Rusalka

Teena Akash PFS's page

166 posts. Organized Play character for Gerald.


Race

Dead! Sylph Psychic 2 | AC 12, touch 12, flat-footed 10 | HP -16/14 | CMB -1; CMD 11 |

Classes/Levels

Fort +2, Ref +2, Will +3 | Init +4; Perception +5 | Darkvision 60' | Electricity Resistance 5

About Teena Akash PFS

Teena Akash PFS

PFS Info:

Spoiler:

12445-17
XP: 4
Prestige: 1/5 (spent 2 PP on CLW wand, spent 2 PP on Magic Missile wand)
Fame: 5
Scenarios Completed: 1. Crypt of the Everflame Module (3 xp, 4 pp, 1398 gold), 2. We B4 Goblins (1 XP, 1 PP, 504 gold)
Boons: Kassen’s Blessing: You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle.
You Be Goblin Whelp (Squirmtongue): when rolling a saving throw, may roll the save twice, and take the better result. Can do this once before crossing boon off your sheet.
Great Goblin Relics (Handful of Wedding Cake): as a full round action, you eat wedding cake and gain the benefits of Haste for 1d4+2 rounds. After it wears off, you are fatigued for one minute.

Sylph Psychic 2
NG Medium Outsider
Init +4; Perception +5
Darkvision 60'
Electricity Resistance 5
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 14/14 (2d6+ 2 Con + 2 FC)
Fort +2, Ref +2, Will +3
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Offense
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Speed 30 ft
Melee Touch Attack -1 (x2)
Ranged Touch Attack +3 (x2)

Psychic Spells Known

Spoiler:
(CL 2nd):
1st (5/day)—Mage Armor, Magic Missile + Burst of Insight
0 (at will)--Daze, Detect Magic, Grave Words, Open/Close, Telekinetic Projectile, Guidance

Discipline: Rebirth

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Statistics
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Str 7, Dex 15, Con 12, Int 18, Wis 10, Cha 14

Base Atk +1; CMB -1; CMD 11

Feats

Spoiler:

1. Spell Focus (divination)

Traits

Spoiler:

Reactionary, Resilient

Skills

Spoiler:
2/level + 4 Int = 12 ranks

Bluff +6 (1 rank + 2 Cha + 3 Class)
Diplomacy +7 (2 ranks + 2 Cha + 3 Class)
Knowledge (Arcana) +10 (2 ranks + 4 Int + 3 Class + 1 Rebirth)
Knowledge (Dungeoneering) +5
Knowledge (Engineering) +5
Knowledge (Geography) +5
Knowledge (History) +9 (1 rank + 4 Int + 3 Class + 1 Rebirth)
Knowledge (Local) +5
Knowledge (Nature) +5
Knowledge (Nobility) +5
Knowledge (Planes) +5
Knowledge (Religion) +5
*All Knowledges can be attempted untrained.
Perception +5 (2 ranks + 0 Wis + 3 Class)
Sense Motive +4 (1 rank + 0 Wis + 3 Class)
Spellcraft +9 (2 ranks + 4 Int + 3 Class)

Languages:

Spoiler:

Common, Auran, Aquan, Elven, Ignan, Terran.

Racial Abilities:

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*Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
*Type: Sylphs are outsiders with the native subtype.
*Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
*Speed: Sylphs have a base speed of 30 feet.
*Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
*Energy Resistance: Sylphs have electricity resistance 5.
*Sylphs can use feather fall 1/day (caster level equals the sylph's total level).
*Darkvision: Sylphs can see perfectly in the dark up to 60 feet.
*Air Insight: Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon monster and summon nature's ally spells that the Sylph casts last 2 rounds longer than normal when used to summon creatures with the air subtype. This racial trait replaces air affinity.

Rebirth Discipline Abilities:

Spoiler:

Your mind is forged from the most powerful memories of a multitude of lifetimes. You have fragmentary knowledge of your prior lives and can leverage the experience gained during these lifetimes into raw psychic power.

Phrenic Pool Ability: Charisma.

Bonus Spells: Burst of insight (1st), false life (4th), contact other plane (6th), ancestral memory (8th), reincarnate (10th), transformation (12th), ethereal jaunt (14th), bilocation (16th), akashic form (18th).

Discipline Powers: Your myriad lives inspire diverse exceptional abilities.

*Past-Life Memories (Ex) You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.
*Mnemonic Esoterica (Ex)-By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class's spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic. You can decide to change the spellcasting class from which you draw this spell each time you gain a new level.
*Resurgence (Su)-At 5th level when you would be reduced to 0 hit points or fewer by an attack, you can spend 2 points from your phrenic pool as an immediate action to regain a number of hit points equal to 1d8 points of damage + your psychic level. At 10th level, this ability's healing increases to 3d8 + your psychic level. If this healing is insufficient to bring you above negative hit points, you are automatically stabilized. If you would still be killed by the amount of damage taken, you erupt with positive energy and heal all allies within 30-foot-radius burst for the amount you healed yourself.
*Physical Regression (Sp)-At 13th level, you can spend 2 points from your phrenic pool as a standard action once per day to take on the form of one of your previous incarnations. This ability functions as the polymorph spell, but its range is personal and its duration becomes 10 minutes per caster level.

Base Psychic Abilities:

Spoiler:

Phrenic Pool (Su) (3 points): 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.
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.

Phrenic Amplifications:

Will of the Dead (Su): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.

Gear:

Spoiler:

59 gold plus 1248 gold plus 9 silver plus 504 gold

CLW wand (x50), 2 PP
CLW wand (x10), 150 gold
Magic Missile wand (x50), 2 PP
*Sorcerer's kit, 8 gold. This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
*Dagger, 2 gold.
*Alchemist's Fire, 20 gold.
*Acid, 10 gold.
*CLW potion, 50 gold.

Found group goodies: 5 vials of alchemist’s fire, 1 potion of shield of faith +2, 2 potions of neutralize poison, and a potion of cure moderate wounds.