Consortium Agent

Maximus Tanessen-Thrune's page

109 posts. Alias of Nikolaus de'Shade.


Race

HP: 117/206 | F: +25, R: +25, W: +30 | Arc/Lore +24, Per/Occ/Rel/Slth +26, Soc +28, Int +30, Dec/Dip +32 |

Classes/Levels

1: 2/2, 2: 2/2, 3: 2/2, 4: 2/2, 5: 1/2, 6: 1/2, 7: 1/2, 8: 0/2, 9: 1/2. Focus 3/3.

About Maximus Tanessen-Thrune

Maximus Tanessen-Thrune
Male Human Psychic 17
LE Medium Humanoid (Human)

Senses: Perception +26. (E +22 prof, +4 Wis)

DEFENSE
AC 36 (+22 prof, +4 Dex)
HP 206/206 (8 + 18[6+4+1])

Fort +25 (+22 prof, 4 Con)
Ref +25 (+22 prof, +4 Dex)
Will +30 (+26 prof, +4 Wis) [crit fail = fail, suc = crit suc, 1/2 damage if fail vs. damage spells]

SPELLS
Master, DC40 (+24 prof, +6 cha)

Psi 0 Cantrips: Mage Hand, Telekinetic Projectile,

0: Daze, Detect Magic (1st), Guidance, Light.
1: Charm, Mage Armor*, Magic Missile*
2: Invisibility*, Mirror Image, Telekinetic Manoeuvre
3: Heroism*, Levitate, Paralyze*
4: Enervation*, Fly, Telepathy
5: Repelling Pulse*, Sending, Telekinetic Haul
6: Dominate, Spirit Blast, Wall of Force
7: Force Cage, True Target, Visions of Danger*
8: Earthquake*, Mind Blank, Prismatic Wall
9: Implosion, Voracious Gestalt*, Weird

Spd 25ft
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 10 (0)
Dex 18 (+4)
Con 18 (+4)
Int 16 (+3)
Wis 18 (+4)
Cha 22 (+6)

SKILLS
Arcana +24 (+20 prof, +4 int)
Deception +32 (M +24 prof, +6 cha, +2 item)
Diplomacy +32 (M +24 prof, +6 cha, +2 item) [+2 to make an impression if impressed by outfit]
Intimidation +30 (M +24 prof, +6 cha)
Lore: Genealogy +24 (+20 prof, +4 int)
Occult +26 (E +22 prof, +4 int)
Religion +26 (E, +22 prof, +4 wis)
Society +28 (M +24 prof, +4 int)
Stealth +26 (E, +22 prof, +4 dex)

LANGUAGES
Common, Abyssal, Azlanti, Halfling, Infernal.

EQUIPMENT
2,505 gp
Circlet of Persuasion 15,000pg.
Greater Hat of Disguise 340gp
Greater Presentable High-Fashion Clothing 955gp
Quill of Passage 1,200gp

FEATS

Ancestry Feats:
Ancestry 1 – Natural Ambition: You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
Ancestry 5 – Clever Improvisation: You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.
Ancestry 9 - Multitalented: You've learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat, even if you normally couldn't take another dedication feat until you take more feats from your current archetype.
Ancestry 13 – Advanced General Training: Over the course of adventuring, your adaptability has let you pick up numerous useful abilities. You gain a general feat of 7th level or lower. You must meet the feat's prerequisites.
Ancestry 17 - Heroic Presence: Once per day, you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-level zealous conviction, though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the auditory trait or visual trait, depending on how you inspire your allies.

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Skill Feats:
Skill, Background – Group Coercion: When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.
Skill 2 – Arcane Sense: Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.
Skill 4 – Courtly Graces: You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.
Skill 6 – Intimidating Glare: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Skill 8 - Connections: You have social connections you can leverage to trade favors or meet important people. When you’re in an area with connections (typically a settlement where you’ve spent downtime building connections, or possibly another area in the same nation), you can attempt a Society check to arrange a meeting with an important political figure or ask for a favor in exchange for a later favor of your contact’s choice. The GM decides the DC based on the difficulty of the favor and the figure’s prominence.
Skill 10 – Discreet Inquiry: You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don't learn of your efforts.
Skill 12 – Slippery Secrets: You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.
Skill 14 – Party Crasher: You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend 1d4 hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies. This ability doesn't apply to secret events or other small private gatherings with no staff, dates, or outsiders involved.
Skill 16 – Read Lips: 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.

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Class Feats:
Class 1 from Ancestry – Mental Buffer: Your mind deflects some amount of harm from attacks that induce pain or manipulate your mind directly. You gain resistance to mental damage equal to half your level. This resistance increases to equal your level while your psyche is Unleashed.
Class 2 – Cantrip Expansion: With a bit of introspection, you realize that your mind can accomplish so much more. Add two additional occult cantrips to your repertoire.
Class 4 – Psychic Beacon: As your spell strikes a target, you plant a beacon in their mind that announces their presence to those nearby. Use this amp in place of the psi cantrip’s normal amp entry. The amped spell must be one that has one or more targets and must either require a spell attack roll or have a saving throw. Amp Choose one creature that’s hit by the spell (if the spell has a spell attack roll) or that fails its save against the spell (if the spell requires a save). A magical beacon leaves telltale clues that make it easier to notice the creature for 1 minute. If the target was invisible, it’s instead merely concealed for 1 minute. If it was concealed, it’s no longer concealed for 1 minute, as the beacon clears up the concealment and makes it perfectly easy to see, even in areas of poor visibility.
Class 6 – Inertial Barrier: Your spell leaves behind barriers that reduce shock and motion. Use this amp in place of the psi cantrip’s normal amp entry. Amp You or one target of the spell gain resistance to physical damage equal to 2 + the spell’s level until the start of your next turn.
Class 8 – Lingering Psyche: When you Unleash your psyche, you can remain in that state longer before leaving it. Increase the duration of your psyche to 5 rounds.
Class from Ancestry 9 – Dandy Dedication: You are a consummate student of dignity, etiquette, and fashion. You can use the Diplomacy skill to perform the special downtime activity Influence Rumor, spending at least one day of downtime to manipulate the course, tone, or content of a rumor to your benefit. The difficulty of Influencing a Rumor is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically starts with at least DC 15 for a small village and increases to at least DC 20 for a town, at least DC 30 for a city, and at least DC 40 for a metropolis.
You become trained in Deception and Society; if you were already trained, you become an expert instead.
Class 10 – Autonomic Telekinesis: You can move objects even without casting a specific spell. You can telekinetically perform simple Interact actions within squares adjacent to you, such as opening a door. You can’t perform actions that require significant manual dexterity, including any action that would require a check to accomplish, and you can’t use it to hold items, though you can use an Interact action to telekinetically draw a nearby item to a hand to hold it.
Class 12 – Signature Spell Expansion: Your direct mental grasp of your power lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a minimum level of 3rd or lower.
Class 14 – Unleash Reflexive Sustainment: Requirements: You’ve cast a spell with a sustained duration during this encounter and then Sustained it on your next turn to extend its duration.
Benefit: You become quickened and can use the additional action only to Sustain a Spell.
Drawback: Partitioning your mind into a second consciousness makes it more difficult to maintain spells. You can’t use reactions or free actions on other creatures’ turns, nor can you Sustain a Spell as a free action, such as with the Effortless Concentration feat.
Class 16 – Constant Levitation: Your power has unbound you from the earth below, letting you float harmlessly over traps and unstable terrain. You’re affected by a constant air walk, except the highest you can walk is 5 feet above the ground. While your psyche is unleashed, you’re also affected by a fly spell.
Class 18 - Deepest Wellspring: You’ve traveled to the furthest depths of your subconscious, granting you even more focus. Increase the number of Focus Points in your focus pool by 1. If you’ve spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.

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General Feats:
General 3 – Canny Acumen: Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
General 5 from Ancestry – Untrained Improvisation: You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.
General 7 – Prescient Planner: You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered.
General 11 - Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
General 13 from Ancestry – Prescient Consumable: You can predict which consumables you might need in advance. When using Prescient Planner, you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered.
General 15 – A Home in Every Port: You have a reputation in towns and villages you've visited, and residents are always willing to open their doors to you. When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge. The standard of living within the acquired lodging is comfortable, and square meals are provided at no cost. After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to find a new resident willing to host you.

Background:
Legendary Parents: Your parents are the queens of Cheliax. Others tend to treat you with a bit more respect, or perhaps fear your connections to people of great power.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in the Intimidation skill, and the Genealogy Lore skill. You gain the Group Coercion skill feat.

Heritage:
Skilled Heritage: Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.

CLASS FEATURES
Class Features

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Background
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