Anaphexia Assassin

Psycho Mantis's page

106 posts. Alias of Hrothdane.


Full Name

Psycho Mantis

Race

Spells Per Day:
5-4/4 4-7/7 3-7/8 2-8/8 1-8/8
Spells Active:
MA, Heroism, FoM, Heightened Awareness

Classes/Levels

Human Psychic/10

Gender

AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22

Alignment

N

Strength 7
Dexterity 12
Constitution 18
Intelligence 26
Wisdom 14
Charisma 12

About Psycho Mantis

Appearance:

Stat Block:
Psycho Mantis
XP:29
Prestige:36
Fame:48
Human Psychic/10
N Medium humanoid (human)
Init +2 Senses: Perception +20
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Defense
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AC 15, touch 11, flat-footed 14 (+4 Armor, +1 Dex)
HP 85 (10d6+43) Current HP: 85
Fort +11, Ref +8, Will +13
Conditional Modifiers +1 vs Fear and Confusion
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Offense
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Speed 30 ft
Melee Touch Attack +3 (x2)
Ranged Touch Attack +6 (x2)
Psychic Spell-like Abilities (CL 10th; concentration +18):
1/day--Detect Thoughts (DC 22)
1/day--Telepathic Bond
Psychic Spells Known (CL 10th; concentration +18):
5th (4/day)--Explode Head (DC 23), Retrocognition
4th (7/day)--Mind Probe (DC 24), Telekinesis, Freedom of Movement, Mind Thrust IV (DC 24)
3rd (8/day)--Dispel Magic, Heroism, Haste, Displacement, Fly, Contagious Zeal
2nd (8/day)--Hypercognition, Blindness/Deafness (DC 20), Augury, Mirror Image, Levitate, Placebo Effect, Resist Energy
1st (8/day)—Comprehend Languages, Magic Missile, Psychic Reading, Murderous Command (DC 19), Telempathic Projection, Deja Vu, Liberating Command (+20), Charm Person (DC 19)
0 (at will)--Telekinetic Projectile, Open/Close, Grave Words, Detect Magic, Mage Hand, Ghost Sound, Prestidigitation, Message, Detect Psychic Significance
Discipline Lore
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Statistics
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Str 7, Dex 12, Con 18, Int 26, Wis 14, Cha 12
Base Atk +5; CMB +3; CMD 14
Feats
Spell Focus (divination), Greater Spell Focus (divination), Spell Specialization (Mind Thrust IV), Spell Penetration, Additional Traits, Greater Spell Penetration
Traits
Vagabond Child, Arcane Archivist, Harrow Chosen, Magical Lineage (Mind Thrust IV)
Skills
Acrobatics +1
Appraise +9
Bluff +17
Climb -2
Diplomacy +8
Disguise +4
Escape Artist +15 (headband skill)
Heal +2
Intimidate +8 (+1 to demoralize)
Knowledge (Arcana) +18
Knowledge (Dungeoneering) +15
Knowledge (Engineering) +14
Knowledge (Geography) +14
Knowledge (History) +14
Knowledge (Local) +15
Knowledge (Nature) +15
Knowledge (Nobility) +14
Knowledge (Planes) +14
Knowledge (Religion) +16
Linguistics +21 (headband skill)
Perception +15
Perform +4
Sense Motive +15
Spellcraft +21
Stealth +1
Use Magic Device +18
Languages Taldane, Kelesh, Hallit, Skald, Osiriani, Azlanti, Ancient Osiriani, Giant, Jistkan, Goblin, Thassilonian, Abyssal, Infernal, Celestial, Aklo, Ignan, Terran, Aquan, Varisian
Combat Gear
Antiplague, Antitoxin, Alchemists' Fire x2, Alkali Flask x2, Air Crystals, Spring-Loaded Wrist Sheath x2
Other Gear
Headband of Vast Intelligence +4, Belt of Mighty Constitution +4, Circlet of Persuasion, Cloak of Resistance +4, Cracked Dusty Rose Prism, Smoked Goggles, Timeworn Filter Mask, Handy Haversack, Lesser Intensify Metamagic Rod, Lesser Extend Metamagic Rod, Wayfinder, Ear Plugs, 25 gp of Marked Bones, 150 gp of incense, 1316 gp, Ink x 5, Inkpen, 20 sheets paper

Special Abilities:

Lore Discipline Abilities:
Illuminating Answers (Su) (2 points/day): You can glean deeper truths from advice you magically obtain, even if the information itself is specious. When you use a spell or spell-like ability that allows you to get answers to questions (such as augury, blood biographyAPG, or contact other plane) and get at least one answer, you regain 1 point in your phrenic pool. You regain this point even if the answer is false or vague. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier.

Mnemonic Cache (Su)(55 pages or 75 minutes, +17 disable written magic trap): You can memorize a piece of information and later recall it perfectly. Your mnemonic cache can hold roughly 10 pages of written information, including images and maps, or 30 minutes’ worth of speech or music. (Memorizing music doesn’t confer the ability to perform it properly.) The amount you can store increases by 5 pages and 5 minutes at 2nd level, and at every psychic level thereafter. You can hold only one piece of information in your mnemonic cache at a time. The information doesn’t go away when you recall it, but when you put a new piece of information in the cache, the old piece becomes as imperfect any other memory. Memorizing magical writing (such as a scroll or a page from a spellbook) doesn’t confer the ability to borrow, duplicate, or retain any of the magic in the writing. You could reproduce the spell in writing to allow someone who prepares spells from a spellbook to prepare it, though this functions as using a borrowed spellbook for anyone other than you. If you’re in telepathic contact with another creature (through telepathic bond, for example), you can transfer the information directly into its mind as a free action. For this creature, the information functions like a normal memory, not one with perfect clarity.

You can attempt to sequester a written magical trap (such as explosive runes or sepia snake sigil) in your mnemonic cache and destroy it. Treat this as a Disable Device check to disarm a magical trap (as though you had the trapfinding class feature). Your bonus on this roll is equal to either your Disable Device modifier or the sum of 5 + your psychic level + your Wisdom modifier, whichever is higher. If you succeed, instead of being disabled, the trap is erased and destroyed. This ability can’t destroy symbol traps; it functions only if written text is involved.

Superior Automatic Writing (Ex) (+8): At 5th level, when attempting checks for the automatic writing occult skill unlock (see page 194), you can treat your psychic level + your Wisdom bonus as your number of Linguistics skill ranks. At 8th level, you gain an additional option when using automatic writing, and can attempt a DC 35 check to gain information as though you’d used commune instead of augury or divination. This type of commune requires no material component, and the duration equals 1 round per psychic class level you possess. You connect to a distant being of great intellect, a fragment of the Akashic Record (see page 244), or a similar bastion of knowledge instead of to a deity.

Base Psychic Abilities:
Phrenic Pool (Su) (7 points): 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.

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.

Phrenic Amplifications:
Defensive Prognostication (Su): When casting a divination spell, the psychic sees a glimmer of her future. By spending 1 point from her phrenic pool as she casts a divination spell, she gains a +2 insight bonus to AC for a number of rounds equal to the linked spell’s level. She can instead spend 2 points to increase the bonus to +4. This amplification can be linked only to divination spells.

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.

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.

Telepathic Bond (Sp): At 9th level, a psychic can use telepathic bond as a spell-like ability once per day, using her psychic level as her caster level. She can’t leave herself out of a bond created in this way. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. Casting the spell using a higher-level spell slot gives no benefit on its own, but the psychic can apply metamagic feats that would increase the spell level to the appropriate level. For instance, if the psychic knows Extend Spell, she can use a 5th-level spell slot to cast extended telepathic bond as a full-round action. When a psychic who knows telepathic bond gains this ability, she can learn a different 4th-level spell in place of telepathic bond, losing the old spell in exchange for the new one.

Wands:

Cure Light Wounds (39 charges)
Mage Armor (40 charges)
Ill Omen (48 charges)
Identify (49 charges)
Protection from Evil (9 charges)
Faerie Fire (49 charges)

Scrolls:

Monkey Fish x2
Shield x2
Endure Elements x2
Calm Emotions x2
Invisibility x2
Placebo Effect x2
See Invisibility x2
Speak with Animals x1
Displacement x1
Fly x2
Versatile Weapon x2
Levitate x1
Break Enchantment x1
Dimension Door x1
Resist Energy x2
Teleport x1
Passwall x1
Life Bubble x1

Potions/Oils:

Darkvision x2
Daylight x1
Jester's Jaunt x1