About Tadia VarusBasics:
Female Psychic 5 N Medium humanoid (sylph, humanoid) - 22 years old, 5'1", 97 lbs, curly blonde hair, blue eyes Senses normal vision, low-light vision Perception +9 (trained prof +2, level +5, Wis +2) Languages common, draconic, elven, gnomish, varisian ~~~~~
Defense:
HP 38 AC 19 (base 10, trained prof +2, level +5, Dex +2 ) Fort +7 (T +2, level +5, Con +0) Ref +11 (E +4, level +5, Dex +2) Will +11 (E +4, level +5, Wis +2) ~~~~~
Offense:
Speed 25' {A} Unarmed +9/+5/+1 (1d4 B) agile, finesse, nonlethal, unarmed Agile
Finesse
Nonlethal
Unarmed
~~~~~
Statistics:
Str 10 (+0), Dex 14 (+2), Con 10 (+0), Int 16 (+3), Wis 16 (+3), Cha 19 (+4) ~~~~~
Ancestry - Human (Sylph):
Ethnicity: Taldan
Level 1/2/3 Hit Points: 8 Size: Medium Movement: 25' Ability Boosts
Languages: Common + Int modifier Heritage: Sylph (Low-Light Vision)
Ancestry Feat: Haughty Obsinancy Level 5 Ancestry Feat: Clever Improviser ~~~~~
Background - Artist:
Your art is your greatest passion, whatever form it takes. Adventuring might help you find inspiration, or simply be a way to survive until you become a world-famous artist. Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You’re trained in the Crafting skill and the Art Lore skill. You gain the Specialty Crafting skill feat. ~~~~~
Class - Psychic:
Level 1 Hit Points: 6 + Con modifier Primary Ability: Charisma Basics
Skills
Offense
Defense
Conscious Mind: The Silent Whisper
Granted Spells 1st: mindlink; 2nd: touch of idiocy; 3rd: heroism; 4th: telepathy; 5th: synaptic pulse; 6th: sending; 7th: visions of danger; 8th: uncontrollable dance; 9th: telepathic demand Standard Psi Cantrips daze and message Unique Psi Cantrips surface: forbidden thought; deeper: shatter mind; deepest: contagious idea Subconscious Mind: Wandering Reverie
The subconscious is by definition buried below the surface. Thus, only by stripping away the clamor and interference of everyday thought can you bring this more fundamental part of your mind to bear. Whether through sleep, self-hypnosis, or special exercises to empty your mind, you’ve found a way to access a deeper, more chaotic state of free association that better channels your psychic power. Your thought components come from your imagination, images, and sensations your mind freely associates. You might have a passing daydream of small creatures bringing you an object as you telekinetically attract it or you may blink to find you’ve teleported to your desired location. Spell manifestations from imagination components have surreal or indistinct qualities, and the exact details fade quickly from observers’ memory, as sensations from a dream. Key Ability Your key ability score is Charisma. Psyche Action Fade into Daydreams {A} Fade Into Daydreams Illusion, Psyche, Psychic
Psi Cantrips and Amps
You start with a focus pool of 2 Focus Points. However, unlike other spellcasters, you don’t gain focus spells that cost Focus Points to cast. Instead, you use your Focus Points to boost or modify your psi cantrips by applying amps- specialized thoughtforms that alter the expression of your psychic power. Each of your psi cantrips has a special amp heading. Whenever you cast a psi cantrip, you can amp it by spending 1 Focus Point to add the amp effect. You can also gain additional amps through feats, allowing you to substitute a psi cantrip’s normal amp effect for another one. You choose which amp to use, if you choose to use any, each time you cast a psi cantrip. Unless otherwise noted, you can apply only one amp to a given psi cantrip. You refill your focus pool during your daily preparations, and you can regain Focus Points by spending 10 minutes using the Refocus activity to explore your mind, whether via meditation, practicing a craft or activity that gives you the mental space to self-reflect, or talking through your thoughts and feelings with yourself or another. If you’ve spent Focus Points only to amp psi cantrips or fuel psychic abilities since the last time you Refocused, you regain 2 Focus Points when you Refocus, up to your maximum of 2. If you’ve spent Focus Points on focus spells or abilities other than those from the psychic class (for instance, to cast a focus spell you gained from an archetype), you regain only 1 Focus Point. Psychic Spellcasting
{F} Unleash Psyche
• You’re constantly surrounded by the visual manifestation of your psychic magic. • When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell’s level. This applies only to spells that don’t have a duration and that you cast using psychic spellcasting. • You can use actions that have the psyche trait. After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can’t use Unleash Psyche again for 2 rounds, and you’re stupefied 1 for 2 rounds. Level 2 Hit Points: + 6 + Con modifier Level 3 Hit Points: + 6 + Con modifier Signature Spells
1st: Draw Ire
{R} Catharsis: Anger Catharsis Trigger An enemy deals damage to you. You can’t use this reaction if you’re fatigued. Catharsis Activation If you’re grabbed, immobilized, or restrained, you can attempt to Escape. If you succeed, the creature or hazard imposing the condition on you (if applicable) takes force damage equal to your level. Emotional Fervor When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level. Spell: draw ire Emotional Fallout You become fatigued until you Settle your Emotions. Focus Spell athletic rush Level 4 Skill Feat: Skill Training Class Feat: Violent Unleash Archetype Feat: Cathartic Focus Spell New Spells
Level 5 Ability Boosts
New Spells
New Signature Spell
~~~~~
Psyche
~~~~~
Spells:
Spell DC: 21
S - Signature Spells Cantrips Daze (H2)
1st Level - 2/day
2nd Level - 2/day
3rd Level - 1/day
Focus Spells
Feats:
Level 1/2/3 Haughty Obstinancy (Human)
Specialty Crafting: Tailoring (General, Skill)
Assurance: Occultism
Automatic Knowledge: Occultism
Cathartic Mage Dedication (Archetype, Dedication)
You learn one additional cantrip from your spellcasting tradition. You add this cantrip to your spell repertoire. Level 4 Skill Training: Medicine (General, Skill) {F} Violent Unleash (Psychic)
At 5th level and every 2 levels thereafter, the damage increases by 1d6. Cathartic Focus Spell: athletic rush
Level 5 Clever Improviser (Ancestry)
Untrained Improvisation (General)
~~~~~
~~~~~
Skills:
T L+2, E L+4, M L+6, L L+8 Acrobatics +4 (Dex +2 - U)
~~~~~
Gear:
necklace of fireballs
belt pouch
Appearance:
~~~~~
History:
~~~~~
Macros:
[dice={A} Unarmed Attack]1d20+9[/dice]
[dice={A}{A} Telekenetic Projectile Attack]1d20+9[/dice]
[dice={A}{A} Telekenetic Projectile Attack]1d20+10[/dice]
[dice={A}{A} Magic Missile - Force]3d4+3[/dice]
[dice={A}{A} Sound Burst - Sonic]2d10[/dice]
[dice={A} Psi Burst - Psyche Unleashed - B]3d4[/dice]
[dice={A} Psi Burst - Psyche Unleashed - Mental]3d4[/dice]
[dice={F} Violent Unleash - Force]3d6[/dice]
[dice={F} Violent Unleash - Mental]3d6[/dice]
~~~~~
Status Macro:
[spoiler=Current Status/Spells]
[ooc]Spell DC: 21[/ooc]
|