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Priest of Pharasma

Windle Thetra's page

297 posts. Alias of John Woodford.



Strength 10
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 14
Charisma 8

About Windle Thetra

Male human psychic 1
NG Medium humanoid (human)
Init +3 Perception +5

Phrenic Pool [ ] [ ] [ ]

Cure Spell Pull/Day (L1) [ ]

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Current hp
Fort +2, Ref +2, Will +4

Speed 30 ft.
Melee dagger -1 (1d4-1/19-20/x2)
Special Attacks None
Spells Known
0th Level TBD
1st Level Delusional Pride (Will DC 15), Mind Thrust I (Will DC 15)

Str 9, Dex 14, Con 14, Int 18, Wis 14 Cha 8
Base Atk +0; CMB -1; CMD 11

TBD (human bonus)
TBD (L1)

Spellcraft +8 (+1 ranks, +4 INT, +3 class skill)
Knowledge (Arcana) +9 (+2 ranks, +4 INT, +3 class skill)
Knowledge (Nature) +8 (+1 ranks, +4 INT, +3 class skill)
Knowledge (Local) +8/+9 (+1 ranks, +4 INT, +3 class skill, +1 situational trait)
Knowledge (Dungeoneering) +8 (+1 ranks, +4 INT, +3 class skill)
Sense Motive +6 (+1 ranks, +1 WIS, +3 class skill, +1 trait)
Perception +5 (+1 ranks, +1 WIS, +3 class skill)
Diplomacy +6/+7 (+1 ranks, +2 CHA, +3 class skill, +1 situational)
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. (Mind Thrust I)

Languages Common (Taldane), Necril, Aklo, Vudran, Osiriani, Hallit
Combat Gear TBD 0 pp, 70 gp, 0 sp, 0 cp


Favored Class: Psychic

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.

Formless Spell: At 1st level, a formless adept gains the formless spell phrenic amplification. He can spend 1 point from his phrenic pool to cast a spell with a standard-action casting time as part of the action he uses to assume his formless body, expending the spell slot as normal. This ability replaces the 1st-level phrenic amplification.

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.


Formless adepts master their psychic powers to unshackle themselves from the confines of the flesh and empower their spellcasting. They learn to assume increasingly insubstantial forms until they become like living ghosts.

Phrenic Charisma: A formless adept uses his Charisma modifier to determine the number of points in his phrenic pool. This ability alters phrenic pool.

Bonus Spells: The formless adept adds extra spells to his list of spells known while he's in a formless body (including when he uses the formless spell phrenic amplification). Spells with a duration last for their full duration, even if the psychic reverts to his physical form. For feats and other abilities that require these spells as prerequisites, the psychic counts as knowing the spells but can benefit from the feats and abilities only while in a formless body. The formless adept gains the following spells at the appropriate levels: chill touch and expeditious retreat (1st), levitate and stricken heart (4th), gaseous form and vampiric touch (6th), shadow step and telekinesis (8th), dominate person and synapse overload* (10th), disintegrate and enemy hammer (12th), finger of death and telekinetic sphere (14th), etherealness and power word stun (16th), and dominate monster and telekinetic storm* (18th). This ability replaces discipline spells.

Formless Body: A formless adept gradually sheds his body, taking on increasingly nebulous forms. A formless adept can assume a formless body as a standard action. He can remain in each formless body type for a number of rounds per day equal to 3 + his Charisma modifier. The rounds don't have to be used consecutively, but must be used in 1-round increments. Resuming his physical form takes another standard action; otherwise, the formless adept continues spending rounds of formless body until he runs out of them. The formless adept must return to his physical form before assuming a different formless body.

Blurred Body (Su): At 1st level, a formless adept can act under the effect of a blur spell. At 5th level, the formless adept can use this ability for a number of minutes per day instead of rounds per day. These minutes don't have to be used consecutively, but must be used in 1-minute increments.

Gaseous Body (Su): At 5th level, a formless adept can become gaseous as gaseous form. At 13th level, the formless adept can use this ability for a number of minutes per day instead of rounds per day. These minutes don't have to be used consecutively, but must be used in 1-minute increments.

Incorporeal Body (Su): At 13th level, a formless adept can become incorporeal.

This ability replaces the psychic discipline and discipline powers class features.

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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