Monk

Shinrin Alara's page

100 posts. Alias of Dragoncat.


Full Name

Shinrin Alara

Race

Elf Psychic (Rebirth)

Classes/Levels

4|HP: 18/18|AC: 12/12/10|Saves: Fort +1, Ref +1, Will +3 (+5 vs. mind-affecting, +7 vs. enchantments)|Init: +2|Perc: +9

Gender

Female

Size

6'3", 120 lbs

Age

125

Special Abilities

Psychic Powers

Alignment

CG

Deity

Desna

Location

Kalsgard

Languages

Common, Celestial, Elven, Tien, Sylvan, Draconic

Occupation

Calligrapher

Strength 8
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 8
Charisma 17

About Shinrin Alara

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Statblock
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Alara Shinrin
Female elf psychic (rebirth) 4
XP: 13,404
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +9
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Defense
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AC 12, touch 12, flat-footed 10
hp 18 (4d6)
Fort +1, Ref +1, Will +3 (+5 vs. mind-affecting effects, +7 vs. enchantments)
Defensive Abilities Immune to sleep, +2 to saves vs. enchantments
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Offense
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Speed 35 ft
Melee Mwk Dagger +3 (1d4/19-20/x2)
Ranged +1 Light Crossbow +4 (1d8/19-20/x2)
Special Attacks
Spells Known
0th: Detect Magic, Prestidigitation, Read Magic, Stabilize, Mending, Message
1st: Shield, Colour Spray, Ill Omen, Burst of Insight (7/day) 0/7
2nd: False Life, Cat’s Grace (4/day) 3/4

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Statistics
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STR 8, DEX 14, CON 10, INT 18, WIS 8, CHA 17
Base Atk +2; CMB +1; CMD 12
Feats Extend Spell, Steadfast Personality
Traits Best Friend (Ameiko), Dangerously Curious
Skills +9 Craft (Alchemy), +10 Craft (Calligraphy), +13 Diplomacy, +13 Knowledge (Arcana), +13 Knowledge (Dungeoneering), +11 Knowledge (Nobility), +13 Knowledge (Planes), (+6 for all other knowledges), +8 Linguistics (Tien), +9 Perception, +11 Spellcraft, +5 Sense Motive, +9 Use Magic Device
Languages Common, Tien, Sylvan, Celestial, Elven, Draconic
SQ Low-Light Vision, Elven Immunities, Elven Magic, Keen Senses, Long Limbed, Phrenic Pool, Phrenic Amplifications, Psychic Discipline (Rebirth), Detect Thoughts, Past-Life Memories, Mnemonic Esoterica
Combat Gear
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Special Abilities
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Racial Traits:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. 

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. 

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. 

Keen Senses: Elves receive a +2 racial bonus on Perception checks. 

Long Limbed: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.

Class Features:
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.

Phrenic Amplifications: A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can’t be selected more than once. Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Psychic Discipline (Ex or 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. 

Discipline: Rebirth

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.

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 (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 (Pathfinder RPG Occult Adventures 144). You can decide to change the spellcasting class from which you draw this spell each time you gain a new level.

Current Choice: Bard: Shadow Trap!

Phrenic Amplifications:
Overpowering Mind: 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.

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Background
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Hi! I'm Alara, but some people call me Al. Well, I really prefer Alara because Al kinda sorta sounds like a boy's name, but... if you really wanna call me Al, I guess you can...

Anyway, where was I? Oh yes, me! Well, I've never really had anyone ask about me before, so I need to think for a bit.
I suppose it’d be a good idea to start with my Mom and Dad, considering they’re who I came from. Would you believe they didn’t come from Varisia, originally? Yep—we came all the way from the kingdom of Jinin, far beyond the mountains. Mom and Dad came to Varisia on their honeymoon after they got married, and… well, they decided they liked it there enough to settle down.

I grew up in the port city of Magnimar—one of the only settlements in Varisia that my parents felt had the perfect blend of history and societal integration. I got to experience so many different cultures and people living there; humans, gnomes, halflings, from near and afar… it stoked my curiosity about the outside world like you wouldn’t believe. It’s safe to say I had more friends among them than I did my own people.

Mom and Dad were very much believers in reincarnation—that although our bodies are finite and mortal, our souls can be reborn across a thousand lifetimes. I didn’t put too much stock in it at first—after all, most of the old friends I had grew old and passed away, and I saw no sign of them being reborn near me—but that changed as I reached puberty.

That was… quite an odd time for me. Whenever I went to sleep at night, I’d have these dreams of far-off lands, and every time I felt as though I was seeing things unfold through someone else’s eyes. Walking through caverns of endless darkness, crossing swords with brutish creatures, wielding powerful magics… they felt so real to me.

That’s around the time I really discovered my talents for psychic magic. Dad didn’t have any books or experience with my powers to help me, so I was forced to go looking for help on my own. My family still supported me through those times, but I had to do the bulk of the legwork myself. I eventually managed to procure some old tomes on the nature of psychic magic, and I immersed myself in them—I found them, oddly enough, in a quaint little seaside town called Sandpoint.

Even though Sandpoint was the victim of quite a few attacks and incidents (that goblin raid on the town during a festival and that dragon attack that happened only a few months later being but two of them), I found it to be quite peaceful otherwise, and suitable for learning more. It was here that I met the proprietor of the Rusty Dragon—one Ameiko Kaijitsu. It was the first time in a long time that I met anyone whose family hailed from Tian-Xia, as my family did. We ended up becoming pals not long after we met.

Of course, then she got a caravan together to go north on an adventure—and she completely forgot to invite me! I had to hustle to catch up to her!
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Description & Personality
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Before you stands a tall, slender, elf of Tian descent fully clad in violet robes, with images of stars embroidered on the sleeves and hem in gold trim. Alara has chin-length brown hair neatly combed to one side, ears that sweep away from her head, and large green eyes that take in the world around her with a mixture of wonderment, curiosity, and naïveté. A warm smile is on her face as she waves to you. Slung across her body is a brown leather satchel, with various adventuring implements poking out of it. You can see a dagger sticking out of one of her boots.

Alara was almost always happy as a child, and even today is rarely seen without a smile. She constantly runs around, filled with so much energy that one could be forgiven for thinking she has coffee instead of blood flowing through her veins. She speaks quickly, her hands often gesturing as quickly as she can talk.

Alara finds it easy to make friends, but unfortunately, has more trouble keeping them, as many of her former friends were humans that she outlived. She makes sure it never gets her down for long, cherishing the moments she spends with them. She goes out of her way to cheer up those she befriends if they happen to be feeling down, but sometimes comes across as being overbearing, and she sometimes misses subtle social cues that other people would pick up on.

Alara lives her life believing that the day should be seized, no matter who you are. As such, she is open to new experiences, be they mundane, romantic, or daring. She believes, above all else, that every person has a right to be free to do as they wish, as long as no one gets hurt by the experience or its consequences. 

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Traits & Drawback
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(Campaign) Ameiko’s Best Friend: Though by elf standards Alara hasn’t lived in Sandpoint for long (only 10 or so years), she’s struck up a strong friendship with the young bardess Ameiko Kaijitsu. She gains a +2 bonus to Diplomacy checks, and a +1 bonus to attack rolls against anyone who’s dumb enough to threaten her.

(Magic) Dangerously Curious: In an effort to better understand her psychic magic, Alara would frequently toy with magic items she had no real idea how to use. It’s perhaps only through sheer luck that she’s managed to live as long as she has as a result. On the bright side, she does have a good understanding of how to generally activate magic items; just point the pointy end away from her and give it a swish. She gains a +1 bonus to Use Magic Device checks, and Use Magic Device is always a class skill for her.

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Skill Breakdown
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—4 Diplomacy
—4 Knowledge (Arcana)
—4 Knowledge (Dungeoneering)
—4 Knowledge (Planes)
—4 Perception
—2 Sense Motive
—4 Spellcraft
—2 Use Magic Device

Background Skills
—1 Linguistics (Tien)
—3 Craft (Calligraphy)
—2 Craft (Alchemy)
—2 Knowledge (Nobility)

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Gear
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Cloak of Resistance +1 (1,000 GP)
Wand of remove fear (750 GP)
Wand of mage armour (750 GP)
Masterwork Light Crossbow +1 (2,335 GP)
Masterwork Dagger (302 GP)
Psychic’s Kit (35 GP)
Grooming Kit (1 GP)
20 Doses of night tea (2 GP)
20 Bolts (2 GP)
Traveller’s Outfit (Free)
Cold Weather Outfit (8 GP)
Journal (10 GP)
2 Inkpens (2 SP)
3 Vials of Ink (24 GP)

Money: 792.8 GP

Carrying Capacity:

Current Load:

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Magical Items
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Cloak of Resistance +1 (Shoulder Slot)
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