Silent Enforcer

Runa Fendinn's page

65 posts. Alias of Helikon.


Full Name

Runa Fendinn

Race

Human

Classes/Levels

Psychic

Gender

female

Size

medium

Age

30

Alignment

CN

Deity

Groetus

Strength 8
Dexterity 14
Constitution 15
Intelligence 18
Wisdom 14
Charisma 7

About Runa Fendinn

Combat:

Hit Points: 14 / 14 (2d6+4Con)
Init: +11
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(Dagger) 0, 1d4-1, 19-20x2, P/S
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Attack:
Melee: 0 = 1(base) + -1(STR);
Range: 3 = 1(base) + 2(DEX);
CMB: 0 = 1(base) + -1(STR);
CMD: 13 = 10 + 1(base) + -1(STR) + 2(DEX);
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AC:
AC: 14 = 10 + 3(Armour) + 0(Shield) +2(Dex);
Touch: 12 = 10 + 2(Dex);
Flat: 13 = 10 + 3(Armour) + 0(Shield);
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Saves:
Fort: 3 = 0(base) + 2(CON); +1 Trait
Ref: 3 = 0(base) + 2(DEX)+1trait ;
Will: 4 = 2(base) + 2(WIS);

Racial & Class Traits:

Human
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium:
Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed:
Humans have a base speed of 30 feet.
Extra Feat:
Human´s Receive an extra Feat at level 1
Skilled:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages:
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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Psychic
Weapon and Armor Proficiency: A psychic is proficient with all simple weapons, but not with any type of armor or shield.
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Spells:
A psychic casts psychic spells drawn from the psychic class’s spell list (see page 69). 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 1–7: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook). 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 1–8: Psychic Spells Known. Unlike a psychic’s spells per day, the number of spells a psychic knows isn’t affected by her Intelligence score; the numbers on Table 1–8 are fixed. 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.
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Knacks:
Psychics learn a number of knacks, or 0-level spells, as noted on Table 1–8. 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.
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Phrenic Pool (Su):
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.
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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.

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.
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Psychic Discipline (Ex or Sp):
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 on Table 1–8. Spells learned from a discipline can’t be exchanged for different spells at higher levels.
Your belief in a higher power fuels your psychic abilities. Whether your mental abilities truly come to you as a divine gift or are simply enhanced by the power of your belief, none can say. In many ways, you resemble a divine caster, and prayers often factor into your casting of psychic spells.
Faith
Phrenic Pool Ability: Wisdom

Bonus Spells: bless (1st), spiritual weapon (4th), magic vestment (6th), guardian of faith (8th), commune (10th), psychic surgery (12th), greater scrying (14th), greater planar ally (16th), miracle (18th).

Deity (Ex):
At 1st level, choose a deity to worship. Your alignment must remain within one step of your deity’s or you lose access to all this discipline’s bonus spells and discipline powers.

Divine Energy:
You can channel spell energy into cure or inflict spells. This ability functions similarly to the cleric’s ability to spontaneously cast cure or inflict spells, and the type of spells you can convert depends on your alignment in the same way. The cure or inflict spells don’t count as being on your psychic spell list for the purposes of any other effects. Each day, you can convert up to one spell from each spell level you can cast. Each time you use this ability to convert a spell, you regain 1 point in your phrenic pool. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier.

Resilience of the Faithful (Su):
At 5th level, you gain a +2 resistance bonus on all saving throws. This bonus increases by 1 for every 5 levels you possess beyond 5th.

Prayer Aura (Su):
At 13th level, as a free action, you can extend an aura around you to bolster your allies and make your enemies less effective. You can use this aura for a number of rounds per day equal to your psychic level. These rounds don’t need to be consecutive. This functions as the prayer spell, granting your allies a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks and imposing a –1 penalty on your enemies’ rolls of those types. If you are chaotic, lawful, good, or evil, the penalty from your aura changes to –2 against creatures of an opposing alignment. The penalty doesn’t change further for a creature that opposes you on two alignment axes (such as a chaotic evil creature fighting a lawful good psychic).

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.


Feats and Skills:

Feats
Spell Focus Conjuration
Augment Summoning
Traits:
Broken Mind +2 trait bonus on saving throws against madness and confusion effects.
Resilient +1 Fort
Twitchy +1 Refl, +2 Iniative
Skills:
The Psychic's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points gained/level 14=2(2+4+1)
• Acrobatics: 1 (0 ranks; +0 trained; +2 Dex;-1 ACP)
• Appraise:: 0 (0 ranks; +0 trained; +4 Int)
• *Bluff: +3 (2 ranks; +3 trained; -2 Cha)
• Climb: -2 (0 ranks; +0 trained; +-1 Str-1ACP)
• *Diplomacy: -2 (0 ranks; +0 trained; -2 Cha)
• Disable Device: NA (0 ranks; +0 trained; +2 Dex;)
• Disguise: -2 (0 ranks; +0 trained; -2 Cha)
• Escape Artist: 1 (0 ranks; +0 trained; +2 Dex;-1 ACP)
• Heal: 2 (0 ranks; +0 trained; +2 Wis)
• *Intimidate: -2 (0 ranks; +0 trained; -2 Cha)
• *Know (arcana) : 8 (1 ranks; +3 trained; +4 Int)
• *Know (dungeoneering) : 4 (0 ranks; +0 trained; +4 Int)
• *Know (engineering): 4 (0 ranks; +0 trained; +4 Int)
• *Know (geography): 4 (0 ranks; +0 trained; +4 Int)
• *Know (local): 8 (1 ranks; +3 trained; +4 Int)
• *Know (nature: 8 (1 ranks; +3 trained; +4 Int)
• *Know (history) : 4 (0 ranks; +0 trained; +4 Int)
• *Know (planes): 8 (1 ranks; +3 trained; +4 Int)
• *Know (religion) : 8 (1 ranks; +3 trained; +4 Int)
• *Linguistics: 8 (1 ranks; +3 trained; +4 Int)
• *Perception: 7 (2 ranks; +3 trained; +2 Wis)
• *Prof (Victim): 6 (1 ranks; +3 trained; +2 Wis)
• Ride: 1 (0 ranks; +0 trained; +2 Dex;-1 ACP)
• *Sense Motive: 7 (2 ranks; +3 trained; +2 Wis)
• Stealth: 1 (0 ranks; +0 trained; +2 Dex;-1 ACP)
• *Spellcraft: 8 (1 ranks; +3 trained; +4 Int)
• Survival: 2 (0 ranks; +0 trained; +2 Wis)
• Swim: -2 (0 ranks; +0 trained; +-1 Str-1ACP)
• Use magic Device : -2 (0 ranks; +0 trained; -2 Cha)
Languages: Common, Elfen, Halfling, Sylvan,gnomish, Celestial

Equipment:

Weapons:
Dagger 1 (2gp)
--Weight: 6
Armour:
Studded Leather Armor 15 (25gp)
--Weight: 0
Misc:
Spell Component pouch
Potion of Antifear
commoners Outfit
Holy Symbol
--Weight: (8)
Weight Total: 24 + (8(Clothes))
Light: 30, Med: 60, Heavy: 90
--Weight:
Cash:
0 Platinum
0 Gold
0 Silver
0 Copper

Spells:

Lv 0 Daze, Detect Magic, Prestidigation, Mind Projectile
Lv 1 (5/day) Summon Monster 1, Colour Spray; Bless

Backstory:

Runa Fendin
Runa was the daughter of a modestly rich merchant in Tamrivena, the capital of the county Canterwall. He was well respected and a good member of society. A devout follower of Abadar. A pillar of society. But for his family he was a tyrant, beating his wife and children whenever they dared to take away a token of his time. Of course always on the legs or the bottom, so that nobody had any idea. Some nights Runa was so hurt so badly that she couldn´t sleep because of the pain.
It seemed that her luck would change when one day her father came with Pjotr Fendin, a trader in furs and timber and announced that Runa would marry the man. Pjotr was a fine man, with fine limbs and a manly mustache. Exited she prepared for the marriage, ready to escape the hellhole she called home. Pjotr had demanded a stiff dowry, because while Runa was well educated and had a clever mind, she was anything but beautiful. It would be cruel to say that she was ugly, but.. it wouldn´t be far of the mark.
With a happy smile she entered her new house, after the vows were made. Alas but she had traded the hell for the abyss.
Upon entering she met a rather dark-haired varisian beauty who immediately made it clear who was the lady of the mansion.That Runa was now nothing more than a house servant, no a slave. Because she was locked in the basement each night, in darkness and dampness.
For a short while Runa tried to fight, but to no avail. Even worse, her husband took care that Runa was to be sent to a bedlam house.
Palms were greased and soon Runa was at a place that made her old home like paradise.
Water as cold as ice, bloodletting and even worse things were used as a treatment. Runa was not mad as she entered, but after a few years, she was insane.
The only thing that saved her was a voice that spoke to her in the night. A voice that spoke of the end of the world of madness. And in this madness there was power. The power to change the world.