Elessia

Sammy Vestrana's page

66 posts. Alias of FedoraFerret.


Race

Changeling

Classes/Levels

Psychic 0 | Per: +2 | Init: +6 | Frt: +0 (+2 vs. disease), Rfx: +2, Wil: +2 | AC: 13, T: 13, FF: 11, CMD: 9

Gender

Female

Size

Small

Age

8

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 8
Charisma 10

About Sammy Vestrana

Sammy Vestrana
Female changeling psychic 1ish
CG small humanoid (changeling)
Init +6; Senses Darkvision 60'; Perception +2
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Defense
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AC 13, touch 13, flatfooted 10
hp 5
Fort +0 (+2 vs. disease), Ref +2, Will +2
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Offense
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Speed 30'
Melee
Ranged
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Spells
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CL 0 (2 on divination); Concentration +3
Knacks - daze (DC 13), detect magic, flare, telekinetic projectile
1st level (3/day) - mind thrust I (DC 14, CL 2), confusion (lesser) (DC 14), ray of enfeeblement (DC 14)
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Statistics
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Str 8, Dex 14, Con 10, Int 16, Wis 10, Cha 14
Base Atk -1; CMB -3; CMD 9
Feats Improved Initiative
Traits Adopted (Harrow Chosen)
Skills Diplomacy +4, Knowledge (arcana, local) +5, Perception +2, Spellcraft +5
Languages Common, Varisian
Other Gear
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Special Abilities
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Race:
Hag Magic: Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities.

Heartstone Heritor (Night Hag): The changeling gains a +2 racial bonus on saving throws against disease.


Class:
Phrenic Pool (2)

Mindtouch (Su): The psychic can spend 1 point from her phrenic pool to probe one target’s mind if that creature is affected by the linked spell. If the target of the linked spell fails its saving throw or is hit by the spell, the psychic detects its surface thoughts (as the 3rd-round effect of detect thoughts). If the linked spell doesn’t already require an attack roll or allow a saving throw, the target can attempt a Will Saving Throw to avoid the thought-detection effect only; the DC is calculated using the linked spell’s level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to spells that affect a target or an area. If the linked spell can affect more than one creature, the psychic can attempt to detect more than one target’s thoughts by spending 1 additional point per creature beyond the first. She must select these targets when she casts the spell and spends the points. This is a mind-affecting effect.

Dark Half: By allowing the dark forces to overcome you, You can enter a state of instinctual cruelty as a swift action.

While you’re manifesting your dark half, you increase the DCs of your psychic spells by 1, gain a +2 morale bonus on Will saves, and become immune to fear effects. Whenever you cast a spell that deals damage while manifesting your dark half, you can cause one creature that took damage from the spell to also take 1 point of bleed damage. The amount of bleed damage increases to 2 points at 5th level and to 1d6 points at 13th level. While manifesting your dark half, you 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 spells using psychic magic, using phrenic amplifications, or attempting to return to normal. You can attempt to return to your normal self as a free action, but must succeed at a concentration check with a DC equal to 10 + your caster level. If you fail, you continue to manifest your dark half and can’t attempt to change back for 1 round.

You can manifest your dark half for a number of rounds per day equal to 3 + 1/2 your psychic level + your Charisma modifier (5); when these rounds are expended, you return to your normal self without requiring a concentration check.