Race |
| Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | |
Classes/Levels |
Active conditions: Resist Fire 10 |
Gender |
Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) |
Deity |
Ranginori |
About Birseko Naam
30 Birseko Naam 6.2
Male half-elf psychic (amnesiac) 6 (Pathfinder RPG Occult Adventures 60, 104)
NG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +11
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Defense
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AC 10, touch 10, flat-footed 10
hp 38 (6d6+12)
Fort +6, Ref +4, Will +11; +2 vs. enchantments, +2 bonus vs. traps and hazards while underground
Defensive Abilities dual minded[APG]; Immune sleep
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Offense
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Speed 30 ft.
Melee spiked gauntlet +1 (1d4-2) or
. . unarmed strike +1 (1d3-2 nonlethal)
Special Attacks phrenic amplifications (overpowering mind[OA], will of the dead[OA]), phrenic pool (6 points)
Psychic Spell-Like Abilities (CL 6th; concentration +13)
. . 1/day—detect thoughts (DC 9)
Psychic (Amnesiac) Spells Known (CL 6th; concentration +13)
. . 3rd (5/day)—clairaudience/clairvoyance, communal resist energy[UC]
. . 2nd (7/day)—hold person (DC 19), identify, mirror image
. . 1st (8/day)—acute senses[UM] (DC 18), aphasia[UI] (DC 18), ear-piercing scream[UM] (DC 18), feather fall, ill omen[APG], liberating command[UC], magic missile
. . 0 (at will)—daze (DC 17), detect magic, detect psychic significance[OA], grasp, grave words[OA], message, telekinetic projectile[OA]
. . Psychic Discipline Enlightenment
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Statistics
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Str 7, Dex 11, Con 14, Int 25, Wis 14, Cha 7
Base Atk +3; CMB +1; CMD 11
Feats Improved Initiative, Logical Spell[OA], Stylized Spontaneity
Traits careful combatant, clever wordplay
Skills Appraise +9 (+10 on Knowledge checks in the Grand Lodge), Bluff +6, Climb -1, Craft (tattoo) +13 (+14 on Knowledge checks in the Grand Lodge), Heal +3, Knowledge (arcana) +12 (+13 on Knowledge checks in the Grand Lodge), Knowledge (dungeoneering) +12 (+13 on Knowledge checks in the Grand Lodge), Knowledge (engineering) +11 (+12 on Knowledge checks in the Grand Lodge), Knowledge (geography) +11 (+12 on Knowledge checks in the Grand Lodge), Knowledge (history) +11 (+12 on Knowledge checks in the Grand Lodge), Knowledge (local) +12 (+13 on Knowledge checks in the Grand Lodge), Knowledge (nature) +11 (+12 on Knowledge checks in the Grand Lodge), Knowledge (nobility) +11 (+12 on Knowledge checks in the Grand Lodge), Knowledge (planes) +12 (+13 on Knowledge checks in the Grand Lodge), Knowledge (religion) +12 (+13 on Knowledge checks in the Grand Lodge), Linguistics +16 (+17 on Knowledge checks in the Grand Lodge), Perception +11, Sense Motive +6, Spellcraft +16 (+17 on Knowledge checks in the Grand Lodge), Survival +3 (+5 to avoid becoming lost), Swim -1, Use Magic Device +16 (+17 on Knowledge checks in the Grand Lodge)
Languages Abyssal, Ancient Osiriani, Auran, Azlanti, Common, Daemonic, Elven, First Speech, Infernal, Osiriani, Polyglot, Shadowtongue, Thassilonian, Tien, Varisian
SQ amnesia spell slots, amnesia spell slots, automatic writing (linguistics), darklands guide, dowsing (survival), elf blood, expanded awareness, faith healing (heal), focused trance, patient insight, phrenology (knowledge [arcana]), prognostication (sense motive), psychometry (appraise), read aura (perception), read tides (survival), repressed memories, spell recollection
Combat Gear potion of touch of the sea, wand of cure light wounds (50 charges), wand of heightened awareness (50 charges), wand of mage armor (50 charges), wand of magic missile (50 charges), acid (2), air crystal, alchemist's fire, antiplague[APG], antitoxin, magnetized paper[OA]; Other Gear spiked gauntlet, cloak of resistance +2, headband of vast intelligence +4, wayfinder[ISWG], backpack, courtier's outfit, earplugs[APG], jewelry[UE], masterwork tattooing tools, potion sponge[ARG], smoked goggles[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 1,739 gp, 9 sp, 7 cp
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Tracked Resources
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Acid - 0/2
Alchemist's fire - 0/1
Amnesia Spell Slots (2nd-Level spells, 1/day) - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Automatic Writing (Linguistics, 1/week) - 0/1
Detect Thoughts (1/day) - 0/1
Dowsing (Survival, 1/day) - 0/1
Expanded Awareness (6 rounds, Blindsense, 2/day) (Su) - 0/2
Faith Healing (Heal, 1/day) - 0/1
Focused Trance (Ex) - 0/2
GM Reroll 1/scenario (1/month) - 0/1
Light (At will) - 0/0
Magnetized paper - 0/7
Phrenic Pool (6/day) (Su) - 0/6
Phrenology (Knowledge [Arcana], 1/day) - 0/1
Potion of touch of the sea - 0/1
Prognostication (Sense Motive, 1/day) - 0/1
Psychometry (Appraise, 1/day) - 0/1
Read Aura (Perception, 1/day) - 0/1
Read Tides (Survival, 1/day) - 0/1
Spell Recollection (1/hour) (Ex) - 0/1
Wand of cure light wounds (50 charges) UMD dc20 - 17/50
Wand of heightened awareness (50 charges) - 22/50
Wand of mage armor (50 charges) - 11/50
Wand of magic missile (50 charges) - 42/50
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Special Abilities
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Amnesia Spell Slots (2nd-Level spells, 1/day) Recall a spell from the psychic list.
Amnesia Spell Slots (3rd-Level spells) Recall a spell from the psychic list.
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Darklands Guide +2 to saves vs. traps and hazards while underground.
Dowsing (Survival, 1/day) You can follow a dowsing rod’s movements to locate a particular type of location.
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Enlightenment Your quest for enlightenment has opened your eyes to new concepts and heights of spiritual awareness. You seek learning that allows you to evolve in mind and spirit, improving your next incarnation.
Phrenic Pool Ability: Wisdom.
Expanded Awareness (6 rounds, Blindsense, 2/day) (Su) As mv act, gain selected ability for a short duration.
Faith Healing (Heal, 1/day) Temporarily suspend or remove curses, diseases, and ability damage.
Focused Trance (Ex) Meditate 1d6 rds and gain +20 circ bonus on single Appraise, Knowledge, or Spellcraft check.
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
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
Patient Insight (Ex) When making Heal, Knowledge, Sense Motive or Survival chk, spend 1 phrenic pool, roll 2x take higher.
Phrenic Pool (6/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Read Tides (Survival, 1/day) Predict encounter along current heading, and use dowsing to locate nearby islands.
Repressed Memories Your past is blank slate, your memories gone.
Spell Recollection (1/hour) (Ex) Recollect a spell from the psychic spell list.
Stylized Spontaneity Apply any number of stylized magic modifications, but must make spellcraft check ro spell is lost.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.
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LIST OF BIRSEKO BOONS
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