About Jane Doe?
LN female elf psychic (amnesiac, mutation mind) 6, inquisitor (living grimoire) 1
Psychic Spells Known (CL 6th; concentration +13)
[b]Inquisitor Spells Prepared (CL 1st; concentration +8) [/b]
While you’re manifesting your dark half, you increase the DCs of your psychic spells by 1, gain a +2 morale bonus on Will saves, and become immune to fear effects. Whenever you cast a spell that deals damage while manifesting your dark half, you can cause one creature that took damage from the spell to also take 1 point of bleed damage.
The psychic can spend 1 point from her phrenic pool to probe one target’s mind if that creature is affected by the linked spell. If the target of the linked spell fails its saving throw or is hit by the spell, the psychic detects its surface thoughts (as the 3rd-round effect of detect thoughts). If the linked spell doesn’t already require an attack roll or allow a saving throw, the target can attempt a Will saving throw to avoid the thought-detection effect only; the DC is calculated using the linked spell’s level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to spells that affect a target or an area. If the linked spell can affect more than one creature, the psychic can attempt to detect more than one target’s thoughts by spending 1 additional point per creature beyond the first. She must select these targets when she casts the spell and spends the points. This is a mind-affecting effect.
Physical Mutation (Su) A mutation mind’s psychic powers warp her body, allowing her to physically mutate herself as a swift action, which grants her a +4 enhancement bonus to Strength and a –2 penalty to Intelligence. A mutation mind can assume her physically mutated form for a number of minutes per day equal to her psychic level. The minutes don’t have to be used consecutively, but must be used in 1-minute increments. When the duration runs out, the mutation mind can spend 1 point from her phrenic pool to extend the duration by 1 round. She can continue extending it in this way until she runs out of points. After the mutation ends, the mutation mind is fatigued and can’t activate a physical mutation again for 1 round. The following bodily mutation may be included during the physical mutation:
An amnesiac’s ability to cast psychic spells is the same as that of the psychic class, with the following exceptions.
An amnesiac’s faulty memory makes remembering and casting spells difficult, but the increased flexibility can be a great benefit. Instead of choosing a number of spells known from Table 1–8: Psychic Spells Known, an amnesiac accesses spells she knew the previous day from the recesses of her mind. This requires 1 hour of meditation. Each day, for each spell level the amnesiac can cast, she retains a number of spells known equal to half the number listed on Table 1–8, rounded up. These spells must be selected from spells the amnesiac knew the previous day (including any spells she remembered using spell recollection; see below). The remainder of her spells known (half the number on Table 1–8, rounded down) become amnesia slots, which the amnesiac can use with her spell recollection ability (see below). To determine the spells she knows on the day when she first takes this archetype, the amnesiac picks any one 1st-level spell from the psychic spell list.
This change to spells doesn’t apply to knacks (0-level spells) or discipline spells, which function the same way they do for a normal psychic. When the amnesiac gains access to 3rd-level spells, she gains full recall of her 1st-level spells and no longer gains 1st-level amnesia slots, instead gaining the full number of 1st-level spells known from Table 1–8 and casting them as a normal psychic. When this happens, the amnesiac can select any level-appropriate spells from the psychic spell list as her spells known, even if they were never among the spells she prepared or recalled; once selected, these spells can no longer be changed, as with a normal psychic. Each time the psychic gains access to a new level of spells, she gains full memory of spells 2 levels lower in the same way (gaining full memory and permanently selecting her 2nd-level spells when she gains access to 4th level spells, and so on). This ability alters spellcasting.
Spell Recollection (Ex):
Once per hour as a swift action, an amnesiac can attempt to remember any spell from the psychic spell list of her choice from either of the 2 highest spell levels she can cast. When she does, she rolls on Table 2–1: Spell Recollection to determine the result. Because the mental stress of combat brings memories to the surface more easily, the amnesiac adds 1d10 to this roll’s result if she’s in combat when she attempts to recall a spell. Regardless of the result, the amnesiac expends an amnesia slot of the appropriate level for the spell she is attempting to remember; she must cast the spell remembered (if any) using that amnesia slot during the same round, or the spell slot is lost without effect. Once a spell has been remembered in this way, the amnesiac can cast it as one of her spells known for the rest of the day (even if she failed to cast the spell during the round in which she remembered it), unless spell recollection allowed her to cast a spell of a higher level than she would normally be able to cast.
Spell Recollection Table (D%):
Repressed Memories All the amnesiac’s older memories (All time before appearing in Absalom and joining the Pathfinder Society) have been deeply hidden, as though she had been affected by multiple repress memory spells. She isn’t prevented from remembering things that happen over the course of a game, but might be forgetful. If the amnesiac’s memories are ever restored, she loses this archetype and reverts to a standard psychic.
Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your
Holy Book (Su): At 1st level, a living grimoire forms a supernatural bond with a large ironbound tome containing the holy text of his deity and learns to use it as a weapon. When wielding the holy book as a weapon, he deals base damage as if it were a cold iron light mace (but see Sacred Word below), is considered proficient with the book, takes no improvised weapon penalty, and gains a +1 bonus on attack rolls with the book. The tome serves as his holy symbol and divine focus, and can be enchanted as a magic weapon. He can replace his bonded tome with another book at any time, though he must perform a 24-hour binding ritual to attune himself to the new book.
Sacred Word (Su): At 1st level, a living grimoire learns to charge his holy book with the power of his faith. The inquisitor gains the benefits of the warpriest’s sacred weaponACG class ability, but the benefits apply only to his bonded holy book. Like a warpriest’s sacred weapon, the living grimoire’s book deals damage based on the inquisitor’s level, not the book’s base damage (unless the inquisitor chooses to use the book’s base damage).
At 4th level, the living grimoire gains the ability to enhance his holy book with divine power as a swift action. This ability grants the holy book a +1 enhancement bonus. For every 4 inquisitor levels the living grimoire has beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). These bonuses stack with any existing bonuses the holy book might have, to a maximum of +5. The living grimoire can enhance his holy book to have any of the special abilities listed in the warpriest’s sacred weapon ability, subject to the same alignment restrictions, but adds bane to the general special ability list. Adding any of these special abilities to the holy book consumes an amount of enhancement bonus equal to the special ability’s base price modifier. The holy book must have at least a +1 enhancement bonus before the living grimoire can add any special abilities to it. The living grimoire can use this ability a number of rounds per day equal to his inquisitor level, but these rounds don’t need to be consecutive. As with the warpriest sacred weapon ability, he determines the enhancement bonus and special abilities the first time he uses the ability each day, and they cannot be changed until the next day.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Level 1: Alarm, Bane, Barbed Chains, Bless, Command, Comprehend Languages, Detect Chaos, Detect Evil, //Detect Good, Detect Law, Detect Undead, Divine Favor, Ear Piercing Scream, Expeditious Retreat, Hide From Undead, Hide Weapon, Inflict Light Wounds, Interrogation, Invisibility Alarm, Keep Watch, Litany of Sloth, Magic Weapon, Peacebond, Protection from Chaos Protection from Evil, Protection from Good, Sanctify Corpse, Shield of Faith, Shield of Fortification, True Strike
PFS # 120937-15
Season 7 Faction Cards Accomplished (4):
Bold tasks are completed
Pathfinder Tales Novels Attached:
Cartographer Unburied: Daughters of Fury #1 You rescued the guard and cartographer Jerem from his hiding place. For one adventure, Jerem provides you a +2 bonus on all Knowledge (Geography) checks as well as on survival checks to avoid getting lost. Additionally, he grants a +4 bonus on any skill or ability check to draw a map, and allows you to attempt such checks untrained. When you use this boon, cross it off.
Confirmed Field Agent: Confirmation
Cursebreaker Daughters of Fury #2 You may cross this boon off your chronicle sheet before attempting to remove a curse with a spell that requires a caster level check to treat your result as if you had rolled a natural 20. Alternatively, you may cross off this boon to preroll a saving throw against a curse.
Devil Slayer (1/3 boxes available): Daughters of Fury #3 You put an end to the plots of the Erinyes Shayle and her infernal children. You gain a +2 competence bonus on Perception and Sense Motive checks against devils, as well as on all Knowledge (Planes) checks regarding devils. In addition, you may cross off one of the boxes that precedes this boon to imbue your weapon with holy energy, granting it the [i]bane property against devils for 1 minute.
Explore, Report, Cooperate: Confirmation
Explorer Faction Card Once per adventure before attempting Acrobatics, Climb, Survival, or Swim, gain +3 circumstance bonus and halve armor check penalty
Field-Commissioned Kobold: True Dragons of Absalom
Friend of Janira Gavix: Confirmation
Hellknight’s Respect Orders from the Gate
Honorary Arwyll: Daughters of Fury #3 Whenever you retrain, the retraining takes 1 fewer day for every 5 it would normally take (min 0).
Impressive Find: Phantom Phenomena
Linno’s Alchemical Mine Daughters of Fury #2 You helped Linno Brethun set traps. In exchange, he gave you enough spare materials to build one of your own. Setting an alchemical mine trap requires 10 minutes and a DC 15 Craft (Traps) check.
Nemesis[b] Faction Journal Card Once per adventure, gain +2 bonus on your next attack against an Aspis agent, +4 damage, or make them take -1 penalty on saving throw against next spell you cast.
[b]Nidalese Apostate: Nightglass Years of training in Pangolais have inured you to both Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against that effect. When this boon is used, cross it off.
Owlbear Companion: We Be Goblins Too!
Prophetic Dream: PBP Gameday IV Boon #2
Reinforced Alliance Orders from the Gate +2 bonus on Diplomacy, Bluff, and Intimidate against Hellknights
Sin-Tainted: Nightblade Exposure to utter evil has left unholy scars upon your soul. As an immediate action, you can gain a +3 sacred bonus on a saving throw against a spell or effect that does not harm evil creatures. If you fail this saving throw-or if the effect grants no save-you can immediately shift your alignment one step toward evil to mitigate the effect. This alignment shift is considered an evil act, and if you become evil, you must secure an atonement before the end of the adventure.
Spoils of the Siege (Rataji) Serpent’s Rise
The Favor of Cartahegn: The Bloodcove Disguise While within a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.
Trapmaker True Dragons of Absalom A kobold from the Sewer Dragon tribe taught you a few trap-making tricks and provided you with a few specialized supplies. You can use these supplies, together with materials that you have collected in your adventures, to assemble a swinging axe trap with a successful Craft (traps) check. You can attempt to make the trap more deadly at the cost of making it more difficult to craft.
True Magic of the Shadowcaster Nightglass The purest expression of Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by 1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off your chronicle sheet.
Trusted Pathfinder May buy one special item.
Vegazi’s Ally (2/3 Available) May receive any combination of the following favors
Well-Earned Reward: Phantom Phenomena
You Be Goblin!: We Be Goblins!
You Really Be Goblin: You have spent considerable time—almost certainly too much time—studying goblins, and some of their worst habits have rubbed off on you. As a free action, gain the benefits of one of the following race traits for 1 round. When you use the trait, you may also permanently replace one of your existing traits with the new race trait, following all of the normal rules for selecting traits. When you use this boon, cross it off your Chronicle sheet.
Yvogga Redeemed (2/3 Available) Daughters of Fury #3