![]()
About SzinorvirStatistics:
Male Drow Psychic (Psychic Duelist) 1 Chaotic Neutral Humanoid (Elf) Inititive: +1; Senses: Darkvision 120ft Perception: +9 -------- Defense -------- AC: 11; touch: 11; flat: 0 HP: 8/8 Fortitude: +0 Reflex: +1 Will: +5 Resistances: Immunity to magic sleep effects, +2 saves vs enchantment spells & effects Weaknesses: Light Blindness Damage and Spell Resistance: SR: 6+Character level; ------- Offense ------- Speed: 30ft Melee:
Ranged:
--------
BAB[b: +0; CMB: +0 +; CMD 11
Traits, Feats, and Skills:
Traits: -Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. -Wayang Spellhunter: You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would. Drawback:You were touched by terrible horrors that live in the darkness just outside the human sphere, such as shadow-beasts or aberrations linked to the Dark Tapestry, and feel your life-force ebb away ever so slightly whenever you return to the shadows. Whenever you are in an area of dim light or darkness, you take a –1 penalty on saving throws. Feats:
Skills (ACP marked with *; Class Skills marked with ^; format is Total Bonus + Ability Modifer + Skill Ranks + Misc); 2 + int mod + 1 Points per level:
Special Abilities:
Spell Like Abilities: -At Will: Detect Magic -1/day: Dancing Lights, Darkness, Faerie Fire, Feather Fall, Levitate Class Abilities:
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.
Knacks: Psychics learn a number of knacks, or 0-level spells, as noted on Table 1–8. 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. 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.
Psychedelia Discipline:
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), (4th level replaced by archetype), 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 (Pathfinder RPG GameMastery Guide 236). 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.
Phrenic Amplifications:
A psychic develops particular techniques to empower her spellcasting, called phrenic amplif ications. 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. -Relentless Casting (Su): The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required for the linked spell and take the better result. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to use this ability before the GM calls for the caster level check. Misc Cruch:
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword. Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves. Favored Class Bonus (Psychic): +1 Skill Point: 1
Gear/Posessions:
-1x Short Sword -1x Sling -Traveler's Outfit: This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood. -Psychic's Kit: This kit includes a backpack, a bedroll, a belt pouch, flint and steel, a prismatic crystal, torches (10), trail rations (5 days), and a waterskin. -Psychic Crystal: This chunk of crystal shines with the colors of the rainbow.
-Cooking Kit: This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport. -Mess Kit: This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord. -Crowbar: This versatile tool is designed to help pry open whatever the user desires. A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If it is used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size. -Grooming Kit: This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder. -Grappling Hook: Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5. -Hammer: If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size. -x5 Piton: A piton is an iron spike with a loop or ring on the end so you can tie a rope to it. Spells:
Spells Per Day 0th - Infinite 1st - 3 Spells Known
Known Spells
Appearance:
Standing at 6'4, weighing a very scant 100 pounds, he is almost unnaturally thin. Pale for a drow, his flesh was the color of the evening dusk (purple), with platinum blonde hair and solid crimson red eyes. An unnatural, spiraling fractal shaped scar adorns a good portion of his back, colored a shade of deep shadow black. Background:
Szinorvir was born a lowly male in a matriarchal drow society deep beneath the continent of Tian Xia, known as Vorthaeloth, to a pair of arcane peddlers. They created trinkets and elixers, fleecing the 'tourists' that came to purchase the city's poisons, drugs, and slaves. They made a fairly good business, but they never really wielded the kind of power that the high priestesses and the noble houses had. They couldn't even really afford a slave. This annoyed his parents, who took out their frustrations on him nearly daily. It didn't help that he was a bit of a frail child, gifted with intellect and insight but generally weaker than other young drow. When there was drink in the house, his bruises were particularly bad, and there was always drink in the house. Eventually, he simply couldn't take it anymore, and since he was too poor to buy a slave of his own to take his frustrations out on, and too weak to outright murder his parents and not get caught, he turned to his only other option. He began to take what he could from the store's profits, perhaps some old merchandise, and started paying visits to the port-side bazaar. He spent the next couple decades in a drug-addled stupor, always numbing himself so that the pain of his life wouldn't completely destroy him. Though the beatings got worse, they never did go so far as to kill him. He assumes it was because he made too good of a punching bag. By the time his childhood ended, and he entered adolescence, he was probably at the lowest point in his life, sleeping off his drug-induced illnesses in the gutters. It was one such time that he had actually very nearly died. Overdosing on some particularly potent Shiver, he was mugged of everything save his pants and left for dead. He can't precisely call when, or even if it was real, but during the week it took him to recover, something... Awful came to him. He didn't know what it was, he didn't even know if it was an it or a they, as he was visited for seven days straight. When he was asleep, when he was awake, it didn't matter... Horrible, alien things that gave off such a sense of wrongness that his mind, whether drugged up or not, couldn't even begin to comprehend. He'd been in the presence of demons, but these things of slime and shadow, whispering madness and promises of devouring his pain, they were far, far more terrifying. It was then that he decided he had to get out of there. There was no hope left, he certainly didn't desire to die, but he was far more terrified of the things that lurked in the dark that even his people dared not go. He raided his family store of everything he could, hit the markets, and joined a combined duergar/drow raid on the surface world. Bought his way to tag along, actually, but it worked. He managed to get a good portion of the way there, at least until the beasts of the dark got to them. He remembers absolutely nothing of what happened aside from screams and extreme cold, and the primal instinct to flee. Somehow, he made it out. The sun was bright, blinding him as he emerged from the cave onto a cliff-face spanning an astonishingly blue sea. Whatever had attacked them had chased him all the way to the surface though, and attacked him from behind. An unnatural screech from behind him, as whatever it was entered the bright daylight, while he felt nothing more than pure cold, and a good bit of force behind the blow. He can remember the impact of hitting the water, the comparative warmth, the salty sea filling his lungs, then darkness. He awoke some time later on a wayang fishing ship. The fishermen had seen him fall from the dark cave, and came to his rescue. He was taken back to the village, where he was tended to, in exchange for chores of course. It was here that, for the first time, he had any sort of sense of... Peace. Though... He was still afraid of the dark. Whatever had attacked him had left a bizzarre spiraling fractal shaped scar across his back the color of shadow. The Wayangs treated him fairly, if cooly. He always insisted on at least a candle be at hand, and when he woke from night terrors, he had a tendency to wreathe himself in faerie fire and send lights all across the room. It was after one such night terror, one so horrible his mind reeled at the thought of trying to recall, that he pulled out his old stash of Shiver, and attempted to use it to put himself into such a deep sleep that if he did wind up being eaten, he wouldn't even wake up to feel it. His years of drug abuse, the horrible alien entities he had come into contact with, and the sheer warped damage his mind had taken, interacted very strangely, unlocking the hidden potential within his own mind. He had awakened his psychic potential, utilizing the very drugs he had began to spur. The following years were good to him, he used his psychic abilities to assist his new community in their hunting, someitmes bringing down a kill without too much damage to the edible meat. Truly, it was the best time of his life. Then, his foster parents passed. He felt it was time to move on, since he was not truly a Wayang, and it was no secret that, though he had proven himself useful, he would never be a true member of the community, never a true wayang. That was fine, the Wayang creeped him out... So, he traveled. It was fine in Tian Xia, for the most part. He was able to barter passage from Goka to Avistan. The people of Avistan were distrustful of him, a few even downright hostile, so he continued his travels, looking for a place to lay down some roots. Along the way, he lost his alchemist lab, and the rapier, both when he had to make a particularly hasty exit out of a roadside inn. Unfortunately, such a hasty exit led him right into a goblin ambush. They assaulted him at night, assuming he wouldn't be able to see him. Still rather exhausted from the incident that forced a retreat from a previously reputable drinking establishment, he did the only thing that came to mind. Desperation and a healthy dose of opium will do that to a fellow. Pulling out a healthy dosage of some of his Grit, he blew the dust as they crowded around him, flinging the rest into the air. Everyone got a good facefull of the stuff. Some were numbed, and flopped around like limp noodles; some were subjected to the severe hallucinations; three flew into a fantastic rage, and had a lot of angry fun throwing their limp and numb brethen around like ragdolls. Without really meaning to, Szinorvir had managed to charm them with his 'fun powder'. When the effects wore off (Szinorvir unfortunately wasn't quite able to completely save himself from the drug, and spent the entire time talking with a tree stump under the assumption that there was a talking chicken sitting on it, providing snide and humorous commentary on the drugged-up goblin's actions), the goblins pretty much forced him to head back with them to the village... It was either go with them to the village and make more dizzy-fun powder for the village, or be skewered. Szinorvir much preferred to NOT be skewered... |