Sialea
female lashunta psychic (amnesiac) 3
CG medium humanoid (lashunta)
Init +2;
Senses Perception +5
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 16 (3d6+3)
Fort +3,
Ref +4,
Will +3
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4+1 19-20/x2)
Ranged sling +2 (1d4+1)
Special Attacks focused force, phrenic pool (4/4)
Spell-Like Abilities (CL 3; concentration +7):
1/day Detect Thoughts (dc 16)
At Will: daze (dc 14), mage hand
Spells (CL 2; concentration +6):
1st (6/day)—
magic missile,
charm person (dc 15) (PDS),
Amnesiac Slot: ,
Amnesiac Slot:
0 (at will)—
dancing lights,
detect magic,
prestidigitation,
arcane mark,
detect psychic significance
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Statistics
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Str 13,
Dex 15,
Con 13,
Int 19,
Wis 9,
Cha 18
Base Atk +1;
CMB +2;
CMD 14
Feats WP: simple; draconic heritage (outer), spell focus (divination)
Traits local ties, tactile telekinesis
Skills
Disable Device +9=+2+3+3+1
Diplomacy +10=+4+3+3
Knowledge (arcana) +10=+4+3+3
Knowledge (engineering) +12=+4+3+3+2
Perception +5=-1+3+3
Sense Motive +5=-1+3+3
Spellcraft +10=+4+3+3
Background Skills
Appraise +7=+4+3+0
Linguistics +10=+4+3+3
Languages lashunta, elven, common, khellid, draconic, hallilt, androfan, aklo; limited telepathy 30 ft
Combat Gear dagger, sling, bullets (20); Other Gear gear 1
Misc Gear backpack, bedroll, belt pouch, flint and steel, prismatic crystal, trail rations (5 days), and a waterskin (17 lbs total), native’s outfit (entertainer’s outfit), artisan’s outfit, technology tool kit, 82 gp
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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. (engineering).
Lashunta Magic 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.
Local ties Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3. (disable device)
Phrenic Amplification 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.
Focused Force When casting a force spell, the psychic can increase the spell's damage by spending 1 point from her phrenic pool. Increase the die size for the spell's damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can't be amplified in this way.
Overpowering Mind he 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.
Phrenic Pool 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 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.
Rapport Forging a close bond with other people brings out the best in you, making it easier for you to link your mind with theirs. Through bonding your psyche with another person, You're able to fill in your own mental gaps and develop new psychic powers.
Phrenic Pool Ability Charisma.
Bonus Spells Charm person (1st), enthrall (4th), coordinated effort (6th), lesser geas (8th), telepathy (10th), battlemind link (12th), mass hold person (14th), mass charm monster (16th), overwhelming presence (18th).
Discipline Powers Your powers meld several minds together, or allow you to more easily influence others.
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.
Sexual Dimorphism Male and female lashunta have very different body and personality types, more so than most humanoid species. Male lashunta are muscular (+2 Strength) and often brash and unobservant (–2 Wisdom). Female lashunta, though beautiful and commanding (+2 Charisma), lack the males' rugged builds (–2 Constitution). Both genders are equally intelligent (+2 intelligence)
Spellcasting An amnesiac's ability to cast psychic spells is the same as that of the psychic class, with the following exceptions.
An amnesiac's faulty memory makes remembering and casting spells difficult, but the increased flexibility can be a great benefit. Instead of choosing a number of spells known from Table 1–8: Psychic Spells Known, an amnesiac accesses spells she knew the previous day from the recesses of her mind. This requires 1 hour of meditation. Each day, for each spell level the amnesiac can cast, she retains a number of spells known equal to half the number listed on Table 1–8, rounded up. These spells must be selected from spells the amnesiac knew the previous day (including any spells she remembered using spell recollection; see below). The remainder of her spells known (half the number on Table 1–8, rounded down) become amnesia slots, which the amnesiac can use with her spell recollection ability (see below). To determine the spells she knows on the day when she first takes this archetype, the amnesiac picks any one 1st-level spell from the psychic spell list.
This change to spells doesn't apply to knacks (0-level spells) or discipline spells, which function the same way they do for a normal psychic. When the amnesiac gains access to 3rd-level spells, she gains full recall of her 1st-level spells and no longer gains 1st-level amnesia slots, instead gaining the full number of 1st-level spells known from Table 1–8 and casting them as a normal psychic. When this happens, the amnesiac can select any level-appropriate spells from the psychic spell list as her spells known, even if they were never among the spells she prepared or recalled; once selected, these spells can no longer be changed, as with a normal psychic. Each time the psychic gains access to a new level of spells, she gains full memory of spells 2 levels lower in the same way (gaining full memory and permanently selecting her 2nd-level spells when she gains access to 4thlevel spells, and so on).
This ability alters spellcasting.
Spell Recollection Once per hour as a swift action, an amnesiac can attempt to remember any spell from the psychic spell list of her choice from either of the 2 highest spell levels she can cast. When she does, she rolls on Table 2–1: Spell Recollection to determine the result. Because the mental stress of combat brings memories to the surface more easily, the amnesiac adds 1d10 to this roll's result if she's in combat when she attempts to recall a spell. Regardless of the result, the amnesiac expends an amnesia slot of the appropriate level for the spell she is attempting to remember; she must cast the spell remembered (if any) using that amnesia slot during the same round, or the spell slot is lost without effect.
Once a spell has been remembered in this way, the amnesiac can cast it as one of her spells known for the rest of the day (even if she failed to cast the spell during the round in which she remembered it), unless spell recollection allowed her to cast a spell of a higher level than she would normally be able to cast.
Table: Spell Recollection d% Result 1–10 The amnesiac is unable to cast spells this round.
11–35 The amnesiac can't remember the new spell (but can still cast spells this round).
36–95 The amnesiac remembers and can cast the new spell.
96+ The amnesiac can choose to treat this result as 36–95. Alternatively, once per day, she can instead temporarily recall any spell from the psychic spell list that's 1 level higher than the spell she's attempting to remember. When she does, her caster level counts as the minimum caster level required to cast the higherlevel spell, and she forgets the spell after it's cast.
Tactile Telekinesis Once per day as a swift action, you can add a trait bonus equal to your Intelligence modifier on Strength checks and Strength-based skill checks you attempt before the beginning of your next turn.
Technologist You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.