Ryckart's page

104 posts. Alias of Tenro.


Seer 16 / Warlock 16




Basic Arcana, Intro to Psicraft, Mathemagics, Clairsentience, Conjuration, and PE.

About Ryckart

HP: 186
AC: 16

Fort: 11
Ref: 12
Will: 20

Eldritch Blast, +17 ranged touch, 11d8, crit x2, 60ft
--Shapes: Spear, Hideous Blow, Cone
--Essences: Boreal, Exsanguinating, Maelstrom, Thundering, Repelling, Vitriolic
Point Blank Shot, Ability Focus, Arcane Strike +4, Improved Precise Shot, Flyby Attack

Autohypnosis +27
Bluff +28
Diplomacy +28
Fly +25
Arcana +29
Engineer +27
History +29
Nature +29
Planes +29
Psionics +29
Religion +25
Perception +27
Sense Motive +27
Spellcraft +29
Use Magic Device +29

Rules heavy

STR 16 DEX 22 CON 20 INT 30 WIS 26 CHA 30

  • HP: 186
  • AC: 16 =10 + 6 DEX
  • Init: +6
  • Resist: DR 8/cold iron, Cold 20, Fire 20, Eldritch Aura 3d8, Resilience


  • FORT: =|6 BASE +5 CON|
  • REF : =|6 BASE +6 DEX|
  • WILL: =|12 BASE +8 WIS| Resistance: 1 PP = +4 saves


  • Spear, +15/+10/+5 melee (+25 HB), 1d8+4 (+9d8 HB), crit x3, 20ft, P
  • Eldritch Hands, +22 ranged, standard damage per item hurled (160lbs, 8 items, 260ft)
  • Eldritch Blast, +17 ranged touch, 9d8 damage, crit x2, 60ft -Shapes: Spear, Hideous Blow, Cone -Essences: Boreal, Exsanguinating, Maelstrom, Thundering, Repelling, Vitriolic

    BAB +12 CMB +15 CMD 21

Racial Abilities:

  • +2 to one ability score: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.
  • Aberrant Blood: Elans are of the humanoid (aberrant) subtype.
  • Medium: Elan are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elans have a base speed of 30 feet.
  • Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
  • Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
  • Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
  • Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
  • Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
  • Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
  • Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

  • Favored Class: +16 power points

Class Abilities:

  • Discipline: Every psion must decide at 1st level which psionic discipline Clairsentience he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items.
  • Bonus Feats: A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat. These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
  • Detect Psionics (Ps): All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.
  • Discipline Talents (Ps): Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.
    --Choose two powers from the following list: know direction and location, or offensive precognition. As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The competence bonus from call to mind is reduced to +2, the duration of destiny dissonance is one round per two psion levels, and the duration of offensive precognition is 1 round per psion level.
  • Discipline Abilities: At 2nd, 8th, 14th, and 20th level, the psion gains special abilities related to his choice of discipline, as detailed below.
    --Recovered Information (Su): At 2nd level, as long as you maintain psionic focus, when someone successfully saves against a Clairsentience power you’ve manifested, you learn about a single psionic effect currently in effect (if any) on the target. Each subsequent successful save against a Clairsentience power you manifest transfers information about another psionic effect currently in effect (if any) on the target. If there are no psionic powers in effect on the target that you do not already know, then you learn information about a single psionic item the creature currently possesses, as if you had identified the item. This effect does not give any information on artifacts. The number of psionic effects or items you learn about per save increases by one every four psion levels thereafter.
    --Alter the Waves (Su): At 8th level, each day when you meditate to regain your power points, you gain a +3 insight bonus that can be used on any one die roll. Every two psion levels thereafter, this ability may be used one additional time per day and the insight bonus is increased by 1.
    --Seeing the Connections (Su): At 14th level, once per day, you can automatically identify all properties of a magic item, magic aura, or identify a spell or power in effect. In addition, if you are being scryed upon, you can expend your daily use of this power as an immediate action to disrupt the scrying attempt and instead scry on the originator of the effect using the same effect as that which targeted you. You need not pay any power point cost for this ability, although the originator can make a save to block the attempt (same DC as the original scrying attempt). This ability does not work on artifacts.

  • Eldritch Blast (Su): A warlock gains a supernatural ability known as the eldritch blast; this ability allow the warlock to focus his eldritch arcane energy into a damaging blast of dark energies able to wound, or even kill, his opponents. As a standard action a warlock can make a ranged touch attack against an opponent within 60 feet, dealing 1d8 points of damage (the damage results from pure arcane energy and does not possess an energy type, therefore energy resistances and immunities offer no protection). The target of the eldritch blast receives no saving throw. Although the eldritch blast itself does not provoke an attack of opportunity, it should be noted that all ranged touch attacks in Pathfinder do provoke an attack of opportunity when the to-hit roll is made. At 2nd level, and every two warlock levels gained thereafter, the damage inflicted by an eldritch blast increases by 1d8 to a maximum of 11d8 at 20th level. An eldritch blast is not subject to spell resistance. An eldritch blast deals half damage to objects. For the purposes of the spells globe of invulnerability, lesser globe of invulnerability, and similar powers and effects, a 1st level warlock’s eldritch blast has an effective spell level equal to a 1st-level spell. At each odd-numbered warlock level gained thereafter, the eldritch blast strength increases by one level, to an effective spell of 9th-level at warlock level 17.
  • Invocations (Su): Warlocks learn a number of magic tricks, called invocations, which he can apply to his eldritch blast. At 1st level, a warlock gains one of the following minor invocations of his choice. He gains an additional invocation at 2nd level and for every 2 levels attained after 2nd level. A warlock cannot select an individual invocation more than once. Unless otherwise noted, invocations are part of the same standard action a warlock uses to unleash his eldritch blast. The save (if any) to resist an invocation is equal to 10 + ½ the warlock’s level + the warlock’s Charisma modifier. A warlock can apply only one invocation to any given eldritch blast.
    --1: Boreal Blast (Su): The warlock alters his eldritch blast to inflict cold damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the boreal blast.
    --2: Eldritch Spear (Su): The warlock can use his eldritch blast at medium range (100 ft. + 10 ft./level) instead of the standard 60-foot range.
    --4: Exsanguinating Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or suffer 1d6 points of bleed damage. On a successful save, the target is instead suffers 1 point of bleed damage. Regardless, the DC for a heal check to staunch the bleeding is equal to that of the invocation; a cure wounds spell of any level automatically staunches this effect. A warlock must be at least 4th level to select this invocation.
    --6: Hideous Blow (Su): The warlock infuses his melee weapon with the power of his eldritch blast. This invocation may be used as a standard action, and imbues one melee weapon which the warlock is currently wielding with the energy of his eldritch blast. As part of the invocation, the warlock may make a single melee attack roll with his weapon, gaining a bonus on the attack roll equal to the warlock’s Charisma modifier (if any). If the attack successful hits the warlock deals normal weapon damage plus the full damage of his eldritch blast. A successful critical hit (using the weapons critical threat range) multiplies the damage for both the weapon and the eldritch blast, with the damage for each figured separately and then added together if the critical multipliers are different. Since hideous blow is not a ranged touch attack, this is the only eldritch blast invocation that does not provoke an attack of opportunity. A warlock must be at least 6th level to select this invocation.
    --8: Maelstrom Blast (Su): The warlock alters his eldritch blast to inflict electricity damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the maelstrom blast.
  • Damage Reduction (Ex): At 3rd level, the warlock’s exposure to eldritch arcane energies begins to strengthen his body, providing protection from many attacks. He gains DR 2/cold iron. This increases by 1 at 5th level and every two levels gained thereafter, to a maximum of DR/10 cold iron at 19th level.
  • Energy Resistance (Ex): At 5th level, the warlock gains resistance 10 to two of the following energy types: cold and fire. The warlock chooses which types of energy he becomes resistant to. At 11th level, both of these resistances increase to 20. At 17th level, the warlock’s energy resistances once again increase, this time to 30.
  • Eldritch Hands (Sp): Starting at 6th level, a warlock can use telekinesis, as per the spell except as stated below, as a standard action once each round. The warlock is limited to a maximum weight of 10 lbs per warlock level, and the maximum number of objects he is able to simultaneously manipulate with the violent thrust aspect ability is equal to one-half his warlock class level, rounded down (to a maximum of 10). The warlock may only this ability at medium range (100 ft. + 10 ft./level) instead of the long range listed for the spell.
  • Eldritch Resilience (Su): At 7th level, the warlock can use his eldritch energy to reknit his tissues, sinews, and bones. The warlock can use a swift action to grant himself fast healing 1 for 20 rounds. At 10th level, and every three levels gained thereafter, the fast healing granted by eldritch resilience increases by 1 to a maximum of fast healing 5 at 18th level. The warlock can use this ability twice per day at 13th level and three times per day at 19th level.
  • Eldritch Aura (Su): At 8th level, a warlock’s eldritch power grows strong enough that he unconsciously releases damaging attacks on those who harm him. Any melee attack that damages the warlock for at least 1 point of lethal damage causes a backlash in eldritch energy. This backlash deals 1d8 points of damage to the attacker. This damage results from pure arcane energy and does not possess an energy type, therefore energy resistances, energy immunities, and damage reduction of any type offer no protection against it. It always deals lethal damage and is not under the conscious control of the warlock. Any melee attack that inflicts lethal damage to the warlock provokes the use of this ability. At 12th level, and every four levels gained thereafter as a warlock, the damage inflicts by the warlock’s eldritch aura increases by 1d8, to a maximum of 4d8 at 20th level.
  • Eldritch Knowledge (Su): At 9th level, the warlock gains a 1st-level arcane spell of his choice that he may add to his list of spells known. He may select from any 1st-level bard, magus, sorcerer/wizard, or witch spell to add to his spells known as a warlock spell of the appropriate level. At 11th level, and every two levels gained thereafter, the warlock gains knowledge of another arcane spell, each time of a progressively higher level (2nd-level spell at 11th level, 3rd-level spell at 13th-level, etc.). At 19th level, when the warlock gains this ability, he may select a single 7th-level sorcerer/wizard or witch spell and add it to the list of his spells known as a 6th-level warlock spell.
    --9 : 1st: Blood Money
    --11: 2st: Blood Biography
    --13: 3rd: Cure Serious Wounds
    --15: 4th: Treasure Stitching
  • Major Invocations (Su): Starting at 10th level, and every two levels thereafter, a warlock can choose one of the following major invocations whenever he could select a new invocation.
    --10: Eldritch Cone (Su): The warlock invokes his eldritch blast in a 60-foot cone that affects all creatures within the area. No attack roll is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.
    --12: Thundering Blast (Su): The warlock alters his eldritch blast to inflict sonic damage. Unlike other invocations that alter the energy of his eldritch blast no additional damage dice are gained.
    --14: Repelling Blast (Su): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be moved 5 feet in a direction directly away from the warlock for every 5 points of damage he suffers. If the target strikes an immobile, solid object (such as wall) while still having movement remaining, he suffers an additional 1d6 points of bludgeoning damage for every 5 feet of movement remaining. While moving in such a fashion, the target provokes attacks of opportunity. A successful save negates the repelling effect.
    --16: Vitriolic Blast (Su): The warlock alters his eldritch blast to inflict acid damage. The damage on his eldritch blast increases by +2d8; this extra damage applies only to the vitriolic blast.
  • Empower Invocation (Su): At 11th level, a warlock may empower (as per the feat Empower Spell) his eldritch blast or any invocation that he knows. He may use this ability once per day. At 13th level, and every two warlock levels gained thereafter, a warlock gains one daily use of this ability, to a maximum of five times per day at 19th level.

  • Autohypnosis +27 =16 +8 WIS +3
  • Bluff +28 =16 +10 CHA +3 -1 w/non-Elans
  • Craft +10 = +10 INT +
  • Diplomacy +28 =16 +10 CHA +3 -1 w/non-Elans
  • Fly +25 =16 +6 DEX +3
  • Intimidate +13 =1 +10 CHA +3 -1 w/non-Elans
  • Know: Arcana +29 =16 +10 INT +3
  • Know: Dungeoneer +14 =1 +10 INT +3
  • Know: Engineer +27 =14 +10 INT +3
  • Know: Geography +14 =1 +10 INT +3
  • Know: History +29 =16 +10 INT +3
  • Know: Local +14 =1 +10 INT +3
  • Know: Nature +29 =16 +10 INT +3
  • Know: Nobility +14 =1 +10 INT +3
  • Know: Planes +29 =16 +10 INT +3
  • Know: Psionics +29 =16 +10 INT +3
  • Know: Religion +25 =12 +10 INT +3
  • Perception +27 =16 +8 WIS +3
  • Profession +8 = +8 WIS +
  • Ride +10 =1 +6 DEX +3
  • Sense Motive +27 =16 +8 WIS +3
  • Spellcraft +29 =16 +10 INT +3
  • Use Magic Device +29 =16 +10 CHA +3
  • Spells and Powers:

    Spells per Day:
    0th: unlimited
    1st: 8
    2nd: 8
    3rd: 7
    4th: 6
    5th: 5
    6th: 3

    Spell List:
    0-level Spells: Arcane Mark, Dancing Lights, Mending, Message, Read Magic, Resistance
    1st-level Spells: Blood Money*, Comprehend Languages, Endure Elements, Expeditious Retreat, Feather Fall, Hold Portal, Obscuring Mist
    2nd-level Spells: Arcane Lock, Blood Biography*, Darkvision, Fog Cloud, See Invisibility, Shatter, Spider Climb
    3rd-level Spells: Cure Serious Wounds*, Fly, Greater Magic Weapon, Nondetection, Phantom Steed, Tongues
    4th-level Spells: Black Tentacles, Dimension Door, Greater Invisibility, Phantasmal Killer, Shadow Conjuration, Treasure Stitching*
    5th-level Spells: Mirage Arcana, Overland Flight, Shadow Evocation, Teleport
    6th-level Spells: Greater Dispel Magic, True Seeing

    POWERS Power Points: 319 = 221 base + 80 Intelligence + 16 Favored Class + 2 Feats

    0th: Know Direction and Location, Offensive Precognition
    1st: Call to Mind, Force Screen, Fortify, Inertial Armor, Sense Link
    2nd: Breach, Clairvoyant Sense, Clound Mind, Sensitivity to Psychic Impressions
    3rd: Body Adjustment, Energy Retort, Energy Wall, Touchsight
    4th: Intellect Fortress, Remote Viewing, Slip the Bonds, Wall of Ectoplasm
    5th: Adapt Body, Ectoplasmic Shambler, Leech Field, Tower of Iron Will
    6th: Disintegration, Greater Precognition, Trigger Power
    7th: Bend Reality, Fission*, Personal Barred Mind, Energy Conversion
    8th: Body of Iron, Hypercognition, True Metabolism


    Amulet of the Aberrant Mind
    This ornate gold-mithril alloy chain has a strange geometric symbol on each link. The central link has a giant closed eye of sorts, which snaps open when the powers contained in the amulet are activated. Rather than an iris, it appears to be a swirling magical vortex of stars contained within, and their lights pulsate in unison.
    This amulet functions as a psicrown, except it takes an amulet slot. The psicrown has 60 PP and can be used to manifest the following powers:
    Object Reading
    Augered Answer
    Aura Sight
    Dream Travel
    Greater Modify Matter
    This amulet must be attuned to the wearer before it can be used. This process takes twenty-four hours of meditation, which does not count as rest. This process, once complete, treats the wearer as if he had taken the Expanded Knowledge feat for each power contained. This benefit lasts only as long as the amulet is worn.

    Chasuble of the Outer Realm
    This halfcloak's embroidered patterns and sigils swirl like leaves in a dust-devil under continued observation.
    This item, when worn, adds 2d8 damage to a warlock's eldritch blast. It also provides flight at will as the nomad power. The wearer may also manifest call weaponry but must pay the PP cost. The weapons that appear function as appropriate for the type of weapon called, but they appear alien in nature, like none seen before, having been called from the outer realms of strange beings. The wearer can mentally change the color of the halfcloak and its embroidery as a full-round action, but cannot control the shifting nature of its patterns.

    Ryckart was a seer, and close to graduating his training. He was in a metaconcert with fellow students exploring a labyrinth under the academy created for just that purpose. The students discovered an alienist hiding in the labyrinth summoning a powerful creature from the outer realms. The creature noticed the scrying sensor of the seers' metaconcert, devoured the minds of the summoner and all the seers save Ryckart. The outer realm dwelling abberation's mind resonated with Ryckart's aberrant mind, so less damage was done. The change was still apparent, however. He awoke with knowledge of spells and a feeling of strange energies welling up within him. He was blamed for the deaths of his fellow students and expelled from the school. He was also shunned from the desert community, and as such sought mastery over his new abilities elsewhere. His search brought him to Avalon.