Rothka Spiteblade

Fisette's page

41 posts. Alias of Michael Hallet.


Full Name

Fisette Montacre

Race

♥️ 15/15 | AC 16 | F +4 R +5 W +5 | Perc +3 | Hero Points 1

Classes/Levels

| Spd 25ft. |

Gender

NG female fetchling psychic 1 | ◆◇↺ |

About Fisette

Fisette Montacre
Psychic 1
NG Medium Fetchling

Perception +3•;
Languages Common, Necril, Shadowtongue, Undercommon

Skills Acrobatics +5•, Athletics +3•, Crafting +5•, Deception +7•, Diplomacy +7•, Lore: Mercantile +5•, Lore: Pathfinder Society +5•, Lore: Shadow Plane +5•, Occultism +5•, Society +5•, Stealth +5•, Thievery +5•

Str +0, Dex +2, Con +1, Int +2, Wis +0, Cha +4

Items Mage Armor, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Artisan's Tools, Basic Crafter's Book, Clothing (Ordinary), Disguise Kit, Disguise Kit (Replacement Cosmetics), Repair Kit, Thieves' Tools, Thieves' Tools (Replacement Picks), Writing Set, Writing Set (Extra Ink and Paper)

AC 16, Fort +4•, Ref +5•, Will +5••
HP 15

Speed 25 feet
Melee Dagger +5• (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 (P)

Unleash Psyche ◇:
Trigger Your turn begins.
Requirements You’re in an encounter, you Cast a Spell on your previous turn, and you aren’t stupefied.
You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can’t voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur.
• You’re constantly surrounded by the visual manifestation of your psychic magic.
• When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell’s level. This applies only to spells that don’t have a duration and that you cast using psychic spellcasting.
• You can use actions that have the psyche trait.

After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can’t use Unleash Psyche again for 2 rounds, and you’re stupefied 1 for 2 rounds.

Restore the Mind ◆:
(Emotion, Enchantment, Healing, Mental, Psyche, Psychic) Your unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes their mind and body. Choose one of the two benefits to grant one ally within 30 feet that you can see. That ally is then temporarily immune for 10 minutes.

• The ally gains a +1 status bonus to saving throws against mental effects until your psyche ends.
• The ally regains Hit Points equal to 2 + double your level.

Occult Known Spells DC 17, attack +7•
1st Mage Armor, Kinetic Ram (1 slot)
Cantrips Daze, Mage Hand, Read Aura, Shield, Telekinetic Projectile, Telekinetic Rend
Occult Innate Spells DC 17, attack +7• Cantrips Dancing Lights, Light

Focus Spells (2 points)

Mage Hand (Amped):
Your mage hand can carry up to 1 Bulk instead of only light Bulk. If the spell is heightened to 3rd level or higher, its maximum Bulk is 2. If the spell is heightened to 7th level or higher, its maximum Bulk is 3. It also gains the following amp.

Amp You create a multitude of telekinetic hands that grip onto a creature and move it about. Target a creature of Medium size or smaller with the amped spell instead of an object. You attempt to Shove the target in a direction of your choice, rolling a spell attack roll against its Fortitude DC instead of an Athletics check. The creature takes a –10-foot circumstance penalty to its Speeds until the spell ends. Starting the round after you Cast the Spell, the first time each round you Sustain the Spell, you can attempt to Shove the creature again.

Amp Heightened (4th) You can attempt to Disarm the creature instead of attempting to Shove it. If you knock an item out of the creature's grasp in this way, the mage hand immediately grabs it. Any effect of the mage hand on the creature ends, and the spell now carries the item, just like you had picked it up with an unamped mage hand.

Telekinetic Projectile (Amped):
Your telekinetic projectiles can fly much further away. Increase the range of telekinetic projectile to 60 feet. It also gains the following amp.

Amp You fling objects with even more force, driving your opponents backwards in a hail of objects. On a success, you push the target 5 feet away from you, and on a critical success, you push the target 10 feet away from you in addition to dealing double damage.

Amp Heightened (+1) The damage increases by 2d6 instead of by 1d6.

Telekinetic Rend:
Range 60 feet
Area 2 non-overlapping 5-foot bursts
Saving Throw basic Fortitude

Your mind creates a violent axis of motion in a nearby space. You deal your choice of 1d6 bludgeoning or 1d6 slashing damage to all creatures in the area, with a basic Fortitude save. A creature large enough to be in more than one of the bursts takes damage only once.
Heightened (+2) The damage increases by 1d6.

Amp Your thoughts expand in scope and power. The bursts deal 1d6 bludgeoning damage and 1d6 slashing damage, instead of the usual damage. A creature that critically fails its save is also stunned 1.
Amp Heightened (+2) Both types of damage increase by 1d6 instead of just one. Add a third non-overlapping 5-foot burst to the area.

Additional Feats Bright Fetchling, Fetchling Lore, Specialty Crafting (Tailoring)
Additional Specials Conscious Mind (The Distant Grasp), Darkvision (Fetchling), Psi Cantrips And Amps, Psychic Spellcasting, Subconscious Mind (Emotional Acceptance)