Harbormaster Permelia

Inniska Tzak's page

414 posts. Alias of Evriani.


Full Name

Inniska Tzak

Race

HP: 40/40 | AC 17| F+7, R+7, W+9 | Perc +7 (init +9)

Classes/Levels

Speed 25 | Class/Spell DC 20| Active Conditions: none | Hero Points: 0/3 | Lvl 1 Spell Slots: 1/2, Lvl 2 Spell Slots 0/2| Focus Points 0/2 | Wand: Charged

Gender

NG female human psychic 4

Strength 10
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 12
Charisma 18

About Inniska Tzak

Backstory:
Inniska has spent most of her life as a slave. Her parents were killed during the Goblinblood Wars, and she had the misfortune of ending up in an unsavory orphanage that sold off ‘unadoptable’ children into servitude. She was purchased by Lady Palina of House Arionne, a Chelaxian noble living in Elidir and funneling slaves back home. Inniska, she kept for herself, and the orphan’s childhood was spent in hard labor.

In her adolescence something changed. Whether it was something her Varisian blood, her early childhood trauma, or just some fluke of the universe, Inniska began manifesting powers. She could move things with her mind and prod at others' thoughts. Her mistress found uses for these abilities in her business dealings, and Inniska was trained in courtly manners, and punished painfully when she didn’t learn fast enough.

Loathing her role in depriving others of freedom, a few days ago, Inniska ran away. She stole a little gold and used it to secure a spot with the first caravan she could find heading for Andoran, where she’d heard slavery was not allowed. She’s been nervously watching the road behind her ever since, certain Lady Palina will send someone after her.

Personality:
Inniska comes off as confident, even bold. She’s well-mannered, speaks precisely, and could pass for a noble, were it not for her cheap attire. She’s a bit of a social chameleon, shifting her personality subtly to try and get those she speaks with to like her. With one person she may be more demure, and with another, a bit of a braggart.

The real Inniska, behind the mask, is much more timid. She’s left the only home she ever knew, albeit a terrible one, and she has no idea what she’s going to do once her destination is reached. Observant folk might see her flinching when someone nearby makes a sudden movement, or notice that she has a tendency to cast her gaze downward when speaking to someone, only making eye contact by conscious effort.

Stats:

HP: 40/40
Perception: +7
Speed: 25

AC 17
Fort +7
Ref +7
Will +9

Class DC: 20
Occult DC: 20
Occult Attack: +10

Languages:
Common, Halfling, Elven, Infernal

Archetype: Cathartic Mage:

https://2e.aonprd.com/Archetypes.aspx?ID=97
Catharsis Trigger An enemy deals damage to Drake. You can't use this reaction if you're fatigued.
Catharsis Activation If you're grabbed, immobilized, or restrained, you can attempt to Escape. If you succeed, the creature or hazard imposing the condition on you (if applicable) takes force damage equal to your level.
Emotional Fervor When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level. Spell: draw ire
Emotional Fallout You become fatigued until you Settle your Emotions.

Feats and Abilities:

Subconscious Mind: Emotional Acceptance
The mind's truths come not in learned words or mathematical formulas but in deeper feelings and sensations. Emotions unlock the door to your power. Emotion components tend to impart abstract or vivid effects to your visual and auditory spell manifestations as well as more intangible flashes of emotion, such as swirls of joyous color or a sense of growing melancholy.
Key Ability Your key ability score is Charisma.
Psyche Action Restore the Mind

◆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.

Conscious Mind: The Distant Grasp
You wield telekinesis as an arm that can grasp the furthest and finest of objects.
Granted Spells 1st: kinetic ram; 2nd: telekinetic maneuver; 3rd: levitate; 4th: fly; 5th: telekinetic haul; 6th: poltergeist's fury; 7th: telekinetic bombardment; 8th: falling sky; 9th: implosion
Standard Psi Cantrips: mage hand and telekinetic projectile
Unique Psi Cantrips: surface: telekinetic rend; deeper: vector screen; deepest: dancing blade

Versatile Heritage (Heritage 1st)
Select a general feat of your choice for which you meet the prerequisites.

Read Psychometric Resonance (Bonus from Versatile Heritage, GM approved)
With a touch, you can read the psychic impressions left on objects by their previous owners. This exploration activity functions similarly to Detect Magic in that you move at half your travel speed or slower while looking for psychometric resonance. You must brush your bare hands over any objects you pass while you do this. This detects objects with significant emotional resonance attached to them, such as the joy from a child's beloved teddy bear, the sorrow from a widower's wedding ring, or the fear from a victim's murder weapon. If you're looking for a particular type of emotional resonance, you can choose to ignore other emotions. If you find an item with that resonance, you can explore that resonance with the following action:
Psychometric Assessment (concentrate, divination, emotion, exploration, mental, occult)
Requirements: Your bare hands are touching an object in which you detected psychometric resonance
Effect You spend 1 minute concentrating on the object to get a vision of the face of the person who imbued the item with such emotion in the first place. If the associated emotion is painfully negative, you might take 1d6 psychic damage, as determined by the GM.

General Training (Ancestry 1st)
You gain a 1st-level general feat.

Toughness (Bonus from General Training)
Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

Read Lips (Background)
Prerequisites trained in Society
You can read lips of others nearby who you can clearly see. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know.

◇ Unleash Psyche (Feature 1st)
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.

Psi Cantrips and Amps (Feature 1st)
The magic of your mind manifests as psi cantrips, which you can modify by spending Focus Points. Like other cantrips, you can cast psi cantrips as often as you like, and they are automatically heightened to half your level rounded up. Your psi cantrips are in addition to the cantrips you choose from the occult list as part of your psychic spellcasting. Generally, only feats can give you more psi cantrips. Unlike other cantrips, you can’t swap out psi cantrips gained from psychic feats at a later level, unless you swap out the specific feat via retraining. At 1st level, you learn three psi cantrips determined by your choice of conscious mind; one is a unique psi cantrip and two are common cantrips, typically from the occult spellcasting tradition, that you always cast as psi cantrips. You automatically gain more psi cantrips as you progress in your career as a psychic..

You start with a focus pool of 2 Focus Points. However, unlike other spellcasters, you don’t gain focus spells that cost Focus Points to cast. Instead, you use your Focus Points to boost or modify your psi cantrips by applying amps— specialized thoughtforms that alter the expression of your psychic power. Each of your psi cantrips has a special amp heading. Whenever you cast a psi cantrip, you can amp it by spending 1 Focus Point to add the amp effect. You can also gain additional amps through feats, allowing you to substitute a psi cantrip’s normal amp effect for another one. You choose which amp to use, if you choose to use any, each time you cast a psi cantrip. Unless otherwise noted, you can apply only one amp to a given psi cantrip. You refill your focus pool during your daily preparations, and you can regain Focus Points by spending 10 minutes using the Refocus activity to explore your mind, whether via meditation, practicing a craft or activity that gives you the mental space to self-reflect, or talking through your thoughts and feelings with yourself or another. If you’ve spent Focus Points only to amp psi cantrips or fuel psychic abilities since the last time you Refocused, you regain 2 Focus Points when you Refocus, up to your maximum of 2. If you’ve spent Focus Points on focus spells or abilities other than those from the psychic class (for instance, to cast a focus spell you gained from an archetype), you regain only 1 Focus Point.

Counter Thought ↺ (Class Feat 2nd)
Trigger: A creature Casts a Spell with the mental trait.
Requirements: You have an unexpended spell slot you could use to Cast a Spell with the mental trait.
When a foe Casts a Spell that has the mental trait and you can see its manifestations, you can use your own mental magic to disrupt it. You expend one of your spell slots to counter the triggering creature's casting of a spell with the mental trait. You lose your spell slot as if you had cast the triggering spell; this spell slot must be one for which you could Cast a Spell with the mental trait. You then attempt to counteract the triggering spell.

Quick Identification (Skill Feat 2nd)
Prerequisites trained in Arcana, Nature, Occultism or Religion
You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.

Incredible Initiative (Gen Feat 3rd)
+2 to initiative rolls

◆Psi Burst
Concentrate Evocation Mindshift Occult Psyche Psychic
Frequency: once per round
With a passing thought, you direct violent psychic energies at a nearby creature. Target one creature within 30 feet. It takes 1d4 bludgeoning damage with a basic Reflex save. At 3rd level and every 2 levels thereafter, the damage increases by 1d4.

Glad Hand
General Skill
Prerequisites: expert in Diplomacy
First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.

Skills:

U +6 Perception
(+2 init)

U +0 Acrobatics
U +2 Arcana
U +0 Athletics
U +2 Crafting
T +10 Deception
T +12 Diplomacy
T +10 Intimidation
U +2 Medicine
U +2 Nature
T +8 Occultism
U +4 Performance
T +7 Religion
T +8 Society
T +7 Stealth
U +2 Survival
U +0 Thievery

T +8 Lore (Labor)

Cantrips:

◆Message (Auditory, Cantrip, Illusion, Linguistic, Mental)
Cast: verbal
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.

◆◆Daze (Cantrip, Enchantment, Mental, Nonlethal)
Cast: somatic, verbal
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 (+4); 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.

◆◆Detect Magic (Cantrip, Detection, Divination)
Cast: somatic, verbal
Area: 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

Psi Cantrips:

Focus Points:2
Focus is spent to amp the spells, not to cast them.

◆◆Mage Hand (Cantrip, Evocation)
Cast: somatic, verbal
Range: 30 feet; Targets 1 unattended object of 1 Bulk or less
Duration: sustained
You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
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.

◆◆Telekinetic Projectile (Attack, Cantrip, Evocation)
Cast: somatic, verbal
Range: 60 feet; Targets 1 creature
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage - as appropriate for the object you hurled - equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success You deal double damage.
Success You deal full damage.
Heightened (+1) The damage increases by 1d6.
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. (equal to 1d6 plus your spellcasting ability modifier).
Amp Heightened The damage increases by 2d6 instead of by 1d6.

◆◆Telekinetic Rend (Uncommon, Cantrip, Evocation, Psychic)
Cast: somatic, verbal
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.
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.

Level 1 Spells:

◆◆Agitate (Enchantment, Mental, Nonlethal)
Cast: somatic, verbal
Range: 30 feet
Target(s) 1 creature
Saving Throw: Will; Duration varies
You send the target’s mind and body into overdrive, forcing it to become restless and hyperactive.
During the duration, the target must Stride, Fly, or Swim at least once each turn or take 2d8 mental damage that turn. The GM might decide to add additional move actions to the list for creatures who possess only a more unusual form of movement. The duration of this effect depends on the target’s Will save.
Critical Success The spell has no effect.
Success The duration is 1 round.
Failure The duration is 2 rounds.
Critical Failure The duration is 4 rounds.
Heightened (+1) The damage increases by 2d8.

◆◆Soothe (Emotion, Enchantment, Healing, Mental)
SIGNATURE SPELL, can heighten at will
Cast somatic, verbal
Range 30 feet; Targets 1 willing living creature
Duration 1 minute
You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Heightened (+1) The amount of healing increases by 1d10+4.

◆-◆◆◆Kinetic Ram (Evocation, Force)
Cast: verbal
Range: varies; Targets 1 or more creatures
Saving Throw: Fortitude
Gathering kinetic energy, you either focus it in a straight line or disperse it as an encircling ripple. Any creature targeted by this spell must succeed at a Fortitude saving throw or be pushed 10 feet away from you (or 20 feet on a critical failure). The spell's area or range and how many creatures it affects is based on how many actions you spend when Casting the Spell.
◆The spell targets one creature within 15 feet.
◆◆The spell targets one creature within 30 feet. The distance the target is pushed if it fails is doubled, and on a critical failure, the target is also knocked prone and takes 1d6 bludgeoning damage.
◆◆◆The spell targets all creatures in a 5-foot emanation.

Level 2 Spells:

◆◆Resist Energy (Abjuration)
Cast: somatic, verbal
Range: touch; Targets 1 creature
Duration: 10 minutes
A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.

◆◆Telekinetic Maneuver (Attack, Evocation, Force)
Cast: somatic, verbal
Range: 60 feet; Targets 1 creature
With a rush of telekinetic power, you move a foe or something they carry. You can attempt to Disarm, Shove, or Trip the target using a spell attack roll instead of an Athletics check.

◆◆Spiritual Weapon(Evocation, Force)
Cast: somatic, verbal
Range 120 feet
Duration sustained up to 1 minute
Link to description.

Gear:

Backpack
Bedroll
Waterskin
Rations (1 week)
Explorer's Clothing
Fine clothing
Disguise Kit
2 lesser elixers of life
wand of soothe
(She is entirely unprepared for adventuring, only grabbing the obvious essentials and whatever she needs to try and play herself off as having some money. I lowered her starting money on purpose, she managed to steal a couple gold and that's it.)