Vimanda

Sitko's page

81 posts. Organized Play character for william Nightmoon.


Full Name

Sitko Liliyfrond

Race

Kitsune

Classes/Levels

Psychic(mutation mind)1 Ph.pool=4/4

Gender

Female

Size

medium

Age

18, 5' 3", 135lbs

Special Abilities

shapechange

Alignment

Chaotic neutral

Deity

Bastet

Languages

common, sylvan, elven, gnome, aklo, orc

Strength 10
Dexterity 14
Constitution 11
Intelligence 16
Wisdom 14
Charisma 12

About Sitko

stats:
Hp:6/6
BAB:0 CMD:11
Fort:0 Refl:2 Will:4
Phrenic Pool:4/4

racial traits:
Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes.

Normal Speed: Kitsune have a base speed of 30 feet.

Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.

Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Gregarious (Ex): Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune's level).

Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.

Class traits:
Weapon and Armor Proficiency: A psychic is proficient with all simple weapons, but not with any type of armor or shield.

Spells: A psychic casts psychic spells drawn from the psychic class's spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic's spell is equal to 10 + the spell's level + the psychic's Intelligence modifier.

A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the Psychic progression table. In addition, she receives bonus spells per day if she has a high Intelligence score.

The psychic's selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic's choice. At each new psychic level, she learns one or more new spells, as indicated on the Psychic Spells Known table. Unlike a psychic's spells per day, the number of spells a psychic knows isn't affected by her Intelligence score; the numbers on the Psychic Spells Known table are fixed.

At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic's class list that the psychic can cast. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.

Knacks: Psychics learn a number of knacks, or 0-level spells, as noted on the Psychic Spells Known table. These spells are cast like any other spell, but they don't consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

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.

Bodily Mutations: Starting at 3rd level, whenever a mutation mind gains a phrenic amplification, she can select either a phrenic amplification or a bodily mutation. A bodily mutation grants its benefit only when the mutation mind is affected by her physical mutation. Each time she activates her physical mutation, she can activate any number of bodily mutations she possesses.

Physical Mutation (Su): A mutation mind’s psychic powers warp her body, allowing her to physically mutate herself as a swift action, which grants her a +4 enhancement bonus to Strength and a –2 penalty to Intelligence. At 12th level, the bonus to Strength increases to +6. A mutation mind can assume her physically mutated form for a number of minutes per day equal to her psychic level. The minutes don’t have to be used consecutively, but must be used in 1-minute increments. When the duration runs out, the mutation mind can spend 1 point from her phrenic pool to extend the duration by 1 round. She can continue extending it in this way until she runs out of points. After the mutation ends, the mutation mind is fatigued and can’t activate a physical mutation again for 1 round. Turning back to normal before the end of a 1-minute increment takes a standard action. This ability replaces the 1st-level phrenic amplification.

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. These spells are in addition to the number of spells given on the Psychic Spells Known table. Spells learned from a discipline can't be exchanged for different spells at higher levels.

Phrenic Empowerment (Su): At 7th level, a mutation mind’s phrenic amplifications empower her physical mutation. Whenever a mutation mind modifies a spell with a phrenic amplification while affected by her physical mutation, she can increase the bonus to her Strength score from her physical mutation by 2 for a number of rounds equal to the level of the spell she cast. This bonus doesn’t stack; if the mutation mind activates it again, she uses the longer duration but doesn’t increase the bonus. While under the effect of phrenic empowerment, whenever the mutation mind takes damage, she risks losing control of her powers. At the end of each turn that she takes hit point damage, the mutation mind must succeed at a Will save (DC = 15 + 1/2 her character level) or take a –2 penalty on Will saving throws and to Intelligence. These penalties last for 1 hour after the physical mutation ends and stack with themselves. If the penalty lowers her Intelligence score to 0, the mutation mind is comatose until 1 hour after physical mutation ends.

Improved Bodily Mutations: At 11th level, a mutation mind can select one of the following improved bodily mutations instead of a phrenic amplification.

Discipline:
Psychedelia
You ingest hallucinogens to expand your mind. Experimentation and study show you which ones will have the greatest effect. Your psychedelic forays put you into a different mental space from others, and normal people don't really understand you.

Phrenic Pool Ability: Wisdom.

Bonus Spells: polypurpose panacea (1st), mad hallucination (4th), synesthesia* (6th), confusion (8th), mirage arcana (10th), joyful rapture (12th), waves of ecstasy (14th), euphoric tranquility (16th), astral projection (18th).

Discipline Powers: You distort your own mind and perceptions, and can impress your altered states onto others.

Drug Resistance (Ex): When you ingest drugs, you take half as much ability damage (minimum 1). You also gain a +4 bonus on saving throws to avoid becoming addicted to a drug or to overcome being addicted.

Cognatogen (Su): Once per day, you can create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. When you imbibe a cognatogen, you gain a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 1 minute per psychic level. In addition, while the cognatogen is in effect, you take a –2 penalty to one of your physical ability scores. If the cognatogen enhances your Intelligence, it applies a penalty to your Strength. If it enhances your Wisdom, it applies a penalty to your Dexterity. If it enhances your Charisma, it applies a penalty to your Constitution. Otherwise, this ability works just like the alchemist's mutagen ability. When the effect of the cognatogen ends, you take 2 points of ability damage to the ability score penalized by the cognatogen. If you have both alchemist and psychic levels, these levels stack to determine the duration of your cognatogen and the DC of the save a non-alchemist must attempt if he drinks your cognatogen. If you gain discoveries, you can take the grand cognatogen and greater cognatogen discoveries to improve your cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens. However, even if you have alchemist levels, the duration of your cognatogen remains 1 minute per level (instead of 10 minutes per level) and you can still create only one per day (instead of an unlimited number) unless you also possess the cognatogen discovery.

Warped Brain (Su): At 5th level, your mind becomes difficult to comprehend. When another creature uses a mind-affecting spell or ability against you, that creature must attempt a Will save. If it fails, it becomes nauseated for 1 round. This ability triggers even if you succeed at your save (or are otherwise unaffected by the spell or ability), but doesn't apply if you're a willing subject of the spell. This is a mind-affecting effect.

Hallucinogenic Aura (Su): At 13th level, a mental field emanates from you, touching the minds of those nearby. Any creature within 30 feet of you must succeed at a Will save or be confused for 1d4 rounds. A creature that succeeds at its saving throw is immune to your hallucinogenic aura for 24 hours. A creature that fails its save doesn't need to continue making saves while it's confused by this aura, and becomes immune for 24 hours once its confusion ends. This is a mind-affecting effect. You're immune to your own hallucinogenic aura, as well as that of any other psychic. You can brew an antidote that protects the imbiber from your aura. Brewing 1 dose requires 1 hour and a successful DC 15 Craft (alchemy) check. One dose's effects last for 1 month.

Skills and Feats:
Skills(rank/ability/other)
Bluff (Cha),4/1/0
Craft (alchemy)(Int), 4/3/0
craft (weapons),4/3/0
Diplomacy (Cha),4/1/1
Fly (Dex),0/2/0
Intimidate (Cha),0/1/0
Knowledge (nobility) (Int),4/3/0
Linguistics (Int),4/3/0
Perception (Wis),0/2/0
Profession (Gambling)(Wis),4/2/0
Sense Motive (Wis),4/2/0
Spellcraft (Int),4/3/0

Feats
expanded Phrenic pool

Traits:

Ambitious: You exude confidence in the presence of those more powerful than you—sometimes unreasonably so. You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess.

Adopted(Human)
World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.(diplomacy)

Spells:
0-telekinetic projectile, read magic, Detect poison, arcane mark,

1-(4/day)- magic missile, mind thrust I, polypurpose panacea

Inventory:
GP:1
a backpack, a bedroll, a belt pouch, flint and steel, a prismatic crystal, torches (10), trail rations (5 days), a waterskin, Adventures outfit, a Heavy Crossbow, 30 bolts, doses of pesh (3), doses of flayleaf (2), a smoking pipe,

background and fluff:

Sitko was born a kitsune but raised a human. Her father died before she was born and her mother remarried to a human noble who fancied her. Although her adopted father was human, he loved her like his own. The noble was into the trade of herbs and spices, some of which provide hallucinations.
Sitko was forbid to touch them, but by the age of 15 she had already tried each one. She was 16 when she discovered her psychic powers. She was under the influence of Flayleaf, and found she could mutate her body to become strong like an alchemist.

Because her father traveled across the world, Sitko learned much of foreign lore. Her father interested her with the Goddess Bastet. Her fascination eventually lead her to worship.

When Sitko was young she fell in love with a human boy named Victor. Because Sitko moved around alot, she was taken away. Later at the age of 18 she found him again, but the boy had fallen for another woman. Sitko drowned her sorrows away in her drugs.
she only recently has gotten over her loss. She's desperate and looking for someone else to fill the hole in her heart.

Because her father traveled the world and her father was relatively rich, Sitko became at ease with powerful people. She is quite cocky and unhindered when dealing with those who are in greater positions than her.

Sitko's mother died recently, she is unaware and still thinks her mother is with her father. Her mother died in childbirth. The child is a boy and appears to be kitsune, but since his father was human it is hard to tell.

Sitko is sitting on a large inheritance. She leaves it alone because she doesn't want to seem like annother noble jerk who became an adventurer to see the world.

Sitko is addicted to power, not drugs. Although she often takes drugs, she does her best to get off them before they kill her. The drugs are simply a way of making her more powerful.