damage from a spell or attack, you can cast this spell as a reaction, but only to target the creature that performed the triggering spell or attack. If the triggering effect was a critical hit or reduced your Hit Points to 10 or fewer (but not 0), you roll d8s instead of d6s to calculate your destructive rebuke’s damage. Casting this spell as a reaction doesn’t provoke attacks of opportunity.
1st: When you cast destructive rebuke as a 1st-level spell, it deals 1d6 damage with the force descriptor, and the target is flat-footed until the end of your next turn.
2nd: When you cast destructive rebuke as a 2nd-level spell, it deals 2d6 damage with the force descriptor, and the target is flat-footed until the end of your next turn.
3rd: When you cast destructive rebuke as a 3rd-level spell, it deals 4d6 damage with the force descriptor, and the target is flat-footed until the end of your next turn.
4th: When you cast destructive rebuke as a 4th-level spell, it deals 6d6 damage with the force descriptor, and the target is sickened for 1 round.
5th: When you cast destructive rebuke as a 5th-level spell, it deals 9d6 damage with the force descriptor, and the target is sickened and flat‑footed for 1 round.
6th: When you cast destructive rebuke as a 6th-level spell, it deals 13d6 damage with the force descriptor, and the target is knocked prone and becomes sickened and flat-footed for 1 round.

Remove Condition
Mind Thrust
Song of the Cosmos

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Equipment:

Starting Credits 1166
Current credits 1166
bulk 6 out of 7

D-Suit, II 6900c Lb Upgrade Slots 2
Holy Water Grenade, Mk 2 940c Lb
7 t-shirts 35c

Arcanascopic lenses, 50c Lb
Thermal Regulator, 150c Lb
clothing environmental cold, 10c Lb
batterie standard, 60c 20 charges

Quick-Release Sheath (not installed) 325c Lb
Smoke Grenade x1 40c Lb
Stickybomb Gernade MK2 x0 80c Lb
Frag Grenade, Mk2 x1 310c Lb
Mindspike Grenade, Mk 2 305c Lb x1
Shock Grenade, Mk2 x2 290c Lb
Antiswarm Grenade, MK2 x1 450c Lb
Holo Grenade, Mk 1 50c Lb x1 (stockpile of nuclear weapons)
Foam Grenade, Mk 1 410c Lb x1-1
Riot Grenade, Mk 1 185c Lb
cover seed 200c -b x1
Knife, Survival 95c Lb
Medkit Basic 100c 1b
Serum of healing, MK1 50c Lb x2
Serum of healing, MK2 425c Lb x2
Rad-Out Serum 225c -b x2
Radiation badge 100c Lb
Comm unit personal 80c Lb
Gear Maintenance kit
Hygiene Kit
Mess Kit
professional’s tools
Canteen x2
clothing uniform (maintenance worker coveralls)
clothing party
clothing environmental desert
clothing every day (Bugspace T-shirt)
clothing every day (Top Down and the Strange Quarks t-shirt)
clothing, Uniform (Dash Riprock Absalom Ankhegs jersey) 5c Lb
Portable Light, Flashlight
bag of 6d6
news printout
Aeon Stone, Turquoise Cube
Tattoo (never give up on hope)
Spell Gem, 1st Mystic Cure x2
Spell Gem, 1st Comprehend Customs
Autoshade umbrella
Backpack industrial
Starfinder backpack 750c 1b (treat your Strength score as 4 higher for determining your carrying capacity.)
note book and pen
Absalom Ankhegs tickets. 25c x2