┃Spells 1st—2/5┃Phrenic pool 2/2┃Mental Placidity 2/2┃augury 2/2
Gender
NG Male human amnesiac psychic 1┃hp 8/8┃AC 11, T 11, FF 10┃CMD 10┃F +1, R +1, W +4
Size
5ʹ8ʺ, 180 lb
Age
unknown (28, actually)
Alignment
NG
Deity
Pharasma
Languages
Common (Taldane), Varisian, Hallit, Orc, Halfling, Elf
Strength
8
Dexterity
12
Constitution
12
Intelligence
20
Wisdom
14
Charisma
7
About Rex Havoc
NG male human (Varisian) amnesiacpsychic (tranquility) 1
Medium humanoid (human), Age 28, Height 5ʹ8ʺ, Weight 180 lb.
Init +1; Senses Perception +2
Languages Common (Taldane), Varisian, Hallit, Orc, Halfling, Elf
XP 0; Prestige Points 0; Fame 0
Faction Grand Lodge; Deity Pharasma
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex);
hp 8 (1d6+2)
Fort +1, Ref +1, Will +4
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OFFENSE
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Speed 30 ft., BAB +0, CMB/D –1/10
Rangedtelekinetic projectile +1 (1d6, 25 ft.)
Psychic Spells Known (CL 1st, concentration +6)
1st (5/day)—telempathic projection (DC 16), mind thrust I (DC 16), amnesiac slot
0th (∞/day)—detect magic, telekinetic projectile, open/close, mending Special Abilities
Phrenic Pool. 2/day.
augury 2/week
Spell Recollection (Ex):
Once per hour as a swift action, an amnesiac can attempt to remember any spell from the psychic spell list of her choice from either of the 2 highest spell levels she can cast. When she does, she rolls on Table 2–1: Spell Recollection to determine the result. Because the mental stress of combat brings memories to the surface more easily, the amnesiac adds 1d10 to this roll’s result if she’s in combat when she attempts to recall a spell. Regardless of the result, the amnesiac expends an amnesia slot of the appropriate level for the spell she is attempting to remember; she must cast the spell remembered (if any) using that amnesia slot during the same round, or the spell slot is lost without effect. Once a spell has been remembered in this way, the amnesiac can cast it as one of her spells known for the rest of the day (even if she failed to cast the spell during the round in which she remembered it), unless spell recollection allowed her to cast a spell of a higher level than she would normally be able to cast.
d% Result 01-10 The amnesiac is unable to cast spells this round.
11-35 The amnesiac can’t remember the new spell (but can still cast spells this round).
36-95 The amnesiac remembers and can cast the new spell.
96+ The amnesiac can choose to treat this result as 36–95. Alternatively, once per day, she can instead temporarily recall any spell from the psychic spell list that’s 1 level higher than the spell she’s attempting to remember. When she does, her caster level counts as the minimum caster level required to cast the higherlevel spell, and she forgets the spell after it’s cast.
Phrenic Amplifications:
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.
Psychic Discipline:
Mental Placidity (Su): As an immediate action, you can gain a +2 bonus on a Will saving throw you are about to attempt. This bonus increases to +4 against an enchantment spell or effect. Any ally who attempts a saving throw against the same effect gains a +1 bonus on the Will save, or a +2 bonus if the effect is an enchantment. If you succeed at the saving throw, you regain 1 point in your phrenic pool. You can use this ability a number of times per day equal to your Wisdom modifier.
Rex Havoc doesn't know who he was in his former life, not even his given name. He woke up in Numeria with nothing but some tattered clothes, an old ornate harrow deck, and profound psychic abilities.
In Numeria he was hounded by Technic League agents and Kellid barbarians alike. He met up with a kind-hearted paladin headed toward the Worldwound. She smuggled him out of Numeria, away from the wizards who wanted to dissect his brain for its power and from the barbarians whose superstitions demanded his death. It was she who gave Rex his current name.
When they reached Mendev, she suggested that he join the Pathfinder Society. Maybe they could help him unlock the secrets of his past.
The only clues he has so far—a heirloom harrow deck, tattered traveling clothes, and a thick accent—all point to Varisia as his land of origin.