Taergan Flinn

Oliver "Scruffy" Rogers's page

6 posts. Alias of Codanous.


Race

HP: 44/44 |AC:11 T:11 FF:10,| CMD: 13 | Fort: +4, Refl: +4, Will: +8 | Perc: +16, Init: +3, Speed 30ft

Classes/Levels

5/5 Phrenic Pool,Spells per day:First:6/6, Second:5/5, Third:3/3 | TN Half-Elf Varisian Psychic

About Oliver "Scruffy" Rogers

Oliver “Scruffy” Rogers

Oliver “Scruffy” Rogers
Male Half-Elf Varisian Psychedelic Psychic 6
TN Medium Humanoid(Elf, Human)
Init: +1 Senses: Low-Light Vision, Perception +16
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Defenses:
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AC:11 , T:11 , FF: 10
HP: 44 (6d6+20)
Fort: +5, Reflex: +4, Will: +8
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Offense
Speed 30 ft
Melee 1.)
Ranged 1.)
Spells per day
3rd 3/day Haste, Synesthesia(DC 18)
2nd 5/day Mind Thurst 2(DC 19), Acute Senses, Hold Person(DC 19)
1st 7/day Magic Missile, Mind Thrust 1(DC18), Mage Armor, Polypurpose Panacea, Calm Animals(DC 17),
0th Detect Poison, Detect Magic, Read Magic, Message, Light, Prestidigation, Arcane Mark
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Statistics
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Str 9, Dex 12, Con 15, Int 21(5), Wis 14, Cha 12
Base Atk +3; CMB +2; CMD 13
Feats Skill Focus(Kn: Nature), Spell Focus(Enchantment), Toughness, Greater Spell Focus(Enchantment)

Traits Elven Reflexes(+2 to Initiative), Nomadic(Human Trait, +1 to Survival and Class Skill).

Skills (36+6 skill ranks from Headband of Intelligence); Craft: Poison(1) +8, Diplomacy(3) +7, Kn: Nature(6) +16, Kn: Geography(4) +12, Kn: Arcana(2) +10, Linguistics(3) +10, Perception(6) +16, Profession: Baker(6BG) +11, Profession: Herbalist(6BG) +11, Sense Motive(6bonus) +11, Spellcraft(4) +11, Survival(6) +12

Languages: Common, Varisian, Elven, Treant, Sylvan, hafling, gnome, celestial
Carrying Capacity: Light Load: 30 lbs or Less, Medium Load: 31-60, Heavy Load: 61-90 lbs.
Gear: Headband of Vast Intelligence +2(4000 gold), Monk’s Robes, Belt Pouch, Backpack, Masterwork Harvesting Tools(50gold), Gardening Tools(5 gp), Eyes of the Eagle(2500 gold), Feather Step Slippers(2500 gold), Cloak of Resistance +1(2000 gold), 30 Doses of Flayleaf(300 gold), Wand of Magic Missile(50 charges), Hand of the Mage(900 gold), Potion of Remove Fear(50 gp), Alchemy Crafting Kit(25 gold, 5 lbs), bag of holding type 1(2500 gold), 415 platinum pieces left over. Currently missing his dog, Chestnut, its a great dane.

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Special Abilities
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__________Character things

Flayleaf:
It is Golarions Marijuana, it is considered a drug so it has rules for addiction, every use I make a fortitude save versus the addiction, if I fail I become addicted, the penalties start accruing after so many days of not using the stuff. Type drug (inhaled or ingested); Addiction minor, Fortitude DC 12 Price10 gp Effects 1 hour; +2 alchemical bonus on saves against mind affecting effects, fatigue Damage 1 Wis damage

Half-Elf Bonuses and what not:
Immunity to Sleep and +2 to Will Saves versus Enchantment effects. +2 to Perception Checks, skill focus, low-light vision, the usual stuff.

__________Class Abilities

Discipline: Psychedelia:
You ingest hallucinogens to expand your mind.
Experimentation and study show you which ones will have the greatest effect. Your psychedelic forays put you into a different mental space from others, and normal people don't really understand you.

Discipline Bonus: 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.

First Power 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.

Second Discipline Bonus: Warped Brain DC15:
At 5th level, your mind becomes difficult to comprehend. When another creature uses a mind-affecting spell or ability against you, that creature must attempt a Will save. If it fails, it becomes nauseated for 1 round. This ability triggers even if you succeed at your save (or are otherwise unaffected by the spell or ability), but doesn't apply if you're a willing subject of the spell. This is a mind-affecting effect.

Phrenic Pool(Su) 5/5 a day:
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.

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.

Phrenic Amplification--Focused Force 1pt:
When casting a force spell, the psychic can increase the spell's damage by spending 1 point from her phrenic pool. Increase the die size for the spell's damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value.

Phrenic Amp--Overpowering Mind:
Overpowering Mind (Ex): 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.

Detect Thoughts--1/day:
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.

Bonus Spells Added from Discipline:
Polypurpose panacea (1st), mad hallucination (4th), synesthesia(OA) (6th)

Second Level Spells Known:

Third Level Spells Known: