Where the Winds of Limbo Roar

Monday, September 12, 2016

The Strange Aeons Adventure Path is in the wild, and for some characters, that means questioning the reality that they wake up and find themselves in. But whether coincidence or stars aligning correctly, another recent media release goes quite well with Strange Aeons, and is the focus of our latest Design Challenge!

If you can't tell by the image above, I mean the Stranger Things series, which is full of '80s nostalgia for folks 'round my age (which, turns out, also happens to be a good chunk of the Paizo staff), not to mention just a whole lot of fun. Without getting too spoilery, let's just say that a small town is about to get its world flipped Upside-Down, and conspiracies are afoot in the town of Hawkins, Indiana. But this is a challenge—and the challenge is: make Eleven for the Pathfinder Roleplaying Game.

I like to give away prizes, so let's get to the meat of it: First prize is the ENTIRE Strange Aeons Adventure Path (all six volumes!), as well as a custom Paizo.com avatar with a piece of art from Strange Aeons. We will also be selecting a second place winner, who will win hardcover copies of both Occult Adventures and Horror Adventures! Your entry will be judged on presentation and theme, so let's get down to the rules for designing Eleven:

But that's not all! Here are the participation rules:

  • One entry per poster. Employees of Paizo, their immediate family members, and persons with whom such employees are domiciled are ineligible. Anyone who is currently employed full-time as a designer for a game company is ineligible. Anyone with a cover credit on a hardcover RPG book is ineligible. Anyone who has a design credit in 3 or more of Paizo's Pathfinder products is ineligible.
  • You must post your entries in this blog's discussion thread (please use spoiler tags).
  • Entries must be in the following format:

Stat Block Format:

[b]Eleven  CR XX[/b]
[b]XP xxx[/b]
zzRace zzClass zzLevel
zzAlignment zzSize zzType
[b]Init[/b] +##; [b]Senses[/b] zz, zz,; Perception +##
[b]Aura[/b] zz (## ft., DC ##)

[b]----- Defense -----[/b]
[b]AC[/b] ##, touch ##, flat-footed # (+## zzModifier, +##zzModifier)
[b]hp[/b] ## (##d##+##); fast healing ##
[b]Fort[/b] +##, [b]Ref[/b] +##, [b]Will[/b] +##
[b]Defensive Abilities[/b] ##/zzAbility; [b]DR[/b] ##/zzMaterial; [b]Immune[/b] zz; [b]Resist[/b] zz ##, zz ##; [b]SR[/b] ##
[b]Weaknesses[/b] zz, zz

[b]----- Offense -----[/b]
[b]Speed[/b] ## ft., fly ## ft. (zzManeuverability)
[b]Melee[/b] zzAttacktype +## (zzDamage plus zzOthereffect), zzAttacktype +## (zzDamage)
[b]Ranged[/b] zzAttacktype +## (zzDamage)
[b]Space[/b] ## ft.; [b]Reach[/b] ## ft.
[b]Special Attacks[/b] zz, zz
[b]Spell-Like Abilities[/b] (CL ##zz; concentration +##)
At will—[i]zz[/i], [i]zz[/i]
1/day—[i]zz[/i], [i]zz[/i]

[b]zzClassName Spells[/b] (CL ##zz; concentration +##)
1st—[i]zz[/i], [i]zz[/i]
0 (at will)—[i]zz[/i], [i]zz[/i]

[b]----- Tactics -----[/b]
[b]Before Combat[/b] zzBeforeCombat
[b]During Combat[/b] zzDuringCombat
[b]Morale[/b] zzMorale

[b]----- Statistics -----[/b]
[b]Str[/b] ##, [b]Dex[/b] ##, [b]Con[/b] ##, [b]Int[/b] ##, [b]Wis[/b] ##, [b]Cha[/b] ##
[b]Base Atk[/b] +##; [b]CMB[/b] +## (+## zzConditionalmaneuverbonus); [b]CMD[/b] ## (## vs. zzManeuvername)
[b]Feats[/b] zzFeatname, zzFeatname
[b]Skills[/b] zzSkillname +##, zzSkillname +## (+## zzCondition); [b]Racial Modifiers[/b] +## zzSkillname, +## zzSkillname when zzCondition
[b]Traits[/b] zzTrait, zzTrait
[b]Languages[/b] zzLanguage
[b]SQ[/b] zz

[b]----- Special Abilities -----[/b]
[b]zzName (Ex/Sp/Su)[/b] zzDescription

  • All entries due by Monday, October 10, 2016 at midnight Pacific time.
  • You may use any Paizo-published material, but you must cite your sources.
  • Selection of avatar art is subject to Paizo.com's Community Guidelines.

Remember, all entries must be posted in this blog's discussion thread by Monday, October 10, 2016!

Until We Meet in the Upside-Down,

Liz Courts
Community Manager

Logo is from the MakeItStranger.com website by Nelson Cash. You should totally go have fun with it.

More Paizo Blog.
Tags: Community Design Challenge Pathfinder Adventure Path Strange Aeons
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Who/what is Eleven?

Dark Archive

1 person marked this as a favorite.
Nohwear wrote:
Who/what is Eleven?

From Wikipedia (potential spoilers), since I also don't know:

"Eleven ("El"), a young girl with psychokinetic abilities and a limited vocabulary."

Silver Crusade

I really need to watch this show >_<

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

TO BATTLE STATIONS, FIRE UP THE ... HERO LAB!

Paizo Employee Developer

6 people marked this as a favorite.

You really do.

Silver Crusade

11 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Speaking of legal stuff, does having accumulated three temp bans, one written warning (that's all by Paizo), three threats of physical violence, two threats of lawsuits, one death by shotgun blast threat and one "I'll send my mum after you" threat (all by stellar members of our community) make me ineligible? Just you know, exploring my options.

Shadow Lodge

3 people marked this as a favorite.

Aw man, who let you out of the cage?


"Computer, activate the Emergency Holographic Developer!"

Silver Crusade

Pathfinder Adventure Path Subscriber
TOZ wrote:
Aw man, who let you out of the cage?

You know how this one goes.

Sovereign Court

2 people marked this as a favorite.
Gorbacz wrote:
Speaking of legal stuff, does having accumulated three temp bans, one written warning (that's all by Paizo), three threats of physical violence, two threats of lawsuits, one death by shotgun blast threat and one "I'll send my mum after you" threat (all by stellar members of our community) make me ineligible? Just you know, exploring my options.

You better stop going on about all your bans or, I warn you, I'm gonna give you a big cuddle and pat your head.

There, now you can add that to the list each time.

You're welcome:
Explosive Runes!

Silver Crusade

Gorbacz wrote:
Speaking of legal stuff, does having accumulated three temp bans, one written warning (that's all by Paizo), three threats of physical violence, two threats of lawsuits, one death by shotgun blast threat and one "I'll send my mum after you" threat (all by stellar members of our community) make me ineligible? Just you know, exploring my options.

These two instances interest me.

And the lawsuits, but I don't know how much that plays into you being a lawyer.


1 person marked this as a favorite.

Interesting contest. I wish I had the time (and I'd have to watch the show, I suppose).

I'm really just here for the song reference in the title. ^_^


1 person marked this as a favorite.

So then is Eleven's level up to our interpretation?

Silver Crusade

6 people marked this as a favorite.

... is it up to eleven?

Sovereign Court

1 person marked this as a favorite.
Pathfinder Starfinder Society Subscriber

This is just the excuse I needed to binge watch this weekend.

Community Manager

6 people marked this as a favorite.
Nohwear wrote:
So then is Eleven's level up to our interpretation?

Yes.

Rysky wrote:
... is it up to eleven?

:D

Community Manager

5 people marked this as a favorite.
Gorbacz wrote:
Speaking of legal stuff, does having accumulated three temp bans, one written warning (that's all by Paizo), three threats of physical violence, two threats of lawsuits, one death by shotgun blast threat and one "I'll send my mum after you" threat (all by stellar members of our community) make me ineligible? Just you know, exploring my options.

What do your lawyer senses read, Toothy Bag?

Silver Crusade

5 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Liz Courts wrote:
Gorbacz wrote:
Speaking of legal stuff, does having accumulated three temp bans, one written warning (that's all by Paizo), three threats of physical violence, two threats of lawsuits, one death by shotgun blast threat and one "I'll send my mum after you" threat (all by stellar members of our community) make me ineligible? Just you know, exploring my options.
What do your lawyer senses read, Toothy Bag?

I'll tell you in a moment, checking the HTML code of the contest page for hidden clauses, like any self-respecting lawyer would do.

Sovereign Court

1 person marked this as a favorite.
Nohwear wrote:
So then is Eleven's level up to our interpretation?

By default shouldn't she go to 11?


Gorbacz wrote:
Liz Courts wrote:
Gorbacz wrote:
Speaking of legal stuff, does having accumulated three temp bans, one written warning (that's all by Paizo), three threats of physical violence, two threats of lawsuits, one death by shotgun blast threat and one "I'll send my mum after you" threat (all by stellar members of our community) make me ineligible? Just you know, exploring my options.
What do your lawyer senses read, Toothy Bag?
I'll tell you in a moment, checking the HTML code of the contest page for hidden clauses, like any self-respecting lawyer would do.

When you piss off 4chan and have them insert malware in your website, we can talk.

Sovereign Court

There goes my week... gonna go rewatch the season now. I'll be back with a stat block eventually... hopefully before contest is over.

Scarab Sages

Oooooooooooooooooooooh... going to have to see if I can devote some time to this.

Grand Lodge

Should the character be built using the NPC rules, or PC, with regards to HP and the like?

Community Manager

2 people marked this as a favorite.
Orson Hightower wrote:
Should the character be built using the NPC rules, or PC, with regards to HP and the like?

That depends on class selection.


2 people marked this as a favorite.

Nice BÖC reference! And my favorite BÖC song, to boot.


2 people marked this as a favorite.
Isabelle Lee wrote:

Interesting contest. I wish I had the time (and I'd have to watch the show, I suppose).

I'm really just here for the song reference in the title. ^_^

That's what brought me here too. :)

I had a character once in a Mythos influenced Hero game where I realized about halfway through that this was his theme song. Great game, but horribly depressing - not a great headspace to live in.

Contributor

1 person marked this as a favorite.

I will never get a custom avatar. Curse you eligibility rules! ;)


4 people marked this as a favorite.
Todd Stewart wrote:
I will never get a custom avatar. Curse you eligibility rules! ;)

Good point - this may be the last one I'm eligible for. ^_^

Paizo Employee Organized Play Line Developer

3 people marked this as a favorite.

Eleven  CR 9

Spoiler:

XP 6,400
Young female human telekineticist 7, psychic 4
N Small humanoid (human)
Init +8; Senses Perception +17
----- Defense -----
AC 19, touch 14, flat-footed 17 (+4 armor, +1 deflection, +2 Dex, +1 natural, +1 size)
hp 110 (4d6+7d8+40)
Fort +10, Ref +9, Will +10
Defensive Abilities force ward
----- Offense -----
Speed 30 ft.
Melee +2 attuned dagger +12/+7 (1d3/19-20)
Ranged force blast +11 ranged touch (4d6+2 force),
telekinetic blast +11 (4d6+8)
Space 5 ft.; Reach 5 ft.
Special Attacks kinetic blast (force, telekinetic)
Spell-Like Abilities (CL 4; concentration +7)
1/day—detect thoughts (DC 14)
Psychic Spells Known (CL 4; concentration +7)
2nd (4/day)—augury, identify
1st (7/day)—acute senses, cause fear (DC 15), mage armor, mindlink
0 (at will)—bleed (DC 14), daze (DC 14), detect magic, detect psychic significance, message, stabilize
Psychic Discipline enlightenment
Kineticist Wild Talents Known
Defense—force ward
Infusions—bowling infusion, extended range, foe throw, pushing infusion
Kinetic Blasts—force blast, telekinetic blast
Utility—basic telekinesis, telekinetic finesse, telekinetic haul, touchsight

----- Tactics -----
Before Combat Eleven is cautious and paranoid. She makes heavy use of her perception, sense motive and stealth skills, as well as acute senses, augury, detect thoughts and her wand of invisibility to avoid combat whenever possible. If spotted or pursued she uses her basic telekinesis and telekinetic blast powers (with telekinetic haul) to push large objects out of her way or into the way of her enemies in order to facilitate her escape (including slamming doors, tossing boulders and even flipping wagons). When faced with danger she can’t avoid she casts mage armor on herself and draws her attuned weapon (currently a dagger).
During Combat Eleven is a mobile combatant who avoids becoming engaged in melee. She begins combat by casting cause fear, hoping to scare away her opponents. If this fails and she is unable to escape she utilizes her telekinetic and force blasts (in conjunction with bowling or pushing infusions when possible) in order to keep her enemies away from her and buy herself time to flee. If faced with multiple enemies she uses her foe throw infusion on a telekinetic blast in order to take two out at once.
Morale Eleven always prefers to flee, attempting escape at every opportunity. If her closest friends are in danger she instead fights as long as it takes to enable them to reach safety. If necessary, Eleven will die to defend her closest friends.
----- Statistics -----
Str 6, Dex 15, Con 18, Int 17, Wis 14, Cha 9
Base Atk +7; CMB +4; CMD 16
Feats Alertness, Empath, Improved Initiative, Psychic Maestro (psychometry, read aura), Psychic Virtuoso, Weapon Finesse, Weapon Focus (kinetic blast)
Skills Appraise +9, Intimidate +13, Knowledge (arcana) +15, Knowledge (planes) +17, Perception +17, Sense Motive +18, Spellcraft +15, Stealth +9, Survival +5, Use Magic Device +10
Traits Reactionary, Suspicious
Languages Abyssal, Common, Elven, Halfling
SQ Burn (2/round, maximum 7), detect thoughts, discipline power (expanded awareness, patient insight), discipline spells, elemental defense, elemental focus (aether [telekinesis]), elemental overflow +2, expanded element (aether [force]), gather power, infusion specialization 1, internal buffer 1, knacks, metakinesis (empower), phrenic amplification (defensive prognostication, intense focus), phrenic pool (4)
Combat Gear dagger, scroll of expeditious retreat (4), scroll of freedom of movement, smokestick (2), tanglefoot bag (2), wand of invisibility (25 charges), wand of cure light wounds (50 charges); Other Gear feather step slippers, quick runner’s shirt, shawl of life keeping, breakfast waffles, disguise kit, tattoo (‘011’)
----- Special Abilities -----
Basic Telekinesis (Sp) Eleven can use her telekinetic powers in a way similar to mage hand, except she can move an object that weighs up to 15 pounds, she can move magical objects, the range is increased to medium and the rate of movement is 30 feet per round. Additionally, she can create a container of entwined strands of aether in order to hold liquids or piles of objects of the same weight. She can use the container to pick up or drop liquid as a move action.
Bowling Infusion (Su) By accepting 2 burn, Eleven can bowl her foes over with the sheer mass of your telekinetic blast. She attempts a trip combat maneuver check against each target damaged by her infused blast, using her Constitution modifier instead of her Strength modifier to determine her Combat Maneuver Bonus.
Defensive Prognostication (Su) When casting a divination spell, Eleven sees a glimmer of her future. By spending 1 point from her phrenic pool as she casts a divination spell, she gains a +2 insight bonus to AC for a number of rounds equal to the linked spell’s level. She can instead spend 2 points to increase the bonus to +4. This amplification can only be linked to divination spells.
Expanded Awareness (Su) Twice per day as a move action, Eleven can focus her senses and gain one of the following sensory abilities: blindsense (10 feet), darkvision (30 feet), low-light vision, or scent. This new sense lasts for 4 rounds.
Extended Range (Su) By accepting 1 burn, Eleven’s force or telekinetic blasts can strike any target within 120 feet.
Foe Throw (Su) By accepting 2 burn, Eleven’s telekinetic blast can throw a Large or smaller creature instead of an unattended object; she can increase the burn cost by 1 to affect a creature of a larger size. If the creature she attempts to throw succeeds at a Fortitude save, it negates the blast entirely. Otherwise, if her blast hits, both the thrown creature and the target take the full amount of damage from her telekinetic blast, and the thrown creature falls prone in the last unoccupied space along its path. If her blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn't fall prone, and it takes half the normal amount of damage from her blast. The movement doesn't provoke attacks of opportunity.
Force Ward (Su) Eleven is constantly surrounded with a ward of force. She gains 7 temporary hit points. She always loses these temporary hit points first, even before other temporary hit points. If an attack deals less damage than she still has as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, she can increase the maximum number of temporary hit points provided by her force ward by 3 until the next time her burn is removed. If she uses this ability multiple times, the increases stack. For every 2 points of burn she accepts in this way, her force ward's rate of regeneration increases by 1 hit point per minute. Whenever she accepts burn while using an aether wild talent, she siphons some of the energy from the aether flowing through her and her force ward recovers 7 temporary hit points, up to a maximum of 7. She can dismiss or restore her force ward as an immediate action, but doing so doesn't change the number of temporary hit points available, and the temporary hit points don't recover while this ability is inactive.
Intense Focus (Ex) Eleven can spend 1 point from her phrenic pool to gain a +2 bonus on any concentration check she attempts as part of casting the linked spell. She can choose to spend 2 points from her phrenic pool to instead gain a +4 bonus.
Patient Insight (Ex) When Eleven attempts a Heal, Knowledge, Sense Motive, or Survival check, she can spend 1 point from her phrenic pool to roll the check twice and take the higher result.
Pushing Infusion (Su) By acception 1 burn, the momentum of Eleven’s telekinetic blast knocks foes back. She attempts a bull rush combat maneuver check against each target damaged by her infused blast, using her Constitution modifier instead of her Strength modifier to determine her bonus. This infusion can push a foe back by a maximum of 5 feet. She can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted.
Telekinetic Finesse(Sp) Eleven can perform any sort of fine manipulation she chooses within close range, including attempting Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) When using basic telekinesis, Eleven can move an object that weighs up to 700 pounds. When using her telekinetic blast, she can throw an object weighting up to 700 pounds, but this doesn’t increase the damage. If she accepts 1 point of burn, the maximum weight increases to 7,000 pounds and the duration increases to 7 minutes.
Touchsight (Su) Eleven attaches strands or aether to everything her telekinesis touches. Any time she damages a creature using her telekinetic blast, as long as that creature doesn’t use a teleportation effect, she can see that at any distance as if using blindsight until the end of her next turn. Immediately after damaging a creature, she can accept 1 point of burn to strengthen the strands of aether attached to that creature, increasing the duration of the touchsight on that creature to 7 rounds.

Sources Used Pathfinder Roleplaying Game: Core Rulebook, Pathfinder Roleplaying Game: Occult Adventures, Pathfinder Roleplaying Game: Ultimate Campaign, Pathfinder Roleplaying Game: Pathfinder Unchained


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Pathfinder Adventure Path Subscriber

Eleven:

Eleven CR 3
XP 800
Female Young Human Telekineticist 5
NG Small humanoid (human)
Init +2; Senses Perception +4

----- Defense -----
AC 16, touch 14, flat-footed 14 (+2 armor, +1 deflection, +2 Dex, +1 size)
hp 43 (5d8+15);
Fort +7, Ref +7, Will +1

----- Offense -----
Speed 30 ft.
Melee mwk club +6 (1d4+1)
Ranged telekinetic blast +6 (3d6+5)
Special Attacks kinetic blast, metakinesis (empower)
Wild Talents Known
Defense-force ward
Infusions-bowling infusion, extended range, pushing infusion
Blasts-telekinetic blast (3d6+5)
Utility-basic telekinesis, kinetic healer, telekinetic haul

----- Tactics -----
Before Combat Eleven applies her oil of bless weapon before ambushing creatures from the Upside Down. If she can't apply it before hand, she does so in her first round combat. When dealing with day to day threats, she prefers to use her telekinetic powers to try and intimidate foes.
During Combat Eleven keeps her distance using her telekinetic blast to attack while trying to keep her friends safe. If things start to go poorly she will try to help her friends get to safety by using her telekinetic haul and bowling infusion to open distance. She only engages in melee combat if cornered or protecting a friend.
Morale If any of her allies are knocked unconscious or killed, Eleven will try to get everyone to safety, even at the cost of her own life.

----- Statistics -----
Str 12, Dex 14, Con 15, Int 11, Wis 9, Cha 10
Base Atk +3; CMB +3; CMD 16
Feats Defiant Luck, Lookout, Self-sufficient, Stealth Synergy
Skills Acrobatics +3 (-1 to jump), Bluff +1, Disguise +5, Heal +1, Intimidate +5, Perception +4, Sense Motive +0, Sleight of Hand +5, Stealth +11, Survival +6
Languages Common
SQ burn (1 point/round, max 5), elemental overflow +1, gather power, infusion specialization 1
Combat Gear oil of bless weapon, potion of cure light wounds (2); Other Gear mwk leather armor, mwk club, ioun torch ioun stone, lesser talisman of sealed summons (evil), backpack, ball (2 in.) (3), bedroll, belt pouch, canteen, explorer's outfit, knife, ladle, local seasonings, pot, skewer, skillet, tinder packet, travel cake mix, tripod, iron, waffle iron, wooden cutting board, 45 gp, 3 sp, 6cp

----- Special Abilities -----
Burn (Ex) Eleven can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. For each point of burn she accepts she suffers 1 point of nonlethal damage per character level. This damage cannot be ignored or altered and can only be healed by getting a full night's rest. This damage presents itself in the form of nose bleeds.
Elemental Overflow (Ex) Eleven can accept burn in order to gain +1 on attack rolls and +2 on damage rolls with her kinetic blasts.
Force Ward (Su) Eleven can surround herself with a ward of force. This gives her 5 temporary hit points. If an attack deals less damage than she still has as temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, Eleven can increase the maximum number of temporary hit points provided by 2 until the next time burn is removed. This ability can be used multiple times, with the increases stacking. For every 2 points of burn accepted this way, force ward's rate of regeneration increases by 1 hit point per minute. When Eleven accepts burn while using an aether wild talent, she siphons some of the energy from the aether flowing through her and the force ward recovers 5 temporary hit points, up to its current maximum. This ability can be dismissed or restored as an immediate action, but doing so doesn't change the number of temporary hit points available, and the temporary hit pionts don't recover while this ability is inactive.
Gather Power (Su) If she has both of her hands free, Eleven can gather energy as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on Eleven as the energy swirls around her. Gathering power in this way allows Eleven to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. She can gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If Eleven takes damamge during or after gathering power and before using the kinetic blast that releases it, she must secceed at ta concentration check (DC=10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Infusion Specialization 1 (Ex) Whenever Eleven uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can't reduce the toal cost of the infusions used below 0.
Kinetic Healer (Sp) With a touch, Eleven can heal a willing living creature of an amount of damage equal to her kinetic blast's damage. Instead of paying the burn cost herself, she can cause the recipient to take 1 point of burn. If she does so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; this damage can't be healed by any means until the recipient takes a full night's rest.
Metakinesis (Su) Eleven can alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell).
Telekinetic Blast (Sp) Eleven throws a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 25 pounds. If the attack hits, the target and the thrown object each take 3d6+5. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals the blast damage. Alternatively, she can loosen the strands of aether in order to deal damage to both the target as though she had thrown the object herself (instead of dealing her normal blast damage).
Telekinetic Haul (Sp) When using basic telekinesis, Eleven can move an object that weighs up to 500 pounds. When using her telekinetic blast, she can throw an object weighing up to 500 pounds, but this doesn't increase the damage. If she accepts 1 point of burn, the maximum weight increases to 5,000 pounds and the duration increases to 5 minutes.

I went with the theory that Eleven shouldn't be too powerful as she's still learning to control her powers and she is still pretty young. She's fiercely local to her friends but considers herself a type of guardian, protecting people from the extra-dimensional threats of the Upside Down.


1 person marked this as a favorite.

Slightly off topic...Pandora has an incredible Stranger Things station: The Upside Down.


Pathfinder Adventure Path, Lost Omens Subscriber

A mysterious girl who was discovered stealing food in a tavern kitchen. The kind tavern owner befriended her and offered her clean clothes and foods. She fled that same day after witnessing the tavern owner's murder. Ultimately, she encountered and became close friends with a band of young heroes--a paladin, a bard, and a ranger--on a quest to save their lost friend.

Eleven “El” CR 4

Spoiler:

XP 1200
Young Female Human Psychic 6
N Small Humanoid (Human)
Init +3; Senses Perception +10 (+15 to notice Haunts)
----- Defense -----
AC 15, touch 14, flat-footed 12 (+1 Armor, +1 Deflection, +3 Dex)
hp 28 (6d6-1)
Fort +2, Ref +6, Will +8
----- Offense -----
Speed 20 ft.
Melee Unarmed Attack +0 (1d3-2)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 6; concentration +11)
1/day—Detect Thoughts (DC 16)
Psychic Spells (CL 6; concentration +11)
3rd (4/day)—Clairaudience/Clairvoyance, Excruciating Deformation (DC 18)
2nd (6/day)—Alter Self, Inflict Pain (DC 17), Levitate
1st (8/day)—Ear-Piercing Scream (DC 16), Hold Portal, Liberating Command (+12), Mind Thrust I (DC 16), Ray of Enfeeblement (DC 16)
0 (at will)—Daze (DC 15), Detect Psychic Significance, Know Direction, Mage Hand, Open/Close, Sift, Telekinetic Projectile
Psychic Discipline Abomination
----- Tactics -----
Before Combat Eleven is cautious and wary--always on the watch for physical or emotional threats--and so prefers to detect danger in order to flee and hide from it before a confrontation begins. She will use her ability to read auras, Detect Thoughts ability, or cast Detect Psychic Significance from a distance to determine if a person is a threat before choosing to reveal herself or flee the encounter.
During Combat If forced into combat, Eleven prefers to stay at a distance from her enemies while harrying them with debilitating spells. Generally, she begins combat by demoralizing her foe followed by Inflict Pain and then attempts to flee. If she is cornered or defending her companions, she will open by manifesting her Dark Half and casting Excruciating Deformation on the most threatening opponent and then attempts to flee with her friends. If escape is not an option, she continues her assault with Ear-Piercing Scream and Mind Thrust.
Morale Eleven prefers to avoid confrontation and will flee at the first opportunity if threatened. If cornered, she will attempt to Bluff or Intimidate her way out of the situation, using violence only as a last resort. However, if her companions are threatened or in danger, she will allow her Dark Half to manifest and fight with cunning ferocity until her companions are safe. She will die to protect her companions.
----- Statistics -----
Str 7, Dex 16, Con 8, Int 10, Wis 14, Cha 20
Base Atk +2; CMB -1; CMD 12
Feats Empath, Skill Focus (Sense Motive), Skill Focus (Use Magic Device), Spirit Sense
Skills Bluff +9, Intimidate +11,Perception +10 (+15 to notice Haunts), Sense Motive +13, Use Magic Device +13, Stealth +8, Survival +3
Traits Grief Filled, Omen
Languages Common
SQ Grief Filled (+2 trait bonus on all saves against emotion spells and effects), Phrenic Amplifications (Defensive Prognostication, Overpowering Mind), Phrenic Pool (7)
Gear Belt of Tumbling, Boots of the Cat, Simple Shirt (attuned +1 armor), Sleeves of Many Garments
----- Special Abilities -----
Dark Half (Su) When Eleven is forced into confrontation, she can enter a state of instinctual cruelty as a swift action. When Eleven manifests her dark half, she increase the DCs of her psychic spells by 1, gains a +2 morale bonus on Will saves, and becomes immune to fear effects. Whenever Eleven cast a spell that deals damage while manifesting her dark half, she can cause one creature that took damage from the spell to also take 2 point of bleed damage. When manifesting her dark half, she can't use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration other than casting spells using psychic magic, using phrenic amplifications, or attempting to return to normal. She can attempt to return to her normal self as a free action, but must succeed at a DC 16 concentration check. If she fails, she continues to manifest her dark half and can't attempt to change back for 1 round. Eleven can manifest her dark half for 10 rounds per day, when these rounds run out, she returns to normal without requiring a concentration check.
Defensive Prognostication (Su) When casting a divination spell, Eleven sees a glimmer of her future. By spending 1 point from her phrenic pool as she casts a divination spell, she gains a +2 insight bonus to AC for a number of rounds equal to the linked spell's level. She can instead spend 2 points to increase the bonus to +4.
Detect Thoughts Once per day, Eleven can use detect thoughts as a spell-like ability. 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.
Empath (Ex) Eleven can use either Perception or Sense Motive when reading an emotion aura with the read aura occult skill unlock. Reading a creature’s emotion aura takes her only a full-round action instead of 10 minutes, and if she succeeds, she also determines whether that creature is currently affected by a fear or mind-affecting effect and the relative strength of that effect (minor,
moderate, strong, as defined in detect magic). She doesn’t learn the source of the effect or the actual effect. She can also use the read aura occult skill unlock to read emotion auras more than once per day by opening her innate mental defenses. For 1 minute after Eleven uses this feat, she take a –4 penalty on saving throws against fear and mind-affecting effects (regardless of whether she succeeded
at the check). During this time, Eleven is also unable to attempt to read emotion auras. Using this feat doesn’t use up her one daily use of the read aura unlock, which Eleven can still use either to read another type of aura or to read an emotion aura without taking the penalty associated with this feat.
Morphic Form (Ex) While manifesting her dark half, Eleven gains DR 5. This damage reduction can be overcome by a random type of damage each time she manifests her dark half, determined by rolling d100 (1-35: bludgeoning; 36-60: cold iron; 61-100: magic).
Omen (Ex) Once per day, Eleven can demoralize an opponent as a swift action.
Overpowering Mind (Ex) Eleven can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.
Spirit Sense (Ex) Eleven has a +5 bonus to notice haunts and has a 75% chance to affect incorporeal creature with a spell or effect that doesn’t deal damage.

Favored Class (Psychic) Bonus placed in skills.

Sources: Bestiary, Player’s Handbook, Occult Adventures, Ultimate Campaign, Ultimate Combat, Ultimate Magic


Eleven CR 9

Spoiler:
XP 6,400
Female young human oracle 11 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 295)
NG Small humanoid (human)
Init +4; Senses darkvision 60 ft., see in darkness; Perception +21

----- Defense -----
AC 23, touch 16, flat-footed 20 (+6 armor, +2 deflection, +3 Dex, +1 natural, +1 size)
hp 69 (11d8+11)
Fort +9, Ref +9, Will +12

----- Offense -----
Speed 30 ft.
Melee darkwood quarterstaff +8/+3 (1d4-2)
Ranged +2 sling +14 (1d3)
Space 5 ft. x 5 ft.; Reach 5 ft.
Oracle Spells Known (CL 11th; concentration +17)
5th (5/day)—lesser astral projection[UM], mass cure light wounds, feeblemind (DC 21), summon monster V, telekinesis
4th (7/day)—black tentacles, cure critical wounds, divine power, holy smite (DC 20), rigor mortis [HA] (DC 20)
3rd (7/day)—cure serious wounds, dispel magic, locate object, magic circle against evil, speak with dead (DC 19), tongues
2nd (8/day)—augury, cure moderate wounds, delay pain[UM] (DC 18), dust of twilight[APG] (DC 18), hold person (DC 18), levitate, minor image (DC 18), oracle's burden[APG] (DC 18), shatter (DC 18)
1st (8/day)—cause fear (DC 17), command (DC 17), cure light wounds, detect evil, doom (DC 17), entropic shield, protection from evil
0 (at will)—bleed (DC 16), detect magic, detect poison, ghost sound (DC 16), guidance, mage hand, read magic, resistance, spark[APG] (DC 16), stabilize, virtue
Mystery Dark tapestry

----- Tactics -----
Before Combat Eleven casts divine power and entropic shield
During Combat Eleven uses telekinesis as often as possible, as well as spells with the fear descriptor, to separate and confuse enemies that are working cooperatively. She focuses her attacks on beings she knows to be evil.

----- Statistics -----
Str 7, Dex 16, Con 12, Int 12, Wis 14, Cha 22
Base Atk +8; CMB +5; CMD 20
Feats Additional Traits, Alertness, Divine Interference[UM], Endurance, Great Fortitude, Spell Penetration, Warrior Priest[UM]
Traits Sensitive Mind (Perception), Vagabond Child (Urban)
Skills Appraise +2, Disguise +16, Escape Artist +4, Heal +11, Intimidate +20, Knowledge (planes) +15, Knowledge (religion) +9, Perception +21, Profession (cook) +8, Sense Motive +16, Spellcraft +13, Stealth +18
Languages Abyssal, Common
SQ oracle's curse (haunted), revelations (brain drain[UM], dweller in darkness[UM], pierce the veil[UM], read the tapestry[UM]), Automatic Bonus Progression
Gear oil of shillelagh, potion of misdirection, potion of water walk x2; Other Gear +2 mithral chain shirt, +2 sling, darkwood quarterstaff, sling bullets (20), handy haversack, air bladder[UE], bedroll, belt pouch, blanket[APG], masterwork tool, mess kit[UE], soap, spell component pouch, travel cake mix[UE], traveler's outfit, waffle iron[UE], waterskin, 424 gp, 7 sp, 9 cp

----- Special Abilities -----
Brain Drain (11d4 damage, 6 rounds, 3/day, DC 21) (Su) Foe in 100 ft makes Will save or takes 1d4/lvl and you make knowledge check w/ their modifier
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Dweller in Darkness (Phantasmal Killer, 1/day) (Sp) Once per day, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Pierce the Veil (Su) Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness.
Read the Tapestry (1/day) (Sp) Once per day, you can spend 10 minutes meditating on the mysteries of the Dark Tapestry to send your mind to another plane and communicate with the strange or alien beings there. This functions as the contact other plane spell.
See in Darkness See perfectly in darkness of any kind, including magical darkness.

Sources Advanced Player's Guide, Horror Adventures, Occult Mysteries, Strange Aeons, Ultimate Equipment, Ultimate Magic

Grand Lodge

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This 12-year-old girl has only a bit of brown stubble for hair. Her large, brown eyes seem to be windows into an endless void. Her dirty and stained clothes mark her as a vagabond or orphan, but her straight poster and proudly uplifted head speak of hidden nobility.

Spoiler:

Eleven CR 9
XP 6,400
Female young human sorcerer 11
CG Small humanoid (human)
Init +2; Senses Perception +10

----- Defense -----
AC 16, touch 15, flat-footed 14 (+2 deflection, +2 Dex, +1 natural, +1 size)
hp 41 (11d6)
Fort +5, Ref +8, Will +13; +4 vs. mind-affecting
Resist mental resistance +4

----- Offense -----
Speed 30 ft.
Melee (M) dagger +4 (1d4/19-20)
Bloodline Spell-Like Abilities (CL 11th; concentration +18)
10/day—psychic strike (1d6+5)
Sorcerer Spells Known (CL 11th; concentration +18)
5th (5/day)—lesser astral projection[UM], dismissal (DC 23), ego whip III[OA] (DC 22), id insinuation IV[OA] (DC 22), intellect fortress II[OA], mind thrust V[OA] (DC 22), psychic crush I[OA] (DC 22), sending
4th (7/day)—boneshatter[AP84] (DC 21), ego whip II[OA] (DC 21), id insinuation III[OA] (DC 21), intellect fortress I[OA], locate creature, mind thrust IV[OA] (DC 21), scrying (DC 21)
3rd (8/day)—accursed glare (DC 20), clairaudience/clairvoyance, ego whip I[OA] (DC 20), force punch[UM] (DC 21), id insinuation II[OA] (DC 20), irriseni mirror sight, mind thrust III[OA] (DC 20)
2nd (8/day)—id insinuation I[OA] (DC 19), levitate, locate object, mind thrust II[OA] (DC 19), pilfering hand[UC], retrieve item, telekinetic volley
1st (8/day)—charm person (DC 18), floating disk, mind thrust I[OA] (DC 18), peacebond[UC] (DC 19), serren's swift girding, unseen servant
0 (at will)—breeze[UM], mage hand, message, open/close (DC 17), prestidigitation, root[UM], scoop[UM], scrivener's chant, touch of fatigue (DC 17)
Bloodline Psychic

----- Tactics ------
Before Combat Eleven attempts to avoid combat, using her natural charm and innocent looks to persuade enemies that she poses no threat to them.
During Combat Eleven uses her psychic spells to hinder her enemies' attacks. If that fails to dissuade her opponents, she will unleash her more powerful abilities to end the combat as swiftly as possible. She is merciless to those who attack her or her friends.
Morale Eleven disengages from combat at the earliest opportunity, but will not abandon her friends.

----- Statistics -----
Str 6, Dex 14, Con 8, Int 12, Wis 12, Cha 25
Base Atk +5; CMB +2; CMD 16
Feats Eschew Materials, Expanded Arcana[APG], Intuitive Spell[OA], Iron Will, Light Armor Proficiency, Logical Spell[OA], Persuasive, Spell Focus (abjuration), Spell Focus (evocation)
Skills Acrobatics +4, Appraise +5, Bluff +13, Climb +0, Diplomacy +14, Intimidate +9, Linguistics +9, Perception +10, Spellcraft +14, Swim +0, Use Magic Device +12
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Elder Thing, Infernal, Mi-go, Protean, Yithian
SQ bloodline arcana: psychic, undercasting prodigy
Combat Gear escape dust[ARG]; Other Gear haramaki[UC], dagger, boots of the cat[UE], sheath of bladestealth[APG], 70 gp

----- Special Abilities -----
Bloodline Arcana: Psychic 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.
Eschew Materials You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Intuitive Spell You can avoid the need for thought components by trusting your instincts.

Benefit: An intuitive spell can be cast with no thought components. Spells without thought components are not affected. An intuitive spell uses up a spell slot 1 leve
Logical Spell You can eschew emotional components by exercising logic.

Benefit: A logical spell can be cast without emotion components. Spells that don’t require emotion components are not affected. A logical spell uses up a spell slot 1 level higher t
Mental Resistance +4 (Ex) +4 save vs. mind-affecting
Psychic Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon.
Psychic Strike (1d6+5, 10/day, DC 22) (Sp) 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.
Spell Focus (Abjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Undercasting Prodigy (Sp) When you gain a new level of spells, replace undercastable bloodline spells with the new best version

Sources: Advanced Player's Guide, Advanced Race Guide, Blood of the Night, Cities of Golarion, Classic Treasures Revisited, Knights of the Inner Sea, Occult Adventures, Pathfinder Adventure Path #84: Pyramid of the Sky Pharaoh, Ranged Tactics Toolbox, Seekers of Secrets, Ultimate Combat, Ultimate Equipment, Ultimate Magic

El has to be able to do everything we see her do in the show, including accessing another plane and banishing extraplanar beings. In keeping with the nature of her powers and the flavor of the show, I went with a psychic power source instead of a magical one. Favored class bonus went into HP.


Spoiler:

Eleven CR 8
XP 4,800
Female Young Human Psychic 10
NG Small Humanoid(human)
Init +4; SensesPerception +14 (+19 to notice Haunts)

----- Defense -----
AC 19, touch 16, flat-footed 16 (+3 Dex, +1 natural, +2 deflection, +1 size, +2 armor)
hp 35 (10d6-10)
Fort +5, Ref +9, Will +14

----- Offense -----
Speed 30 ft.
Melee unarmed strike +3 (1d3-2)
Ranged attuned sling +10 (1d3)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 10; concentration +14)
1/day—Detect Thoughts (DC 19), Telepathic Bond

Psychic Spells Known (CL 10; concentration +14)
5th (3/day)-atonement, synapse overload
4th (5/day)-thoughtsense, telekinesis, mindthrust IV
3rd (6/day)-clairaudience/clairvoyance, ego whip I, telekinetic manuever, synaptic pulse
2nd (7/day)-identify, hold person, mind thrust II, undetectable alignment, shatter
1st (7/day)—acute senses, fumbletongue, hold portal, disguise self, command, color spray
0 (6/day)—detect psychic significance, detect magic, message, mage hand, daze, read magic, grave words, telekinetic projectile, haunted fey aspect
Psychic Discipline Enlightenment

----- Tactics -----
Before Combat Eleven typically avoids violence, but if she is pushed to fight or one of her companions are threatened, she will strike back.
During Combat Eleven doesn't aim to kill her opponent's so much as suppress them with her psychic spells. If her enemies cannot be dissuaded from attacking, she will do what needsto be done to make sure that no harm is brought to her friends.
Morale First and foremost, Eleven will put her companions safety above her own, even if it costs her life. She will however seek to disengage if her companions' hp drops below half.

----- Statistics -----
Str 6, Dex 16, Con 9, Int 18, Wis 16, Cha 12
Base Atk +5; CMB +2 ; CMD 15
Feats Disciplinary Devotee, Empath, Spirit Sense, Logical Spell, Psychic Virtuoso, Psychic Maestro (Psychometry, Read Auras)
Skills Bluff +9, Diplomacy +9, Disguise +6, Intimidate +11, Knowledge (arcana) +17, Knowledge (engineering) +11, Knowledge (planes) +18, Perception +14 (+19 to notice Haunts), Seane Motive +13, Spellcraft +14, Stealth +16, Use Magic Device +8
Traits Carefully Hidden, Ordinary
Languages Common, Aklo, Halfling, Elven, Gnome
SQ Expanded Awareness, Patient Insight, Focused Trance, Phrenic Amplification(Overpowering Mind, Intense Focus, Undercast Surge), Phrenic Pool(8)
GearSleeve of Many Garments, attuned shirt, All tools vest, Mask of Stony Demeanor, Brooch of Shielding, wand of magic missile (50 charges), Bead of Force, ioun torch, feather token(whip), Elixir of Hiding, 175 gp

----- Special Abilities -----
Expanded Awareness (Su) As a move action, Eleven can focus on her senses and gain one of the following sensory abilities: blindsense (10 feet), darkvision (30 feet), low-light vision, or scent. This new sense lasts for 10 rounds. She can use this ability a 3 times per day.
Patient Insight (Ex) When Eleven attempts a Heal, Knowledge, Sense Motive, or Survival check, she can spend 1 point from her phrenic pool to roll the check twice and take the higher result.
Focused Trance (Ex) Eleven can enter a deep meditation, allowing her to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time she can take only move actions and gain +10 bonus to saves against sonic effects and gaze attacks. When she comes out of her trance, she can attempt a single Appraise, Knowledge, or Spellcraft check with a +20 circumstance bonus. She can enter a focused trance a 3 times per day.
Overpowering Mind (Ex) Eleven can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. She can choose to instead spend 4 points to increase the DC by 2. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.
Intense Focus (Ex) Eleven can spend 1 point from her phrenic pool to gain a +2 bonus on any concentration check she attempts as part of casting the linked spell. She can choose to spend 2 points from her phrenic pool to instead gain a +4 bonus.
Undercast Surge (Su) When Eleven undercasts a spell, she can spend points from her phrenic pool to increase the spell's effective level, essentially using up a lower-level spell slot to cast a higher-level version of the spell. This costs 2 points per spell level increased. She can't use this ability to cast a version higher than the version she knows. This amplification can be linked only to spells that can be undercast.
Detect Thoughts (Sp) Eleven 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.
Telepathic Bond (Sp) Eleven 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 she can apply metamagic feats that would increase the spell level to the appropriate level.
Carefully Human Eleven gains a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Ordinary Eleven gains a + 4 trait bonus on Stealth checks whenever she attempts to hide in a crowd.

Sources: Pathfinder Roleplaying Game: Core Rulebook, Pathfinder Roleplaying Game: Occult Adventures, Pathfinder Player Companion: Occult Origins, Pathfinder Roleplaying Game: Ultimate Combat, Pathfinder Roleplaying Game: Ultimate Magic, Pathfinder Roleplaying Game: Unchained Adventures

RPG Superstar Season 9 Top 32

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Taking all bets on how many entries are a re-skinned River Tam.

Grand Lodge

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theheadkase wrote:
Taking all bets on how many entries are a re-skinned River Tam.

River's got a ton of unarmed combat with some precognition and possibly telepathy. No telekinesis or ability to cross over into an alternate dimension.


3 people marked this as a favorite.

Presenting for your enjoyment... Eleven, the wierdo from a Stranger World: Earth

Spoiler:

A strange young girl from another world, with short brown hair, and piercing brown eyes.

Eleven CR 11
XP 12,800
Female young human sorcerer 9/ loremaster 5
NG Small humanoid (human)
Init +9; Senses Perception +13

----- Defense -----
AC 22, touch 17, flat-footed 18 (+3 armor, +4 Dex, +2 deflection, +2 natural, +1 size)
hp 79 (14d6+28)
Fort +13, Ref +13, Will +16; +4 vs. mind-affecting effects
Defensive Abilities mental resistance +4, resistance +5, toughening +2
Weaknesses lassitude

----- Offense -----
Speed 30 ft.
Melee +3 unarmed strike +9 (1d2+2 nonlethal)
Ranged touch +10
Special Attacks psychic strike 10/day (DC 21)
Sorcerer Spells Known (CL 14th; concentration +21)
7th (4/day)—ego whip V (DC 24), mass hold person (DC 24)
6th (6/day)—enemy hammer (DC 23), intellect fortress III, mind thrust VI (DC 23), shadow walk (DC 23)
5th (7/day)—hold monster (DC 22), id insinuation IV (DC 22), sending, telekinesis (DC 22)
4th (7/day)—locate creature, mass daze (DC 21), scrying (DC 21), telekinetic charge
3rd (8/day)—force punch (DC 20), heroism, hold person (DC 20), hostile levitation (DC 20)
2nd (8/day)—daze monster (DC 19), kinetic reverberation (DC 19), knock, levitate, scare (DC 19)
1st (8/day)—anticipate peril, break (DC 18), endure elements, heightened awareness, shield
0 (at will)—bleed (DC 17), daze (DC 17), detect magic, detect poison, mage hand, message, open/close, read magic, resistance
Bloodline psychic

----- Tactics -----
Before Combat Eleven has used weapon attunement on her fists, and armor attunement on her clothes. El uses Empath to read the emotion auras of those she encounters. Whenever she suspects a confrontation she uses stealth to hide, and casts anticipate peril and heightened awareness.
During Combat Eleven prefers to flee from combat whenever possible, but will put herself in danger to protect her friends. When forced into combat she uses her lowest level spells required to avoid a direct conflict, such as hold person or scare, but will use more powerful magic like telekinesis, hold monster, and mass hold person if necessary. Eleven will always risk higher level spells if it means protecting her friends, or on the rare occasion when she loses her temper. She will only resort to outright conflict if flight is not possible, utilizing reached toppling force punch or mind thrust in an attempt to incapacitate her targets or force their retreat. Eleven will only resort to taking life when it is in the direst of circumstances, such as life threatening danger to her friends or herself, with no method of retreat. In such instances she uses a combination of quickened reached force punch to throw her target against a wall or obstacle, and telekinesis to attempt to grapple and pin her foe in place, further casting quickened reached force punch until they are slain.
Base Statistics Without anticipate peril and heightned awareness, her statistics are Init +4; Skills Perception +11, Knowledge (arcana) +24, Knowledge (planes) +28.
Morale Hailing from a world unable to cure her lassitude spellblight, Eleven is reluctant to use her psychic magic for fear of the damage it afflicts upon her body if she loses concentration, and is unable to control her powers. She would do anything to protect her friends from harm, even if it causes her pain or risks her life. If her presence puts them at risk, and they are in no foreseeable danger now or in the near future, she will cast shadow walk to escape through the Upside Down (despite her preference to avoid the place all together).

----- Statistics -----
Str 8, Dex 18, Con 12, Int 15, Wis 13, Cha 24
Base Atk +6; CMB +4; CMD 20
Feats Empath, Endurance, Diehard, Eschew Materials, Point Blank Shot, Precise Shot, Quicken Spell*, Reach Spell, Skill Focus (Knowledge [planes]), Toppling Spell, Toughness
Skills Bluff +20, Intimidate +20, Knowledge (arcana) +26, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, religion) +4, Knowledge (planes) +30, Perception +13, Sense Motive +13, Spellcraft +15, Stealth +18, Survival +2
Traitsdoubt, magical lineage (force punch), orphaned, resilient
Languages Abyssal, Aklo, Common
SQ armor attunement (+2/+2 or +3), bloodline arcana (sorcerer spells and spell-like abilities count as psychic, using thought and emotion components instead of verbal and somatic), lore +2, mental prowess (+4 Cha, +2 Int), physical prowess (+4 Dex, +2 Con), secrets (secret health, secrets of inner strength, the lore of true stamina), undercasting prodigy, weapon attunement (+2/+2 or +3)
Combat Gear trauma pack; Other Gear backpack, battery (5), commset, flashlight, silver mirror (worth 1000 gp, for scrying), "011" tattoo, traveler's outfit, waffles

----- Special Abilities -----
Lassitude (Su) Eleven is afflicted with the lassitude spellblight. Whenever Eleven casts a spell, she must make a concentration check (DC 15 + twice the spell level of the spell being cast). If she fails the check, she takes 1 point of nonlethal damage per spell level (or 1 point of nonlethal damage when casting a 0-level spell). This nonlethal damage cannot be reduced in any way so long as she suffers from lassitude. Lassitude can be cured as though a curse, with a DC 20 caster level by casting lesser restoration, restoration, or any effect that completely removes exhaustion; simply resting has no effect on the spellblight. This debilidating condition adjusts Eleven's CR by -1.

Sources Used: Pathfinder Campaign Setting: Technology Guide, Pathfinder RPG: Advanced Class Guide, Pathfinder RPG: Advanced Player's Guide, Pathfinder RPG: Core Rulebook, Pathfinder RPG: Occult Adventures, Pathfinder RPG: Ultimate Combat, Pathfinder RPG: Ultimate Equipment, Pathfinder RPG: Ultimate Magic


Whew, this took longer than expected. Didn't have Herolabs or anything, so I had to calculate and convert everything by hand. This is my first time doing something like this, hope I didn't mess anything up. Had to compare to a PFS pregen to make sure I did everything right, and I saw some discrepancies between that and the form I was supposed to fill in, so things might not add up 100%. Also, this class has way too many class features. There's some weird abilities in there that don't match up 100%, but I couldn't make everything fit. I'm also terrible with equipment.

My entry:
Eleven CR 8
XP 4,800
Human Occultist 10
NG Small Humanoid (Human)
Init +4; Senses Aura Sight, Darkvision 60 ft, low-light vision, Perception +20

----- Defense -----
AC 18, touch 17 flat-footed 14
hp 78 (10d8+30)
Fort +14, Ref +9, Will +10

----- Offense -----
Speed 30 ft
Melee Unarmed Strike +6 (1d2-2)
Ranged +2 Sling +14 (1d3+0)
Implement Schools
Divination (book, 6 points) Resonant Third Eye; Focus Sudden Insight (+5), Danger Sight(+5), Object Seer, Powerful Connection
Enchantment (necklace, 6 points) – Resonant Glorious Presence (+3, already calculated); Focus Cloud Mind (DC 21), Binding Pattern (DC 21), Obey (DC 21)
Evocation (gloves, 0 points) – Resonant Intense Focus; Focus Energy Ray
Necromancy (doll, 3 points) – Resonant Necromantic Focus; FocusMind Fear (DC 21), Pain Wave (DC 21),
Transmutation (boots, 3 points) – Resonant Physical Enhancement (+2 DEX); Focus Legacy Weapon (+2), Telekinetic Mastery
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 10; concentration +16)
Sudden Insight (Sp) As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before
You roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it's not used by the end of your turn, the insight fades and you gain no benefit.
Danger Sight (Sp) As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit.
Object Seer (Sp) As a full-round action, you can expend 1 point of mental focus to gain insight into an object in your possession. You can ask one question, but that question must be tied in some way to the object, such as the nature of its power, the identity of the creature that last possessed it, or even where the object was when a certain event took place.
You always receive an answer from the psychic impressions imprinted upon the item, but they are sometimes cryptic or misleading.
This ability otherwise functions as commune.
Mind Fear (Sp) As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear.
The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.
Pain Wave (Sp) As a standard action, you can expend 1 point of mental focus to unleash a wave of pain. This wave hits all creatures other than you in a 20-foot-radius burst centered on a point that you designate within 100 feet. All living creatures in this area are wracked with pain, gaining the sickened condition for 1 round per occultist level you possess. Affected creatures can attempt a Will save to reduce the duration to just 1 round. This is a mind-affecting pain effect.
Telekinetic Mastery (Sp) As a standard action, you can expend 1 point of mental focus to grant yourself telekinetic power. This functions as telekinesis, except you don't need to concentrate on the effect to maintain it, and using any one of its effects is a standard action. This effect lasts for 1 round per occultist level you possess.
Binding Pattern (Sp) As a standard action, you can expend 1 point of mental focus to create a binding pattern of psychic energy that causes a living creature to become paralyzed. The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If it fails the save, it is paralyzed for 1 round for every 2 occultist levels you possess. At the end of each of its turns, it can attempt another Will save to end the paralyzed effect and instead be staggered for the remaining duration. This is a mind-affecting compulsion effect.
Obey (Sp) As a standard action, you can issue a command to one living creature by expending 1 point of mental focus.
This functions as command. The target must be within 30 feet and capable of understanding your order. The target can attempt a Will save to negate this effect. If the creature is the same creature type as you, it takes a –2 penalty on this saving throw.
Energy Ray (Sp) As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire).

Occultist Spells (CL 10; concentration +16)
4th (2/day)- Mind Probe, Hold Monster, Sending, Fear, Rusting Grasp
3rd (4/day)- Clairvoyance-Clairaudience, Hold Person, Tiny Hut, Bestow Curse, Fly
2nd (6/day) - Analyze aura, Daze Monster, Sound Burst, Scare, Perceive Cues
1st (7/day) - Psychic Reading, Command, Floating Disk, Cause Fear, Liberating Command
0 (at will)—Detect Psychic Significance, Daze, Mage Hand, Telekinetic Projectile, Touch of Fatigue

----- Tactics -----
Before Combat When Eleven suspects trouble, she casts Mage Armor from a scroll, Perceive Cues to prevent her from getting ambushed, and will activate Telekinetic Mastery ahead of time so she does not need to activate it in combat.
During Combat Eleven does not wish to injure combatants. Instead, she prefers to hold them in place by using her various spells such as Command (Halt), Hold Person, Hold Monster, and other abilities, such as Obey, Cloud Mind and Binding Pattern. She will make use of her Danger Sight and Sudden Insight when necessary, and will help out grappled allies with Liberating Command.
Morale When Eleven gets the feeling she is overwhelmed, she starts to panic and uses damaging spells and abilities such asSound Burst and Pain Wave to keep opponents at bay. When that does not work, she activates Telekinetic Mastery and will attempt bull rushes or violent thrusts.

----- Statistics -----
Str 6, Dex 18, Con 14, Int 22, Wis 10, Cha 8
Base Atk +7; CMB +4; CMD 17
Feats Extra Mental Focus, Toughness, Alertness, Great Fortitude, Extra Focus Power: Binding Pattern, Extra Focus Power: Object Seer
Skills Appraise +19, Disable Device +17, Intimidate +19, Knowledge: Arcana +19, Knowledge: Planes +19, Perception +20, Profession: Test Subject +13, Sense Motive +17, Spellcraft + 19, Use Magic Device +24
Traits Pragmatic Activator, Bruising Intellect
Languages Common, Gnome, Halfling, Elven, Dwarven, Orc, Undercommon
SQ Implements 5, Magic Item Skill, Mental focus (18), Object Reading
Gear Traveler’s Outfit, Mithral Waffle Iron, Handy Haversack, 10x Scrolls of Mage Armor, 10x Potion of Cure Light Wounds, Arcanist’s Kit, Masterwork Sling, 10 sling bullets, Travel Cake Mix, Sleeves of Many Garments, Wig, Ioun Torch, 413.8 gp.

----- Special Abilities -----
Implements (Su) At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist's spell list. No spells from any other school are considered to be on the occultist's spell list until he selects the associated implement school. He can't use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school's list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don't need to be magic items, and non-magical implements don't take up a magic item slot even if they're worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor's familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect.
This act is part of casting the spell and doesn't require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell's level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
Object Reading (Su) At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist's class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist's class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature's appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn't require a skill check and can be used at will.
Shift Focus (Su) At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can't shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added.
Aura Sight (Su) At 5th level, the occultist can read the auras of creatures around him as a standard action. This functions as the aura sight spell with a duration of 1 round.
Magic Circles (Su) At 8th level, an occultist learns how to draw magic circles. To draw a circle, he must have chalk, salt, blood, powdered silver, or some other appropriate substance at hand (although he can press a magic circle into a softer surface such as dirt or clay). Drawing a circle takes 1 minute and requires the occultist to expend 1 point of mental focus (either generic focus or focus from any one of his implements). Once completed, this circle functions as a permanent magic circle against any alignment of the occultist's choosing. The circle can't be against a component of the occultist's alignment (if he is lawful good, for example, it can't be a magic circle against good or law). The circle remains until its form is physically broken (for example, if the lines are smeared or the salt is scattered).Only a living creature can break the circle; environmental effects can't break it. An occultist can have only one circle created in this way at a time. If he creates a second circle, the first one loses all its magic powers. This type of magic circle can't normally be focused inward to bind an outsider.
Outside Contact (Su) At 8th level, the occultist learns the true name of one particular outsider. This outsider can have no more than 3 Hit Dice. Whenever the occultist creates a magic circle, he can expend 1 additional point of mental focus to focus the circle inward and lure that outsider to the circle (similar to using lesser planar binding). The outsider is bound for up to 10 minutes. During this time, the occultist can bargain with the outsider for one piece of information.This requires a payment of at least 20 gp (or items of at least that value that are of interest to the outsider). The bargaining requires the occultist to attempt a Diplomacy or Intimidate check opposed by the outsider's Sense Motive check. Succeeding at the check by 5 or more reduces this cost to 10 gp. Failure increases the price to 30 gp, whereas failure by 5 or more allows the outsider to escape without giving any information (or receiving payment). The information gained can be anything that might be learned through a divination spell. The information is always correct but is frequently cryptic. It typically takes the outsider 1d3 hours to gather the information, at which point it returns of its own accord to deliver the information as promised. The outsider always resents being used in this way, even if the occultist and the outsider share an alignment component. After the occultist bargains with the outsider, the magic circle loses all power and the outsider is sent back to its home plane.
Third Eye (Su) The implement allows its bearer to notice that which can't easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist's level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants low-light vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility.
Powerful Connection (Su) When casting a divination spell (such as scrying) that imposes a penalty on saving throws based on the physical connection you have to the target, you can expend 1 point of mental focus to double the penalty from a possession, garment, or body part. In addition, When casting any other divination spell that allows a saving throw, you can increase the DC of that save by 2 by adding an object, garment, or body part that belonged to the target as a focus component for the spell and expending 1 point of mental focus.
Glorious Presence (Su) The implement invokes the presence of those who have worn it in the past. The implement's wearer gains a +1 competence bonus on all Charisma-based skill checks and ability checks for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
Cloud Mind (Su) As a standard action, you can expend 1 point of mental focus to cloud the mind of one foe within 30 feet. That foe is dazed for 1 round if the number of Hit Dice it possesses is less than or equal to or your occultist level. If it has more Hit Dice than your occultist level, it is staggered for 1 round instead. The foe can attempt a Will saving throw to negate the effect. Whether or not it succeeds at the save, the target is then immune to this effect for 1 day. This is a mind-affecting effect.
Intense Focus (Su) The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels you possess.
Necromantic Focus (Su) The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead for every point of mental focus invested in the item (to a maximum number of Hit Dice equal to 4 × your occultist level). Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell he casts to create undead. If he does so, he can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable).
Undead creatures take a –1 penalty on saving throws against spells cast by the bearer of this implement for every 4 points of mental focus invested in this implement.
Physical Enhancement (Su) The implement enhances its bearer's body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
Legacy Weapon (Su) As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5.
You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

Sources: Ultimate Campaign, Core Rulebook, Occult Adventures, Pathfinder Unchained, Ultimate Equipment, Advanced Class Guide, Advanced Player’s Guide, Adventurer’s Armory.

Silver Crusade RPG Superstar 2014 Top 16

Theron Pearroc wrote:

Presenting for your enjoyment... Eleven, the wierdo from a Stranger World: Earth

** spoiler omitted **...

So far, this one is the clear winner to me. Adding the lassitude spellblight is bloody genius :-D


Unfortunately never lassitude spell blight (no way to realistically knock yourself out or heal) or burn (no way to knock yourself out without other damage) work for her power related fatigue. That's by far the hardest thing to emulate with Pathfinder, all the powers can be done very closely with spells, although no one has actually covered all of them, probably because they're afraid of Gate and everything else it would imply or require. I think I know a way to split the baby on that, though, so maybe I'll try.


Plausible Pseudonym wrote:
Unfortunately never lassitude spell blight (no way to realistically knock yourself out or heal) or burn (no way to knock yourself out without other damage) work for her power related fatigue. That's by far the hardest thing to emulate with Pathfinder, all the powers can be done very closely with spells, although no one has actually covered all of them, probably because they're afraid of Gate and everything else it would imply or require. I think I know a way to split the baby on that, though, so maybe I'll try.

Actually, once you take nonlethal damage in excess of your current hit points you fall unconscious. Also, you can still recover damage as normal with the lassitude spellblight, you just cannot remove the spellblight without the lesser restoration (or similar effect) and caster level check.

I would suggest the lassitude spellblight to anyone making Eleven, because it seems to fit so darn well. ; )


Right, but Eleven goes unconscious without taking other damage, so she has to be suffering nonlethal greater than her normal HP. Not really feasible unless she's low level with a 6 Con.

"This nonlethal damage cannot be reduced in any way so long as the spellcaster suffers from lassitude." So the spell blight doesn't allow her to wake up from normal healing of nonlethal. She needs outside magic that doesn't exist.


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Plausible Pseudonym wrote:

Right, but Eleven goes unconscious without taking other damage, so she has to be suffering nonlethal greater than her normal HP. Not really feasible unless she's low level with a 6 Con.

"This nonlethal damage cannot be reduced in any way so long as the spellcaster suffers from lassitude." So the spell blight doesn't allow her to wake up from normal healing of nonlethal. She needs outside magic that doesn't exist.

I think there is come confusion here with reducing damage vs. healing damage. The wording is intended for creatures with DR, as in a reduction of damage with DR 5/ Cold Iron as an example, not the healing of damage. By resting for 8 hours, you would still recover the nonlethal damage as normal, you just won't recover from the lassitude spellblight (because it's a curse).

As for the falling unconscious bit, you can fall unconscious purely through nonlethal damage, if you take enough to exceed your current hit points.

Hopefully this clears up the rules lingo for everyone. ; )


I disagree, I think recover meant heal in that instance. But that's a rules question for another forum.


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Eleven is a young girl with psychokinetic powers that has been held captive in a lab where she has been trained to be nothing more than a weapon. At one point, she was instructed to make contact with an extraplanar monster but it was able to follow her back to the material plane and attack the facility. In the ensuing chaos, she managed to escape. She has no equipment, knowledge of the world, or social skills, but has a unique power that the government is desperate to reclaim.

Eleven:

Eleven CR 6
XP 2,400
Female young telekineticist 8
NG Small humanoid (human)
Init +9; Senses Perception +14

----- Defense -----
AC 19, touch 17, flat-footed 13 (+1 armor, +1 deflection, +5 Dex, +1 natural, +1 size)
hp 71 (8d8+32)
Fort +11, Ref +13, Will +7

----- Offense -----
Speed 30 ft.
Ranged telekinetic blast +13 (4d6+8)
Special Attacks metakinesis (empower)
Kineticist Wild Talents Known
Defense—force ward
Infusions—bowling infusion, extended range, foe throw (DC 17), pushing infusion
Kinetic Blasts—aetheric boost, force blast (4d6+2), telekinetic blast (4d6+8)
Utility—basic telekinesis, greater skilled kineticist, skilled kineticist, telekinetic finesse, telekinetic haul, telekinetic maneuvers

Spell-Like Abilities (CL 8th; concentration +8)
3/day—message

----- Tactics -----
Before Combat Eleven uses astral projection to gather information and casts message while she scries. Note that this allows people near her to hear the remote conversation. She uses telekinetic finesse to help people out without drawing attention to herself. She dislikes hurting others, fleeing and hiding when threatened, fighting only when cornered or her friends are in danger.
During Combat Eleven goes all-out to end the fight quickly, empowering every attack and liberally using bowling and foe throw infusions. She uses force blasts against opponents with high armor or DR.
Morale Eleven fights to the death, or at least unconsciousness.

----- Statistics -----
Str 4, Dex 21, Con 17, Int 11, Wis 16, Cha 7
Base Atk +6; CMB +2; CMD 18
Feats Extra Wild Talent, Improved Initiative, Psychic Sensitivity, Psychic Adept, Skill Focus (Knowledge [planes])
Skills Knowledge (Engineering) +15, Knowledge (Planes) +18, Perception +14, Sleight of Hand +20, Stealth +20
Languages Common
SQ automatic bonus progression, burn (2 points/round, maximum 6), elemental overflow +2, expanded element (aether), gather power, infusion specialization 2, internal buffer 1
Gear hospital gown

----- Special Abilities -----
Astral Projection (Su) Eleven has a unique occult skill unlock that uses Knowledge (planes) to view remote locations (detailed below).

Astral Projection:

Astral Projection (Knowledge [planes])
You can enter a trance and project your senses through the astral plane to distant locations.
Check: You can use astral projection once per day. After 1 hour of mental exploration, you attempt a DC 20 Knowledge (planes) check to see if your senses managed to reach your intended destination. If successful, this functions as clairaudience-clairvoyance. If you are on the material, ethereal, or shadow plane, you can target a location within range on another of these planes by increasing the DC to 25. If you have 7 or more ranks in Knowledge (planes), you can create the effect of scrying instead by increasing the DC to 25 + the target's Will save modifier against scrying (including situational modifiers). This is in place of the spell's saving throw.
Action: Astral projection requires 1 hour of uninterrupted meditation.
Try Again: Yes. You can try to observe the same target more than once, but only once per day.
Special: Specially crafted items purchased for the exclusive use of this skill (such as a sensory deprivation tank) grant a +2 circumstance bonus on Knowledge (planes) checks to perform astral projection.

Sources: Core Rule Book, Occult Adventures


Eleven - CR9:

Eleven CR 9
XP 6,400
Young female human sorcerer 7, psychokineticist [HA] 4
NG Small Humanoid (Human)
Init +8; Senses Perception +15

----- Defense -----
AC 19, touch 16, flat-footed 16 (+2 armor, +3 Dex, +1 size, +1 natural armor, +2 deflection)
hp 58 (7d6+4d8+11)
Fort +9, Ref +12, Will +12; +2 vs. mind-affecting, +1 vs. divination spells and spell-like abilities

----- Offense -----
Speed 20 ft.
Melee +2 attuned dagger +6/+1 (1d3/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks mental overflow +1, kinetic blast
Bloodline Spell-Like Abilities (CL 7; concentration +13)
8/day— psychic strike (DC 18, 1d6+3)

Sorcerer Spells Known (CL 7; concentration +13)
3rd (5/day)—detect mindscape [OA], ego whip I (DC 18) [OA], force punch (DC 18) [UM]
2nd(7/day)—boneshaker (DC 17) [HA], detect thoughts (DC 18), id insinuation I (DC 17) [OA], invisibility
1st (8/day)—cause fear (DC 16), ear-piercing scream (DC 16) [UM], expeditious retreat, heightened awareness [ACG], lock gaze (DC 16) [UC], mind thrust I (DC 17) [OA]
0 (at will)—bleed (DC 15), daze (DC 15), ghost sound (DC 15), message, prestidigitation, resistance, sotto voce (DC 15) [FG]
Bloodline Psychic [OA]

Kineticist Wild Talents Known
Defense—force ward (4 points)
Infusions—kinetic blade, pushing infusion
Kinetic Blasts— telekinetic blast +10 (2d6+5)
Utility—basic telekinesis, kinetic cover, telekinetic haul

----- Tactics -----
Before Combat Eleven prefers to use her innocent appearance and diplomacy to avoid combat. She even chooses to suppress her sleeves of many garments from always appearing clean to appear harmless. If she is alone, she will try to slip away using her stealth or cast invisibility. If she has friends with her, she will stay and fight.
During Combat Eleven resorts to trying to scare or push her opponents away using spells such as cause fear, or her telekinetic powers. Only when the opponent doesn’t back down will she start to use damaging spells or abilities starting with the ones that cause the least damage. If her friends are in immediate danger, her emotions get the best of her and she will not hesitate to kill the attackers.
Morale If alone, Eleven will use expeditious retreat, invisibility and her dust of tracelessness to get away from a fight as soon as she is able. She will not hesitate to fight to the death if her friends are in danger.

----- Statistics -----
Str 7, Dex 17, Con 10, Int 12, Wis 17, Cha 20
Base Atk +6; CMB +3; CMD 16
Feats Alertness, Empath [OA], Eschew Materials, Fearsome Spell [OA], Improved Initiative, Lucid Dreamer [OA], Psychic Sensitivity [OA], Spell Focus (Divination), Toughness, Weapon Focus (telekinetic blast)
Skills Diplomacy +7, Escape Artist +6, Intimidate +19, Knowledge (Arcana) +7, Knowledge (Planes) +4, Perception +15, Sense Motive +15, Spellcraft +9, Stealth +21
Traits Arcane temper [UC], Alert [PotS]
Languages Common, Abyssal
SQ mental burn (1 point/round, maximum 3), gather power
Combat Gear dust of tracelessness, greater talisman (beneficial winds) [OA], potion of cure light wounds; Other Gear backpack, belt pouch, feather step slippers [UE], heavyload belt [UE], mwk dagger (attuned), divination runeward tattoo (of 011) [MM], sleeves of many garments (attuned) [UE], 4 days trail rations (waffles), waterskin, 67 gp

----- Special Abilities -----
Alert (Ex) Once per day as a free action, Eleven can take 10 on her initiative check.

Basic Telekinesis (Sp) This ability is similar to mage hand, except Eleven can move an object (even magical objects) that weights up to 10 pounds. Additionally, she can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. She can dip the container to pick up or drop a liquid as a move action. She can also use basic telekinesis to duplicate the effects of the open/close cantrip.

Emotional Intensity (Ex) Eleven uses her Wisdom modifier instead of her Constitution modifier to determine damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, her bonus on concentration checks for wild talents, and other Constitution-based effects of all her wild talents. She can’t use any of her wild talents whenever she would be unable to use a spell with an emotion component, and if she ever gains immunity to charm, compulsion, emotion effects (even if such immunity extends only to a subcategory of these effects like fear effects or compulsion effects from creatures of certain alignments), she loses all her kineticist abilities. This includes effects that she previously activated that normally last until the next time her mind burn is removed, though she still keeps all the penalties from mind burn. Eleven can always choose to ignore such immunities when she would normally gain them, but once she decides whether or not to ignore an immunity, the choice can’t be changed.

Force Ward (Su) Eleven constantly surrounds herself with a ward of force, gaining 4 temporary hit points. These temporary hit points are lost first, even before other temporary hit points. If an attack deals less damage than temporary hit points she still has from force ward, it reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of mind burn as a standard action, Eleven can increase the maximum number of temporary hit points provided by force ward by 2 until the next time her mind burn is removed. If she uses this ability multiple times, the increases stack. For every 2 points of mind burn she accepts in this way, her force ward’s rate of regeneration increases by 1 hit point per minute. Whenever she accepts mind burn while using an aether wild talent, she siphons some of the energy from the aether flowing through her and her force ward recovers a number of temporary hit points equal to 4, up to its current maximum. Eleven can dismiss or restore her force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive.

Gather Power (Su) If she has both hands free, Eleven can gather power as a move action. This creates a loud, visible display in a 20-foot radius centered on Eleven, and it allows her to reduce the mind burn cost of her blast wild talent by 1 point (as long as she uses the talent in the same round). If she gathers power for a full round, she can reduce the cost by 2 points (minimum 0). If she does this, she can also gather power as a move action during her next turn to reduce the cost by 3. If Eleven takes damage during or after gathering power but before she releases her infused blast, she must succeed at a concentration check or lose the gathered energy. The DC is equal to 11 + the amount of damage Eleven took. If she fails this check, Eleven must accept the number of mind burn points she was trying to reduce.

Kinetic Blade (Su) Eleven can transfer pure energy into any object held in her hand (this object does not prevent her from using gather power). She can use this once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with this object. This does not provoke attacks of opportunity. The kinetic blade deals Eleven’s kinetic blast damage on each hit and then disappears at the end of her turn. If used with a magic weapon, the attack does not use the magic weapon’s bonuses or effects and simply deals the telekinetic blast damage. The kinetic blade doesn’t add the damage bonus from mental overflow.

Kinetic Cover (Sp) As a standard action, Eleven can select one face of a square within 30 feet of her and move telekinetic force to block that face, providing total cover from that direction. This face must be supported by ground and cannot support more than 5 pounds of weight. Telekinetic force is translucent. The cover has hardness 0, AC 5, and 8 hit points. Eleven can have up to 5 covers in existence.
Mental Overflow (Ex) Eleven’s telekinetic force sends strange elemental humors and planar echoes through her brain when she accepts mind burn. She receives a +1 bonus on her attack rolls, and a +2 bonus on damage rolls with kinetic blasts.

Mind Burn (Ex) Eleven’s mind strains when she overtaxes herself. She takes a -2 penalty on Will saves, Wisdom checks, and Wisdom-based skill checks for each point of mind burn she has accepted. She can accept 1 mind burn per round for a maximum of 3 points of mind burn total. These penalties can’t be healed by any means other than getting a full night’s rest. This manifests as nosebleeds.

Pushing Infusion (Su) The momentum of Eleven’s kinetic blast knocks foes back. She can attempt a bull rush combat maneuver check against each target damaged by her infused blast, using her Wisdom modifier instead of her Strength modifier to determine her bonus. This infusion can push a foe back by a maximum of 5 feet. Eleven can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted.

Psychic Strike (Sp) Eleven can overwhelm the minds of those nearby. She can target one creature within 30 feet that she can see; that creature must succeed at a Will saving throw DC 18 or take 1d6+3 points of damage and become shaken for 1 round. She can use this ability 8 times a day.

Telekinetic Blast (Sp) Eleven can throw a nearby unattended object up to 20 pounds at a single foe no more than 30 feet away as a ranged attack. If the attack hits, the target and the thrown object each take the blast’s damage (2d6+5 points damage). Eleven can also choose to deal damage to both the object and the target as if she had thrown the object herself. Eleven substitutes her Wisdom modifier for her Strength modifier if throwing the object would have added her Strength modifier on the damage roll, and she does not take a -4 penalty for throwing objects that weren’t designed to be thrown. She can use the object’s special effects (including effects from its materials), and if the object is a weapon, she must be proficient with it and able to wield it in one hand; otherwise the item deals damage as a one-handed improvised weapon for a small creature.

Telekinetic Haul (Sp) When using basic telekinesis, Eleven can move an object that weights up to 400 pounds. When using her telekinetic blast, she can throw an object weighting up to 400 pounds, but this doesn’t increase the damage. If she accepts 1 point of burn, the maximum weight increases to 4,000 pounds and the duration increases to 4 minutes.

Sources: Core Rulebook, Faction Guide [FG], Horror Adventures [HA], Magical Market Place [MM], Occult Adventures [OA], People of the Stars [PotS], Ultimate Campaign [UC] and Ultimate Equipment [UE], Ultimate Magic [UM]

Favored class (sorcerer) bonuses went to hit points.

Based on a story told by the direction of Stranger Things on an interview, I was tempted to give Eleven glitterdust. One day, the actress of Eleven showed up on set covered head to toe in glitter, saying she had no idea how it happened. The director said they scrambled to get her cleaned up since "Eleven doesn't sparkle", though they did laugh about it afterward.

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Eleven, or “El” was born Jane Ives. She was abducted at birth and raised by Doctor Losandro within the walls of the Briarstone Asylum. Doctor Losandro referred to the young child as “Eleven,” after the patient’s room number. At an early age, Eleven began to exhibit powerful psychic abilities. These powers were to be exploited, as the asylum staff believed they could train and focus Eleven’s powers to manipulate and potentially cure other patients. Eleven was subjected to various experiments to increase her psychic abilities until the fateful day she was placed into a special sensory deprivation tank. This tank was designed to amplify Eleven’s powers and she was instructed to look into the mind of another disturbed patient, Ulver Zandalus. That night, Eleven breached the bounds of the Material Plane and released something from a shadowy dream world. This dark creature is somehow a part of El, yet its bond to her was broken in an instant. The creature has now journeyed to the Material Plane through the very rift Eleven created to hunt for blood.

Eleven:
Eleven, born Jane Ives, also known as El CR 3
XP 800
Female young human telekineticist 2/psychic 1/summoner (unchained) 2 (Pathfinder RPG Bestiary 295, Pathfinder RPG Occult Adventures 10, 60, Pathfinder Unchained 25)
N Small humanoid (human)
Init +2; Senses Perception +7

----- Defense -----
AC 15, touch 15, flat-footed 13 (+1 deflection, +2 Dex, +1 enhancement, +1 size)
hp 30 (5 HD; 1d6+4d8+7)
Fort +5, Ref +6, Will +6; +2 trait bonus vs. fear
Weaknesses lassitude

----- Offense -----
Speed 30 ft.
Melee dagger (M) +0 (1d4–1)
Ranged telekinetic blast +5 (1d6+2)
Special Attacks kinetic blast, painful reminder (1d6, 5/day), phrenic amplification (mindtouch OA), phrenic pool (2 points)
Summoner (Unchained) Spell-Like Abilities (CL 2nd; concentration +4)
5/day—summon monster I
Psychic Spells Known (CL 1st; concentration +3)
1st (4/day)—detect thoughts (DC 13), mind thrust I (OA) (DC 13), persuasive goad (UM) (DC 13)
0 (at will)—bleed (DC 12), detect psychic significance (OA), know direction, telekinetic projectile (OA)
Psychic Discipline Pain
Summoner (Unchained) Spells Known (CL 2nd; concentration +4)
1st (3/day)—mage armor, protection from evil, ventriloquism (DC 13)
0 (at will)—mage hand, mending, message[/i], open/close (DC 12), resistance
Kineticist Wild Talents Known
Defense—force ward
Infusions—pushing infusion
Blasts—telekinetic blast (1d6+2)
Utility—basic telekinesis, kinetic healer

----- Tactics -----
Before Combat Eleven prefers avoiding fights, instead staying out of sight and fleeing if confronted. If cornered, she tries to use telekinetic blast powers on her enemies. If she has time to prepare for an encounter, she will cast mage armor and protection from evil.
During Combat If cornered into combat, Eleven uses basic telekinesis to impede enemies and gain cover when possible. She then attacks with her telekinetic blast and mind thrust.
Morale Eleven attempts to resolve confrontations by fleeing, but if she is cornered or her friends are in danger, she will fight to the death.

----- Statistics -----
Str 7, Dex 14, Con 13, Int 14, Wis 10, Cha 14
Base Atk +2; CMB –1; CMD 12
Feats Empath (OA), Eschew Materials, Planar Sensitivity, Psychic Defender (OA)
Skills Bluff +6, Disguise +3, Heal +4, Intimidate +6, Knowledge (arcana) +7, Knowledge (planes) +9, Perception +7, Sense Motive +5, Spellcraft +10, Stealth +12, Survival +5
Traits courageous, focused mind
Languages Abyssal, Common, Infernal
SQ bond senses (2 rounds/day), burn (1 point/round, max 4), eidolon (unchained), gatefinder (perception), gatekeeper (knowledge [planes]), gather power, power from pain (maximum 0)
Combat Gear potion of cure moderate wounds, potion of heroism, potion of invisibility; Other Gear dagger, backpack, bedroll, belt pouch, disguise kit, Eggo waffles, flint and steel, prismatic crystal (OA), [location] sensory deprivation tank (acts as a crystal ball with clairaudience/clairvoyance), (torch (10), trail rations (5), waterskin, 288 gp

----- Special Abilities -----
Bond Senses (2 rounds/day) (Su) As a standard action, El can share senses with the demogorgon while on same plane.
Burn 1/round (5 nonlethal/burn, 4/day) Burn HP to gain greater effects on El’s wild talents.
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatible with Elevens.
Gatekeeper (Knowledge [Planes]) Once El is aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2.
Kinetic Blast (Sp) El can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) El can heal others equal to her blast damage.
Lassitude (Su) Whenever a spellcaster with this spellblight casts a spell, she must make a concentration check (DC 15 + twice the spell level of the spell being cast). If she fails the check, the spellcaster takes 1 point of nonlethal damage per spell level (or 1 point of nonlethal damage when casting a 0-level spell or 1 point per 2 caster levels if using a spell-like ability). This nonlethal damage cannot be reduced in any way so long as the spellcaster suffers from lassitude. Lassitude can be cured by lesser restoration, restoration, or any effect that completely removes exhaustion. Simply resting has no effect. Creatures immune to nonlethal damage are immune to this spellblight. This debilitating condition adjusts Eleven's CR by –1.
Mindtouch (Su) 1 pool: El can detect surface thoughts of spell target (as the 3rd-round effect of detect thoughts).
Painful Reminder 1d6 (5/day) (Su) Swift action: deal nonlethal damage to enemy that El has damaged with spell on previous or this turn.
Phrenic Pool (2/day) (Su) Pool of points El can use to modify psychic spells as they're cast.
Planar Sensitivity Gain access to gatefinder and gatekeeper skill unlocks.
Power From Pain (Su) El can regain 1 pool when painful reminder does at least 5 damage.
Psychic Defender El is adept at defending herself during psychic duels.
Pushing Infusion Eleven’s kinetic blasts makes Bull Rush CMB using Con.
Summon Monster I (5/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Telekinetic Blast (Sp) Eleven can throw a nearby unattended object at a single foe as a ranged attack. If the attack hits, the target and the thrown object each take 1d6+2. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals the blast damage. Alternatively, she can loosen the strands of aether in order to deal damage to both the target as though she had thrown the object herself (instead of dealing her normal blast damage).

Sources: Bestiary, Bestiary 3, Core Rulebook, Horror Adventures, Occult Adventures, Pathfinder Unchained, Ultimate Magic.

The demogorgon exists as an unfettered eidolon, but without its link to its summoner, it is perpetually driven to bond with another life-form. It attempts this by hunting, feeding upon, and occasionally dragging its prey back to the shadow world.

Unfettered Eidolon:
Unfettered Eidolon, aka “The demogorgon” CR 5
XP 1,600
Shadowbound biped unfettered eidolon (Pathfinder RPG Bestiary 3 110, Pathfinder RPG Horror
Adventures 250)
CE Medium outsider (extraplanar)
Init +6; Senses darkvision 120 ft.; Perception +8

----- Defense -----
AC 17, touch 13, flat-footed 15 (+1 deflection, +2 Dex, +4 natural)
hp 45 (5d10+15)
Fort +7, Ref +3, Will +4
Defensive Abilities improved evasion; Immune morale bonuses
Weaknesses light blindness

----- Offense -----
Speed 30 ft.
Melee bite +12 (1d6+7), 2 claws +12 (1d4+7), gore +12 (1d6+7)
Special Attacks regretful gaze

----- Statistics -----
Str 2, Dex 15, Con 16, Int 7, Wis 10, Cha 12
Base Atk +5; CMB +12; CMD 25 (29 vs. trip)
Feats Blood Feast, Improved Initiative, Power Attack
Skills Climb +8, Intimidate +6, Perception +8, Sense Motive +5, Stealth +10, Survival +2
Languages Common
SQ profane vengeance

----- Special Abilities -----
Blood Feast The demogorgon gains morale bonuses after biting living creatures.
Immunity to Morale Bonuses The demogorgon is immune to morale bonuses.
Profane Vengeance (Ex) When the demogorgon takes 3 dam/HD in 1 attack, it gains +2 to all rolls for 1 round.
Regretful Gaze (30 feet, DC 13) (Su) Foe is shaken for 1 round (Will neg).

Sovereign Court

Plausible Pseudonym wrote:
I disagree, I think recover meant heal in that instance. But that's a rules question for another forum.

The word 'recover' is not in the lassitude description, 'reduce' is.


GeraintElberion wrote:
Plausible Pseudonym wrote:
I disagree, I think recover meant heal in that instance. But that's a rules question for another forum.
The word 'recover' is not in the lassitude description, 'reduce' is.

Right.

Quote:

Lassitude: Whenever a spellcaster with this spellblight casts a spell, she must make a concentration check (DC 15 + twice the spell level of the spell being cast). If she fails the check, the spellcaster takes 1 point of nonlethal damage per spell level (or 1 point of nonlethal damage when casting a 0-level spell or 1 point per 2 caster levels if using a spell-like ability). This nonlethal damage cannot be reduced in any way so long as the spellcaster suffers from lassitude.

Lassitude can be cured by lesser restoration, restoration, or any effect that completely removes exhaustion. Simply resting has no effect. Creatures immune to nonlethal damage are immune to this spellblight.

The bold is why "reduced" is a synonym for "healed" and not damage reduction. Once you're rid of the spellblight you're not going to take any additional nonlethal damage, so reduction of incoming damage would be pointless. But as long as you have the lassitude you have a running total of nonlethal damage that goes up every time you cast a spell. You can't "reduce" (heal) that nonlethal damage total until you cure the spellblight.

So it doesn't work as an accurate approximation of Eleven's condition. Nothing in Pathfinder really does, the HP/recovery/unconsciousness interrelation mechanisms of nonlethal damage don't scale to the options available.

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