Race |
Kashrishi Thaumaturge 12 | HP 116/116 | AC 31 | Fort +17, Ref +19, Will +21 | Perception +21 (+0 Init) | Class DC 31 | Exploit Weakness 8 |
Size |
Small |
Age |
43 |
Alignment |
NG |
Deity |
Desna |
Strength |
10 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
18 |
Wisdom |
16 |
Charisma |
20 |
About Sanjana Nirman Niraimadhi
Sanjana
Kashrishi thaumaturge 12 (Advanced Player's Guide, Dark Archive, Lost Omens Impossible Lands 40, Lost Omens Pathfinder Society Guide, Secrets of Magic, Treasure Vault)
Rare, NG, Small, Humanoid, Kashrishi
Heritage nascent
Background chosen one
Perception +21 (+23 to Sense Motive against non-mindless creatures within range); empathic sense 15 feet
Languages Aklo, Celestial, Common, Kashrishi, Mwangi, Sylvan, Terran, Vudrani
Skills Acrobatics +17, Arcana +22, Athletics +14, Crafting +18 (+19 when Crafting tattoos.), Deception +20, Diplomacy +26, Esoteric Lore +23, First World Lore +18, Fortune-telling Lore +22, Intimidation +20, Medicine +17, Nature +17, Occultism +22, Performance +19, Religion +17, Society +18, Survival +17
Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 18 (+4), Wis 16 (+3), Cha 20 (+5)
Items +2 gliding explorer’s clothing, +1 merciful chakri[TV], +2 merciful pacifying boomerang[TV], backpack, basic crafter's book, bedroll, chalk (10), cookware, expanded healer's tools, flint and steel, greater brooch of inspiration[LOGB], herbs and spices, lover's gloves[APG], rations (1 week) (2), rope (foot) (50), soap, sterling artisan's tools, The Empty Throne, torch (5), warding tattoo[SoM], waterskin, purse (26 gp, 9 sp)
Empathic Sense 15 Feet Kashrishi are able to get a vague sense of the current emotional state of others within 15 feet of them. This manifests as a general feeling of happiness, anger, or fear, without any specific details. For those with whom kashrishi have an emotional connection, physical touch can heighten this sense to greater degrees of detail and understanding, increasing with the strength of their bond. This also functions as an imprecise sense alerting you to the presence, but not the precise location, of non-mindless creatures within the area. You gain a +2 circumstance bonus on Perception checks to Sense Motive against non‑mindless creatures within the area of your empathic sense.
Psychometric Assessment (concentrate, divination, emotion, exploration, mental, occult) Requirements Your bare hands are touching an object in which you detected psychometric resonance Effect You spend 1 minute concentrating on the object to get a vision of the face of the person who imbued the item with such emotion in the first place. If the associated emotion is painfully negative, you might take 1d6 psychic damage, as determined by the GM.
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AC 31; Fort +17; Ref +19; Will +21 (Successes are crit successes instead.); +1 status bonus vs. mental effects, +1 status bonus vs. fear
HP 116
Glowing Horn Your horn reacts to psychic energy by softly glowing. The horn emanates dim light in a 10-foot emanation until the start of your next turn whenever you use an occult action you gained from an ancestry feat, cast an innate occult spell, or Cast a Spell that has the mental trait.
Prophecy's Pawn [F] (abjuration, divine, fortune) Trigger You fail a saving throw, attack roll, or skill check Effect You twist the prophecy in your favor, which will have consequences later. Reroll the failed check. You must use the result of the second roll.
For 24 hours afterward, the GM can force you to reroll a successful saving throw, attack roll, or skill check as fate balances the scale. This is a misfortune effect. You can’t use prophecy’s pawn again until the GM uses this option or 24 hours pass, whichever comes first.
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Speed 25 feet
Ranged [1] [i]+1 merciful chakri[/i] +20 (magical, thrown 40 ft., nonlethal, recovery), Damage 1d6+7 S
Ranged [1] [i]+2 merciful pacifying boomerang[/i] +21 (magical, thrown 60 ft., nonlethal, recovery), Damage 1d6+7 B
Occult Open Mind Spell DC 31; Cantrips (6th) read aura
Occult Sorcerer Spellcasting DC 31; 4th (1 slots) read omens 3rd (1 slots) hypnotic pattern 2nd (2 slots) loose time's arrow[DA], restoration 1st (2 slots) protection, spirit link Cantrips (6th) forbidding ward, guidance, invoke true name[SoM]
Focus Spells 2 Focus Points, DC 31; 6th Invoke the Harrow, Unraveling Blast
Resolve You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Ancestry Feats Community Knowledge[LOIL], Empathic Calm[LOIL], Fortified Mind[LOIL], Open Mind[LOIL]
Class Feats Advanced Bloodline, Anoint Ally[APG], Diverse Lore[DA], Esoteric Warden[DA], Scroll Esoterica[DA], Scroll Thaumaturgy[DA], Share Weakness[DA], Shared Warding[DA]
Skill Feats Consult The Spirits (occultism)[APG], Dubious Knowledge, Glad-hand, Intimidating Glare, Kreighton's Cognitive Crossover (occultism, esoteric lore)[LOPFS], Multilingual, Read Psychometric Resonance[DA], Tattoo Artist[TV], Trick Magic Item, Unmistakable Lore
Other Abilities component substitution, esoteric lore, first implement and esoterica, harrow, implement adept, regalia, second adept, second implement, signature spells, thaumaturge weapon expertise, thaumaturgic expertise, tome, weapon specialization