About KiokuBasics:
AC: 14
Touch: 12 Flat: 12 CMD: 12 HP: 17/17 (dead at -12) BAB: +1
Init: +2
Racial traits:
Darkvision: Aasimar can see perfectly in the dark for up to 60 feet. Celestial Resistance: Aasimar have acid resistance, cold resistance 5, and electricity resistance 5. Crusading Magic: These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits. Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. FCB: Add +1 psychic spell known 1 lower level. Class Features:
Weapon and Armor Proficiency: Arcanists/psychic are proficient with all simple weapons. They are not proficient with any type of armor or shield. Arcane Reservoir (Su): The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. Phrenic Pool (Su): 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: Rebirth
Mnemonic Esoterica (Ex): 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 (Pathfinder RPG Occult Adventures 144). You can decide to change the spellcasting class from which you draw this spell each time you gain a new level. 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. Phrenic Amplifications
Will of the Dead (Su): 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. Bloodline Arcana (Psychic): Your arcanist spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells. Bloodline Power (Psychic):
Mental Resistance (Ex): At 3rd level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects. At 9th level, this bonus increases to +4.
Feats and Traits:
Feats
Logical Spell: A logical spell can be cast without emotion components. Spells that don’t require emotion components are not affected. A logical spell uses up a spell slot 1 level higher than the spell’s actual level. Spell Penetration: +2 to Spell Penetration Rolls Traits
You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait. Magical Lineage (Remove Fear): When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. Wayang Spellhunter (Battering Blast): When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.
Basic Attacks:
dagger: +0, 1d4-1 damage, crit 19-20/x2, pierce or slash light crossbow: +3, 1d8 damage, crit 19-20x2, pierce Skills (*class skill):
+2 Acrobatics +3 Bluff* -1 Climb +9 Diplomacy 3r +3 Disguise +2 Escape Artist +2 Fly* +0 Heal +3 Intimidate* +10 Knowledge (Arcana)* 1r +10 Knowledge (Dungeoneering)* 1r +6 Knowledge (Local)* +6 Knowledge (Nature)* +14 Knowledge (Planes)* 3r +10 Knowledge (Religion)* 1r +6 Perception* 3r +2 Ride +6 Sense Motive* 3r +12 Spellcraft* 3r +2 Stealth +0 Survival -1 Swim +9 Use Magic Device* 3r Background
Spells:
Spells/Day (Arcanist): 4/0th, 2/1st (3 cast)
Concentration: +5 Spellbook: 0th - Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidgitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue 1st - Color Spray, Ear-Piercing Scream, Hypnotism, Infernal Healing, Mage Armor, Magic Missile, Mount, Silent Image, Vanish, Web Bolt Spells Prepared: 0th - DC 14 Acid Splash, Detect Magic, Prestidigitation, Read Magic, Mage Hand 1st - DC 15 Color Spray, Magic Missile, Mage Armor Spells/Day (Psychic): 6/1st
Equipment:
Hero Lab Output:
Kioku Female peri-blooded aasimar (emberkin) blood arcanist 3/psychic (amnesiac) 3/gestalt 3 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 8, 77, Pathfinder RPG Bestiary 7, Pathfinder RPG Occult Adventures 60, 104) CG Medium outsider (native) Init +2; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 17 (3d6+3) Fort +2, Ref +3, Will +3; +2 vs. mind-affecting, +1 trait bonus vs. spell effects from evil creatures Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +0 (1d4-1/19-20) Ranged light crossbow +3 (1d8/19-20) Special Attacks arcane reservoir (2/6), consume spells, phrenic amplifications (overpowering mind[OA], will of the dead[OA]), phrenic pool (1 points) Spell-Like Abilities (CL 3rd; concentration +6) . . 1/day—pyrotechnics (DC 15) Bloodline Spell-Like Abilities (CL 3rd; concentration +7) . . 6/day—psychic strike (1d6+1) Psychic Spell-Like Abilities (CL 3rd; concentration +7) . . 1/day—detect thoughts (DC 14) Psychic (Amnesiac) Spells Known (CL 3rd; concentration +7) . . 1st (6/day)—burst of insight[OA], ill omen[APG], remove fear . . 0 (at will)—detect psychic significance[OA], lullaby (DC 14), sift[APG], stabilize, telekinetic projectile[OA] . . Psychic Discipline Rebirth Blood Arcanist Spells Prepared (CL 3rd; concentration +7) . . 1st (5/day)—color spray (DC 15), mage armor, magic missile . . 0 (at will)—ghost sound (DC 14), mage hand, open/close (DC 14), prestidigitation, read magic . . Bloodline Psychic -------------------- Statistics -------------------- Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 16 Base Atk +1; CMB +0; CMD 12 Feats Logical Spell[OA], Spell Penetration Traits driven by guilt, magical lineage, wayang spell hunter Skills Craft (alchemy) +10, Diplomacy +9, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +12, Knowledge (religion) +8, Linguistics +10 (+12 to use the automatic writing skill unlock, +14 to decipher communication with haunts), Perception +6, Sense Motive +6, Spellcraft +12, Use Magic Device +9; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Infernal, Sylvan SQ amnesia spell slots, amnesia spell slots, bloodline (psychic[OA]), bloodline arcana (use thought and emotion components instead of verbal and somatic), crusading magic, repressed memories, scion of humanity[ARG], spell recollection Other Gear leather armor, crossbow bolts (20), dagger, light crossbow, arcanist starting spellbook, automatic writing planchette[OA], backpack, bedroll, ink, inkpen, prismatic crystal[OA], spell component pouch, 8 sp -------------------- Special Abilities -------------------- Amnesia Spell Slots Recall a spell from the psychic list. Amnesia Spell Slots (1st-Level spells, 1/day) Recall a spell from the psychic list. Arcane Reservoir +1 DC or CL (6/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell. Bloodline Arcana: Psychic Your sorcerer spells and spell-like abilities count as psychic, and you use T & E instead of V and S Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir. Crusading Magic These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits. Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Logical Spell You can eschew emotional components by exercising logic. Benefit: A logical spell can be cast without emotion components. Spells that don’t require emotion components are not affected. A logical spell uses up a spell slot 1 level higher t
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
The GM in Yellow 20 Questions:
1. Guilty/Remorse, though at the start of the campaign she can't remember why 2. Those who know her but aren't friendly - Unease as nothing is hidden from her. Those she calls friends - calm/relaxed as they know she will do what she can to help them 3. Kioku needs companionship most. She can sense the thoughts of others making relationships difficult. Therefore having people she can count on is important to her 4. Her goal, even if she doesn't know it is to forgive herself. The guilt and remorse she feels drives her 5. She feels she can accomplish her goal by helping people as much as she. It is her belief that this will clear her conscience and wipe the books clean of her guilt. 6. Kioku was born in Tien. She lived a simple life as the daughter of a craftsman. Kioku was ostrasized as a young child as she constantly heard voices which scared her. Unknown to her at the time, these voices were the thoughts of those around her. (Possible plot hook, maybe one of these voices wasn't some one elses thoughts but that of an "Elder god").
11. Kioku enjoys twilight. The color of the skies after the sun dips below the horizon, the smell of the fresh night air and the coolness on her skin, and most of all the quietness of everything at that time.
16. I believe the character belongs in Strange Aeons. I think her psychic nature thematically fits in well with the story. Further, I feel the trauma of her past and the guilt and remorse it causes plays well with the themes as well
The GM in Yellow Fluff:
Appearance Kioku appears as a lithe Human. Her Aasimar ancestory is recessed. She is fairly tall, standing at 5'9". Kioku has fair skin and her eyes are sky blue. Her hair is worn long and loose and is a deep black, almost as if it is absorbing the light around it. Kioku's garb tends to be loose and flowy. Image Personality
Who was Kioku
About Me:
Time Zone: Eastern
How many Games: So, if you look at my profile you will see 3 active games. However, if you look further, you will see it is only one active game. The first game is a Wrath of the Righteous game. I think there was a 9-10 person party in that game. I quickly found that I don't enjoy games that have that large of a party. As such I dropped from the game, fairly early. The second game is an Iron Gods game. The game recently started but the GM is has been largely gone and we haven't even done the first encounter yet. While the game is technically active, I would not be surprised if the game is shut down soon. The final game is a Hell's Rebels game and it is currently active. |