About Joe PublicPFS # 264524-25
Reality’s just a conspiracy, you know? It's the man trying to get you down, make you follow his rules. You just have to open your mind and see past it, man. You get it? Male Human Psychic 3
Melee Dagger +0 (1d4-1) Ranged
Non-Standard Skill Bonuses
Languages Common (Taldane) Special Abilities:
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SPECIAL ABILITIES ------------------------------ Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. Unstoppable Magic: Humans with this trait gain a +2 racial bonus on caster level checks against spell resistance. This racial trait replaces the bonus feat trait. Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Resilient: You gain a +1 trait bonus on Fortitude saves 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. Phrenic Pool: 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. Psychic Discipline: 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. Joe has the Psychedelia discipline. Drug Resistance: When you ingest drugs, you take half as much ability damage (minimum 1). You also gain a +4 bonus on saving throws to avoid becoming addicted to a drug or to overcome being addicted. Cognatogen: Once per day, you can create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. When you imbibe a cognatogen, you gain a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 1 minute per psychic level. In addition, while the cognatogen is in effect, you take a –2 penalty to one of your physical ability scores. If the cognatogen enhances your Intelligence, it applies a penalty to your Strength. If it enhances your Wisdom, it applies a penalty to your Dexterity. If it enhances your Charisma, it applies a penalty to your Constitution. Otherwise, this ability works just like the alchemist’s mutagen ability. When the effect of the cognatogen ends, you take 2 points of ability damage to the ability score penalized by the cognatogen. Detect Thoughts: 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. Phrenic Amplifications:
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PHRENIC AMPLIFICATIONS ------------------------------ Overwhelming Mind: 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. Will of the Dead: Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor. Spells:
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SPELLS ------------------------------ Knacks Dancing Lights Daze Will 15 Detect Magic Prestidigitation Read Magic 1st (6/day)
Feats:
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FEATS ------------------------------ Improved Initiative: You gain a +4 bonus to your Initiative modifier. Spell Focus (enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Gear/Possessions:
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GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-26 lb. Medium 27-53 lb. Heavy 54-80 lb. Current Load Carried 13 lb. Dagger (2 gp) (1 lb) Haramaki (3 gp) (1 lb) Masterwork Buckler (155 gp) (5 lb) Cloak of Resistance +1 (1000 gp) (1 lb) Handy Haversack (2000 gp) (5 lb) *Backpack (2 gp) (2 lb) *Silk Rope (10 gp) (5 lb) *Acid Flask x 2 (20 gp) (2 lb) *Scroll: Comprehend Languages (25 gp) (0 lb) *Scroll: Endure Elements (25 gp) (0 lb) *Scroll: Monkey Fish (25 gp) (0 lb) *Scroll: Unseen Servant (25 gp) (0 lb) *Wand: Cure Light Wounds (50 charges) (- gp) (0 lb) *Wand: Magic Missile (46 charges) (- gp) (0 lb) *Alchemist’s Lab (200 gp) (40 lb) *Stored in Handy Haversack Bot Me!:
Joe tends to daze people in combat - it’s not his fault they can’t handle the truth, man! Boons:
[ ] [ ] [ ] Reclaiming Memories (Why Were You Chosen): You can check one of the boxes preceding this boon to a apply a +2 bonus to a Heal or Craft (alchemy) check. You must choose whether or not to use this bonus after seeing the d20 roll, but before learning the outcome.
Azlanti Wonders: When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon off your Chronicle sheet and gain a +1 insight bonus to two of the following for the duration of the adventure while you are exploring the site: AC, attack rolls, saving throws, or skill checks. Champion of Time: (Defender of Time): You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: Courageous, Indomitable Faith, or Resilient. Timelost Chronicler: You gain a permanent +1 bonus on Knowledge (history) checks. Once per scenario, you may gain a +1 morale bonus on a single d20 roll. You must declare your use of this boon before the roll is made. Background:
Appearance and Personality:
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