Magaambyan Arcanist

Nyakala's page

164 posts. Alias of The Sesquipedalian Thaumaturge.


Full Name

Nyakala

Classes/Levels

Spells: 1st 0/7, 2nd 0/5 | Phrenic 2/6 | Blurred 2/5, Gaseous 5/5 | Detect Thoughts 1/1 | Effects: message

Gender

CN female human psychic (formless adept) 5 | VP 20/20, WP 29/29, T 12| AC 16+4/12/14+4, CMD 12 | F +3 (+5 vs poison), R +4, W +8, | Init +6, Per +9 (blight-burned) | Spd 30+30 ft |

Age

22

Alignment

Chaotic Neutral

Languages

Elven, Giant, Goblin, Hallit, Mwangi, Shoanti, Sylvan, Taldane, Undercommon

Strength 7
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 12
Charisma 14

About Nyakala

Female human psychic (formless adept) 5
CN Medium humanoid (human)
Init +6; Senses blight-burned, Perception +9
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Defense
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AC 16, touch 12, flat-footed 14 [+4 armor, +2 Dex]
Wound Points 29
Wound Threshold 12
Vigor Points 20
Fort +3 (+5 vs poison), Ref +4, Will +8
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Offense
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Speed 30 ft.
Melee unarmed strike +0 (1d3-2 nonlethal)
Ranged telekinetic projectile +4 (1d6) 35 ft
Special Attacks phrenic amplifications (formless spell, mindtouch), phrenic pool (6)
Psychic Spell-like Abilities (CL 5th; concentration +9)
1/day - detect thoughts (DC 15)
Psychic Spells Known (CL 5th; concentration +9)
2nd (5/day) - blindness/deafness (DC 16), bull's strength, invisibility, levitate, stricken heart
1st (7/day) - burst of adrenaline, charm person (DC 15), ear-piercing scream (DC 15), heightened awareness, ill omen, shield, chill touch (DC 15), expeditious retreat
0 - detect magic, ghost sound (DC 14), light, mage hand, message, telekinetic projectile
(+1 to all spell DCs vs. fey.)
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Statistics
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Str 7, Dex 14, Con 12, Int 19, Wis 12, Cha 14
Base Atk +2; CMB +0; CMD 12
Feats Expanded Phrenic Pool, Favored Enemy Spellcasting (fey), Improved Initiative, Iron Will
Skills Bluff +10, Diplomacy +8, Intimidation +10, Knowledge (arcana, dungeoneering, history, local) +9, Knowledge (geography, nature) +12, Linguistics +11, Perception +9, Sense Motive +9, Spellcraft +10, Stealth +11 (+12 in hilly or rocky areas), Survival +6
Traits blight-burned, highlander
Languages Elven, Giant, Goblin, Hallit, Mwangi, Shoanti, Sylvan, Taldane, Undercommon
SQ bonus spells, detect thoughts, formless body (blurred 5 minutes/day, gaseous 5 rounds/day), phrenic charisma
Equipment mithral chain shirt (12.5 lbs, 1,100 gp), cloak of resistance +1 (1 lb, 1,000 gp), wand of remove fear (750 gp) in a spring-loaded wrist sheath (1 lb, 5 gp), potion of cure moderate wounds (300 gp), scroll of darkvision (150 gp), scroll of see invisibility (150 gp), scroll of silence (150 gp),scroll of comprehend languages (25 gp), lesser talisman of beneficial winds (50 gp), page of spell knowledge (bull's strength) (4,000 gp), signal whistle (8 sp), flint and steel (1 gp), traveler’s outfit (5 lbs), belt pouch (.5 lbs, 1 gp), gems (25 gp)
Currency 317 gp, 2 sp
Carrying Capacity 20/23 lbs

Skill Breakdown:
Bluff +10 (+5 ranks, +3 class skill, +2 Cha)
Diplomacy +8 (+3 ranks, +3 class skill, +2 Cha)
Intimidation +10 (+5 ranks, +3 class skill, +2 Cha)
Knowledge (arcana) +9 (+2 ranks, +3 class skill, +4 Int)
Knowledge (dungeoneering) +9 (+2 ranks, +3 class skill, +4 Int)
Knowledge (geography) +12 (+5 ranks, +3 class skill, +4 Int)
Knowledge (history) +9 (+2 ranks, +3 class skill, +4 Int)
Knowledge (local) +9 (+2 ranks, +3 class skill, +4 Int)
Knowledge (nature) +12 (+5 ranks, +3 class skill, +4 Int)
Linguistics +11 (+4 ranks, +3 class skill, +4 Int)
Perception +9 (+5 ranks, +3 class skill, +1 Wis)
Sense Motive +9 (+5 ranks, +3 class skill, +1 Wis)
Spellcraft +10 (+3 ranks, +3 class skill, +4 Int)
Stealth +11 (+5 ranks, +3 class skill, +2 Dex, +1 highlander)
Survival +6 (+5 ranks, +1 Wis)

Ability Descriptions:
Favored Class Bonus Levels 1-3: +1 skill point
Human Favored Class Bonus Levels 4+: Add one spell known from the psychic spell list. This spell must be at least 1 level lower than the highest spell level the psychic can cast.

Blight-Burned: You gain a +2 trait bonus on Fortitude saving throws against disease or poison (your choice), and your scar now throbs painfully in the presence of unnatural creatures, immediately alerting you to their presence. This sixth sense alerts you to the presence of aberrations, oozes, and all creatures with the blighted fey and fungal creature templates within 30 feet (though it doesn’t indicate their exact location). You can always act during the surprise round against such creatures, and you aren’t considered flat-footed against such creatures in the first round of combat.

Bonus Spells: The formless adept adds extra spells to his list of spells known while he’s in a formless body (including when he uses the formless spell phrenic amplification). Spells with a duration last for their full duration, even if the psychic reverts to his physical form. For feats and other abilities that require these spells as prerequisites, the psychic counts as knowing the spells but can benefit from the feats and abilities only while in a formless body. The formless adept gains the following spells at the appropriate levels: chill touch and expeditious retreat (1st), levitate and stricken heart (4th), gaseous form and vampiric touch (6th), shadow step and telekinesis (8th), dominate person and synapse overload (10th), disintegrate and enemy hammer (12th), finger of death and telekinetic sphere (14th), etherealness and power word stun (16th), and dominate monster and telekinetic storm (18th).

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.

Formless Body: A formless adept can assume a formless body as a standard action. He can remain in each formless body type for a number of rounds per day equal to 3 + his Charisma modifier. The rounds don’t have to be used consecutively, but must be used in 1-round increments. Resuming his physical form takes another standard action; otherwise, the formless adept continues spending rounds of formless body until he runs out of them. The formless adept must return to his physical form before assuming a different formless body.
Blurred Body (Su): At 1st level, a formless adept can act under the effect of a blur spell. At 5th level, the formless adept can use this ability for a number of minutes per day instead of rounds per day. These minutes don’t have to be used consecutively, but must be used in 1-minute increments.
Gaseous Body (Su): At 5th level, a formless adept can become gaseous as gaseous form.

Formless Spell: At 1st level, a formless adept gains the formless spell phrenic amplification. He can spend 1 point from his phrenic pool to cast a spell with a standard-action casting time as part of the action he uses to assume his formless body, expending the spell slot as normal.

Highlander: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Mindtouch (Su): 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.

Phrenic Charisma: A formless adept uses his Charisma modifier to determine the number of points in his phrenic pool.

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. Points gained in excess of the pool’s maximum are lost.

Background:
Nyakala’s parents were teachers and researchers at the magical academy known as the Magaambya in the western Mwangi Expanse, and during her childhood they tried to instruct her in the rudiments of arcane magic. She thoroughly disappointed them in this respect, deserting her studies to concoct elaborate pranks or venture into the jungles surrounding the city of Nantambu. When Nyakala was fourteen her parents joined a research expedition to Avistan, and to her delight she was allowed to accompany them. Nyakala’s family and a few other naturalists and scholars focused on the Fangwood, studying its rare wildlife and strange, residual magics. For a brief period Nyakala was extremely happy, fascinated by the forest which was at once so different from and so similar to her homeland, and easily making friends among the Nirmathi locals.

All this fell apart when the Magaambyan expedition began to understand the extent of the Darkblight and ventured deeper into the Fangwood’s tangles to uncover its true nature. The group soon began contracting odd fungal ailments and losing its way in the dense forest, until they were ambushed by blighted dryads who corrupted or killed everyone except Nyakala. She managed to escape the carnage, but not before receiving a blow to her collarbone that infected her with a necrotic fungus. As Nyakala hid from the fey the infection spread, eventually stretching from her eye to her elbow. Overcome with revulsion at the transformation of her own body into the very force which had murdered her parents, Nyakala tried desperately to retreat into her mind, cutting herself off from her diseased physical form. Suddenly, she seemed to break through some invisible mental barrier and her body faded, becoming blurred and partially insubstantial. This temporary transformation halted the spread of the blight, but its scars still left Nyakala physically feeble and blind in one eye.

Using her newfound psychic abilities, Nyakala was able to escape the blighted depths of the Fangwood. However, she was left weak and alone, with no idea of how to return to her home in Nantambu. Nyakala became a wanderer, aimlessly heading northwest and using a combination of her powers and mundane deception to acquire food along the way. She ended up spending years traveling through Varisia, Ustalav and Numeria, picking up languages and sometimes taking mercenary work but never settling for any length of time. Nyakala recently decided to return to Nirmathas, driven by a vague desire to re-enter the Fangwood and confront the blight which scarred her so long ago. Her timing could hardly have been worse, as the Ironfang Legion invaded just as she arrived in Nirmathas. Nyakala ran afoul of a hobgoblin patrol, and has since been on the run from their armies.