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Priest of Pharasma

Windle Thetra's page

299 posts. Alias of John Woodford.



Strength 10
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 16
Charisma 10

About Windle Thetra

Male human psychic (faith) 1
NG Medium humanoid (human)
Init +7 Perception +7

Phrenic Pool [ ] [ ] [ ]

Cure Spell Pull/Day (L1) [ ]

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d6+2+1+3)
Current hp
Fort +2, Ref +2, Will +5

Speed 30 ft.
Melee dagger +0 (1d4/19-20/x2)
Special Attacks None
Spells Known
0th Level detect magic, detect psychic significance, mage hand, TBD
1st Level mage armor, magic missile, bless (D)

Str 10, Dex 14, Con 14, Int 18, Wis 16 Cha 10
Base Atk +0; CMB +0; CMD 12

Toughness (human bonus)
Improved Initiative (L1)
Spell Focus (Conjuration) (campaign bonus)

Spellcraft +8 (+1 ranks, +4 INT, +3 class skill)
Knowledge (Arcana) +8 (+1 ranks, +4 INT, +3 class skill)
Knowledge (Local) +8 (+1 ranks, +4 INT, +3 class skill)
Knowledge (Dungeoneering) +8 (+1 ranks, +4 INT, +3 class skill)
Knowledge (Religion) +8 (+1 ranks, +4 INT, +3 class skill)
Sense Motive +7 (+1 ranks, +3 WIS, +3 class skill)
Perception +7 (+1 ranks, +3 WIS, +3 class skill)
Knowledge (History) (background) +8 (+1 ranks, +4 INT, +3 class skill)
Linguistics (background) +8 (+1 ranks, +4 INT, +3 class skill)
Racial Modifiers +1 skill rank/level

Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Inspired by Greatness: Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighted to hear that he had directly or indirectly motivated you to strive for your full potential. Saddened by the news of his death, you feel that you should honor his memory by fulfilling his final wishes and attending his funeral, and by ever striving to attain greater heights and someday match the influence and impact of your idol.

Choose one spell you can cast. From now on, you always cast this spell at +1 caster level. (Magic Missile)

Languages Common (Taldane), Necril, Aklo, Vudran, Varisian, Hallit
Combat Gear TBD 0 pp, 120 gp, 0 sp, 0 cp


Favored Class: Psychic +1 HP @ L1

Phrenic Amplifications: A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell's effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification's description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can't be selected more than once. Once a phrenic amplification has been selected, it can't be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Focused Force (Su): When casting a force spell, the psychic can increase the spell's damage by spending 1 point from her phrenic pool. Increase the die size for the spell's damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can't be amplified in this way.

Psychic Discipline (Ex or Sp): Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can't be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic's level + the psychic's Intelligence modifier.

At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on the Psychic Spells Known table. Spells learned from a discipline can't be exchanged for different spells at higher levels.


Your belief in a higher power fuels your psychic abilities. Whether your mental abilities truly come to you as a divine gift or are simply enhanced by the power of your belief, none can say. In many ways, you resemble a divine caster, and prayers often factor into your casting of psychic spells.

Phrenic Pool Ability: Wisdom

Bonus Spells: bless (1st), spiritual weapon (4th), magic vestment (6th), guardian of faith (8th), commune (10th), psychic surgery (12th), greater scrying (14th), greater planar ally (16th), miracle (18th).

Discipline Powers:Your powers serve to protect or cure you and your allies.

Deity (Ex): At 1st level, choose a deity to worship. Your alignment must remain within one step of your deity's or you lose access to all this discipline's bonus spells and discipline powers. (Pharasma)

Divine Energy: You can channel spell energy into cure or inflict spells. This ability functions similarly to the cleric's ability to spontaneously cast cure or inflict spells, and the type of spells you can convert depends on your alignment in the same way. The cure or inflict spells don't count as being on your psychic spell list for the purposes of any other effects. Each day, you can convert up to one spell from each spell level you can cast. Each time you use this ability to convert a spell, you regain 1 point in your phrenic pool. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier.

Higher-Level Discipline Powers:
Resilience of the Faithful (Su): At 5th level, you gain a +2 resistance bonus on all saving throws. This bonus increases by 1 for every 5 levels you possess beyond 5th.

Prayer Aura (Su): At 13th level, as a free action, you can extend an aura around you to bolster your allies and make your enemies less effective. You can use this aura for a number of rounds per day equal to your psychic level. These rounds don't need to be consecutive. This functions as the prayer spell, granting your allies a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks and imposing a –1 penalty on your enemies' rolls of those types. If you are chaotic, lawful, good, or evil, the penalty from your aura changes to –2 against creatures of an opposing alignment. The penalty doesn't change further for a creature that opposes you on two alignment axes (such as a chaotic evil creature fighting a lawful good psychic).

Detect Thoughts (Sp): At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.

Phrenic Pool (Su): A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic's phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don't need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool's maximum are lost.

Old Character:
HP 37/40 AC 19/Touch AC 13/FF AC 15 (16 w/buckler); Fort +6, Ref +5, Will +7

Daily Expendables
3rd-level Spells (1/day) [ ]
2nd-level Spells (4/day) [x] [ ] [ ] [ ]
1st-level Spells (5/day) [ ] [ ] [ ] [ ] [ ]
Judgments (3/day) [ ] [ ] [ ]
Bane effect (7 rounds/day) [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Discern lies (7 rounds/day) [ ] [ ] [ ] [ ] [ ] [ ] [ ]
hp 40 (6d8+6+1)
Current hp

Male Andoren human inquisitor 6
NG Medium humanoid (human)
Init +5 (+3 DEX, +2 WIS for cunning initiative) Perception +11

AC 19 (+5 armor/+3 Dex/+1 buckler), touch 14, flat-footed 15/16
Fort +6, Ref +5, Will +7

Speed 30 ft.
Melee light mace +9 (1d6+2/x2) or dagger +9 (1d4+1/19-20/x2)
Ranged longbow +9 (1d8/x3) or hand crossbow +9 (1d4/19-20/x2)
Special Attacks Bane, judgments

Spells Known (CL 7th)
3rd (1/day)-coordinated effort, righteous vigor
2nd (4/day)-bloodhound, cure moderate wounds, detect thoughts, perceive cues
1st (5/day)-comprehend languages, cure light wounds, detect undead, wrath
0 (at will)-brand, detect magic, disrupt undead, light, read magic, sift

Str 12, Dex 16, Con 13, Int 12, Wis 14, Cha 14
Base Atk +5; CMB +6; CMD 20

Persuasive (bonus feat) +2 on Diplomacy and Intimidate checks.
Point-Blank Shot +1 to hit and to damage with ranged attacks against targets within 30'.
Precise Shot (human bonus feat) Can fire into melee with ranged attacks at no penalty.
Precise Strike (bonus teamwork feat, fixed) When flanking an opponent with an ally who also has this feat, inflict +1d6 precision damage.
Weapon Finesse Uses DEX bonus instead of STR bonus to hit with light weapons and other weapons as noted in their descriptions.
Rapid Shot Can fire one additional time per round when making a full attack with a ranged weapon, at a penalty of -2 to hit with all attacks that round.
Outflank (bonus teamwork feat) Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Deadly Aim (L7) Subtract 2 from attack rolls with missile weapons to add 4 to weapon damage rolls.

Diplomacy +14 (7 ranks, +2 CHA, +3 class skill, +2 feat)
Healing +7 (2 ranks, +2 WIS, +3 class skill)
Intimidate +17 (7 ranks, +2 CHA, +3 class skill, +2 feat, +3 stern gaze)
Knowledge (Dungeoneering) +10/+12 (6 ranks, +1 INT, +3 class skill, +2 for monster identification only)
Knowledge (History) +5 (1 rank, +1 INT, +3 class skill)
Knowledge (Nature) +5/+7 (1 rank, +1 INT, +3 class skill, +2 for monster identification only)
Knowledge (Planes) +5/+7 (1 rank, +1 INT, +3 class skill, +2 for monster identification only)
Knowledge (Religion) +10/+12 (6 ranks, +1 INT, +3 class skill, +2 for monster identification only)
Linguistics +4 (3 ranks, +1 INT)
Perception +12 (7 ranks, +2 WIS, +3 class skill)
Profession (Scribe) +7 (2 ranks, +2 WIS, +3 class skill)
Sense Motive +15 (7 ranks, +2 WIS, +3 class skill, +3 stern gaze)
Spellcraft +6 (2 ranks, +1 INT, +3 class skill)
Stealth +8/+7 in armor (2 ranks, +3 DEX, +3 class skill)
Survival +12/+15 (7 ranks, +2 WIS, +3 class skill, +3 tracking)

Racial Modifiers None
Note: +5 skill ranks for favored class (inquisitor)

Languages Common (Taldane), Varisian, Elvish, Undercommon, Aklo

Combat Gear +1 mw chain shirt, +1 mw alchemical silver light mace (also serves as a walking stick), mw buckler, mw longbow, 20 arrows, mw cold iron dagger, mw hand crossbow, 5 cold iron bolts, 5 alchemical silver bolts, ring of sustenance, scroll of remove disease, scroll of remove curse, scroll of lesser restoration, wand of cure light wounds (50 charges), mw backpack, bedroll, belt pouch (2), traveler's outfit, flint & steel, 5 torches, healer's kit, 3 flasks alchemist's fire, 2 flasks holy water, 20 pcs rice paper, ink, pen, sack (2), trail rations (2 days), 2 potions cure moderate wounds, 1 potion lesser restoration 40 pp, 2043 gp, 0 sp, 5 cp


Racial Traits +1 skill rank per level


Favored Class: Inquisitor +1 SR 1st-5th levels, +1 HP 6th-7th levels.

Domain Knowledge
Granted Powers All Knowledge skills are class skills.
Lore Keeper With a successful melee touch attack, can learn about a creature's abilities & weaknesses, as if the appropriate Knowledge skill check had been made with a result equal to 15 + inquisitor level + WIS modifier (24 at present).


Monster Lore Add WIS modifier to Knowledge skill checks to identify the abilities & weaknesses of creatures, in addition to INT modifier.

Stern Gaze Add half inquisitor level to Intimidate and Sense motive skill checks.

Cunning Initiative Add WIS modifier to initiative checks, in addition to DEX modifier.

Detect Alignment At will, can use detect chaos, detect evil, detect good, or detect law. Only one can be used at a time.

Track Add half inquisitor level to Survival skill checks to follow or identify tracks.

Solo Tactics All of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from teamwork feats known. The allies do not receive any benefit themselves unless they also possess the feat(s) themselves. Their position and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Bane Can imbue one weapon with the bane special ability as a swift action, choosing the type of foe to target at the time of imbuing. That is, attacks with that weapon against the stated type of foe are at +2 to hit, and inflict +2d6 damage on a successful hit. Creature type can be changed as a swift action. The effect lasts for one round per inquisitor level per day, which do not have to be consecutive.

Discern Lies Can discern lies, as per the spell, for up to one round per inquisitor level per day. The rounds do not have to be consecutive. Activating the ability is an immediate action.

Appearance: In appearance Windle looks rather like a young Peter Cushing--tall and thin with angular features, grey hair combed back from a widow's peak, and eyes that can go from watery to piercing with no warning. He dresses in black with silver trim, as befits his office, but still wears the simple wooden spiral one of the midwives left for him when he was born. (He has had the holy symbol all his life, and has made a private vow that he'll keep it until he dies. So far he's only had to have it mended once; by an odd coincidence, he has died once and been raised.)



Notes & Useful Pastes:
Round :


HP: 40/40 AC: 19 Conditions: None

Expendables used:

L1 spells: 2/5 L2 spells: 1/4 CLW wand: 0/50

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