Local Ties: As an apprentice of sorts to Khonnir Baine, Ryo is certainly worried about his disappearance. During his time trying to put his psychic abilities in order, Baine helped him by teaching him how to take things apart and put them back together. Ryo gains a +1 Trait bonus to Disable Device checks and it's a class skill for him.
Mana Wastes Survivalist: Driven out into the wilds by nightmares he couldn't stop and the making of 'poltergeists' that were dangerous and uncontroable, Ryo wandered into the Mana Wastes, where his trouble would sporadically lessen or worsen. He spent less than a week here before he was lucky enough to be rescued, and event he can't remember, but landed him in Baine's tutorship. but not before his body had started to adjust to the strain put on it. Ryo gains a +1 to Fortitude saves.
Samasaran Racial Features:
Ability Score Racial Traits: Samsarans are insightful and strong-minded, but their bodies tend to be frail. They gain +2 Intelligence, +2 Wisdom, and –2 Constitution.
Size: Samsarans are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Samsarans are humanoids with the samsaran subtype.
Base Speed: Samsarans have a base speed of 30 feet.
Languages: Samsarans begin play speaking Common and Samsaran. Samsarans with high Intelligence scores can choose from the following: any human language, Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Nagaji, Tengu, and Terran. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Low-Light Vision: Samsarans can see twice as far as humans in conditions of dim light.
Magical Racial Traits
Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.
Blood Arcanist Class Features:
Arcane Reservoir(3 points), Psychic Bloodline(Replaces 1st, 3rd, 9, and 15th level exploits, as well as Magical Supremacy), Cantrips, Consume Spells(1/day)
Psychic Bloodline
Bloodline Arcana: Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.
Psychic Strike (Su): At 1st level, you can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Psychic Class Features:
Discipline power(Past Life Memories), discipline spell(burst of insight), knacks, phrenic amplification(relentless casting), phrenic pool(3 points), psychic discipline(rebirth).
Rebirth Discipline
Phrenic Pool: Wisdom
Past-Life Memories (Ex): You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.
Mnemonic Esoterica (Ex): By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class's spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic.
You can decide to change the spellcasting class from which you draw this spell each time you gain a new level.
Equipment:
120 starting gold
Dagger, 2gp
Backpack, 2gp
Belt Pouch, 1gp,
2 days of trail rations, 1gp
Spellbook
Silver Holy Symbol of Desna, 25gp,
Spell Component Pouch, 5gp,
Scholar's Outfit
Tanglefoot Bag, 50gp
Vial of Acid, 10gp
Lv0, DC 14: Detect Magic, Acid Splash, Light, Open Close
Lv1, DC 15: Mage Armor, Vanish
Lv1 Slots: 3
Psychic Spells Known and Spell Slots:
Lv0, DC 14: Detect Poison, Message, Open/Close, Stabilize
Lv1, DC 15: Mind Thrust I, Cure Light Wounds
Lv1 Slots: 4
Background:
Ryo Antairus is a man with little in the way of family after last rebirth. Sure, he had people he knew, but none of them stuck around when his magic seemed to become uncontrollable and he became plagued by nightmares and psychic outbursts. Many thought this to be the work of dark spirits, and when a local priest could not help, they ran Ryo out of town and into the Mana Wastes, viewing the act as a form of execution.
He did not die though. Injured and grew sick, yes, but he did not die. Desna smiled on him one night and the next thing he knew he was waking up in Khonnir Baine's domicile. He was surprised to find himself well rested and without the headache that he had suffered since his magic grew wild.
Baine explained what he believed had happened, something about a flawed rebirth that led to multiple past lives trying to occupy his body, and that he was going to help Ryo control those past lives as best he could. That day Ryo Antairus became an apprentice to Khonnir Baine.