Spellsoldier

Dana Katsu's page

717 posts. Organized Play character for noral.


Race

| HP 66/66 + temp hp 0/0 | AC 20 T 7 FF 20 | CMD 9 | F: +10, R: +4, W: +13 | Init: +1| Perc: +13, SM: +16, Dipl (Influence): +21, Bluff (Deceive): +13 | Focused Trance 0/3 | Expanded Awareness 3/3

Classes/Levels

| Phrenic Pool 6/7 | Spells: 1st 5/8 + 1/1 DT, 2nd 8/8, 3rd 8/8; 4th 5/6 | Darkvision 60ft | Speed 20ft | Active cond: heroism

Gender

Female N, looks like a Tian-Taldane human (actually mostly human Ifrit) | Psychic 9 | Reroll 1/1 | Chaldira reroll 1/1| Rod Extend 2/3 | Rod Piercing 3/3

Special Abilities

3rd level amnesiac:

Alignment

Resources used:

About Dana Katsu

--

Psychic 9 (Amnesiac / Enlightenment discipline)

Female N Magma Ifrit (Mostly human)
• TYPE: Outsider (Native), Humanoid (human)
• SIZE: Medium
• DARKVISION 60 ft

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-- STATS --
Str: 7, Dex: 5, Con: 16, Int: 26*, Wis: 16, Cha: 7

* Level 4 & 8 increase, Headband of vast intelligence +4
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-- COMBAT --

Initiative +1: - 3 dexterity + 4 alternative racial Ifrit trait

AC 20, FF 20, Touch 7 (+10 Armor, -3 Dex, +3 Shield)
CMD 9 (+4 BAB, -3 Dex, -2 Str)
Armor Check Penalty - 6: Full Plate +1 [-5] + Wooden Heavy Shield +1 [-1] OR Heavy Load [-6]
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-- SAVES --
Fortitude: +10 (Con +3, Psychic +3, Cloak of resistance +4)
Reflex: +4 (Dex -3, Psychic +3, Cloak of resistance +4)
Will: +13 (Wis +3, Psychic +6, Cloak of resistance +4)

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-- SKILLS --
Acrobatics -9 (Rank 0, Dex -3, ACP -6)
Craft (Alchemy) +14 (Rank 1, Class +3, Int +8, lab +2)
Climb -8 (Rank 0, Str -2, ACP -6)
Bluff – Deceive or Lie +13 (Rank 1, Class +3, Int +8 'Student of philosophy' trait, ‘Mullberry Cracked Ion Stone’ +1) OR Bluff - Feint +3 (Rank 1, Class +3, Cha -2, ‘Mullberry Cracked Ion Stone’ +1)
Diplomacy – Influence attitude, make request, convince +21 (Rank 9, Class +3, Int +8 'Student of philosophy' trait, ‘Mullberry Cracked Ion Stone’ +1) OR Diplomacy – Gather Information +11 (Rank 9, Class +3, Cha -2, ‘Mullberry Cracked Ion Stone’ +1)
Escape Artist +2 (Rank 0 {9 with Headband}, Dex -3, ACP -6, Magenta Prism Cracked Ioun Stone +2)
Fly +1 (Rank 0 {9 with Headband}, Dex -3, ACP -6, Deep Red Cracked Ion Stone +1)
Knowledge: Arcana +20 (Rank 9, Class +3, Int +8)
Knowledge: Dungeoneering +12 (Rank 1, Class +3, Int +8)
Knowledge: Engineering +12 (Rank 1, Class +3, Int +8)
Knowledge: Geography +12 (Rank 1, Class +3, Int +8)
Knowledge: History +12 (Rank 1, Class +3, Int +8)
Knowledge: Local +12 (Rank 1, Class +3, Int +8)
Knowledge: Nature +12 (Rank 1, Class +3, Int +8)
Knowledge: Nobility +12 (Rank 1, Class +3, Int +8)
Knowledge: Planes +20 (Rank 9, Class +3, Int +8)
Knowledge: Religion +19 (Rank 8, Class +3, Int +8)
Linguistics +21 (Rank 9, Class +3, Int +8, Gold Nodule Cracked Ioun Stone +1)
Perception +13 (Rank 9, Wis +3, Dark Blue Cracked Ion Stone +1)
Ride -9 (Rank 0, Dex -3, ACP -6)
Sense Motive +16 (Rank 9, Class +3, Wis +3, Dark Blue Cracked Ion Stone +1)
Spellcraft +12 (Rank 1, Class +3, Int +8)
Stealth -9 (Rank 0, Dex -3, ACP -6)
Swim -8 (Rank 0, Str -2, ACP -6)

Lvl 1 to 9: each 8 skill points: 2 Psychic + 6 Int
TOTAL: 72 skill points

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-- LANGUAGES --

Racial: Common, Tien
Intelligence: Ignan, Abyssal, Celestial, Kelish, Polyglot, Auran (Headband), Terran (Headband)
Linguistics: Ancient Osiriani, Draconic, Aklo, Sylvan, Ancient Azlanti, Lip Reading, Infernal, Orcish, Aquan

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-- TEMPORARY GEAR --

-- GEAR --
Headband of vast intelligence +4, 0 lbs
Full Plate Armor +1, 50 lbs.
Heavy Wooden Shield +1, 10 lbs.
3 x Holy Symbol of Chaldira, 0 lbs.
Cloak of protection +4
Piercing Lesser Metamagic rod
Backpack, Masterwork, 4 lbs.
Wand of infernal healing (44 charges)
Air bladder, 0 lbs.
2 x Oil of grease, 0 lbs. in spring loaded wrist sheaths
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Earplugs, 0 lbs.
Magenta Prism Cracked Ioun Stone
Gold Nodule Cracked Ioun Stone
Mullberry Cracked Ion Stone
Deep Red Cracked Ion Stone
Dark Blue Cracked Ion Stone
Bell string, 0 lbs.
Rod of Extend Spell Metamagic
2 x Scroll of ‘remove fear’
Scroll of ‘vanish’
Scroll of ‘Summon Monster 1’
Scroll of ‘Obscuring Mist’
Scroll of ‘Comprehend Languages’
Scroll of ‘Protection from Evil’
Scroll of ‘placebo effect’
Scroll of ‘see invisibility’
Scroll of ‘silence’
Scroll of 'Invisibility'
Scroll of 'Restoration'
2 x Potion of ‘Unwelcome Halo’
Scroll of ‘Endure Elements’
Scroll of ‘Air bubble’
Scroll of ‘Entropic Shield’
Whistle signal, 0 lbs.
Cloak of resistance +3
Smelling Salts, 0 lbs.
Vermin repellent, 0 lbs
2 x Potion of 'Touch of Sea', 0 lbs.
2 x Acid, 2 lbs.
Alchemist lab
Mirror, 0 lbs.
Potion of Invigorate, 0 lbs.
Antiplague, 0 lbs
Antipoison, 0 lbs
Meditation tea (+2 mind-aff.), 0lb
Automatic Writing Planchette
Prismatic crystal, 0.5 lb
Talking board, 2 lbs.
Magnetized Paper

Dull grey Ion stone with Heightened Continual Flame as a 5th-level spell cast on it by Ranalus (108731-1 / Aldizog)

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–– XP / PRESTIGE POINTS / FAME ––
TOTAL OVERVIEW:
* Currently: 24 XP / 20 PP / 44 Fame
* Spent: 24 PP

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–– RETRAINING ––:

• On 2nd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.
• On 4th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 120 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 240 gp.
• On 5th Level: Retrained ‘Faith Discipline’ to ‘Enlightenment Discipline’ with boon ‘Traveler In An Unstable Timeline’ without paying any retraining cost.
• On 5th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 150 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 300 gp.

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–– GOLD ––
TOTAL OVERVIEW:
* Currently: 5012 gp

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–– HIT POINTS ––
Lvl 1: 10 Hit Points = 6 Psychic + 3 Con + 1 Favored Class
Lvl 2: 10 Hit Points = 4 Psychic + 3 Con + 1 Favored Class + 2 Retraining
Lvl 3: 10 Hit Points = 4 Psychic + 3 Con + 1 Favored Class + 2 Retraining
Lvl 4 to 5: 9 Hit Points = 4 Psychic + 3 Con + 2 Retraining
Lvl 6 to 9: 7 Hit Points = 4 Psychic + 3 Con

TOTAL: 76 Hit Points

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–– PHRENIC POOL ––
7 = 3 Wis + 1/2 Psychic levels

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–– PSYCHIC SPELLS KNOWN––
• 0 level (8): Mending, Detect magic, read magic, Message, Open/Close, Stabilize, detect psychic significance, Grasp
• 1st level spells (9 = 5 + 1 discipline + 1 detect thoughts + fav. Class human favored class bonus 4th/5th level)): Acute Senses (Enlightenment discipline), Detect thoughts, Enlarge person, Liberating command, Burst of adrenaline, Magic Missile, Heightened Awareness, Murderous Command, Air Bubble
• 2nd level spells (7 = 4 + 1 discipline + 2 fav. Class human favored class bonus 6th/7th level)): Identify (Enlightenment discipline), Resist Energy, Blindness/Deafness, Invisibility, Mirror Image, Suggestion, Placebo Effect
• 3rd level spells (5 = 3 + 1 discipline + 2 fav. Class human favored class bonus 8th/9th level)): Clairaudience/Clairvoyance (Enlightenment discipline), Haste, Heroism, dispel magic, fly, Amnesia slot (See ‚Amnesiac archetype‘)
• 4th level spells (3 = 2 + 1 discipline): Thoughtsense (Enlightenment discipline), confusion, aura of doom, Amnesia slot (See ‚Amnesiac archetype‘)

–– SPELLS PER DAY ––
• 1st level: 8 = 6 + 2 Int
• 2nd level: 8 = 6 + 2 Int
• 3rd level: 8 = 6 + 2 Int
• 4th level: 6 = 4 + 2 Int

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-- FEATS --
• Level 1: ADDITIONAL TRAITS
• Level 3: TOPPLING SPELL METAMAGIC
• Level 5: Extra Amplification: Psi-Tech Discoveries: FORCE FIELD
• Level 7: EMPOWERED SPELL METAMAGIC
• Level 9: SPELL PENETRATION
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-- TRAITS --
• LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan): Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. (PFCo: FoP 20)
• STUDENT OF PHILOSOPHY (Social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). (PFCo: QuCa)
• WAYANG SPELLHUNTER (Regional): Select a spell of 3rd level or below (MAGIC MISSILE). When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.
• MAGICAL LINEAGE (Magic): Pick one spell when you choose this trait (MAGIC MISSILE). When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

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-- CLASS ABILITIES --

* CLASS ABILITIES - Psychic *
PSYCHIC CLASS DETAILS
AMNESIAC ARCHETYPE DETAILS

ENLIGHTENMENT DISCIPLINE DETAILS

• Phrenic Amplification Level 1: RELENTLESS CASTING (Su): The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required for the linked spell and take the better result. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to use this ability before the GM calls for the caster level check.

• Phrenic Amplification Level 3: OVERPOWERING MIND(Ex): The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.

• Level 5 Extra Amplification Feat: Psi-Tech Discoveries: Psi-Tech FORCE FIELD(Su): As a swift action, you can spend 1 point from your phrenic pool to activate a force field of raw psychic energy that provides you with a number of temporary hit points equal to 5 + your psychic level (maximum 10 temporary hit points). If you spend 2 points from your phrenic pool, the force field provides a number of temporary hit points equal to 10 + your psychic level (maximum 20 temporary hit points). The force field lasts for a number of minutes equal to your psychic level. If you spend 3 points from your phrenic pool, the force field lasts for twice as long, and it provides fast healing 2. Once the temporary hit points are depleted, the force field disappears and you cannot reinstate it for 24 hours. You must be at least 3rd level to select this discovery.

• Phrenic Amplification Level 7: WILL OF THE DEAD (Su): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.

• Spells: At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic’s class list that the psychic can cast.

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—LAVASOUL (MAGMA IFRIT) RACIAL TRAITS --
• Dex: -2, Con: +2, Int: +2
• TYPE: Outsider (Native), Humanoid (human)
• SIZE: Medium
• DARKVISION 60 ft.
• WILD HEART: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
• EEFRITI MAGIC: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
• MOSTLY HUMAN: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
• FIRE IN THE BLOOD: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.

• Automatic Languages: Common

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— FACTION GOALS - SEASON 9: 8 goals fulfilled

[X] ORATOR (2+ goals): You are skilled at inspiring people, particularly when you oppose tyranny. Once per adventure before rolling a skill check to convince an NPC to cooperate with you, you can add a bonus to your check equal to 1+ half the number of goals you have completed (rounded down). Double this bonus if the check involves convincing the NPC to participate in an uprising.

[X] BOND BREAKER (4+ goals): Once per adventure, you can perform one of two liberating acts. You can cast shatter as a spell-like ability, with a DC equal to 12 + half the number of goals you have completed (rounded down). Alternatively, you can deal 1d10 additional points of damage on your next attack against a creature or object with hardness. If your weapon’s critical multiplier is ×3 or ×4, you deal 2d10 or 3d10 additional points of damage, respectively.

[X] LIBERATOR (7+ goals): When you or any of your allies reroll a check to escape a grapple, an Escape Artist check, a Will save against a compulsion effect, or a Reflex save to avoid being entangled, staggered, or paralyzed, that character can roll two dice and use the better result. Once per adventure, you can grant a free reroll to a PC who is attempting one of these checks.

-

[X] [X] [X] Liberate one or more captives, hostages, or slaves during an adventure. (# 9-16: Fallen Family, Broken Name, AP #67: The Snows of Summer, Special: Siege of the Diamond City)

[X] Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least 1 day, or is explicitly cited as trafficking slaves. (#3-19 The Icebound Outpost: Aspis agents in the tapestry)

[X] [X] Convince an NPC who serves an oppressive or tyrannical leader to abandon that leader of their own free will by succeeding at a Diplomacy or Perform (oratory) check with a DC equal to 15 + your character level. ( #52: The City of Strangers—Part II: The Twofold Demise)

[X] Adventure in Andoran or Galt. (#43: The Pallid Plague)

[X] [X] Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. Doing so requires a successful Disable Device, Knowledge (local), or Stealth check with a DC equal to 15 + your character level.
[] [X] Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocent lives. (#8-14: To Seal the Shadow)

[X] Participate in the one of the Leaders in Liberty contests on paizo.com by submitting an entry or voting for an existing entry. When you do so, check this box on the Faction Journal Cards of all of your Liberty’s Edge characters.

[X] [X] [X] / [] [] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. (Heroes for Highdelve, #13: The Prince of Augustana)