Priest of Pharasma

Yanndu's page

655 posts. Organized Play character for Purple Dragon Knight.


Full Name

Yanndu

Race

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft.

Classes/Levels

Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Age

170

Deity

Pharasma

About Yanndu

When the Pathfinder Society sent word to the Mordant Spire to open relations between the Grand Lodge and the elves of this mysterious island, the idea was to enable the sharing of ideas and culture. An exchange of two officers seemed appropriate as a start, so they sent a cheerful diplomat filled with ideas of transparency and goodwill.

What they got in exchange was...

...Yanndu!
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Male Elf psychic 13
TN Medium humanoid (elf)
Init +4, Senses low-light vision; Perception +20
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DEFENSE
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AC 26, touch 16, flat-footed 23 (+4 armor, +3 deflection, +3 Dex, +2 natural, +4 shield, )
hp 80 ((13d6)+26)
Fort +11, Ref +11, Will +14, +2 vs. enchantment spells and effects; +1 vs acid, cold and fire; +2 vs charm, compulsion, death, electricity and poison; 1/day +3 bonus to one saving throw; 3/day, +2 bonus on ability/skill check or +1 bonus on saving throw.
Immune Sleep
Deskari's Wing 1/day when wearer takes bludgeoning, force, piercing or slashing dmg, he can cause the wing to release a discordant rasping sound as an immediate action which causes all non-demon creatures within 10 feet to be sickened 1d4 rounds (Fort DC 24 negates, this is a sonic effect)
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OFFENSE
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Speed 35 ft.
Melee dagger +5/+0 (1d4-1/19-20)
Ranged dagger (thrown) +9/+4 (1d4-1/19-20)
Melee touch +5 (varies/x2)
Ranged ranged touch +9 (varies/x2)
Ranged alchemist's fire +9/+4 (1d6)
Special Attacks phrenic amplifications (mindtouch, overpowering mind, relentless casting, will of the dead), major phrenic amplifications (dispelling pulse), phrenic pool (14/14)
Staff Spell-Like Abilities magic missile (DC 18, 2 charges), shield (1 charge)
Psychic Spell-like Abilities (CL 13th; concentration +21)
1/day (0 used) - detect thoughts (DC 19)
1/day (0 used) - telepathic bond (DC 22)
Psychic Spells Known (CL 13th; concentration +21)
highlighted spells have thought/verbal component and require move action if a concentration check is required OR use a concentration check DC 10 higher
Knacks (DC 17) at will - arcane mark, dancing lights, detect magic, detect poison, detect psychic significance, mage hand, message, prestidigitation, sift.
1st (DC 18) 8/day (0 used) - burst of insight (psy.dis), detect thoughts (b) (DC 19); burst of adrenaline, heightened awareness, mage armor, telempathic projection, vanish.
2nd (DC 19) 8/day (0 used) - false life (psy.dis); hypercognition, invisibility, mirror image, see invisibility, seek thoughts(DC 20).
3rd (DC 20) 7/day (0 used) - contact other plane (psy.dis); dispel magic, fly, resist energy communal, synaptic pulse.
4th (DC 21) 7/day (0 used) - ancestral memory (psy.dis), telepathic bond (b) (DC 22); dimension door, greater invisibility, telekinetic charge, id insinuation III.
5th (DC 22) 7/day (0 used) - retrocognition (psy.dis), breath of life (mnemonic esoterica); dominate person, explode head, thought shield IV.
6th (DC 23) 5/day (0 used) - transformation (psy.dis); mental barrier V, mind thrust vi (DC 24).
Psychic Discipline Rebirth
Space 5 Reach 5
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TACTICS
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Temporary Effects shield, mage armor (included in stats above)

Botting Yanndu:

Round 1:
Yanndu casts Greater Invisibility on himself.

Round2:
[dice=Standard Action; Mind Thrust VI]13d8[/dice] damage and exhausted and stunned for 1 round. (Will Save DC 24 for half damage and fatigued for 1 round instead)

Round3+:
[dice=Standard Action; undercast Mind Thrust V]13d8[/dice] damage and exhausted for 1 round. (Will Save DC 23 for half damage and fatigued for 1 round instead)


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STATISTICS
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Str 9, Dex 16, Con 14, Int 24, Wis 14, Cha 14.
Base Atk +6; CMB +5; CMD 21
Feats Empath, Expanded Phrenic Pool, Extra Amplification, Greater Spell Penetration, Skill Focus (Knowledge Local), Spell Focus (Divination), Spell Penetration, Stylized Spell
Skills Appraise +13, Bluff +18, Fly +12, Knowledge (Arcana) +20, Knowledge (Dungeoneering) +19, Knowledge (Engineering) +18, Knowledge (Geography) +18, Knowledge (History) +18, Knowledge (Local) +21 (+23 Day Job), Knowledge (Nature) +18, Knowledge (Nobility) +18, Knowledge (Planes) +20, Knowledge (Religion) +20, Linguistics(Aboleth, Abyssal, Aklo, Ancient Osiriani, Androffan, Aquan, Auran, Azlanti, Cyclops, Infernal, Jistka, Terran, Thassilonian) +23, Perception +20, Sense Motive +18, Spellcraft +23, Spellcraft (Identify magic item) +25, Use Magic Device +15,
Traits Arcane Temper, Forlorn.
Languages Aboleth, Abyssal, Aklo, Ancient Osiriani, Androffan, Aquan, Auran, Azlanti, Celestial, Common, Cyclops, Draconic, Elven, Goblin, Infernal, Jistka, Orc, Skald, Sylvan, Terran, Thassilonian.
SQ detect thoughts, dispelling pulse, elven immunities, elven magic, keen senses, knacks, long-limbed, low-light vision, major amplifications, mindtouch, mnemonic esoterica, overpowering mind, past-life memories, phrenic amplifications, phrenic pool, physical regression, psychic (13x), psychic discipline (ex or sp), rebirth, relentless casting, resurgence, spells, telepathic bond, weapon and armor proficiency, will of the dead.
Combat Gear Lucky Horseshoe (1 charges), Four-leaf Clover (3 charges), Healer's Kit (10 charges), Wand of Gust of Wind (6 ch) (50 charges), Wand of Shield (20 ch) (50 charges), potion of cure moderate wounds (5), potion of lesser restoration (2), potion of delay poison, potion of touch of the sea (2), antitoxin (2), antiplague (vial) (2), vermin repellent (3), soothe syrup (3), alchemist's fire (2), scroll of endure elements (psychic) (2), scroll of air bubble (psychic) (2), scroll of telempathic projection (psychic) (10), scroll of mindlink (psychic) (4), diamond dust (worth 1,000 gp) (2),
Other Gear amulet of natural armor +2, headband of mental prowess +4 (int, cha), witness hunter's ring, ring of protection +3, dagger, belt of physical might +2 (str, con), quick runner's shirt, deskari's wing, slippers of spider climbing, lucky horseshoe, four-leaf clover, staff of minor arcana, logical metamagic rod, handy haversack, psychic's kit, pouch, belt, scrivener's kit, parchment (100), healer's kit, monk's outfit, wayfinder, goblet of quenching, backpack, masterwork, heightened continual flame ioun torch (cast as a 7th level spell, caster level 14).
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SPECIAL ABILITIES
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Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

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.

Dispelling Pulse (Su) The psychic can spend 3 points from her phrenic pool to entwine dispelling magic with a targeted spell. If the target is hit by the linked spell or fails its saving throw, it's affected as though the psychic had cast a targeted dispel magic spell on it. This effect can dispel only spells of the linked spell's level or lower. If the linked spell doesn't already require an attack roll or allow a saving throw, the target can attempt a Will saving throw to avoid the dispelling effect only; the DC is calculated using the linked spell's level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to a spell that targets one creature or object.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Forlorn Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Headband of Intellect Skill Selection (Bluff, Use Magic Device)

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Knacks Psychics learn a number of knacks, or 0-level spells, as noted on Table 1-8. These spells are cast like any other spell, but they don't consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Long-Limbed (Ex) Elves with this racial trait have a base move speed of 35 feet.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Major Amplifications At 11th level and every 4 levels thereafter, a psychic can choose one of the following major amplifications in place of a phrenic amplification.

Mindtouch (Su) The psychic can spend 1 point from her phrenic pool to probe one target's mind if that creature is affected by the linked spell. If the target of the linked spell fails its saving throw or is hit by the spell, the psychic detects its surface thoughts (as the 3rd-round effect of detect thoughts). If the linked spell doesn't already require an attack roll or allow a saving throw, the target can attempt a Will saving throw to avoid the thought-detection effect only; the DC is calculated using the linked spell's level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to spells that affect a target or an area. If the linked spell can affect more than one creature, the psychic can attempt to detect more than one target's thoughts by spending 1 additional point per creature beyond the first. She must select these targets when she casts the spell and spends the points. This is a mind-affecting effect.

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.

No Racial Subtype You have chosen no racial subtype.

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.

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.

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.

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 the psychic's phrenic pool is 14 ([psychic level/2] + Cha_bonus + {favored class bonus=[psychic level/3]} + Expanded Phrenic Pool feat). 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.

Physical Regression (Sp) At 13th level, you can spend 2 points from your phrenic pool as a standard action once per day to take on the form of one of your previous incarnations. This ability functions as the polymorph spell, but its range is personal and its duration becomes 10 minutes per caster level.

Psychic (13x) [Not Implemented] Increase the total number of points in the psychic's phrenic pool by 1/3 point.

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 Table 1-8. Spells learned from a discipline can't be exchanged for different spells at higher levels. Specific psychic disciplines are further described starting on page 64.

Rebirth Your mind is forged from the most powerful memories of a multitude of lifetimes. You have fragmentary knowledge of your prior lives and can leverage the experience gained during these lifetimes into raw psychic power. Phrenic Pool Ability: Charisma. Discipline Powers: Your myriad lives inspire diverse exceptional abilities.

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.

Resurgence (Su) At 5th level when you would be reduced to 0 hit points or fewer by an attack, you can spend 2 points from your phrenic pool as an immediate action to regain a number of hit points equal to 1d8+13 points of damage. At 10th level, this ability’s healing increases to 3d8+13. If this healing is insufficient to bring you above negative hit points, you are automatically stabilized. If you would still be killed by the amount of damage taken, you erupt with positive energy and heal all allies within 30-foot-radius burst for the amount you healed yourself.

Spells A psychic casts psychic spells drawn from the psychic class's spell list (see page 69). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic's spell is equal to 10 + the spell's level + the psychic's Intelligence modifier. A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-7: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1-3 on page 17 of the Pathfinder RPG Core Rulebook). The psychic's selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic's choice. At each new psychic level, she learns one or more new spells, as indicated on Table 1-8: Psychic Spells Known. Unlike a psychic's spells per day, the number of spells a psychic knows isn't affected by her Intelligence score; the numbers on Table 1-8 are fixed. 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. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.

Telepathic Bond (Sp) At 9th level, a psychic can use telepathic bond as a spell-like ability once per day, using her psychic level as her caster level. She can't leave herself out of a bond created in this way. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. Casting the spell using a higher-level spell slot gives no benefit on its own, but the psychic can apply metamagic feats that would increase the spell level to the appropriate level. For instance, if the psychic knows Extend Spell, she can use a 5th-level spell slot to cast extended telepathic bond as a full-round action. When a psychic who knows telepathic bond gains this ability, she can learn a different 4th-level spell in place of telepathic bond, losing the old spell in exchange for the new one.

Weapon and Armor Proficiency A psychic is proficient with all simple weapons, but not with any type of armor or shield.

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. # Major Amplifications

Conditional Modifiers:

Caster level checks:
• +2 - to overcome spell resistance (Elven Magic)
• +2 - to overcome spell resistance (Greater Spell Penetration)
• +2 - to overcome spell resistance (Spell Penetration)
Heal:
• +2 circumstance - when using kit (Healer's kit)
Saving Throws:
• +2 racial - vs enchantment spells and effects (Elven Immunities)
Spellcraft:
• +2 racial - to identify properties of magic items (Elven Magic)

Vanities:

Scholar (4 PP; +2 to knowledge local);
Information Brokerage (6 PP) -->knowledge local as day job roll
Captured Ship (10 DP) -->same as Ship Vanity
Built for Speed (1,500gp) -->permanently increase the circumstance bonus on Profession (sailor) checks granted by your Ship vanity by 2.

Boons:
*indicates one time boon which will be crossed off after use; more asterisks indicates the number of checkboxes.
-*Pharasma's Blessing: gain a reroll with +4 bonus against an undead creature's ability or effect.
-Nascent/Growing/Widespread/Exceptional Notoriety: 20 pts. of Disrepute/Infamy
-Disrepute-fueled abilities:
---Fearsome Reputation (1+ pt.): when making Intimidate checks or saves vs. fear, gain +1 per pt. spent (max +5).
---Captured Ship (1+ pt.): spend disrepute to reduce cost of Ship vanity.
---Get Up, You Dogs! (10 pts.): on a ship you may cast mass cure light wounds as a cleric of your character level (if not on a ship costs 15 pts.)
---Walk the Plank! (0 pt.): on a ship you may execute one of your followers to gain Disrepute pts. equal to the number of PP used to purchase the follower vanity (must be spent by end of scenario or lost forever).
---Dead Men Tell No Tales (10 pts.): on a ship auto confirm a crit threat.
---Built for Speed (10 pts.): permanently increase the circumstance bonus on Profession (sailor) checks granted by your Ship vanity by 2. You may spend gold to buy this at the cost of 150gp per Disrepute pt. (min. of 0 Disrepute for 1,500gp)
---Master of the Waves (10+ pts.): as a standard action cast slipstream or water breathing as SLA using your character level for caster level (15 pts. you may cast control water instead).
---The Widow's Scar (15 pts.): as a move action you may curse one enemy in line of sight - you and your allies gain +2 bonus on attack and damage rolls against that enemy for 1 week. The enemy is aware of the curse and can remove it via remove curse spell.
-***Scalefriend: Nighttail owes you favors and does one of the following - Handle Animal +7 or Survival +10 or Bluff +9 or resist energy (CL 1st, Concentratrion +2)
-*Day at the Auction: buy one magic item (not upgrade) as if your Fame was 3 higher.
-*Dragonfoe: reroll one attack roll against a dragon or a caster level check to overcome a dragon's SR.
-Dragon Slayer: permanent +2 bonus on Reflex saves against brine dragons' breath weapon as well as +1 bonus on attack rolls and +1 dodge bonus to AC against brine dragons.
-***Friend of the Green: Azmur Kell owes you favors and does one of the following - barkskin, or cure serious wounds, or remove disease (CL 8th; Concentration +11) or Knowledge Nature +13.
-Ally of Belhaim (Abadar Faction): specialized in Appraise (class skill).
-***Debt of Shadow: the shae Maffei owes you favors and does one of the following - Disable Device +16 or Knowledge Arcana/Planes +13 or Sleight of Hand +16 or +3 on Stealth checks for 5 min.
-Deep Platinum Pendant: +2 bonus on Diplomacy vs. aquatic or water subtype and +5 on saving throws to avoid pressure damage from deep water.
-*Marid's Reward (Wish for Rescue): immediate action heal 3d8+10 pts. of damage (can prevent you from dying).
-*Aquel's Favor: standard action to activate angel's protective aura -
+4 deflection bonus to AC and +4 resistance bonus to saves to anyone within 20 feet, and also works as a magic circle vs. evil.
-*Elemental Conduit (Dark Archives): cone of cold or control water CL =
char. level. (CHA sets the DC)
-Water Affinity
-**Welcome to the Boundless Sea: +1 Diplomacy vs. undines and creatures of the water subtype (permanent) and check two boxes to gain necklace of adaptation for 8,250gp.
-Special Item Access: Elixir of dragon's breath (brine dragon) 2,000gp;
Nautilus coral armor 8,000gp; Custom Skillchip 2,700gp.
-*Portable Technologist: gain Technologist feat for one scenario.
-*Magnimarian Debt: half price on raise dead, resurrection or true resurrection.
-Formidable Renown: +2 Intimidate vs. worshipers of Lissala and Intimidate is move action instead of standard.
-Isah's Wish: +1 inherent bonus to INT
-Reclaimed Memories: Skill Focus (Knowledge Local) as bonus feat

Fame: 48
Prestige: 38

Infamy: 20
Disrepute: 10

Background:
Yanndu's fascination with Pharasma and the River of Soul is what brought him to Avistan and convinced him to leave his contemplations at the Mordant Spire. Upon discovering that a simple mortal had found a loophole in the grand order of things - a nonmagical one no less - which could cause a soul to stall forever upon the mortal plane, he decided to serve as liaison for the Pathfinder Society, and has since participated in many Grand Lodge ventures from the Verdurant Forest to the Shackles. Lately, he has reduced his travels and shifted his efforts on the cataloging and study of artifacts and relics assigned to the Dark Archives, establishing an information web of scholars and procurers of rare goods. He has requested the services of a younger elf scholar named Lanliss to assist him in compiling all this information and keep track of the more dreary and mundane details, but in fact this decision was also made to ensure future knowledge transfer of the Dark Archives information compiling efforts, which he sees doomed to disappear to the lapping waves of history if left in the hands of humans and other short-lived races. If the Grand Lodge or Absalom disappears altogether, then at least the information can be salvaged and held secure in his homeland or... beyond...