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Claisidoratia "Claisey" Basri's page

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Full Name

Claisidoratia "Claisey" Basri

Race

Half Elf

Classes/Levels

Psychic 1

Gender

Female

Size

Medium

Age

20

Alignment

CG

Deity

Shyka

Location

River Kingdoms

Languages

Taldane, Elven, Silvan

Occupation

Pathfinder Agent

Strength 8
Dexterity 12
Constitution 14
Intelligence 18
Wisdom 10
Charisma 14

About Claisidoratia "Claisey" Basri

Claisey Portrait

Statistics:
Female Half-Elf Psychic (Faith Discipline) 1
NG Medium Humanoid

Init +5; Senses Perception +6
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DEFENSE
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AC 13, touch 11, flat-footed 12 (+1 Dex, +2 Leather)
hp 11
Fort +3, Ref +1, Will +4 (+2 vs Sleep, Enchantments) (+2 vs Emotion, Fear, Pain)
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OFFENSE
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Speed 30 ft.

Melee -1

Ranged +1
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STATISTICS
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Str 8, Dex 12, Con 14, Int 18, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD +10
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Traits

Resilient (Combat):
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Darkest Before Dawn (Faith):
Your devotion sustains you when others would fall to despair. You gain a +2 trait bonus on saving throws against spells with the emotion, fear, or pain descriptor. Once per day, you can increase this bonus to +4 for a single save, but you must make this decision before you attempt the saving throw.

Magical Knack (Magic):
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. 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 Remove Fear.

Feats

Improved Initiative:
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Skills (42 points; 24 class, 6 INT, 12 Background)
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Acrobatics* +1 = DEX 1+0+0
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Appraise +4 = INT 4+0+0
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Bluff +2 = CHA 2+0+0
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Climb* -1 = STR -1+0+0
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Craft (Calligraphy) +4 = INT 4+0+0
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Diplomacy +6 = CHA 2+1+3
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Disable Device*† +1 = DEX 1+0+0
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Disguise +2 = CHA 2+0+0
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Escape Artist* +1 = DEX 1+0+0
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Fly* +1 = DEX 1+0+0
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Handle Animal† +2 = CHA 2+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +2 = CHA 2+0+0
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K (Arcana)† +9 = INT 4+1+3+1 (+1 PLM)
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K (Dungeoneering)† +5 = INT 4+0+0+1 (+1 PLM)
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K (Engineering)† +5 = INT 4+0+0+1 (+1 PLM)
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K (Geography)† +5 = INT 4+0+0+1 (+1 PLM)
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K (History)† +9 = INT 4+1+3+1 (+1 Background) (+1 PLM)
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K (Local)† +9 = INT 4+1+3+1 (+1 PLM)
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K (Nature)† +9 = INT 4+1+3+1 (+1 PLM)
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K (Nobility)† +5 = INT 4+0+0+1 (+1 PLM)
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K (Planes)† +9 = INT 4+1+3+1 (+1 PLM)
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K (Religion)† +5 = INT 4+0+0+1 (+1 PLM)
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Linguistics† +8 = INT 4+1+3 (+1 Background)
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Perception +6 = WIS 0+1+3+2 (+2 Keen Senses)
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Perform +2 = CHA 2+0+0
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Profession +0 = WIS 0+0+0
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Ride +1 = DEX 1+0+0
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Sense Motive +0 = WIS 0+0+0
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Sleight of Hand*† +1 = DEX 1+0+0
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[b]Spellcraft†
+8 = INT 4+1+3
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Stealth* +1 = DEX 1+0+0
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Survival +0 = WIS 0+0+0
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Swim* -1 = STR -1+0+0
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Use Magic Device† +2 = CHA 2+0+0
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Keen Senses)
+1 All Knowledge (Past Life Memories)

Languages Taldane, Elven,, Silvan

Special Abilities:

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SPECIAL ABILITIES
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HALF ELF:

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Dual Minded
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Elven Immunities:
Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

Fey Thoughts:
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

PSYCHIC (Rebirth Discipline):

Phrenic Pool Ability: Charisma

Bonus Spells: Burst of Insight (1st), False Life (4th), Contact Other Plane (6th), Ancestral Memory (8th), Reincarnate (10th), Transformation (12th), Ethereal Jaunt (14th), Bilocation (16th), Akashic Form (18th).

Discipline Powers: Your myriad lives inspire diverse exceptional abilities.

Past-Life Memories (Ex):
You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.

Mnemonic Esoterica (Ex):
By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class’s spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic (Pathfinder RPG Occult Adventures 144). You can decide to change the spellcasting class from which you draw this spell each time you gain a new level.

Weapon and Armor Proficiency:
A psychic is proficient with all simple weapons, but not with any type of armor or shield.

Spells:
A psychic casts psychic spells drawn from the psychic class’s spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic’s spell is equal to 10 + the spell’s level + the psychic’s Intelligence modifier.
A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–7: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).
The psychic’s selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic’s choice. At each new psychic level, she learns one or more new spells, as indicated on Table 1–8: Psychic Spells Known. Unlike a psychic’s spells per day, the number of spells a psychic knows isn’t affected by her Intelligence score; the numbers on Table 1–8 are fixed.
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. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Knacks:
Psychics learn a number of knacks, or 0-level spells, as noted on Table 1–8. These spells are cast like any other spell, but they don’t consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Phrenic Pool (Su):
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.

Phrenic Amplifications:
A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can’t be selected more than once. Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Psychic Discipline (Ex or Sp):
Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier.
At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on Table 1–8. Spells learned from a discipline can’t be exchanged for different spells at higher levels.

Phrenic Amplifications:

Will of the Dead:
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:

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Spells
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0th (at will) DC 14

Detect Magic
Daze
Ghost Sound
Prestidigitation
Acid Splash ME: Wizard List[/i]

[b]1st (4+1/day) DC 15

Color Spray
Heightened Awareness

2nd (0/day) DC 0

3rd (0/day) DC 0

Gear/Possessions:

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GEAR/POSSESSIONS

Leather Armor
Dagger
Dagger (Cold Iron)
Wrist Sheath (Spring Loaded)
Backpack
Waterskin
Grooming Kit
Mirror
Prismatic Crystal
Belt Pouch
Bedroll
Notebook
Pen & Ink
Flint & Steel
Bedroll
Candles (12)
Tindertwigs (5)
Chalk (5)
Charcoal (5)
Rations (5 Days)
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Consumables

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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 84 GP 7 SP 8 CP

Background:

Claisidoratia (Claisey) Basri

Appearance and Personality:

Height: 5'8" | Weight: 125 | Hair: Blonde | Eyes: Blue

Appearance

Claisidoratia has never been called as such by anyone except those unfortunates like servants or heralds who have no choice, nor was she ever meant to be. Her seven-syllable name is meant to be beautiful and impressive when written. In speech everyone who is the least bit familiar with her calls her Claisey, a much more manageable three syllables.

Personality