Antero Ikonen

Gemel Valdemar's page

284 posts. Alias of pad300.


Full Name

Gemel Valdemar

Race

Human; Psychic 8 Loremaster 2

Classes/Levels

HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Gender

M

Size

Medium, 5’11”, 159 lbs

Age

28

Special Abilities

See text

Alignment

CG

Deity

Nethys, Irori, Cayden Cailen

Location

Magnimar

Languages

Varisian, Common, Elf, Shoanti, Draconic, Giant, Thassilonian, Azlanti, Celestial, Abyssal, Auran, Terran, Undercommon

Occupation

Member of the Pathfinder Society

Strength 8
Dexterity 14
Constitution 14
Intelligence 24
Wisdom 8
Charisma 14

About Gemel Valdemar

Background:
Gemel was born in Magnimar to the merchants of the Valdemar family.. His mother and father, Alyssia and Gheremul Valdemar, are traveling merchants, who generally trades between Magnimar and Sandpoint (mostly farm products and brewing to Magnimar, luxury items and specialized craftsmanship to Sandpoint). He can always find a bed at Valdemar Villa in the Silver Shore district of Magnimar (Favored Son : Tavern Owner trait)

Gemel spent his formative years travelling back and forth between Magnimar and Sandpoint with the family’s shipments. Pranks from the fey along these journeys led to him developing a wariness about possible imposters (Imposter Wary racial trait) .

What makes him special is that he has memories that are not his own (Past-Life Memories). He remembers fragments of not being himself, rather of lives lived in a strange, magical, empire (Thassilon). Of being a Shoanti shaman living on the plains. Of being an elf, who’d never met a human, in a forest called Mierani… and so many more. It is from this ocean of reincarnations that his psychic abilities have sprung from ( Rebirth Discipline ).

His past life memories led him into the pathfinder society, as they are exceedingly valuable when dealing with historical objects, like those the Pathfinder Society collects. When he was 17, he left Magnimar for Absalom to take his pathfinder training, and his initial ventures forth from the main chapterhouse were explorations of the Cairnlands around Absalom. He has developed a reputation inside the society of being an absolute font of arcane knowledge, even by pathfinder standards. He was invited back to Magnimar by Sheila Heidmarch, who is hoping to take advantage of his past life memories and his psychic skills in the search for the Sihedron.

Description:
5’11”, 159 lbs (quite skinny), brown-blond hair, hazel eyes (that harden to flint when he gets mad). He’s 28 years old and looks weathered.

Demeanour:
Outgoing, friendly, happy to talk to people. Has boughts of introspectiveness when his past-life memories come upon him.

Mechanics:
Gemel Valdemar
CG Male Human, Favored Class : Psychic
Psychic 8 (rebirth) Loremaster 2
Init +6 = +2 (Dex) +4 (Shard of lust)
Speed 30 ft

Defense
AC : 18 =10+4 (armor) +2 Shield +2 Dex
HP: 78 = 6 + 9d4 + 18 ⇒ (2, 3, 4, 1, 1, 3, 1, 4, 2) + 18 = 39 +20 (con) + 3 FCB + 10 Toughness
Fort +8 = +2 (Psychic 8) + 1 (Loremaster 2) + 2 (con) +1 (Trait) +2 (Enhancement) +2 (Familiar)
Ref +7 = +2 (Psychic 8) + 1 (Loremaster 2)+ 2 (dex) +2 Enhancement
Will +8 = +6 (Psychic 8) + 1 (Loremaster 2) - 1 (wis) +2 (Enhancement) ( +2 vs illusion, racial)
CMD : 17 = 10 + 5 (bab)+ 2 (dex)
Offense
Melee: Cestus (+4, 1d4-1)
Ranged: Crossbow ( +7, 1d8)
BAB : +5
CMB : +4 = +5 (BAB) -1 (STR)

Stats

Str 8 = 8 (-2 pts)
Dex 14 = 12 (2 pts)+2 Enhancement
Con 14 = 12 (2 pts) +2 Enhancement
Int 24 = 16 (10 pts) +2 Racial +2 lvl4,8+4 Enhancement
Wis 8 = 8 (-2 pts)
Cha 16 = 14 (5 pts)+2 Enhancement

Feats : Reach Spell (1st), Skill Focus (K Arcana) (Focused Study, 1st), ???Eldritch Heritage (Arcane)??? (3ed), Craft Wondrous Item (5th), Persistent Spell (7th), Skill Focus (Perception) (Focused Study, 8th), Toughness (Secret: Secret Health) , Secret of Magical Discipline (9th),

Traits : Favoured Son: Tavern Owner (Campaign Trait, location the Silver Shore district in Magnimar) , Resilient (Combat)

Skills (74 = 8*(2)+ 2*(4) + 10*5(int)) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (10,+12+6 Skill focus)
Spellcraft (10,+20)
K Arcana (10, +25+6 SKill focus)
Diplomacy (10,+15)
K Planes (10,+25)
Linguistics (4, +14 )
Ride (7,+9)
Appraise (5, +15 )
K Nature (1, +16 )
K Local(1, +16 +1 trait)
K Dungeoneering (1, +16)
K History (1, +16)
K Religion (1, +16 )
K Engineering (1, +16)
K Geography (1, +16)
K Nobility (1, +16)
Sense Motive (10,+12) (Impostor Wary)
Headband Bonuses : Use Magic Device (10,+15) , Bluff (10, +15 )
Languages : Varisian, Common, Elf, Shoanti, Draconic, Giant, Thassilonian, Azlanti, Celestial, Abyssal
Class Special Abilities :

Psychic Discipline : Rebirth

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. (wizard list)

Phrenic Pool : 6 = 4 (psychic lvl/2) + 2 (Cha)

Phrenic Amplifications :
Overpowering Mind (Ex) (1st): 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.

Will of the Dead (Su) (3ed): 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.

Relentless Casting (Su) (7th): The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required for the linked spell and take the better result. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to use this ability before the GM calls for the caster level check.

Detect Thoughts (Sp): At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.

Resurgence (Su): At 5th level when you would be reduced to 0 hit points or fewer by an attack, you can spend 2 points from your phrenic pool as an immediate action to regain a number of hit points equal to 1d8 points of damage + your psychic level. At 10th level, this ability’s healing increases to 3d8 + your psychic level. If this healing is insufficient to bring you above negative hit points, you are automatically stabilized. If you would still be killed by the amount of damage taken, you erupt with positive energy and heal all allies within 30-foot-radius burst for the amount you healed yourself.

Secret (Secret Health): Toughness as a bonus feat.

Lore: At 2nd level, a loremaster adds half his level to all Knowledge skill checks and may make such checks untrained. The bonuses gained from this ability stack with those gained from Bardic Knowledge.

Racial Abilities :
Focused Study : All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Imposter-Wary: Humans trained to spot fey masquerading as their kin gain a +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive whenever they gain a level. This racial trait replaces skilled.

Build Progression

Psychic 1st, Discipline power (Mnemonic Esoterica, Past Life Memories), discipline spell(Burst of Insight), knacks, phrenic amplification (overpowering Mind), phrenic pool, psychic discipline (Rebirth
Psychic 2nd, Detect thoughts,
Psychic 3rd, Phrenic amplification : (Will of the Dead)
Psychic 4th, Discipline spell (False Life)
Psychic 5th, Discipline power
Psychic 6th, Discipline spell (Contact Other Plane)
Psychic 7th, Phrenic amplification (Relentless Casting)
Loremaster 1st, Secret(secret health)
Loremaster 2nd, Lore
Psychic 8th, Discipline spell(Ancestral Memories)

Psychic Spells:

Knacks (L0, DC 17, */day, 9 Known) : Detect Magic, Stabilize, Sift, Message, Mending, Read Magic, Mage Hand, Prestigidation, Detect Psychic Significance
L1 (DC 18, 6+2/day, 5+1+2 FCB Known) : Burst of Insight (Discipline), Murderous Command, Ill Omen, Adhesive Spittle, Burst of Adrenaline, Magic Missile, Heightened Awareness, Hermean Potential
L2 (DC 19, 6+2/day, 4+1+2 FCB Known) : False Life (Discipline), Mirror Image, Silence, Invisibility, See Invisible, Euphoric Cloud, Suggestion
L3 (DC 20, 6+2/day, 3+1+1 FCB Known) : Contact Other Plane (Discipline), Dispel Magic, Haste, Debilitating Pain, Major Image,
L4 (DC 21, 5+1/day, 2+1 Known) : Ancestral Memory (Discipline), Confusion, Dimension Door
L5 (DC 22, 3+1/day, 1 Known) : Summon Monster V,
Mnemonic Esoterica ( ???)
Secret of Magical Discipline

Spells Used:

First: 6
Second: 5
Third: 3
Fourth: 1
Fifth: 2

Equipment (45000 gp):

Magic Items
Handy Haversack 2000 gp
Headband of Vast Intelligence +4 16000 gp
Belt of Physical Might +2 (Dex, Con) 10000gp
Cloak of Resistance +2 5000 gp
Lesser Rod of Extend 3000 gp
Sleeves of Many Garments (200 gp)
2x Potion of Remove Fear (100 gp)
Potion of Touch of the Sea in Potion Sponge (52 gp)
Feather Token, Tree (400 gp)
Snapleaf (750 gp)
Shard of Lust+Pink and Green Sphere Ioun Stone (priceless + 8000 gp)

Weapons(51 gp): Cestus (5gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp), Light Crossbow (35 gp), 20 Crossbow Bolts (2 gp), 20 Cold Iron Crossbow Bolts (4gp)

Armor (1357 gp) : Mithral kikko Armor (4250 gp), Darkwood Heavy Wooden Shield (257gp)

Equipment (127 gp)
Explorer’s outfit, String 50 ft (1 sp) , trail rations 10 day (5 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp),) 50 ft hemp rope (1gp), Inkpen (1 sp), Formula Book (10 gp, for taking notes), Ink (8 gp), Swarmsuit (20 gp), Cold weather Outfit (8gp), bedroll (1sp), blanket (5sp), hammock (1sp), mess kit (2 sp), Shinobi Shozoku (50 gp), Speed sheaths (2, 20 gp), 3 Wooden Holy Symbols (Desna, Cayden, Irori, 3 gp)

5 planchettes with pre-cast symbols of mirroring on them, programmed to only affect those displaying a 3 symbol combination (holy symbol of Cayden Cailean, holy symbol of Nethys, holy symbol of Irori). – 500 gp
1 planchette with a pre-cast Symbol of Slowing on it, programmed as per Woodland Runes. – 1000 gp
Planchettes are kept individually wrapped in sheets of paper, which are labelled.
Spirit gum to stick planchettes to surfaces, for example, a breastplate.
A set of 12 necklaces (fits up to large creatures, can be multiply looped to fit smaller creatures), that display the aforementioned 3 symbol combination

Trained Resolute Riding Bear (see discussion thread)

700 gp in gems
2000 gp in gem dust (for material components)

456 gp as free cash