Elessia

Fialka's page

60 posts. Organized Play character for Sethran.


Full Name

Fialka

Race

| HP: 10/10 | AC: 11 (10 Tch,11 Fl) | CMB: -1, CMD: 9 | F: +1 , R: +1 , W: +5 | Init: +1 | Perc: +1, SM: +1

Classes/Levels

Darkvision 60' | Speed 30ft | Dark Half: 3/8 | Phrenic Pool: 2/6 | 1st Level Spells: 0/5 | Re-roll (+2) 1/1 | Active Conditions: None.

Gender

Female 'Human' (Absalom) Psychic 2

Size

Small

Age

24

Alignment

CN

Deity

Nethys

Languages

Common, Polyglot

Occupation

Paintings

Strength 7
Dexterity 10
Constitution 10
Intelligence 18
Wisdom 12
Charisma 18

About Fialka

Character Sheet:

Fialka
Changeling/Psychic (Adomination)
Chaotic Neutral Male Humanoid (Changeling)
Init +0 ; Senses: Darkvision 60’ Perception ; Sense Motive +
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Defense
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AC 11, Touch 10, Flat-footed 11 (+1 Armour, +0 Dex)
HP 10
Fort +1, Ref +1, Will +5
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Offense
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Speed 30ft.
Melee: or
Ranged: Telekinetic Projectile +0 ; D6
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Statistics
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Str7, Dex 10, Con 10, Int 18, Wis 12, Cha 18

Base Atk +1 ; CMB -1 ; CMD 9

Feats: Spell Focus (Divination),

Traits: Arcane Temper, Domineering

Skills: (14) ; Bluff (1) +8 (+10), Craft Paintings (1) +10 (+12 Day Job) , Diplomacy (2) +9, Intimidate (1) +8, Knowledge (Arcana) (1) +8, Knowledge History (1) +8, Knowledge (Local) (1) +8, Knowledge (Nature) (1) +8, Knowledge (Planes) (1) +8, Knowledge (Religion) (1) +8, Linguistics (2) +9, Spellcraft (1) +8,

Concentration: +7

Languages Common, Polyglot, Draconic, Giant, Elven, Dwarven, Thassalonian, Infernal

SQ :
Combat Gear: Silken Ceremonial Armour,
Kit: Cloak Of Resistance + 1
Other: M/W Tool (Paintings),
Alchemical: Anti-Toxin, Anti Plague, Acid Flask x2, Alchemist Fire x2,
Wands: Wand of CLW 50/50, Wand of Mage Armour 48/50 S-Loaded Wrist-Sheath x2

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Special Abilities
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Spells:
0 – (DC 14 (16 Enchantment) ) ; Daze, Detect Psychic Significance, Detect Magic, Grave Words, Telekinetic Projectile

1st – (4+1/day, DC15 (16 Enchantment) / (16 Divination) / (17 Ill Omen) ) ; Ray of Enfeeblement (Discipline), Ill Omen, Mind Thrust I (2d6, Will Half)

Race:
Hag Magic: Some changelings develop a gift for spell-casting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier.

Green Widow: A changeling of green hag descent is naturally able to lure in potential mates and effectively trick them into pursuing her. You gain a +2 trait bonus on Bluff checks made against characters that might be sexually attracted to you.

Class:
Phrenic Pool (Su) [4]: 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 + Charisma modifier.

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.

Overpowering Mind: 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.

Dark Half (Su) [7 Rounds/day]: By allowing the dark forces to overcome you, you can enter a state of instinctual cruelty as a swift action. While you’re manifesting your dark half, you increase the DCs of your psychic spells by 1, gain a +2 morale bonus on Will saves, and become immune to fear effects. Whenever you cast a spell that deals damage while manifesting your dark half, you can cause one creature that took damage from the spell to also take 1 point of bleed damage. The amount of bleed damage increases to 2 points at 5th level and to 1d6 points at 13th level.

While manifesting your dark half, you 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. You can attempt to return to your normal self as a free action, but must succeed at a concentration check with a DC equal to 10 + your caster level. If you fail, you continue to manifest your dark half and can’t attempt to change back for 1 round. You can manifest your dark half for a number of rounds per day equal to 3 + 1/2 your psychic level + your Charisma modifier; when these rounds are expended, you return to your normal self without requiring a concentration check.

Traits:
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Domineering (Ill Omen): When you were young, you attracted a group of devoted companions thanks to your impressive talent, and the experience inspired in you a powerful self-assurance and air of superiority. Your confidence is so strong that others feel naturally compelled to follow your commands. Choose one 1st-level enchantment spell you are capable of casting. The DC of that spell increases by 1.