About KentalchKentalch
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. ================================================= BOONS ================================================= 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. ================================================= |