Estra

Azardra, the other Grandmother's page

139 posts. Alias of noral.


Race

| HP 93/93 + temp HP 0/0 | AC 21 T 8 FF 21 | CMD 11 | F: +11, R: +7, W: +15 | Init: +1| Perc: +14, SM: +17, Dipl (Influence): +21, Bluff (Deceive): +21 | Focused Trance 3/3 | Expanded Awareness 3/3

Classes/Levels

| Phrenic Pool 8/8 | Spells: 1st 8/8 + 1/1 CP, 2nd 6/8, 3rd 8/8, 4th 7/7, 5th 4/4 | Darkvision 60ft | Speed 20ft | Active cond:

Gender

Female N, looks human (actually mostly human Ifrit) | Psychic 10 | Reroll 1/1 | Chaldira reroll 1/1| Rod Extend 3/3 | Rod Piercing 3/3

About Azardra, the other Grandmother

--

Psychic 10 (Amnesiac / Enlightenment discipline)

Female N Magma Ifrit (Mostly human)
• TYPE: Outsider (Native), Humanoid (human)
• SIZE: Medium
• DARKVISION 60 ft

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-- STATS --
Str: 7, Dex: 6, Con: 16, Int: 26*, Wis: 16, Cha: 9

* Level 4 & 8 increase, Headband of vast intelligence +4
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-- COMBAT --

Initiative +2: - 2 dexterity + 4 alternative racial Ifrit trait

AC 21, FF 21, Touch 8 (+10 Armor, Dex -2, +3 Shield)
CMD 11 (BAB +5, Dex -2, -2 Str)
Armor Check Penalty - 6: Full Plate +1 [-5] + Wooden Heavy Shield +1 [-1] OR Heavy Load [-6]
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-- SAVES --
Fortitude: +11 (Con +3, Psychic +3, Cloak of resistance +3, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)
Reflex: +7 (Dex -2, Psychic +3, Cloak of resistance +3, trait +1, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)
Will: +15 (Wis +3, Psychic +7, Cloak of resistance +3, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)

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-- SKILLS --
Acrobatics -8 (Rank 0, Dex -2, ACP -6)
Climb -8 (Rank 0, Str -2, ACP -6)
Bluff – Deceive or Lie +21 (Rank 10, Class +3, Int +7 'Student of philosophy' trait, ‘Mullberry Cracked Ion Stone’ +1) OR Bluff - Feint +12 (Rank 10, Class +3, Cha -2, ‘Mullberry Cracked Ion Stone’ +1)
Diplomacy – Influence attitude, make request, convince +21 (Rank 10, Class +3, Int +7 'Student of philosophy' trait, ‘Mullberry Cracked Ion Stone’ +1) OR Diplomacy – Gather Information +12 (Rank 10, Class +3, Cha -2, ‘Mullberry Cracked Ion Stone’ +1)
Escape Artist +3 (Rank 0 {10 with Headband}, Dex -2, ACP -6, Magenta Prism Cracked Ioun Stone +2)
Fly +3 (Rank 0 {10 with Headband}, Dex -2, ACP -6, Deep Red Cracked Ion Stone +1)
Knowledge: Arcana +20 (Rank 10, Class +3, Int +7)
Knowledge: Dungeoneering +11 (Rank 1, Class +3, Int +7)
Knowledge: Engineering +11 (Rank 1, Class +3, Int +7)
Knowledge: Geography +11 (Rank 1, Class +3, Int +7)
Knowledge: History +11 (Rank 1, Class +3, Int +7)
Knowledge: Local +11 (Rank 1, Class +3, Int +7)
Knowledge: Nature +11 (Rank 1, Class +3, Int +7)
Knowledge: Nobility +11 (Rank 1, Class +3, Int +7)
Knowledge: Planes +20 (Rank 10, Class +3, Int +7)
Knowledge: Religion +13 (Rank 3, Class +3, Int +7)

Perception +14 (Rank 10, Wis +3, Dark Blue Cracked Ion Stone +1)
Ride -8 (Rank 0, Dex -2, ACP -6)
Sense Motive +17 (Rank 10, Class +3, Wis +3, Dark Blue Cracked Ion Stone +1)
Spellcraft +21 (Rank 10, Class +3, Int +7, trait +1)
Stealth -8 (Rank 0, Dex -2, ACP -6)
Swim -8 (Rank 0, Str -2, ACP -6)

Lvl 1 to 10: each 8 skill points: 2 Psychic + 6 Int
TOTAL: 80 skill points

-- BACKGROUND SKILLS --

Craft (Alchemy) +20 (Rank 10, Class +3, Int +7)
Linguistics +21 (Rank 10, Class +3, Int +7, Gold Nodule Cracked Ioun Stone +1)

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-- LANGUAGES --

Racial: Common
Intelligence: Ignan, Abyssal, Celestial, Kelish, Polyglot, Auran (Headband), Terran (Headband)
Linguistics: Giant, Draconic, Aklo, Sylvan, Ancient Azlanti, Undercommon, Infernal, Orcish, Dwarven, Kellid

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-- TEMPORARY GEAR --

-- GEAR --
Headband of vast intelligence +4, 0 lbs
Lucky Horseshoe
Full Plate Armor +1, 50 lbs.
Heavy Wooden Shield +1, 10 lbs.
Piercing Lesser Metamagic rod
Backpack, Masterwork, 4 lbs.
Wand of CLW (50 charges)
Air bladder, 0 lbs.
2 x Oil of grease, 0 lbs. in spring loaded wrist sheaths
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Earplugs, 0 lbs.
Magenta Prism Cracked Ioun Stone
Gold Nodule Cracked Ioun Stone
Mullberry Cracked Ion Stone
Deep Red Cracked Ion Stone
Dark Blue Cracked Ion Stone
Bell string, 0 lbs.
Rod of Extend Spell Metamagic
2 x Scroll of ‘remove fear’
Scroll of ‘vanish’
Scroll of ‘Summon Monster 1’
Scroll of ‘Obscuring Mist’
Scroll of ‘Comprehend Languages’
Scroll of ‘Protection from Evil’
Scroll of ‘placebo effect’
Scroll of ‘see invisibility’
Scroll of ‘silence’
Scroll of 'Invisibility'
Scroll of 'Restoration'
2 x Potion of ‘Unwelcome Halo’
Scroll of ‘Endure Elements’
Scroll of ‘Air bubble’
Scroll of ‘Entropic Shield’
Whistle signal, 0 lbs.
Cloak of resistance +3
Smelling Salts, 0 lbs.
Vermin repellent, 0 lbs
2 x Potion of 'Touch of Sea', 0 lbs.
2 x Acid, 2 lbs.
Alchemist lab
Mirror, 0 lbs.
Potion of Invigorate, 0 lbs.
Antiplague, 0 lbs
Antipoison, 0 lbs
Meditation tea (+2 mind-aff.), 0lb
Automatic Writing Planchette
Prismatic crystal, 0.5 lb
Talking board, 2 lbs.
Magnetized Paper

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–– GOLD ––
TOTAL OVERVIEW:
* Currently: 5012 gp

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–– HIT POINTS ––
Lvl 1 to 3: 10 Hit Points = 6 Psychic + 3 Con + 1 Favored Class
Lvl 4 to 10: 9 Hit Points = 6 Psychic + 3 Con

TOTAL: 93 Hit Points

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–– PHRENIC POOL ––
8 = 3 Wis + 1/2 Psychic levels

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–– PSYCHIC SPELLS KNOWN––
• 0 level (9): Mending, Detect magic, read magic, Message, Open/Close, Stabilize, detect psychic significance, Grasp, Mending
• 1st level spells (9 = 5 + 1 discipline + 1 detect thoughts + 2 fav. Class human favored class bonus 4th/5th level)): Acute Senses (Enlightenment discipline), Detect thoughts, Enlarge person, Liberating command, Burst of adrenaline, Magic Missile, Heightened Awareness, Murderous Command, Air Bubble
• 2nd level spells (7 = 4 + 1 discipline + 2 fav. Class human favored class bonus 6th/7th level)): Identify (Enlightenment discipline), Resist Energy, Blindness/Deafness, Invisibility, Mirror Image, Suggestion, Placebo Effect
• 3rd level spells (5 = 3 + 1 discipline + 2 fav. Class human favored class bonus 8th/9th level)): Clairaudience/Clairvoyance (Enlightenment discipline), Haste, Heroism, dispel magic, fly, Amnesia slot (See ‚Amnesiac archetype‘)
• 4th level spells (3 = 2 + 1 discipline): Thoughtsense (Enlightenment discipline), confusion, aura of doom, Amnesia slot (See ‚Amnesiac archetype‘)
• 5th level spells (2 = 1 + 1 discipline): atonement (Enlightenment discipline), Hold Monster

–– SPELLS PER DAY ––
• 1st level: 8 = 6 + 2 Int
• 2nd level: 8 = 6 + 2 Int
• 3rd level: 8 = 6 + 2 Int
• 4th level: 6 = 5 + 2 Int
• 5th level: 6 = 3 + 1 Int

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-- FEATS --
• Level 1: ADDITIONAL TRAITS
• Level 3: TOPPLING SPELL METAMAGIC
• Level 5: Extra Amplification: Psi-Tech Discoveries: FORCE FIELD
• Level 7: EMPOWERED SPELL METAMAGIC
• Level 9: SPELL PENETRATION

-- Campaign Feat --
• Level 1: SCRIBE SCROLL
• Level 3: CRAFT WONDROUS ITEM
• Level 5: CRAFT MAGIC ARMS & ARMOR
• Level 7: CRAFT RODS

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-- TRAITS --
• FATE’s FAVORED (Faith): Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
• STUDENT OF PHILOSOPHY (Social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). (PFCo: QuCa)

-- TRAITS – (Additional Traits Feat)
• WAYANG SPELLHUNTER (Regional): Select a spell of 3rd level or below (MAGIC MISSILE). When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.
• MAGICAL LINEAGE (Magic): Pick one spell when you choose this trait (MAGIC MISSILE). When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
• ARTIFACT HUNTER (Campaign) You’ve always had an interest in magic, but you’re fascinated with those legendary magic items known as artifacts. You’ve spent years researching these mythical relics and committed the stories and legends about them to memory, making you something of an expert on the subject. You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (your choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.
-- TRAITS – (additional campaign trait in case of a drawback as detailed in char gen)
• DRAWBACK NAIVE: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.
• ROLL WITH IT (Campaign): You’ve trained with some of the best giantslayers out there, and have learned how to avoid the worst effects of a giant’s powerful attacks. You gain a 1 trait bonus on Reflex saves. In addition, once per day, when a creature with the giant subtype successfully confirms a critical hit against you with a weapon or a slam attack (not a spell or special ability), you can roll with the attack. You take normal damage from the blow, as if the critical had not been confirmed. You must be aware of the attack and able to react to it—if you are denied your Dexterity bonus to AC, you can’t use this ability. If you are a dwarf or a gnome, you can use this ability twice per day.

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-- CLASS ABILITIES --

* CLASS ABILITIES - Psychic *
PSYCHIC CLASS DETAILS
AMNESIAC ARCHETYPE DETAILS

ENLIGHTENMENT DISCIPLINE DETAILS

• Phrenic Amplification Level 1: RELENTLESS CASTING (Su): The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required for the linked spell and take the better result. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to use this ability before the GM calls for the caster level check.

• Phrenic Amplification Level 3: OVERPOWERING MIND(Ex): The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.

• Level 5 Extra Amplification Feat: Psi-Tech Discoveries: Psi-Tech FORCE FIELD(Su): As a swift action, you can spend 1 point from your phrenic pool to activate a force field of raw psychic energy that provides you with a number of temporary hit points equal to 5 + your psychic level (maximum 10 temporary hit points). If you spend 2 points from your phrenic pool, the force field provides a number of temporary hit points equal to 10 + your psychic level (maximum 20 temporary hit points). The force field lasts for a number of minutes equal to your psychic level. If you spend 3 points from your phrenic pool, the force field lasts for twice as long, and it provides fast healing 2. Once the temporary hit points are depleted, the force field disappears and you cannot reinstate it for 24 hours. You must be at least 3rd level to select this discovery.

• Phrenic Amplification Level 7: 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.

• Spells: At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic’s class list that the psychic can cast.

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—LAVASOUL (MAGMA IFRIT) RACIAL TRAITS --
• Dex: -2, Con: +2, Int: +2
• TYPE: Outsider (Native), Humanoid (human)
• SIZE: Medium
• DARKVISION 60 ft.
• WILD HEART: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
• EEFRITI MAGIC: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
• MOSTLY HUMAN: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
• FIRE IN THE BLOOD: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.

• Automatic Languages: Common