Full Name |
Essilor |
Race |
M Wayang Psychic (Abomination) 2 |
Classes/Levels |
HP 11/11, AC (17)13/ff (15)11 /t 13, Fort 0, Ref +2, Will +3, Spd 20', Phrenic Pool: 0, Dark Half Rounds: 0/6 |
Gender |
Init +2, Perception +7, Darkvision 60’ |
Size |
S |
Special Abilities |
Spells, Phrenic Pool |
About Essilor
Statistics
Name: Essilor
Sex: Male Race: WayangClass: PsychicAge: 53
LN Medium humanoid (Wayang)
Init +2; Senses Perception +7, Darkvision 60’
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DEFENSE
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AC 13; touch 13; flat-footed 11 (+2 dex, +1 size)
hp 11
Fort +2, Ref +2, Will +3
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OFFENSE
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Speed 20 ft.
Melee [dice=Longspear]1d20 + 1[/dice] [dice=Piercing]1d6[/dice]
Ranged [dice=Heavy Crossbow]1d20 +3[/dice] [dice=Piercing]1d8[/dice]
Space 5 ft., Reach 5 ft.
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STATISTICS
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Str 10, Dex 15, Con 10, Int 18, Wis 10, Cha 14
Base Atk +1; CMB +0; CMD 12
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TRAITS
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Soul Drinker - Temp HP when an enemy is killed.
Gifted Adept (Magic Missile) - Treat it as a Caster Level Higher
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FEATS
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1st: Combat Casting
SKILLS (12 ranks) Asterix denotes class skill
*[dice=Craft (Alchemy)]1d20 + 9[/dice] (2 ranks, +3 Class Skill, +4 Int)
*[dice=Diplomacy]1d20 +7[/dice] (2 ranks, +3 Class Skill, +2 Cha)
*[dice=Knowledge (Arcana)]1d20 +8[/dice] (1 rank, +3 Class Skill, +4 Int)
*[dice=Knowledge (Dungeoneering)]1d20 +8[/dice] (1 rank, +3 Class Skill, +4 Int)
*[dice=Knowledge (Local)]1d20 +8[/dice] (1 rank, +3 Class Skill, +4 Int)
*[dice=Knowledge (Planes)]1d20 +8[/dice] (1 rank, +3 Class Skill, +4 Int)
*[dice=Perception]1d20 + 7[/dice] (2 ranks, +3 Class Skill, +2 Lurker)
*[dice=Spellcraft]1d20 +9[/dice] (2 ranks, +3 Class Skill, +4 Int)
[dice=Stealth]1d20 + 4[/dice] (+2 Dex, +2 Lurker)
SPELLS
0 – DC 14 (Unlimited)
Bleed
Detect Magic
Stabilize
Telekinetic Projectile
1st – DC 15 [X] [X] [X] [X] [X]
Mage Armor
Magic Missile
Ray of Enfeeblement
LANGUAGES
Abyssal, Common, Draconic, Goblin, Infernal, Wayang
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SPECIAL ABILITIES
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Light and Dark: Once per day as an immediate action, Essilor can treat positive and negative energy effects as if he were an undead creature, taking damage from positive energy and being healed of damage by negative energy. This ability lasts for 1 minute once activated.
Shadow Magic: Essilor adds 1 to the DC of any saving throws to resist spells of the shadow subschool that he casts. Essilor has the following spell-like abilities: 1/day—ghost sound, pass without trace, and ventriloquism. The caster level for these effects 2. The DCs of these spells are equal to 10 + the spell’s level +2.
Shadow Resistance: Essilor gets a +2 racial bonus on saving throws against spells of the shadow subschool.
Dark Half (Su): By allowing the dark forces to him, Essilor can enter a state of instinctual cruelty as a swift action. While manifesting his dark half, he increases the DCs of his psychic spells by 1, gains a +2 morale bonus on Will saves, and becomes immune to fear effects. Whenever he casts a spell that deals damage while manifesting his dark half, he can cause one creature that took damage from the spell to also take 1 point of bleed damage. While manifesting his dark half, Essilor can’t use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration other than casting spells using psychic magic, using phrenic amplifications, or attempting to return to normal. Essilor can attempt to return to his normal self as a free action, but must succeed at a concentration check with a DC equal to 10 + his caster level. If he fails, he continues to manifest his dark half and can’t attempt to change back for 1 round. Essilor can manifest your dark half for 6 rounds per day; when these rounds are expended, he returns to his normal self without requiring a concentration check.
Phrenic Amplifications: Essilor 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. Essilor can activate only one amplification each time he casts a spell, and doing so is part of the action used to cast the spell. He can use any amplification he knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.
Focused Force (Su): When casting a force spell, the Essilor can increase the spell’s damage by spending 1 point from his phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.
Detect Thoughts (Sp): Essilor can use detect thoughts as a spell-like ability once per day. He can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If he does so, he uses the level of the spell slot expended to determine the Will save DC.
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GEAR
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Longspear (7lbs)
Heavy Crossbow (6lbs)
Case with 10 bolts (1lbs)
Backpack (2lbs)
Bedroll
Belt Pouch (.5lbs)
Flint and Steel
Prismatic Crystal
10 Torches
5 Days Trail Rations (5lbs)
Waterskin (4lbs)
Caltrops
Cold Weather Gear
Wand of Cure Light Wounds (42 charges)
Wand of Magic Missile (13 charges)
Wand of Acid Arrow (3 charges)
Wand of Endure Elements (10 charges)
Pearl of Power (1st Level)
Noble outfit (Taldor) plus jewelry