Full Name |
Eskander Sforza |
Race |
Half-elf (Varisian) |
Classes/Levels |
Psychic 1 |
Gender |
Male |
Size |
Medium |
Age |
24 |
Alignment |
NG |
Deity |
Desna |
Location |
Magnimar |
Languages |
Common, Varisian Elven, Shoanti, First Speech, Thassilonian |
Occupation |
Scholar |
Strength |
8 |
Dexterity |
12 |
Constitution |
13 |
Intelligence |
18 |
Wisdom |
12 |
Charisma |
16 |
About Eskander Sforza
Eskander Sforza
Male half-elf psychic 1 (Pathfinder RPG Occult Adventures 60)
NG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +7
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Defense
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AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee longspear -1 (1d8-1/×3)
Ranged sling +1 (1d4-1)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks phrenic amplification (intense focus[OA]), phrenic pool (3 points)
Psychic Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—burst of insight[OA], cause fear (DC 15), heightened awareness[ACG]
. . 0 (at will)—read magic, daze (DC 14), mage hand, message, telekinetic projectile[OA]
. . Psychic Discipline Rebirth
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Statistics
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Str 8, Dex 12, Con 13, Int 18, Wis 12, Cha 16
Base Atk +0; CMB -1; CMD 10
Feats Light Armor Proficiency, Skill Focus (Knowledge [arcana])
Traits nontraditional native: varisian, starchild, stargazer (varisian)
Skills Bluff +7, Craft (calligraphy) +6, Diplomacy +7, Knowledge (arcana) +12, Knowledge (history) +9, Perception +7, Sense Motive +5, Spellcraft +8, Survival +2 (+6 to avoid getting lost); Racial Modifiers +2 Perception, starchild
Languages Common, Elven, First Speech, Shoanti, Thassilonian, Varisian
SQ elf blood, mnemonic esoterica, past-life memories
Other Gear lamellar cuirass[UC], longspear, sling, belt pouch, candle (6), chalk (5), fishhook, flint and steel, ink, inkpen, journal[UE], masterwork backpack[APG], prismatic crystal[OA], string or twine[APG], thread (50 ft.), waterskin, 1 gp, 3 sp, 7 cp
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Special Abilities
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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.
Intense Focus (Ex) 1 pool point for +2 to conc. check as part of casting spell, 2 for +5.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
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 sp
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.
Phrenic Pool (3/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Rebirth Your mind is forged from the most powerful memories of a multitude of lifetimes. You have fragmentary knowledge of your prior lives and can leverage the experience gained during these lifetimes into raw psychic power.
Phrenic Pool Ability:
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Eskander Sforza is a half-Varisian half-elf. His family is part of a wandering Varisian troupe of merchants and travelers who cross the lands of Varisia from Riddleport to Kaer Maga to Korvosa.
He is a man haunted by memories of someone who isn't him. Best as he can tell, the memories are of an ancestor possibly, possibly a great-grandfather, but the line blurs sometimes in his head, wether it is his memory or someone else's memory. He calls the voice in his head "grandfather" or "Kyrill" and what he knows of them (or has been able to piece together) was that they were some kind of wizard who focused on war, which is why he knows exactly 1 wizard spell . Eskander's psychic energy isn't super controllable by him consciously, he sort of focuses and sometimes things happen, but not enough for him to consider it his calling. He sees himself as a researcher and scholar, and that's how he fits into the Pathfinder Society. To learn more about history, magic, and the voice inside his head which sometimes tells him things, and sometimes doesn't. I see him eventually learning more about his psychic phenomena and how they manifest, but that's going to take some time and experience. He brings an understanding of the Thasilonnian language with him, learned from "Grandfather" and his scholarly pursuit interest. I don't necessarily see the conversations with the voice in his head as always being positive, but I feel like sometimes that trope of negative voices is overdone, so there will probably be some back and forth between those viewpoints, and I encourage the GM to feel free to take liberties with that.
He expressly doesn't share about the voices in his head, since he thinks people will judge him for it. It would take a large portion of time and trust with a group to bring that out.