Cayden Cailean

Ruckus and The Rage's page

94 posts. Alias of Kobash.


Classes/Levels

Human Psychic 7 | AC 16 T 12 FF 14 | HP 54/54 | F +6 R +5 W +5 | Init +6 | Perception +6

About Ruckus and The Rage

DESCRIPTION:

RACE: Human
CLASS/LEVEL: Psychic 7
ALIGNMENT: CN
INIT: +6
AC: 12 [F: 14 T: 12]
For +6 Ref +7 Will +5
HP: 64

STR 14 DEX 14 CON 14 INT 10 WIS 8 CHA 18(20)
Level 4 ability bonus applied to Constitution

BA +3 CMB +5 CMD 18
Melee +5
Ranged +5

SKILLS: [15 ranks]
Diplomacy 2 (+10)
Intimidate 5 (+15)
Knowledge Local 2 (+5)
Perception 3 (+5)
Perform (comedy) 2 (+10)
Spellcraft 1 (+4)
Use Magic Device 6 (+15)

Languages: Common (Taldane)

FEATS: improved initiative, toughness, exotic weapon (whip), expanded arcana, lightning reflexes
TRAITS: Omen (+1 intimidate - becomes class skill, can demoralize 1/day as swift action), Dangerously Curious (+1 Use Magic Device and it becomes a class skill)

SPECIAL: knacks, psychic discipline (abomination), phrenic amplification (will of the dead, focused force), phrenic pool, discipline powers (dark half, morphic form)
Phrenic pool (8/8)
Dark half (11/11)

Psychic Spells (CL 7 DC 15+)
knacks - daze, detect magic, mage hand, prestidigitation, stabilize, virtue, lullaby
(8/8) 1 - magic missile, remove fear, mage armor, shield, true strike, disguise self
(7/7) 2 - alter self, levitate, mind thrust II, suggestion, invisibility
(5/5) 3 - excruciating deformation, haste, id insinuation II

WEALTH and EQUIPMENT:

Starting Wealth - 10,500

Headband of alluring charisma +2 4000
Ring of protection +1 2000
Cloak of resistance +1 1000
Wand of cure light wounds (50) 750
Potion of cure light wounds x3 150
Potion of touch of the sea 50
Oil of magic weapon x2 100
Oil of shillelagh x3 150
Club
Ioun torch 75
Mwk backpack 50
Mwk whip 300
Heavy crossbow 50
case of cold iron crossbow bolts (x10) 2gp
case of silver crossbow bolts (x10) 21gp
Alchemist fire x4 80

TOTAL Spent: 8778
CURRENT Wealth: 1722

Psychic Abilities:

Dark Half (Su): By allowing the dark forces to overcome her, the psychic can enter a state of instinctual cruelty as a swift action. While she’s her dark half, she increases the DCs of her psychic spells by 1, gains a +2 morale bonus on Will saves, and is immune to fear effects. Whenever she casts a spell that deals damage while she’s her dark half, the psychic can have one creature that took damage from the spell also take 1 point of bleed damage. The amount of bleed increases to 2 at 5th level and to 1d6 at 13th level.

While she’s her dark half, a psychic can’t use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration other than casting psychic spells. She can’t use phrenic amplifications while she’s her dark half.

The psychic can return to her normal self as a free action, but must succeed at a concentration check with a DC equal to 10 + 1/2 her caster level. If she fails, she stays as her dark half and can’t attempt to change back for 1 round. A psychic can remain as her dark half for a number of rounds per day equal to her Charisma modifier; when these rounds are expended, the psychic returns to her normal self without requiring a concentration check.

Morphic Form (Ex): At 5th level, while she’s her dark half the psychic gains DR 5. This damage reduction can be overcome by a random type of damage each time she becomes her dark half, determined by rolling on the table below.

d% Damage Reduction
01–25 DR 5/bludgeoning
26–50 DR 5/piercing
51–75 DR 5/slashing
76–00 DR 5/magic

Overpowering Mind (Ex): The psychic can spend points from her phrenic pool to increase the Will save DC of the linked spell by an equal amount. At 1st level, she can spend no more than 1 point in this way, but the amount increases to 2 points at 8th level and 3 points at 15th level. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.