Member of the Whispering Way

PbP Submission's page

44 posts. Alias of miteke.


Full Name

Ash

About PbP Submission

Resource Tracking:

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  • Loot:
  • Phrenic Pool (2/day):
  • Level 1 Spell uses (4/day):
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  • Ash is an independent sort, with a keen eye towards using what talents he has to better his condition. Having grown up in the rat warrens beneath the city, his sole objective growing up was to escape to the topside and find freedom. He found good use for his psychic object reading abilities and has been able to make a decent living and keep a nice apartment using it. When trouble starts, he is not defenseless either, though his first response is usually to run for it. He loves collecting books and scrolls and is loath to use any of his magical scrolls for their intended purpose. His appartment is cluttered with them and it is nearly impossible for larger creatures to navigate his room.

    Main Stats:

    Name (PFS ID) N/N male Ratfolk Psychic/1

    Str 9, -1 {11[rolled] -2[race]}
    Dex 16, +3 {14[rolled] +2[race]}
    Con 15, +2 {15[rolled] +0[race]}
    Int 18, +4 {16[rolled] +2[race]}
    Wis 13, +1 {13[rolled] +0[race]}
    Cha 15, +2 {15[rolled] +0[race]}

    Init +7 {+3[dex] +4[Improved Initiative]};
    Senses Darkvision 60'
    Size Small
    Speed 20 ft.
    Base Attack +0
    Languages Common, Aklo, Undercommon, Draconic, Dwarven, Local Language

    Defense:

    HP 9 {+6[dice] +2[con] +1[favored class]}
    AC 18, flat-footed 15, touch 14 {10 +1[small] +3[dex] +2[leather armor] +2[shield]}
    CMD 11 {10 -1[small] +0[BAB] -1[str] +3[dex]}

    Fort +2 {+2[con] +0[class]}
    Ref +3 {+3[dex] +0[class]}
    Will +3 {+1[wis] +2[class]}

    Special Saving Throw Bonuses:

  • ?

  • Offense:

    CMB -2 {-1[small] +0[BAB] -1[str]}

    Normal Attack
    +0/1d3-1 Dagger Attack [19-20/x2; P or S] {+1[small] +0[BAB] -1[str] / 1d3 -1[str]}
    [dice=To Hit Dagger]1d20[/dice]
    [dice=Damage Dagger]1d3-1[/dice]

    Ranged

  • +3/1d3-1 Telekinetic Projectile [rng: close; [20/x2; B] {+0[BAB] +3[dex] / 1d6}
    [dice=To Hit Telekinetic Projectile]1d20+3[/dice]
    [dice=Damage Telekinetic Projectile]1d6[/dice]

  • Spells:

    Special
  • Concentration +5 {+1[psychic], +4[int]}

    Spells Available per day:

  • Level 0: infinite
  • Level 1: 4 {3 +1[stat]}

    Knacks DC 14 {10 +0[spell level] +4[int]}

  • Daze: close range, Humanoid creature of 4 HD or less loses next action.
  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Prestidigitation
  • Telekinetic Projectile: Close Range, Telekinetically hurl an object, dealing 1d6 points of damage to the target and object.

    Level 1 DC 15 {10 +1[spell level] +4[int]}

  • (PD) charm Person:
  • Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
  • Psychic Reading:: Allows “listening” to surface thoughts.

  • Skills:

    Skill Ranks 6 = {(+2[psychic] +4[int] +2[background]) * 1[class level]

    Acrobatics +3 {+0 ranks +3[dex] -0[ACP]}
    Appraise +4 {+0 ranks +4[int]}
    Bluff +2 {+0 ranks +2[cha] +3[class]}
    Climb -1 {+0 ranks -1[str] -0[ACP]}
    Craft(Alchemy) +6 {+0 ranks +4[int] +2[tinker] +3[class]}
    Diplomacy +6 {+1 ranks +2[cha] +3[class]}
    Disable Device N/A {+0 ranks +3[dex] -0[ACP]}
    Disguise +2 {+0 ranks +2[cha]}
    Escape Artist +3 {+0 ranks +3[dex] -0[ACP]}
    Fly +3 {+0 ranks +3[dex] +3[class] -0[ACP]}
    Handle Animal N/A {+0 ranks +2[cha] (+4)[rodent empathy]}
    Heal +1 {+0 ranks +1[wis]}
    Intimidate +2 {+0 ranks +2[cha] +3[class]}
    Knowledge
    - arcana +8 {+1 ranks +4[int] +3[class]}
    - dungeoneering +8 {+1 ranks +4[int] +3[class]}
    - engineering N/A {+0 ranks +4[int] +3[class]}
    - geography N/A {+0 ranks +4[int] +3[class]}
    - history N/A {+0 ranks +4[int] +3[class]}
    - local +8 {+1 ranks +4[int] +3[class]}
    - nature N/A {+0 ranks +4[int] +3[class]}
    - nobility N/A {+0 ranks +4[int] +3[class]}
    - planes N/A {+0 ranks +4[int] +3[class]}
    - religion N/A {+0 ranks +4[int] +3[class]}
    Linguistics +8 {+1 ranks +4[int] +3[class] - Sylvan}
    Perception +7 {+1 ranks +1[wis] +2[tinker] +3[class]}
    Profession
    - ? N/A {+0 ranks +1[wis] +3[class]}
    Ride +3 {+0 ranks +3[dex] -0[ACP]}
    Sense Motive +5 {+1 ranks +1[wis] +3[class]}
    Sleight of Hand N/A {+0 ranks +3[dex] -0[ACP]}
    Spellcraft +8 {+1 ranks +4[int] +3[class]}
    Stealth +7 {+0 ranks +3[dex] +4[small] -0[ACP]}
    Survival +1 {+0 ranks +1[wis]}
    Swim -1 {+0 ranks -1[str] -0[ACP]}
    Use Magic Device N/A {+0 ranks +2[cha] +2[tinker]}

    Notes:

  • Gear:

    Dagger (2 GP)
    Darkwood Heavy Shield (257 gp)
    Leather Armor (10 gp)
    Scroll of Ant Haul
    Scroll of Blend
    Scroll of Comprehend Languages
    Scroll of Cause fear
    Scroll of Expeditious Retreat
    4x Scroll of Identify
    Scroll of Monkey Fish
    Scroll of Remove Fear
    Scroll of Reduce Person
    Scroll of Reveal Secrets
    4x Scroll of Share Language
    scroll of Telempathic Projection
    800 gp - gear

    Traits:

    Racial Traits
    Ratfolk: Ratfolk are humanoids with the ratfolk subtype.
    Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
    Slow Speed: Ratfolk have a base speed of 20 feet.
    Darkvision: Ratfolk can see in the dark up to 60 feet.
    Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
    Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
    Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
    Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following languages: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.
    Cleanliness: Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws. This racial trait replaces rodent empathy.

    Starting Traits
    None, get district feat instead

    Class Abilities:

    Psychic Abilities
  • discipline spells
  • - Charm Person
  • knacks
  • phrenic amplification
  • - Overpowering Mind: 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.
  • phrenic pool 2 {+0[1/2 level] + 2[cha]}
  • psychic discipline (rapport)
  • discipline powers
  • - Emotional Bond (Su): You can create an empathic link between yourself and your allies, allowing you to monitor their emotional states. Setting up the link requires 10 minutes of uninterrupted concentration from you and all subjects, who must remain within 10 feet of you. You can link with a number of allies equal to your Charisma modifier. This bond lasts until the next time you regain your spells, or until you go unconscious or voluntarily end the bond as a free action. If the bond ends, you can establish a new bond at will with another 10 minutes of mutual concentration. This link allows you to monitor emotions, detecting when allies become angry, surprised, confused, fearful, or the like, but doesn’t allow them to communicate specific details. You can also easily tell whether a subject is unconscious. If a subject dies or moves to a different plane than you, your bond with that creature is severed. The distance between you and the subjects doesn’t affect the bond as long as you’re on the same plane of existence. At 4th level, the bond also gives you the benefits of the status spell with all subjects of the emotional bond.
  • - Emotional Push (Su): You can draw upon the intense power of your own emotions in desperate situations, and your allies can call upon you through your emotional link to protect themselves. When you or a subject of your emotional bond must attempt a saving throw, the person attempting the save can gain a bonus equal to your Charisma bonus on the save as an immediate action. This ability can be used once per day, plus one additional time per day for every 4 psychic levels you possess. Allies using this ability don’t need your permission, since the emotional connection is so direct, though you know when one of the uses has been expended. If the ally’s saving throw is successful, you regain 1 point in your phrenic pool.
  • - Share Memory (Sp): At 5th level, you can use share memoryUM at will, but only with a willing target.
  • - Team Player (Ex): At 5th level and 13th level, you gain a bonus teamwork feat.
  • - Shared Skill (Ex): At 13th level, each time you set up an emotional bond, you can choose one Intelligence- or Charisma-based skill from the list of psychic’s class skills. Any subject of your bond can use your bonus instead of his own when attempting checks with that skill as long as the bond lasts.

  • Feats:

  • 1(D) - Merchant’s Tongue [General]: Growing up around the merchants of this district made you glib and gave you a keen eye for value. Benefit: You have already made quite a bit of money, and have a knack for making more. If you take this feat at 1st level, you gain a one-time bonus of 300 gp to your starting cash. In addition, whenever you sell an object, you can make an opposed Diplomacy check to automatically sell an object for 5% over its asking price.
  • 1 Improved Initiative