Fighter

Amila Mwambua's page

27 posts. Alias of Nomadical.


Full Name

Amila Mwambua

Race

HP 15 / 15 | AC 16 | F +4 R +7 W +8 | Perc +8 (Darkvision & Low-light vision)

Classes/Levels

Focus Pool 2 / 2 | Spells Rank I 1 / 1

Gender

Female Elf (dhampir) Psychic 1

Size

M

Age

You don't ask a lady her age - because she's not exactly sure :)

Languages

Common (Tien), Elven, Celestial, Draconic, Kitsune, Sylvan

Occupation

Tea gardener

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

About Amila Mwambua

TAGLINE:
HP 15 / 15 | AC 16 | F +4 R +7 W +8 | Perc +8 (Darkvision & Low-light vision)

Focus Pool 2 / 2 | Spells Rank I 1 / 1

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Female Elf Dhampir Psychic 1
Traits: Elf, Humanoid, Dhampir
Perception +5 (T); Low-light vision, Darkvision
Initiative: Perception +5
Default Exploration Mode = Detect magic (see special rules in Spells below)

Str 10 (+0), Dex 14 (+2), Con 10 (-0), Int 18 (+4), Wis 14 (+2), Cha 12 (1)
Languages: Common (Tien), Elven, Celestial, Draconic, Kitsune, Sylvan

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Defense

Unarmored (T) AC 15

Fort +3 T
Ref +5 T
Will +7 E

HP 12

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Offense
Speed: 30

Spell Attack +7

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Spells
Occult DC 17

Cantrips
Chill Touch ◆◆
Daze ◆◆
Telekinetic Projectile ◆◆
Glimpse Weakness ◆

Focus Pool Max = 2
Amp-able Focus Cantrips
Detect Magic ◆◆
When you cast detect magic, you're aware of any creature in the emanation affected by a spell or carrying a magic item, and you determine the main location of magic within any magical hazard in the emanation (with the normal restrictions on detecting illusions). This typically manifests as an alteration to your vision, such as seeing a soft aura around the creature or hazard. Sensing these phenomena doesn't make it clear which spell is on a creature, nor which of its items are magical.
Also see Oddity Identification below for further effects.

Amped:
Your pulse of detection magic helps you gain a sense of nearby magic's strengths or weaknesses. When you detect the presence of magic on an enemy or hazard, you gain a +1 status bonus to saves against magic originating from that enemy or hazard for 3 rounds. If you find magic from multiple sources with a single casting of detect magic, you get the bonus against all of them.

Guidance ◆ or ↺
The range of guidance increases to 120 feet.
Amped:
You can project a flash of insight to your ally in the nick of time to save them from failure. Amped guidance doesn't cause a creature to become temporarily immune to guidance, and a creature can be targeted by amped guidance even if it is temporarily immune to guidance.

You can cast an amped guidance spell as a reaction triggered when your ally fails or critically fails an attack roll, Perception check, saving throw, or skill check, and the bonus from guidance would change the failure to a success or the critical failure to a normal failure. The bonus from guidance applies retroactively to their check.

Spells
Rank 1
Soothe ◆
True Strike ◆

Primal DC 14
ignition (Remastered) ◆◆ [Attack, Cantrip, Concentrate, Fire, Manipulate], arcane, primal
Range: 30 feet Target: 1 creature
You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target’s AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell’s damage dice to d6s.
++ Critical Success: The target takes double damage and 1d4 persistent fire damage.
+ Success: The target takes full damage.

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Class Features and Class Feats

Conscious Mind (Infinite Eye):
Granted Spells: You automatically add the spells listed here to your spell repertoire, in addition to those you gain through psychic spellcasting. At 1st level, you gain a 1st-level spell, and you learn the other spells on the list as soon as you gain the ability to cast psychic spells of that level, learning the 2nd-level spell at 3rd level, the 3rd-level spell at 5th level, and so on.
1st: true strike; 2nd: augury; 3rd: organsight; 4th: clairvoyance; 5th: prying eye; 6th: true seeing; 7th: true target; 8th: unrelenting observation; 9th: foresight

Standard Psi Cantrips: These are two common cantrips you automatically gain at 1st level. While these are the same cantrips used by other spellcasters, you cast them as psi cantrips, enabling you to amp them for greater effect. Your mastery of psychic magic also grants you a passive benefit that applies every time you cast these cantrips, even when you haven't amped them. These benefits apply only with cantrips you gain from your conscious mind; you would cast a cantrip you gained with your psychic spellcasting class feature, for example, as normal even if it appears in a different conscious mind: detect magic and guidance

Unique Psi Cantrips: These psi cantrips are unique to your conscious mind. You automatically gain the surface psi cantrip at 1st level, automatically gain the deeper psi cantrip at 6th level, and automatically gain the deepest psi cantrip at 10th level.
Unique Psi Cantrips surface: glimpse weakness; deeper: omnidirectional scan; deepest: foresee the path

Subconcious Mind (Gathered Lore):
Many psychics are self-taught, frantically improvising how to best control their abilities before their power overwhelms them. Not you. Tutored by a mentor or classically trained at a facility for psychic development, you've learned techniques and teachings for best harnessing the mind, cataloging each expression of psychic power with a specific teaching, anecdote, or phrase.

Your thought components are mantras you associate with a given spell, which you mentally repeat as you cast. You might silently utter a teaching of resilience as you spin force into a barrier or hear the first three notes of a traveling song as you slip through space. Mantra components often produce runes or symbols from your learnings that are unique to each spell you cast, causing your spell manifestations to resemble those of conventional spellcasters to a much greater degree than those of other psychics.

Key Ability: Your key ability score is Intelligence.

Psyche Action: Recall the Teachings ◆ [Divination, Occult, Psyche, Psychic]

The heightened power of your psyche lets you recall every lesson you've ever learned. You search your mind for the right teaching, which at first seems cryptic but comes into clarity when it's most relevant. Until the start of your next turn, you count as having prepared to Aid all allies within 30 feet of you. If you use the Aid reaction to help one of them during that time, you roll an Occultism check for Aid as you recall a lesson to help them. Most lessons take the form of short axioms, parables, or sayings, meaning that conveying them to your ally usually grants your Aid reaction the auditory and linguistic traits.

Unleash Psyche ◇
Trigger: Your turn begins.
Requirements: You're in an encounter, you Cast a Spell on your previous turn, and you aren't stupefied.

You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can't voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur:

> You're constantly surrounded by the visual manifestation of your psychic magic. (Sparkling motes of light around her head.)
> When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell's level. This applies only to spells that don't have a duration and that you cast using psychic spellcasting.
> You can use actions that have the Psyche trait.

After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can't use Unleash Psyche again for 2 rounds, and you're stupefied 1 for 2 rounds.

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Skills
Acrobatics +5 T
Arcana +7 T
Athletics +0 U
Crafting +7 T
Medicine +5 T
Religion +5 T
Occultism +7 T (+2 circumstance*)
Society +7 T
Survival +5 T

Art Lore +7 T (Background)
Willowshore Lore +7 T (Background)

Skill Feats:

Oddity Identification: (Remastered) When you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM’s discretion, similar effects can also fall into these categories. *When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus.

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General Feats, Ancestry Feats, and Misc Abilities

Dhampir You are the scion of a vampire, half living and half undead, gifted with uncanny charm and grace, a bloodless pallor, and elongated incisors. You gain the dhampir trait, in addition to the traits from your ancestry. You have the negative healing ability, which means you are harmed by positive damage and healed by negative effects as if you were undead. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from dhampir feats and feats from your ancestry whenever you gain an ancestry feat.

Low light vision: You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Background: Folklore Enthusiast: You’re trained in the Religion skill and the Art Lore skill. You gain the Oddity Identification skill feat.

Seasonal Boon ◇
Trigger: You’re about to roll any check to Recall Knowledge
Effect: You have a flash of insight as you recall an old parable, obscure legend, or applicable tale to the topic at hand. This Recall Knowledge check loses the secret trait. Increase the result of your check to Recall Knowledge by one degree of success.

Wildborn Magic: You have learned to access the old magic of wild places. Choose one cantrip from the primal spell list. You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
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Items:

Healer’s tools,

Backstory
working on it