| Full Name |
"Boo" AKA Gourdy |
| Race |
Gourd Leshy |
| Classes/Levels |
Psychic 1 |
| Gender |
Male |
| Size |
Small |
| Age |
23 |
| Alignment |
CG |
| Deity |
Gozreh |
| Location |
Magaymbe |
| Languages |
Common Sylvan |
| Occupation |
Teacher |
| Strength |
10 |
| Dexterity |
12 |
| Constitution |
14 |
| Intelligence |
8 |
| Wisdom |
16 |
| Charisma |
18 |
About Gourdy AKA "Boo"
Boo FinalPsychic 1
NSmallLeshyGourd LeshyHumanoid
Perception +6; Low-Light Vision
Languages None selected
Skills Acrobatics +1, Athletics +0, Diplomacy +7, Lore: Academia +2, Lore: Leshy Lore +2, Nature +6, Occultism +2, Performance +7, Religion +6, Stealth +4
Str +0, Dex +1, Con +2, Int -1, Wis +3, Cha +4
Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Scroll of Soothe, Scroll of Soothe, Scroll of Soothe
AC 14, Fort +5, Ref +4, Will +8
HP 16
Speed 25 feet
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 Soothe, Mindlink (1 slots); Cantrips Shield, Telekinetic Projectile, Guidance, Daze, Message
Focus Spells (2 points) Daze (Amped) Range 60 feet; Targets 1 creature Saving Throw Will; Duration 1 round You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1. Heightened (+2) The damage increases by 1d6. You can daze from a great distance. The range increases to 120 feet. Your daze also gains the following amp. Amp Your spell cracks the target's mental defenses, leaving it susceptible to further psychic attack. The spell's damage changes to 1d10. If the target fails its Will save, until the end of its next turn, it gains weakness 1 to mental damage and takes a –1 status penalty to Will saves. On a critical failure, the weakness is 3. The weakness applies before daze deals damage. Amp Heightened The spell's damage increases by 2d10, and the weakness on a failure or critical failure increases by 1.
Forbidden Thought Range 30 feet; Targets 1 creature Saving Throw Will You place a psychic lock in a foe's mind that prevents it from a specific action. Choose "Strike," "Stride," "Cast a Spell," or a specific action you know the creature to have (such as "Breath Weapon" against a dragon). If the creature attempts that action on its next turn, it must surmount your lock to do so, causing it to take 1d6 plus your spellcasting ability modifier mental damage (with a basic Will save). The target is then temporarily immune for 1 minute. Heightened (+1) The damage increases by 1d6. Amp Your telepathic push is particularly shocking to those who resist it. If the target fails its save, it's also stunned 1.
Message (Amped) Range 120 feet; Targets 1 creature Duration see below You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message. Heightened (3rd) The spell's range increases to 500 feet. Your message is not so easily bound by obstacles. The spell can travel up to 120 feet to reach the target, bending around walls and obstacles; this means you don't need a straight line of effect or line of sight to cast message as long as you know the target's space and there is an unblocked path of 120 feet or less that can reach them. It also gains the following amp. Amp Your telepathic message allows you to coordinate your actions while you pass on information. The target of the message can immediately spend its reaction to Step or Stride. Amp Heightened The target of the message can choose to Shove, Strike, or Trip with its reaction instead.
Additional Feats Experienced Professional, Gourd Leshy, Leshy Lore
Additional Specials Conscious Mind (The Silent Whisper), Plant Nourishment, Psi Cantrips And Amps, Psychic Spellcasting, Subconscious Mind (Emotional Acceptance)