Camper

Poresh Nileesi Sukar's page

42 posts. Alias of heavydisking.


Race

male samsaran psychic 2 | HP 14/16, phrenic pool 3/4, physical push 1/3 | AC 14, T 14, FF 13 | F +2, R +1, W +6 (+2 vs death/neg energy/neg levels) | CMB +2, CMD 16 | Spd 30' | Perc +8 | Init +5

About Poresh Nileesi Sukar

PORESH NILEESI SUKAR
male samsaran psychic 2
chaotic good medium humanoid (samsaran)

Init +5; Senses low-light vision; Perception +8

DEFENSE
AC
14, touch 14, flat-footed 13 (+1 dex, +3 wis)
HP 16 (2d6 +2 Con +2 FC)
Fort +2, Ref +1, Will +6
Special Defenses +2 saves vs death/negative energy/negative levels and to stabilize

OFFENSE
Speed
30 feet
Melee longspear +2 (1d8+1, x3, P, brace, reach) or dagger +2 (1d4+1, 19-20/x2, 10’ range, P or S)
Ranged dagger +2 (1d4+1, 19-20/x2, 10’ range, P or S)
Special Attacks phrenic pool 4/4, focused force, physical push 3/day

STATISTICS
Str
13 (+1), Dex 13 (+1), Con 13 (+1), Int 19 (+4), Wis 17 (+3), Cha 13 (+1)
BAB +1, CMB +2, CMD 16

Feats
Improved Initiative:
Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.

Traits
Dangerously Curious:
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Earning Your Freedom: You’ve been a slave your whole life, and have passed from master to master more times than you can count. Some of those masters were cruel, others kindly. In all cases, you’ve yearned to be free. When your most recent master fell on hard times, he sold many of his slaves to the city government, and as luck would have it, a recent opportunity to earn your freedom has manifested. The Pactmasters of Katapesh are looking to revitalize an old trade route to Osirion, and a band of mercenaries and guards is gathering to go out and supplement forces already in place near the ruined village of Kelmarane, now said to be infested by gnolls. You’ve secured a place among those mercenaries, under the watchful eye of Garavel. If you help in retaking Kelmarane, you’ve been promised your freedom. In any event, your life as a slave has toughened you and made you more resistant to hardship. Choose one of the three categories of saving throw FORTITUDE; you gain a +1 trait bonus on all saving throws of that type.

Skills 2/level + 4/level Int + 2 background = 16
Diplomacy +6, Knowledge (arcana, history, local, nature, planes) +8, Linguistics +9, Perception +8, Profession (slave) +7, Sense Motive +7, Spellcraft +8, Use Magic Device +7
AC Penalty 0

Languages
Common, Samsaran, Kelish, Draconic, Giant, Ignan, Gnoll, Terran

Racial Abilities
Lifebound:
Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Mystic Past Life: 5 PSYCHIC SPELLS ADDED TO SPELL LIST You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Low-Light Vision: Samsarans can see twice as far as humans in conditions of dim light.
Samsaran Magic: Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran’s level.

SQ
Weapon and Armor Proficiency:
A psychic is proficient with all simple weapons, but not with any type of armor or shield.
Spell Casting: 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: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score. 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: Psychic Spells Known. Unlike a psychic’s spells per day, the number of spells a psychic knows isn’t affected by her Intelligence score. 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. 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: 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.
Focused Force: 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. A spell that already uses d12s for damage can’t be amplified in this way.
Psychic Discipline: SELF-PERFECTION 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. Spells learned from a discipline can’t be exchanged for different spells at higher levels.
AC Bonus: When unarmored and unencumbered, you add your Wisdom bonus (if any) to your AC and CMD. The bonus to AC applies even against touch attacks or when you’re flat-footed. You lose these bonuses when you’re immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Physical Push: By channeling your psychic energy, You can make your body capable of greater physical feats. When you attempt a Strength-, Dexterity-, or Constitution-based ability check or skill check, you can gain a bonus on the check equal to your Wisdom bonus. You can use this ability a number of times per day equal to your Wisdom modifier. Using this ability is part of the action used to attempt the skill check (if any). If you succeed at the check, you regain 1 point in your phrenic pool.
Detect Thoughts: 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.

SPELLS
Psychic Spells Known:
Caster Level: 2 Concentration: +6
1 (5/day) – color spray, expeditious retreat, magic missile
0 (at will) – detect magic, light, mage hand, message, telekinetic projectile

Spell-like Abilities
1/day – comprehend languages, deathwatch, detect thoughts, stabilize

GEAR
Combat Gear

2x scroll of mage armor, 3x dagger, longspear

Other Gear
explorer’s outfit, monk’s kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)

Money 1 gp

FLUFF
Description

Although he shares the trademark Samsaran features, Poresh seems even more disconnected from reality than others of his kind. He often focuses his attention on some unknown thing in the distance. One wonders if he can see things others cannot or if he is just that cluelessly self-involved.

History
In this incarnation, Poresh was born into slavery. In fact, he was born while his mother was literally on the Katapeshi trading block. His natural psychic gifts made him an extremely valuable commodity when they became known, but he changed owners constantly as he would resist using his abilities for other’s purposes. Instead, he focused his time and energy on improving himself with the aim of someday finding freedom. Or if not, to find passage into his next life in the process.

Age 79