Female Elf

Seliina's page

54 posts. Alias of Drogeney.


Classes/Levels

Phrenic Pool 2/4 | Detect Thoughts (Sp) 2/2 | Spells: 1-4/5

Gender

female Lashunta Psychic 2 | HP 12/12 | AC 11 (15 with Mage Armor), TAC 11, FF 10 (14 with mage armor) | F +2, R +2, W +3 | Init +2 | Per +0 |

Strength 11
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 11
Charisma 16

About Seliina

Build:

Seliina
female Lashunta psychic 2
CG medium humanoid (lashunta)
Init +2; Senses Telepathy 35 ft, Perception +0
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (2d6+2)
Fort 2, Ref +2, Will +3
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4 /19-20 x2)
Ranged light crossbow +2 (1d8 /19-20 x2)
Special Attacks Phrenic Pool (4/4pts),
Spell-like Abilities (CL2; concentration +5)
At Will-daze (dc 15), mage hand
2 per day-detect thoughts (dc 17)
Spells (CL 2; concentration +5):
1st (5/day)— mindthrust 1 (dc 16), mage armor, charm person (dc 15)
0 (at will)—detect magic, dancing lights, read magic, prestidigitation, ghost sound (dc 15)
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Statistics
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Str 11, Dex 13, Con 12, Int 18, Wis 11, Cha 16
Base Atk 1; CMB 1;CMD 12
Feats WP: simple, spell focus (divination)
Traits teacher's pet, skilled telepath
Skills diplomacy 3+2+3=8, knowledge (arcana) 4+1+5=10, knowledge (dungeoneering) 4+1+3=8, knowledge (planes) 4+2+5=11, knowledge (religion) 4+2+3=+9, linguistics 4+2+3=9, profession (researcher) 0+2+3=+5, spellcraft 4+2+3=9
Languages lashunta, elven, draconic, celestial, common, necril, infernal
SQ cantrips, arcane bloodline
Combat Gear dagger, light crossbow, bolts (20); Other Gear potion of cure light wounds x4
Misc Gear masterwork backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, trail rations (5 days), and a waterskin.), spell component pouch, trabelor's outfit, entertainer's outfit, 34 gp, 665 gp worth of misc gems
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Special Abilities
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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.
Knowledgeable A lashunta gains a +2 racial bonus to any one Knowledge skill. (arcana)
Lashunta Magic (Sp) A lashunta possessing an Intelligence score of 11 or higher gains the following spell-like abilities: At will–daze, mage hand; 1/day–detect thoughts. The caster level for these effects is equal to the lashunta's class levels.
Limited Telepathy: A lashunta is able to mentally communicate with any creature within 30 feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability.
Phrenic Amplifications An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
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.
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.
Psychic Discipline (Ex/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. Spells learned from a discipline can't be exchanged for different spells at higher levels.
Raport Discipline
Emotional Bond (Su) You can create an empathic link between yourself and your allies, allowing you to monitor their emotional states. Setting up the link requires 10 minutes of uninterrupted concentration from you and all subjects, Who must remain within 10 feet of you. You can link with a number of allies equal to your Charisma modifier. This bond lasts until the next time you regain your spells, or until you go unconscious or voluntarily end the bond as a free action.
If the bond ends, you can establish a new bond at will with another 10 minutes of mutual concentration. This link allows you to monitor emotions, detecting when allies become angry, surprised, confused, fearful, or the like, but doesn't allow them to communicate specific details. You can also easily tell whether a subject is unconscious. If a subject dies or moves to a different plane than you, your bond with that creature is severed. The distance between you and the subjects doesn't affect the bond as long as you're on the same plane of existence.
At 4th level, the bond also gives you the benefits of the status spell with all subjects of the emotional bond.
Emotional Push (Su) You can draw upon the intense power of your own emotions in desperate situations, and your allies can call upon you through your emotional link to protect themselves. When you or a subject of your emotional bond must attempt a saving throw, the person attempting the save can gain a bonus equal to your Charisma bonus on the save as an immediate action. This ability can be used once per day, plus one additional time per day for every 4 psychic levels you possess. Allies using this ability don't need your permission, since the emotional connection is so direct, though you know when one of the uses has been expended. If the ally's saving throw is successful, you regain 1 point in your phrenic pool.
Skilled Telepath The range of your limited telepathy
racial ability increases by 5 feet.
Teacher's Pet You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill. (planes)


Psychic Magic:

Psychic magic originates from the distinctive qualities of the caster’s composite being, rather than through arcane formulae or rote supplication to divine entities. Therefore, psychic spells never have verbal or somatic components, and have only expensive material components. Psychic spells are purely mental actions, and they can be cast even while the caster is pinned or paralyzed. Focus components work the same way with psychic spells as they do with other spells.
When a spell calls for an expensive material component, a psychic spellcaster can instead use any item with both significant meaning and a value greater than or equal to the spell’s component cost. For example, if a spiritualist wanted to cast raise dead to bring her dead husband back from the grave, she could use her 5,000 gp wedding ring as the spell’s material component.
Instead of verbal and somatic components, all psychic spells have components related to the caster’s inner being. The two psychic components are called emotion components and thought components. If a spell’s components line lists a somatic component, that spell instead requires an emotion component when cast by psychic spellcasters, and if it has a verbal component, it instead requires a thought component when cast by psychic spellcasters. Psychic spells cast by non-psychic arcane and divine casters use any listed somatic and verbal components as normal.
Emotion Components: Emotion components represent a particular emotional state required to cast the spell. A psychic spellcaster marshals her desire in order to focus and release the spell’s energy. It is impossible to cast a spell with an emotion component while the spellcaster is under the inf luence of a non-harmless effect with the emotion or fear descriptors. (The emotion descriptor was originally introduced in Pathfinder RPG Ultimate Magic.) Even if the effect’s emotion matches the necessary emotion to cast the psychic spell, the spellcaster is not in control of her own desires and animal impulses, which is a necessary part of providing an emotion component.
Thought Components: Thought components represent mental constructs necessary for the spell’s function, such as picturing a wolf in vivid detail—down to the saliva dripping from its jaws—in order to cast beast shape to transform into a wolf. Thought components are so mentally demanding that they make interruptions and distractions extremely challenging. The DC for any concentration check for a spell with a thought component increases by 10. A psychic spellcaster casting a spell with a thought component can take a move action before beginning to cast the spell to center herself; she can then use the normal DC instead of the increased DC.
Just as spell-like abilities never require verbal, somatic, or material components, these abilities also don’t require thought or emotion components. A psychic spellcaster can replace verbal and somatic components with thought and emotion components only for the purposes of the spell components themselves, not for the purposes of any other rules elements that relate to verbal and somatic components. She can’t use Silent Spell to ignore the thought component of a spell, for example. The new feats Intuitive Spell and Logical Spell serve a similar function for these new components, and appear in Chapter 3.

MIND THRUST I
School divination [mind-affecting]; Level psychic 1
Casting Time 1 standard action
Components S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
You divine the most vulnerable portions of your opponent’s mind and overload it with a glut of psychic information. This attack deals 1d6 points of damage per caster level (maximum 5d6). The target receives a Will save for half damage. This attack has no effect on creatures without an Intelligence score.


Description/Personality:

Seliina is short for her people standing only five and a half feet tall and weighing in at one hundred twenty pounds. She is twenty six years old and has deep purple eyes with long brown hair, a short pair of antennae sprout from her temples and wriggle a great deal. While she prefers to wear as little clothing as possible Seliina has found that not only is it much colder on Golarian it is also considered inappropriate to go about unclothed, or even in scanty clothing, in public. As a consequence she wears a mottled green and brown robe with a deep hood to cover her head with and takes care to brush her bangs down to help hide her antennae from people. She also wears a dagger and a light cross bow along with her traveling gear.

Seliina is a friendly and compassionate young woman who, at times, seems vacant and distracted. The truth is that it is very much the truth, Seliina is a psychic, and anytime there are living things around her she is in a world of noise. Seliina is highly intelligent as well as beautiful and graceful, and has an innate talent for connecting with other beings, even the undead if she so chooses. She can be blunt and far too trusting of people but always attempts to learn from her mistakes and anyone loosing her trust has a long way to go before they earn it back after all, fool me once shame on you, fool me twice shame on me.


Back Story:

Seliina is a young lashunta woman who was born on the planet Castrovel. She grew up odd, her family knew she was different early on, they could tell from the feel of her mind, and were delighted to learn that their little girl Seliina was a psychic with great potential. They encouraged her to hone her skills growing up and Seliina found that she had a natural talent for telepathy, her abilities being superior to those of most of her people.

As she reached adulthood Seliina's innate intelligence came to the attentions of her instructors and obtained her enrollment in classes in advanced arcana and interplanar mechanics. It was during this time that she discovered an amazing talent, she could affect the undead with her mind-affecting powers. There was a mistaken spell cast in the necromancy ward and a powerful zombie was created. Seliina, along with her two friends Rodjer, and Celest, managed to take the thing down when she dazed it and then attacked what amounted to it mind, scrambling it and letting her friends finish it off. Her heroics that day, in addition to her schoolastic achievements, led her to be chosen by one of the head researchers in aiudara creation and maintenance.

The professor, Zeboski, wanted to use her talents at emotional-bonding to connect the minds of his fellow researchers so that they could better co-ordinate their efforts. While they were never able to breach the limit of emotions, the talent proved particularly invaluable when the professor took them all to Golarian by way of Kyonin. Now working in the field on Golarian Seliina was able to coordinate with their defenders better by linking to them, it also gave their defenders am easier time dealing with some threats. During their work it was discovered that one of the "elf gates" may have been burried or near by to a place called Harrowstone Prison. Because of her talents it was decided to detach Seliina from the group to investigate this herself. With the help of a contact in the elven government she was introduced to Professor Lorimar. Selina quickly became one of Lorimar's prize students due to her extensive knowledge and vastly different view of the world. It wasn't long after that when she had gone to a far library to do some work and heard about the Professor's death only after she couldn't make it to the funeral. Saddened but determined Seliina made her way to Ravengro