Queen Ileosa Arabasti

Maura Visiv Aruam's page

89 posts. Alias of The Emerald Duke.


Race

Duskwalker

Classes/Levels

Psychic 5 | AC 12 T 10 FF 12| HP 29/31 | F +2 R +2 W +8 / 9 vs enchant (+4 vs death, +2 vs fear/negative energy/undead&sahkils{spell-likes/supernaturals}) | Phrenic Pool: 5/5 | Spells: LVL 1: 7/7; LVL 2: 5/5 | Init +0 | Perc +12

Gender

Female

Size

Medium

Age

25

Special Abilities

Darkvision 60 FT; immune to abilities that tranform soul/body into undead; Calm Emotions 3/3

Alignment

NG

Deity

Pharasma

Languages

Common, Celestial, Dwarven, Elven, Draconic, Protean

Strength 10
Dexterity 10
Constitution 10
Intelligence 19
Wisdom 17
Charisma 10

About Maura Visiv Aruam

Stats:

Total (Base + Racial + Level)
STR: 10 (10)
DEX: 10 (8+2)
CON: 10 (12-2)
INT: 19 (18+1)
WIS: 16 (12+2+1+1)
CHA: 10 (10)

Skills:

Trained Skills:
  • Appraise (Bonus = 13)
  • Knowledge: History (Bonus = 12)
  • Knowledge: Local (Bonus = 12)
  • Knowledge: Religion (Bonus = 14)
  • Perception (Bonus = 12)
  • Perform: String Instruments (Bonus = 8)
  • Sense Motive (Bonus = 12)
  • Spellcraft (Bonus = 12)

Untrained Skills:
  • Heal (Bonus = 5)

Feats:

Weapon and Armor Proficiency: A psychic is proficient with all simple weapons, but not with any type of armor or shield.

Harrowed: Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life. You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

Meditation Master (Meditation): When fully focused on your inner self, you can enter a deep meditative state that allows you a more perfect control over your mind and body.
When you meditate for at least 1 hour after getting at least 8 hours of rest, you gain special insight into your situation that is nearly impartial, granting you the edge in whatever endeavor matters most during the day. After meditating, you gain a +1 insight bonus that you can apply to any d20 roll over the course of the next 24 hours without using an action. The bonus may be applied after the roll is made, but must be applied before the results of the roll are determined. Once the bonus has been used for the day, you cannot use it again until after you meditate again after another 8 hours of rest. An unused bonus fades after 24 hours.

Mindful Meditation: You clear your mind of stress and emotion by focusing on calming breathing exercises. For 24 hours after you meditate, you gain a +1 bonus on Will saving throws against charm, compulsion, emotion, and fear effects, and increase the Bluff DC to feint you and the Intimidate DC to demoralize you by +5. These bonuses increase by 1 for every 5 Hit Dice you have to a maximum increase of +4 at 20 Hit Dice.

Traits:

Reincarnated: You lived a previous life as someone—or something— else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects.

Lost Origins: You are disconnected from your heritage and do what you can to learn more about where your family is or where your people came from. Knowledge (local) is always a class skill for you, and you can always take 10 on Knowledge (local) checks, even when stress or distractions would normally prevent you from doing so.

Sensitive Mind: You awake in the asylum horribly aware of dangers lurking nearby. While your memories are hazy and indistinct, everything around you looks vibrant and clear. You have an inkling that you have always been perceptive and can tell a lot about a person even in a quick meeting. This sensitivity can overwhelm you at times, especially in your current situation.
You gain a +1 trait bonus on Appraise, Perception, and Sense Motive checks, and one of these (your choice) is a class skill for you. In addition, once per week you can use the psychometry occult skill unlock even if you are not capable of casting psychic spells or have the Psychic Sensitivity feat.

Class Features:

Spells: A psychic casts psychic spells drawn from the psychic class’s spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic’s spell is equal to 10 + the spell’s level + the psychic’s Intelligence modifier.
A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–7: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).
The psychic’s selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic’s choice. At each new psychic level, she learns one or more new spells, as indicated on Table 1–8: Psychic Spells Known. Unlike a psychic’s spells per day, the number of spells a psychic knows isn’t affected by her Intelligence score; the numbers on Table 1–8 are fixed.
At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic’s class list that the psychic can cast. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Knacks: Psychics learn a number of knacks, or 0-level spells, as noted on Table 1–8. These spells are cast like any other spell, but they don’t consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

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 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. (See spoiler for chosen amplifications.)

Psychic Discipline (Ex or Sp): 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.
At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on Table 1–8. Spells learned from a discipline can’t be exchanged for different spells at higher levels. Tranquility chosen, subsequent spoiler with details.

Mental Placidity (Su): See Tranquility spoiler.

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.

Calming Presence (Su): See Tranquility spoiler.

Psychic Discipline: Tranquility:

Psychic magic flows through you when you attain a peaceful mental state. Regular meditation expands your mind, allowing new powers to develop.

Phrenic Pool Ability: Wisdom

Bonus Spells: telempathic projection (1st), silence (4th).

Discipline Powers: Your stable mind protects you and your allies.

Mental Placidity (Su): As an immediate action, you can gain a +2 bonus on a Will saving throw you are about to attempt. This bonus increases to +4 against an enchantment spell or effect. Any ally who attempts a saving throw against the same effect gains a +1 bonus on the Will save, or a +2 bonus if the effect is an enchantment. If you succeed at the saving throw, you regain 1 point in your phrenic pool. You can use this ability a number of times per day equal to your Wisdom modifier.

Calming Presence (Su): At 5th level, you become a calming force. You can use calm emotions as a spell-like ability a number of times per day equal to your Wisdom modifier.

Phrenic Amplifications:

Mindshield (Su): The psychic can spend 1 point from her phrenic pool to give one target of the linked spell a +2 morale bonus on Will saves for 1 round per psychic level (maximum 10 rounds). The psychic can instead spend 2 points to increase the bonus to +4. If the linked spell affects more than one creature, the psychic can spend the same number of points for each additional creature she wants to affect with this amplification. She must choose to spend either 1 point for each creature or 2 points for each creature; she can’t grant different bonuses to different targets.

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.

Racial Traits:

+2 Dexterity, –2 Constitution, +2 Wisdom: Duskwalkers are agile and wise, but their bodies are fragile.
Native Outsider: Duskwalkers are outsiders with the native subtype.
Medium: Duskwalkers are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Duskwalkers have a base speed of 30 feet.
Darkvision: Duskwalkers can see in the dark up to 60 feet.
Skilled: Duskwalkers gain a +2 racial bonus on Knowledge (religion) and Heal checks.
Ghost Hunter (Su): In a duskwalker’s hands, any weapon can strike true against spectral beings. A duskwalker’s nonmagical weapons deal half damage to incorporeal creatures, as if they were magic weapons, and her magic weapons can deal critical hits and precision damage, even if they do not have the ghost touch property. Once per day as a standard action, a duskwalker can focus her natural revulsion toward undead. If she does so, she treats all weapons she wields as if they had the ghost touch property for 1 minute.
Ward against Corruption (Ex): Duskwalkers gain a +2 racial bonus on saving throws against negative energy and death effects, as well as the spell-like and supernatural abilities of undead and sahkils. They are immune to all abilities that would transform their bodies or souls into undead.
Languages: Duskwalkers begin play speaking Common and one of the following: Abyssal, Celestial or Infernal. Duskwalkers with high Intelligence scores can choose from the following bonus languages: Abyssal, Celestial, Draconic, Dwarven, Elven, Halfling, Infernal, or Protean.

ABP Bonuses:

Resistance: At 3rd level, the character gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 8th level, to +3 at 10th level, to +4 at 13th level, and to +5 at 14th level.

Armor Attunement: The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. The attuned suit of armor gains a +1 enhancement bonus at 4th level. At 8th level, she can split her attunement between a suit of armor and a shield, granting each a +1 enhancement bonus. At 9th level, she can grant a suit of armor or a shield a +2 enhancement bonus (instead of granting each a +1 enhancement bonus). At 14th level, she can either grant a suit of armor or a shield a +3 enhancement bonus or grant each a +2 enhancement bonus. At 15th level, she can either grant a suit of armor or a shield a +4 enhancement bonus or grant both a +3 enhancement bonus. At 17th level, she can either grant a suit of armor or a shield a +5 enhancement bonus or grant one a +4 enhancement bonus and the other a +3 enhancement bonus.

Weapon Attunement: The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level. At 8th level, the character can split her attunement between two weapons, granting each a +1 enhancement bonus. At 9th level, she can grant a single weapon a +2 enhancement bonus instead of granting two weapons a +1 enhancement bonus each. At 14th level, she can either grant a single weapon a +3 enhancement bonus or grant two weapons a +2 enhancement bonus each. At 15th level, she can either grant a single weapon a +4 enhancement bonus or grant two weapons a +3 enhancement bonus each. At 17th level, she can either grant a single weapon a +5 enhancement bonus or grant one weapon a +4 enhancement bonus and another weapon a +3 enhancement bonus.

Deflection: The character gains a +1 deflection bonus to AC at 5th level; this bonus increases to +2 at 10th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.

Random Crunch:

Hit Points: 31/31
Hit Dice: 5d6
Armor Class: 12
Touch Armor Class: 10
Flat-Footed Armor Class: 12
Saving Throws:
Fortitude: 2
Reflex: 2
Will: 8 /9 vs enchantment
Initiative Bonus: 0
Base Attack Bonus: 2
Melee Attack Bonus: 2
Ranged Attack Bonus: 2
CMB: 2
CMD: 10
Saving Throw Bonuses: +2 vs fear, +4 vs death, +2 vs undead/sahkils spell-likes/supernaturals, +2 vs negative energy
Phrenic Pool: 5/5
Spells Per Day:
Lvl 1: 7/7
Lvl 2: 5/5
Speed:
Base Speed: 30
Armored Speed: 20
Lift/Push:
Light Load: 33 lbs or less
Medium Load: 34 lb - 66 lb
Heavy Load: 67 lb - 100 lb
Lift Over Head: 100 lb or less
Lift Off Ground: 200 lb or less
Drag or Push: 500 lb or less

Items Equiped:

Armor
N/A

Weapon
Light Crossbow: DMG: 1d8; Crit: 19-20/x2; Range: 80 FT; Type: P; Weight: 4 LB; Special: Reload as a move action, can be fired one handed at a -2 penalty to the attack roll.

Traveling Kettle: DMG: 1d6; Crit: x2; Type: B; Weight: 2 LB; Special: Monk; seals in boiling water, if wielded while boiling water inside deals 1 point of fire damage upon hit (cools to non-damaging temps after five minutes).

Dagger: DMG: 1d4; Crit: 19-20/x2; Range: 10 FT; Type: S/P; Weight: 1 LB; Special: +2 circumstance bonus to Sleight of Hand checks to conceal on your body.

Other
Bracers of Deathless Armor: When enhanced by ABP armor, grants the deathless armor ability. This absorbs the first 10 points of positive or negative energy damage that would have been sustained from an attack and grants a 25% chance to ignore negative levels that would result from any attack.

Minor Bag of Holding: Weight 3 LB; Holds up to 50 LB (6 Cubic Feet) of material, 2 FT by 4 FT in size.

Medium's Kit: This kit includes tools that aid in contacting supernatural beings. It includes an automatic writing planchette, candles (10), candlesticks (10), holly and mistletoe, incense (10 sticks), a scholar’s outfit, a spell component pouch, and a wooden holy symbol.

Chronicler's Kit: This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.

Items Owned:

Name*****Weight*****Value
Bracers of Deathless Armor*****1 LB*****1000 GP
Light Crossbow*****4 LB*****35 GP
Traveling Kettle*****2 LB*****5 GP
Dagger*****1 LB*****2 GP
Crossbow Bolts (30)*****3 LB*****3 GP
Minor Bag of Holding*****3 LB*****1000 GP
Masterwork Backpack*****4 LB*****50 GP
Belt Pouch*****1/2 LB*****1 GP
Bedroll*****5 LB*****1 SP
Blanket*****3 LB*****5 SP
Mess Kit*****1 LB*****2 SP
Skillet*****2 LB*****8 SP
Small Tent*****20 LB*****10 GP
Everburning Torch*****1 LB*****110 GP
Masterwork Guitar*****3 LB*****100 GP
Harrow Deck*****N/A*****100 GP
Harrow Mat*****1 LB*****80 GP
Harrow Carrying Case*****2 LB*****10 GP
Medium's Kit*****14 LB*****40 GP
Chronicler's Kit*****4 1/2 LB*****40 GP
Trail Rations (5)*****5 LB*****2 GP 5 SP
Tea*****2 LB*****2 SP
Hat*****1/2 LB*****2 SP
Scarf*****1/2 LB*****3 SP
Headscarf*****N/A*****2 SP
Monk's Outfit*****2 LB*****5 GP
Total Weight & Value: 82 LB / 2596 GP

Wealth:
0 PP 409 GP 0 SP 0 CP

Backstory:

Maura has almost no memories from her previous life. She has a few suspicions, however, based on some things she has gravitated toward. For example, she thinks she must have loved music, as one of the first things she gravitated toward was a four stringed guitar. She also feels called to do harrow card readings, and is constantly shuffling a set that she found during her travels. Her readings are not necessarily accurate, but she does occasionally get insight into what the day might bring.

Maura has little memories of what brought her to her present location. She knows that she left the Houses of Perfection to explore the world and learn more about her past life, but she has no memory of what possessed her to arrive under her present circumstances.

Five Memories:

First: Maura remembers first awakening in a crypt of a small monastery in the city of Prada Hanam. The surprised monks asked her what her name was and what she was doing there, but the only word she could say was 'Mauravisivaraum', and she repeated it to every question asked that first week. They took it to be her name, and it stuck.

Second: She remembers the first time she found a guitar. It originally had six strings, but instinctively she removed two of them (the thickest and the thinnest strings just did not feel right to her).

Third: Ten years after awakening on Jalmeray, Maura felt called to leave. She has since traveled to Varsia, Andoran, Absalom, and Taldor. Typically she does not remain in any region for more than a year, claiming that a higher power does not wish her to remain.

Fourth: The first time she found a harrow deck was in Varisia at age 20. Much like the guitar, she felt drawn to it and the fortune teller gifted it to her, claiming the cards had chosen her. Since then she consults them whenever she has questions and will always pick at least one card at random at the start of her day.

Fifth: She remembers the first time she visited a temple to Pharasma. Memories of her past life seemed to flutter around her, but none of them close enough to grasp firmly. The priestess was able to identify her for what she was: a duskwalker, and taught her much about what she was.