Monk

Indra Gahanartakee's page

110 posts. Organized Play character for Drogeney.


Race

Phrenic Pool: 4/4; Spells Per Day: 1st-5/5

Gender

female Human Psychic 2 | HP 16/16 ( n/l) | AC 12, FF 10, TAC 12) | CMB +0, CMD 12 | Fort +2, Ref +2, Will +3 | Init +2 | Perception +5

About Indra Gahanartakee

Indra
Society Number # 138480-2
xp 0/3
Faction Scarab Sages
female human psychic 2
LG medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 16 (1d6+6)
Fort +2, Ref +2, Will +3
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4-1 19-20/2)
Ranged +3 (varies)
Special Attacks phrenic pool (4/4)
Spell-Like Abilities (CL 2; concentration +6):
1/day—detect thoughts (dc 14)
Spells (CL 2; concentration +5):
1st (5/day)—charm person (dc 14); color spray (dc 14); burst of insight;
0 (at will)—detect magic; telekinetic projectile; detect psychic significance; dancing lights; spell, acid splash (me)
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Statistics
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Str 08, Dex 14, Con 14, Int 17, Wis 10, Cha 16
Base Atk +1; CMB +0;CMD 12
Feats WP: simple; Skill Focus: Perform (dance) (1st)
Traits talented, reincarnated
Skills
Skill | total | mod | ranks | class | misc
Diplomacy +8 = +3+2+3
Knowledge: arcana (Int) +8 = +3 +1 +3 +1
Knowledge: dungeoneering^ (Int) +4 = +3 +0 +0 +1
Knowledge: engineering^ (Int) +4 = +3 +0 +0 +1
Knowledge: geography^ (Int) +4 = +3 +0 +0 +1
Knowledge: history^ (Int) +4 = +3 +0 +0 +1
Knowledge: local^ (Int) +4 = +3 +0 +0 +1
Knowledge: nature^ (Int) +4 = +3 +0 +0 +1
Knowledge: nobility^ (Int) +4 = +3 +0 +0 +1
Knowledge: planes^ (Int) +4 = +3 +0 +0 +1
Knowledge: religion^ (Int) +8 = +3 +1 +3 +1
Perception +5 = +0 +2 +3 +0
Perform:dance (Cha) +11 = +3 +1 +3 +4
Sense Motive +5 = +0 +2 +3 +0
Spellcraft^ +7 = +3 +1 +3 +0
Languages common, vudrani, elven, celestial
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Special Abilities
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Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Talented: You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.
Reincarnated: You gain a +2 trait bonus on saving throws against fear and death effects.
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 Amplification (Su): 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.
Overwhelming Mind (Ex): 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.
Psychic Discipline (Rebirth) (Cha) (Ex or Su):
Bonus Spells: Burst of insight (1st), false life (4th), contact other plane (6th), ancestral memory (8th), reincarnate (10th), transformation (12th), ethereal jaunt (14th), bilocation (16th), akashic form (18th).
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.
You can decide to change the spellcasting class from which you draw this spell each time you gain a new level.
Favored Class: Psychic +2 hp
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.

Inventory:

Magic Items: (Weight):
potion of cure light wounds
GEAR (Weight):
Dagger 1 lbs
Backpack (Mw) 4 lbs
Bedroll 5 lbs
Belt Pouch 0.5 lbs
Trail Rations (4 days) 4 lbs
Soap 0.5 lbs
Spell Component Pouch 2 lbs
Waterskin 4 lbs
Traveler's Outfit 5 lbs
Entertainer's Outfit 4 lbs (free clothes)
TOTAL WEIGHT: 30
Money: 112 pp | 30 gp | 9 sp | 4 sp (1150.9.4 gp)

Description:

Indra is a slight Vudrani woman with dusky skin, long straight brown hair, and black eyes. She moves with a gentle grace and the skill of a trained dancer all the while clothed in green or red silks. She often wears several bangles on her wrists and a headpiece of very fine chain that makes a circlet upon her head and has small strand of tiny pearls the hang down over her brow. At times she can be found meditating while staring into a small gemstone of smokey quartz.

Back Story:

Indra was born in the Impossible Kingdoms of Vudra to a well respected family of the expert caste, they had made a name for themselves as superior craftsmen of cut gems and had a history of the women of their family being superb dancers. Indra was the youngest of five children with three older brothers and an older sister and grew up in the same house her family had lived in for twenty generations. They had the fourth floor of their home, her aunt and uncle shared the third, her grandparents the second and her great grandparents the first.
While Indra showed no skill in gem cutting she proved to be a superb dancer and trained hard in her discipline. It was as she reached her thirteenth year that the voices began, she could hear them in her mind at times and it was quickly obvious to all that she possessed mind magic. Indra continued her studies in dance but also began to train with mentors of the teacher cast and priest castes to control her new found powers. It was quickly determined that she had access to snippets of her past lives, of knowledge that her soul had once known, and she began to tap into that to gain access to some of the latent powers she could cast in the distant past.
When Indra was deemed capable of surviving the rigors she was sent away from Vudra to Avistan to perform in the theaters of Absolom. It was decreed that she remain until she had learned more control and proved herself to be truly worthy of the powers she had developed. She reached Absolom several months ago and began a string of performances before falling in with members of the Pathfinder Society. The Scarab Sages found out about her abilities, her access to past lives, and approached her to join their faction, she studied their goals and decided that she could accept their patronage and agreed to join them in their searches for the Scarab Gems.