Thog Grogsplit

Kentalch's page

51 posts. Organized Play character for KhaozKnight.


Full Name

Kentalch Deez

Race

| SP 6/6 HP 12/12 RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +2; Will +5 | Init: +2 | Perc: +7, SM: +7; darkvision 60ft

Classes/Levels

| Speed 30ft | Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None.

Gender

"Kentalch" Male CG half-orc outlaw mystic 1

Strength 10
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 16
Charisma 11

About Kentalch

Kentalch
Male Half-Orc outlaw mystic 1
CG Medium humanoid (orc, human)
Init +2, Senses darkvision (60'); Perception +7
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DEFENSE
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SP 7 HP 12 RP 4
EAC 12; KAC 13
Fort +0, Ref +2, Will +5
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OFFENSE
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Speed 30'
Melee Cestus battleglove +0 (1d4 B)
Ranged Azimuth laser pistol +2 [80ft] (1d4 F/Burn 1d4) or
Pulsecaster pistol +2 [30 ft] (1d4 E) [Nonlethal] or
Tactical Semi-auto pistol +2 [30 ft] (1d6 P) [Analog]
Mystic Spells Known (CL 1st; concentration +4)
1st(3/day)-fear(DC 14), mind thrust(DC 14), mystic cure(DC 14)
0th(0/day)-daze(DC 13), detect magic, stabilize(DC 13), telekinetic projectile
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STATISTICS
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Str 10, Dex 14, Con 10, Int 12, Wis 16, Cha 11,
Base Atk +0; Grp+0
Feats Skill Synergy
Skills Intimidate +6, Mysticism +7, Perception +7, Piloting +6, Profession (Smuggler) +9, Sense Motive +7, Survival +9,
Languages Common, Drow, Orc, Ysoki
Combat Gear Azimuth laser pistol, Cestus battleglove, Pulsecaster pistol, Tactical Semi-auto pistol, Serum of healing (mk 1) (2)
Other Gear second skin, personal comm unit, small arm rounds (39), Starstone compass, titanium alloy cable line (50 ft), 336 cr.
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BOT TACTICS
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RACIAL TRAITS
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Size and Type: Half-orcs are Medium humanoids with both the human and orc subtypes.
Darkvision: Half-orcs can see up to 60 feet in the dark.
Intimidating: Half-orcs receive a +2 racial bonus to Intimidate skill checks.
Orc Ferocity: Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.
Self-Sufficient: Half-orcs receive a +2 racial bonus to Survival skill checks.
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THEME ABILITIES
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THEME KNOWLEDGE [(1ST)] You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand 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 Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
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CLASS ABILITIES
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CONNECTION [1st Level] You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic—once made, this choice can’t be changed. Connections you can choose from begin on page 85. Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don’t fit within their ethos (for example, Weydan, the god of freedom, is unlikely to look kindly on overlords). As such, each connection lists the deities and philosophies commonly associated with it.
HEALING TOUCH (SU) [1st Level] Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
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MINDBREAKER CONNECTION
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You use your raw will and understanding of the mind’s structure to crush and demoralize your enemies. You might be a special ops assassin, a psychic interrogator, or a righteous military crusader breaking the enemy’s spirit on the battlefield.
Associated Skills: Bluff and Intimidate
Spells: 1st mind thrust
Share Pain (Su) [1st Level] Whenever a foe deals damage to you, you can spend 1 Resolve Point as a reaction to shift some of the pain back onto that foe. Unless the foe succeeds at a Will save, reduce the damage you take from the attack by your mystic level (to a maximum of the attack’s damage), and the foe takes an equal amount of damage. This is a mind-affecting pain effect.
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SPELLS
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DAZE 0:

School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range 25 feet
Targets one humanoid creature of CR 3 or lower
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.

DETECT MAGIC 0:

School divination
Casting Time 1 standard action
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute
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.

FEAR 1:
School enchantment (emotion, fear, mind-affecting)
Casting Time 1 standard action
Range 25 feet
Targets one living creature of CR 4 or lower
Duration see text
Saving Throw Will partial; Spell Resistance yes
With a single mental nudge, you can unlock one or more targets’ deepest nightmares. A target that succeeds at its Will saving throw against this spell is shaken for 1 round. The target must succeed at a Will saving throw or be frightened for 1d4 rounds.

MIND THRUST 1:
School divination (mind-affecting)
Casting Time 1 standard action
Range 25 feet
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. When you cast mind thrust, it deals 2d10 damage to the target.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.

MYSTIC CURE 1:

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 1d8+3 Hit Points to your target.
Casting this spell doesn’t provoke attacks of opportunity.

STABILIZE 0:

School conjuration (healing)
Casting Time 1 standard action
Range 25 feet
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 0:

School evocation
Casting Time 1 standard action
Range 25 feet
Targets one object and one creature
Duration instantaneous
Saving Throw none; Spell Resistance no
You fling an 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.

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BOONS
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Slotted:

Inactive:
Hero of the Stars (Starship Boon; Limited Use): You defeated the dreaded Besmaran pirate ship, Lawblight, showcasing your determination during an intense starship combat. This boon activates anytime your starship is reduced to 0 or fewer Hull Points. Your starship immediately regains a number of Hull Points equal to its tier × 5. A starship can never regain more than 30 Hull Points in this manner. A starship can never have more than one of these boons attached to it. When this boon activates, cross it off your Chronicle sheet.
Starfinder Insignia (Slotless Boon): Venture-Captain Arvin presented you with a commemorative insignia in gratitude for your services to the Starfinder Society. Although it appears to be an ordinary medal showing the symbol of the Starfinder Society, this insignia can store as much information as a common tier-1 datapad. Unless told about this secret, a non-Starfinder must succeed at a DC 20 Perception or Sense Motive check to realize the insignia is a storage device. This insignia is worth 0 credits and cannot be sold.

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