Stats: Str 8, Dex 12, Con 12, Int 22, Wis 10, Cha 14
Description: 31 years old, 5'2", 130 lbs, a scrawny half-elf with light brown scraggly hair and goatee, wearing simple trousers, a light cotton shirt, and traveler's cloak. He carries a backpack with little more than is necessary to live a life on the road.
AC 11, touch 11, FF 10 (+1 Dex); CMD 10
hp 27 (5d6) +5(Con)
Fort +3, Ref +3, Will +5 (+2 vs Ench, immune to sleep)
Init +1, Speed 30 ft.
BAB +2; CMB 0
Melee dagger +1 to hit (1d4-1, 19-20/x2, S/P)
Ranged 25 Telekinetic Projectile +3 to hit, (1d6, x2, B)
3x 1/3 Phrenic Point (Half-Elf)
2x Extra spell (Human)
Spells Known (CL 5):
0th DC 14 - Telekinetic Projectile, Detect Magic, Detect Psychic Significance, Dancing Lights, Mage Hand, Detect Poison
1st (8/day) DC 17 - Murderous Command*, Burst of Insight, Mind Thrust I, Deja Vu, Color Spray, Liberating Command, Burning Hands, Borrow Skill (Rebirth)
2nd (5/day) DC 18 - False Life, Id Insinuation I, Oppressive Boredom
Past-Life Memories (Ex):
You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.
Mnemonic Esoterica (Bard) (Ex):
By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class's spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic.
You can decide to change the spellcasting class from which you draw this spell each time you gain a new level.
Phrenic Amplifications (5 points):
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.
Will of the Dead (Su):
Even undead creatures can be affected by the psychic's mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature's immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren't undead. This amplification can be linked only to spells that have the mind-affecting descriptor.
At 5th level when you would be reduced to 0 hit points or fewer by an attack, you can spend 2 points from your phrenic pool as an immediate action to regain a number of hit points equal to 1d8 points of damage + your psychic level. At 10th level, this ability’s healing increases to 3d8 + your psychic level. If this healing is insufficient to bring you above negative hit points, you are automatically stabilized. If you would still be killed by the amount of damage taken, you erupt with positive energy and heal all allies within 30-foot-radius burst for the amount you healed yourself.
3x Acid Flask
3x Alchemist's Fire
2x Alkali Flask
Wand of Cure Light Wounds (39/50 Charges)
Wand of Mage Armor (48/50)
Cloak of Resistance +1
Automatic Writing Planchette
Headband of Intellect +2 (Planes, Auran)
2x Potion of Remove Fear
Potion of Touch of the Sea
2x Potion of Air Bubble
Raised in Quantium by his human mother with little understanding of his Elvish heritage, Searlas was pushed off to work at the docks at a very young age for a Half-Elf. Always surrounded by rough crowds, Searlas rapidly learned to keep his head down, and choose his words very carefully. As a scrawny kid working at the docks he usually found himself unappreciated and pushed around, but his fierce focus led him to perform feats of strength he never knew he had in him. It would be nearly 20 years before he truly understood the powers he possessed.
Now he has finally made his way to Absalom and has joined the Pathfinder Society hoping to lend a hand where he can and see the world.