Prestige: 18/25 (spent 2 on Wand of CLW, spent 2 on Wand of Mage Armor, spent 2 on Wand of magic missiles, + 1 for Sky Key Core boon, spent 2 to learn Aquan from Savior of Tapestry boon)
1. The Confirmation (1 xp, 2 PP, 480 gold)
2. Master of the Fallen Fortress (1 xp, 1 PP, 499 gold)
3. The Silverhex Chronicles (1 xp, 2 PP, 505 gold)
4. 8-06 Reaping what We Sew. (1 xp, 2 PP, 536 gold)
5. 9-04 The Unseen Inclusion (1 xp, 2 PP, 529 gold)
6. AP-97 In Hell’s Bright Shadow (3 xp, 4 PP, 3711 gold)
Bonus Chronicle: Rebellion Leader and Rebellion Schemes (no boxes checked yet)
7. 6-00 Legacy of the StoneLords (1 xp, 2 PP, 1300 gold)
8. AP-91. Battle of Bloodmarch Hill. (3 xp, 4 PP, 3711 gold)
9. 10-02 Bones of Biting Ants (1 xp, 2 PP, 2274 gold)
10. 9-21 In the Grandmaster’s Name (1 xp, 2 PP, 2232 gold)
11. 10-00 The Hao Jin Cataclysm (1 xp, 2 PP, 2520 gold)
Undine Psychic 6
Psychic Spells Known
3rd (4/day)—Mind Thrust III (DC 18) + Haste.
2nd (6/day)—Invisibility, Mirror Image + Bear’s Endurance
1st (8/day)—Comprehend Languages, Heightened Awareness, Ill Omen (via Spell Lattice), Magic Missile, + Expeditious Retreat
0 (at will)--Daze, Dancing Lights, Detect Magic, Grave Words, Prestidigitation, Read Magic, Telekinetic Projectile
Discipline: Self Perfection
Base Atk +3, CMB 1; CMD 15
1. Spell Focus (divination)
3. Greater Spell Focus (divination)
5. Spell Penetration
Librarian: (Faction trait) +1 on Linguistics and Profession (Librarian) checks. Also, once a day when you would gain a bonus on a check by reading a book, that bonus is increased by one.
2/level + 3 Int + 1 FC= 36ranks
Bluff +5 (1 rank + 1 Cha + 3 Class)
Common, Auran, Aquan, Draconic, Ignan, Infernal, Hallit, Terran.
*Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, and –2 Strength.
*Type: outsiders with the native subtype.
*Size: Medium creatures and thus have no bonuses or penalties due to their size.
*Speed: Sylphs have a base speed of 30 feet on land and a 30' swim speed. Swim is always treated as a class skill.
*Languages: Common and Aquan. Undinr with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
*Energy Resistance: Sylphs have cold resistance 5.
*Acid Breath: 1/day can expel acid breath in a 5' cone. Damage is 1d8/2 levels (max 5d8). Reflex Save is 10+1/2 level + Con modifier for half.
*Darkvision: can see perfectly in the dark up to 60 feet.
*Hydrated Vitality: gains fast healing 2 for one round when submerged in a body of salt water, fresh water, or brackish water. Can heal 2 HP per level per day this way.
Self Perfection Discipline Abilities:
Phrenic Pool Ability: Wisdom
Bonus Spells: Expeditious Retreat (1st), Bear’s Endurance (2nd), Haste (6th).
*AC Bonus: when unarmored and unencumbered, you gain your Wis modifier to AC and to CMD.
Base Psychic Abilities:
Phrenic Pool (Su) (6 points): A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.
*Will of the Dead (Su): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.
Detect Thoughts: 1/day.
8 silver plus 6664gold plus 2520 gold.
Ring of Protection +1, 2000 gold
*Sorcerer's kit, 8 gold. This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.