Karzoug the Claimer

Horatio Von'Vhile's page

2 posts. Alias of william Nightmoon.


Full Name

Horatio Dike Von'Vhile

Race

Half-orc

Classes/Levels

Psychic 1

Gender

Male

Size

Medium

Age

27

Alignment

Neutral Evil

Languages

Common, Orc, Draconic, Goblin, Giant, Undercommon

Strength 7
Dexterity 13
Constitution 14
Intelligence 16
Wisdom 11
Charisma 16

About Horatio Von'Vhile

Racial Traits:

2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Shaman’s Apprentice
Source Advanced Race Guide pg. 1
Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Sacred Tattoo
Source Advanced Race Guide pg. 1
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

City-Raised
Source Advanced Race Guide pg. 1
Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Class Traits:

Weapon and Armor Proficiency: A psychic is proficient with all simple weapons, but not with any type of armor or shield.

Spells: A psychic casts psychic spells drawn from the psychic class’s spell list (see page 69). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic’s spell is equal to 10 + the spell’s level + the psychic’s Intelligence modifier.

A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–7: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).

The psychic’s selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic’s choice. At each new psychic level, she learns one or more new spells, as indicated on Table 1–8: Psychic Spells Known. Unlike a psychic’s spells per day, the number of spells a psychic knows isn’t affected by her Intelligence score; the numbers on Table 1–8 are fixed.

At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic’s class list that the psychic can cast. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Knacks: Psychics learn a number of knacks, or 0-level spells, as noted on Table 1–8. These spells are cast like any other spell, but they don’t consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Phrenic Pool (Su): 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 + her Wisdom or Charisma modifier, as determined by her psychic discipline. 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.

Phrenic Amplifications: A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic 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. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can’t be selected more than once. Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Note from Nethys: The full list of phrenic amplifications is available here.

Psychic Discipline (Ex or Sp): Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier.

At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on Table 1–8. Spells learned from a discipline can’t be exchanged for different spells at higher levels.

Specific psychic disciplines are further described starting on page 64.

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.

Telepathic Bond (Sp): At 9th level, a psychic can use telepathic bond as a spell-like ability once per day, using her psychic level as her caster level. She can’t leave herself out of a bond created in this way. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. Casting the spell using a higher-level spell slot gives no benefit on its own, but the psychic can apply metamagic feats that would increase the spell level to the appropriate level. For instance, if the psychic knows Extend Spell, she can use a 5th-level spell slot to cast extended telepathic bond as a full-round action. When a psychic who knows telepathic bond gains this ability, she can learn a different 4th-level spell in place of telepathic bond, losing the old spell in exchange for the new one.

Major Amplifications: At 11th level and every 4 levels thereafter, a psychic can choose one of the following major amplifications in place of a phrenic amplification.

Note from Nethys: The full list of major amplifications is available here.

Telepathy (Su): At 17th level, the psychic can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as both speaking and listening to multiple people at the same time. When a psychic who knows telepathy (see page 189) gains this ability, she can learn a different 5th-level spell in place of telepathy, losing the old spell in exchange for the new one.

Remade Self (Sp): At 20th level, the psychic is affected by one of the following spells as a constant spell-like ability: arcane sight, fly, haste, heroism, nondetection, or tongues. This ability is chosen when the psychic reaches 20th level and can’t be changed. While the psychic is under the effects of this spell-like ability, each time she casts a psychic spell, she can link one phrenic amplification or major amplification she knows that has a point cost of 1 to that spell without spending any points from her phrenic pool. This amplification is in addition to the normal maximum of one amplification per spell.

Amplifications:

Overpowering Mind (Ex) (Occult Adventures pg. 62 ): 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

Skills/Feats/Traits:

Skills(Rank/ability/bonuses)
Bluff (Cha),
Craft (Int),
Diplomacy (Cha),1/3/3
Disable Device (Dex), 1/1/4
Fly (Dex),
Intimidate (Cha),1/3/3
Knowledge (local) (Int),1/3/3
*Knowledge (Dungeonering),1/3/3
*Linguistics (Int),1/3/3
Perception (Wis),1/0/3
Profession (Wis),
Sense Motive (Wis),1/0/3
Spellcraft (Int),

*Background Skills

Feats
Spell Focus(Necromancy)

*Bonus Feat

Traits
Formerly Mind-Swapped: You awake with a strange sensation beyond the frightening experience of extensive memory loss. Full recollections of the experience—like so many others—have been wiped from your mind, but at some point in your past your mind was swapped with that of a yithian, an alien being from beyond time and space. You don’t remember details of your experiences wandering the yithians’ peculiar city in a foreign body—and even worry whether this might be some strange hallucination—but every so often, a flash of insight strikes you as a result of this experience. You know that you can rely on these alien flashbacks during your investigation into your current situation, as it gives you greater perspective into an otherwise confusing world. Once per day, you can reroll one Knowledge check that you have just failed. In addition, you can attempt untrained Knowledge checks with DCs up to 20 instead of 10.

The Star Gazer
Source Occult Mysteries pg. 37
Requirement(s) born: 31 Lamashan - 20 Neth
With his head in the clouds, the Stargazer sees far-off events, but misses the pitfalls directly before him. When rolling initiative as part of a surprise round, you take a –2 penalty on initiative checks, but you gain a +2 luck bonus to AC during all surprise rounds.

Mistrusted(Human)
Source Inner Sea Races pg. 194
Category Race
Requirement(s) Half-Orc
Choose humans or orcs. You learned during your earliest interactions with that race that some automatically consider you a threat because of your hybrid nature, and they can’t be easily placated. Against foes of the chosen race, you gain a +1 trait bonus on attacks of opportunity and a +1 trait bonus to your CMD.

Criminal(Disable Device)
Source Ultimate Campaign pg. 60
You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you

Drawback
Cruelty
Source Quests and Campaigns pg. 22
You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless.

Spells:

0-(At Will) Telekinetic Projectile, Read Magic, Dancing Lights, Mage Hand

1-(4/day) Mind Thrust 1, Burst Of Adrenaline

Equipment:
GP:73
(2)Dagger, Haramaki, a backpack, a bedroll, a belt pouch, flint and steel, a prismatic crystal, torches (10), trail rations (5 days), a waterskin, Cane(Simple), Sack, Bandolier

Background:

Born to half-orc Parents, Horatio was always weak. From the moment he first took breath it was clear he wasn't like his parents, who didn't even want him in the first place. He was instantly left on the door step of an orphanage... Where he was raised by a cruel woman, who beet the children if they fell out of line. It was there He learned of his hidden powers... He'd always been able to do small things, like make objects move just by thinking... It was never any strong however, and he never could do anything that could hurt anyone. At least Not humans.

As time passed however, Horatio fell into a deep depression. It was clear no-one would adopt him, and at the age of 13 the Orphanage tossed him to the street. It was there he was picked up by a thief looking to exploit children for their size. Horatio learned the basics of lockpicks from the thief, and worked for him... At Least until he was 15, when the thief left him to fend for himself. Soon he was so impovershed that he couldn't even afford clothes... At the age of 16, he attempted suicide. However it was at this time his mind was swapped. Several years passed but for him it was meat moments... He awoke in his own room, in the tower of a mage. He learned that whomever had taken his body had turned his life around, and given him the chance to learn. At the age of 20 he began to learn how to control his powers from the mage of the tower. As time passed however, it became more and more clear the wizard couldn't help everything... And Horatio left, off to seek meaning himself. Time passes, and Horatio trained himself, learning to slowly draw his powers out...