Priestess of Pharasma

Tadia Varus's page

114 posts. Alias of Itzi.


Race

Female Sylph Psychic 5 | HP 38 | AC 19 | Fort +7 Ref +11 Will +11 | Perc +9

Classes/Levels

| Focus: 3 | Hero Point: 1/3

About Tadia Varus

Basics:

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
Multiple attack penalties reduced by 1 (2nd attack) or 2 (3rd attack).

Finesse
Can use your Dex modifier to calculate attacks with this weapon.

Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed
Not a weapon, and can't be Disarmed.

~~~~~

Statistics:

Str 10 (+0), Dex 14 (+2), Con 10 (+0), Int 16 (+3), Wis 16 (+3), Cha 19 (+4)

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Ancestry - Human (Sylph):

Ethnicity: Taldan
Taldans come from the eastern part of Avistan, and at their empire’s height they ruled over half the continent. Today Taldor is much diminished, but Taldans’ art, literature, and scholarship still set the standard for the Inner Sea region, and the Taldane language is so widespread as to be the language known as “Common” in Avistan. Their accomplishments are matched only by their egos—the Taldans of Taldor in particular tend to believe their land is the center of civilization in Avistan.

Level 1/2/3

Hit Points: 8

Size: Medium

Movement: 25'

Ability Boosts
Two free.

Languages: Common + Int modifier

Heritage: Sylph (Low-Light Vision)
You are descended from air elementals or were born under the element’s influence. You gain the sylph trait, in addition to the traits from your ancestry. You also gain low-light vision or darkvision if your ancestry already has low-light vision. You can choose from sylph feats and feats from your ancestry whenever you gain an ancestry feat.

Ancestry Feat: Haughty Obsinancy

Level 5

Ancestry Feat: Clever Improviser

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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
Perception: Trained: Fortitude: Trained, Reflex: Trained, Will: Expert

Skills
Trained in 3 skills + Int Modifier

Offense
Trained in simple weapons, Trained in unarmed attacks

Defense
Trained in unarmored defense

Conscious Mind: The Silent Whisper
Every mind murmurs constantly, and the static from those nearby reverberates in your head like wind through leaves. What better focus for your magic then, than the very thoughts of those around you? Your versatile telepathic abilities let you soothe and communicate with your allies or control your enemies.

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
A psychic’s power is born in the depths of their psyche, far from the surface. Your subconscious mind might represent the way your power comes to you naturally, or it may be a framework you use to safely access the infinite potential of your mind. Either way, your subconscious mind fundamentally shapes how you access and wield psychic magic.

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
Your flights of imagination spill into the real world, causing you to become indistinct, hazy, or cloaked in figments. You become concealed until the start of your next turn. This concealment can’t be used to Hide, as normal for concealing effects that leave your location obvious.

Psi Cantrips and Amps
The magic of your mind manifests as psi cantrips, which you can modify by spending Focus Points. Like other cantrips, you can cast psi cantrips as often as you like, and they are automatically heightened to half your level rounded up. Your psi cantrips are in addition to the cantrips you choose from the occult list as part of your psychic spellcasting. Generally, only feats can give you more psi cantrips. Unlike other cantrips, you can’t swap out psi cantrips gained from psychic feats at a later level, unless you swap out the specific feat via retraining. At 1st level, you learn three psi cantrips determined by your choice of conscious mind; one is a unique psi cantrip and two are common cantrips, typically from the occult spellcasting tradition, that you always cast as psi cantrips. You automatically gain more psi cantrips as you progress in your career as a psychic.

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
You access the vast well of power that resides within your own mind, calling forth psychic magic with nothing but thought and will. You can cast occult spells using the Cast a Spell activity. You alter some of the standard spell components when casting spells you know from your psychic spellcasting. Instead of speaking, you substitute any verbal components with a special mental component determined by your subconscious mind class feature. This represents how you exert your mind toward your intended effect. Any of these components impart the concentrate trait to the spell you’re casting. You also substitute any material components with somatic components, though these tend to be simple movements of the hand or head compared to those used by other spellcasters. Your spells still have clear and noticeable visual and auditory manifestations, as normal for a spellcaster.

{F} Unleash Psyche
You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can’t voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur.

• 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
You’ve learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.

1st: Draw Ire
2nd: Spirit Sense

{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
2 - Sound Burst

Level 5

Ability Boosts
Dexterity, Intelligence, Wisdom, Charisma

New Spells
3 - Haste
3 - Heroism

New Signature Spell
3rd: Heroism

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Keywords

Psyche
Your psyche must be unleashed to use abilities that have the psyche trait, and they end automatically when your unleashed psyche subsides.

~~~~~

Spells:

Spell DC: 21
Spell Attack Roll: +11

S - Signature Spells

Cantrips

Daze (H2)
Forbidden Thought (H2)
Light (H2)
Message (H2)
Read Aura (H2)
Read the Air (H2)
Telekinetic Projectile (H2)

1st Level - 2/day
Draw Ire (H2) (S)
Magic Missile (H+2)
Mindlink
Soothe (H+1)

2nd Level - 2/day
Sound Burst (H+1)
Spirit Sense (H6) (S)
Touch of Idiocy

3rd Level - 1/day
Haste (H7)
Heroism (H6/H9)

Focus Spells
Athletic Rush

Feats:

Level 1/2/3

Haughty Obstinancy (Human)
Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).

Specialty Crafting: Tailoring (General, Skill)
Your training focused on Crafting one particular kind of item. Select one of the specialties listed on page 267; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

Assurance: Occultism
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Automatic Knowledge: Occultism
You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check.

Cathartic Mage Dedication (Archetype, Dedication)
You’ve learned to harness a particular emotion and mix it into your magic. Choose an emotion from the Emotional States section (Secrets of Magic 196) to be your catharsis emotion.

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)
The force of your mind unleashing itself wracks your enemies with a violent shockwave. You deal 2d6 force damage to all creatures in a 20-foot emanation, with a basic Reflex save. This explosion is taxing, making you stunned 1.

At 5th level and every 2 levels thereafter, the damage increases by 1d6.

Cathartic Focus Spell: athletic rush
You learn the focus spell listed under your emotion’s entry. You can cast it only while in emotional fervor. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus while you use Settle Emotions.

Level 5

Clever Improviser (Ancestry)
You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.

Untrained Improvisation (General)
You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.

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Terms

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Skills:

T L+2, E L+4, M L+6, L L+8

Acrobatics +4 (Dex +2 - U)
Arcana +11 (Int +3 - E)
Art Lore +9 (Int +3 - T)
Athletics +2 (Str +0 - U)
Crafting +9 (Int +3 - T)
Deception +5 (Cha +4 - U)
Diplomacy +10 (Cha +4 - T)
Human Lore +9 (Int +3 - T)
Intimidation +10 (Cha +4 - T)
Medicine +9 (Wis +3 - T)
Nature +4 (Wis +3 - U)
Occultism +11 (Int +3 - E)
Performance +10 (Cha +4 - T)
Plane of Air Lore +9 (Int +3 - E)
Religion +4 (Wis +3 - U)
Society +4 (Int +3 - U)
Stealth +4 (Dex +2 - U)
Survival +4 (Wis +3 - U)
Thievery +4 (Dex +2 - U)

~~~~~

Gear:

necklace of fireballs
dagger

belt pouch
{
flint and steel
}
backpack
{
bedroll
waterskin
}

Appearance:

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History:

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Macros:

[dice={A} Unarmed Attack]1d20+9[/dice]
[dice={A} Unarmed Attack]1d20+5[/dice]
[dice={A} Unarmed Attack]1d20+1[/dice]
[dice=Unarmed Damage - B - non-lethal]1d4[/dice]

[dice={A}{A} Telekenetic Projectile Attack]1d20+9[/dice]
[dice=Telekenic Projectile Damage - B]2d6+4[/dice]

[dice={A}{A} Telekenetic Projectile Attack]1d20+10[/dice]
[dice=Telekenetic Projectile Damage - B]3d6+4[/dice]
[dice=Telekenetic Projectile Damage - Psyche Unleashed - B]3d6+4+6[/dice]

[dice={A}{A} Magic Missile - Force]3d4+3[/dice]
[dice={A}{A} Magic Missile - Psyche Unleashed - Force]3d4+3+2[/dice]

[dice={A}{A} Sound Burst - Sonic]2d10[/dice]
[dice={A}{A} Sound Burst - Psyche Unleashed - Sonic]2d10+4[/dice]
[ooc]DC 20 Basic Fortitude Save - 10' Burst[/ooc]

[dice={A} Psi Burst - Psyche Unleashed - B]3d4[/dice]
[ooc]DC 21 Basic Reflex Save.[/ooc]

[dice={A} Psi Burst - Psyche Unleashed - Mental]3d4[/dice]
[ooc]DC 21 Will Reflex Save.[/ooc]

[dice={F} Violent Unleash - Force]3d6[/dice]
[ooc]DC 21 Basic Reflex Save - all enemies in 20' range[/ooc]
[ooc]Tadia is now stunned 1.[/ooc]

[dice={F} Violent Unleash - Mental]3d6[/dice]
[ooc]DC 21 Basic Will Save - all enemies in 20' range[/ooc]
[ooc]Tadia is now stunned 1.[/ooc]

~~~~~

Status Macro:

[spoiler=Current Status/Spells]
[ooc]Current HP: [i]38/38[/i][/ooc]
[ooc]Current Focus: [i]3/3[/i][/ooc]
[ooc]Current Effects: n/a[/ooc]

[ooc]Spell DC: 21[/ooc]
[ooc]Spell Slots: 1:2/2, 2:2/2, 3:1/1[/ooc]
[/spoiler]