Vardalel Prennder

Telvir Stanton's page

252 posts. Alias of ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).

Full Name

Telvir Stanton


HP 60/60 | AC 24 | F +13 R +16 W +16 | Perc +16 | 1: 2/2, 2: 2/2, 3: 2/2, 4: 2/2, 5: 1/1 DC 27


Speed 30 ft | focus 3/3| Hero 1 | Active Conditions: Smoke 85/85 (AC 26)


NE male dhampir elf psychic 9

About Telvir Stanton

Telvir Stanton
NE Male Dhamphir Elf
◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺

Perception +16; Low-Light Vision Darkvision
Languages Elvish, Kelish, Necril, Taldane
Skills Acrobatics +14, Arcana +15, Athletics +0, Diplomacy +13, Intimidation +17, Lore: Poison +19, Lore: Zombie +15, Medicine +14, Nature +14, Occultism +19, Religion +14, Society +15
Str +0, Dex +2, Con +0, Int +4, Wis +2, Cha +1
Items mentalist's staff (daze, mindlink, phantom pain)

AC 24, Fort +13, Ref +16, Will +16
HP 60
Speed 30 feet

◇Unleash Psyche Trigger Your turn begins. Requirements You’re in an encounter, you Cast a Spell on your previous turn, and you aren’t stupefied. 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.

◆Recall the Teachings (Divination, Occult, Psyche, Psychic) The heightened power of your psyche lets you recall every lesson you've ever learned. You search your mind for the right teaching, which at first seems cryptic but comes into clarity when it's most relevant. Until the start of your next turn, you count as having prepared to Aid all allies within 30 feet of you. If you use the Aid reaction to help one of them during that time, you roll an Occultism check for Aid as you recall a lesson to help them. Most lessons take the form of short axioms, parables, or sayings, meaning that conveying them to your ally usually grants your Aid reaction the auditory and linguistic traits.

Occult Known Spells DC 26, attack +16 1st Animate Dead*, Magic Missile, Kinetic Ram (2 slots); 2nd Telekinetic Maneuver, See Invisibility*, Sonata Span (2 slots); 3rd (2 slots) Slow*, Levitate, Fear (H+2); 4th (1 slot) [i]Clairvoyance, Fly, Pernicious Poltergeist; 5th: Wall of Flesh, Telekinetic Haul Cantrips Daze, Light, Guidance, Mage Hand, Message, Produce Flame, Ray of Frost, Shield, Telekinetic Projectile, Telekinetic Rend, Warp Step

Focus Spells (3 points)
◆◆Mage Hand (Amped) Range 30 feet; Targets 1 unattended object of light Bulk or less Duration sustained You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the
object is in the air when the spell ends, the object falls.
Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.

Your mage hand can carry up to 1 Bulk instead of only light Bulk. If the spell is heightened to 3rd level or higher, its maximum Bulk is 2. If the spell is heightened to 7th level or higher, its maximum Bulk is 3. It also gains the following amp. Amp You create a multitude of telekinetic hands that grip onto a creature and move it about. Target a creature of Medium size or smaller with the amped spell instead of an object. You attempt to Shove the target in a direction of your choice, rolling a spell attack roll against its Fortitude DC instead of an Athletics check. The creature takes a –10-foot circumstance penalty to its Speeds until the spell ends. Starting the round after you Cast the Spell, the first time each round you Sustain the Spell, you can attempt to Shove the creature again. Amp Heightened You can attempt to Disarm the creature instead of attempting to Shove it. If you knock an item out of the creature's grasp in this way, the mage hand immediately grabs it. Any effect of the mage hand on the creature ends, and the spell now carries the item, just like you had picked it up with an unamped mage hand.

◆◆Message Your message is not so easily bound by obstacles. The spell can travel up to 120 feet to reach the target, bending around walls and obstacles; this means you don't need a straight line of effect or line of sight to cast message as long as you know the target's space and there is an unblocked path of 120 feet or less that can reach them. It also gains the following amp.

Amp Your telepathic message allows you to coordinate your actions while you pass on information. The target of the message can immediately spend its reaction to Step or Stride.
Amp Heightened (4th) The target of the message can choose to Shove, Strike, or Trip with its reaction instead.

◆◆Telekinetic Projectile (Amped) Range 30 feet; Targets 1 creature You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage - as appropriate for the object you hurled - equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage. (2d6+4)
Critical Success You deal double damage.
Success You deal full damage.
Heightened (+1) The damage increases by 1d6.

Your telekinetic projectiles can fly much further away. Increase the range of telekinetic projectile to 60 feet. It also gains the following amp. Amp You fling objects with even more force, driving your opponents backwards in a hail of objects. On a success, you push the target 5 feet away from you, and on a critical success, you push the target 10 feet away from you in addition to dealing double damage.
Amp Heightened The damage increases by 2d6 instead of by 1d6. (3d6+4)

◆◆Telekinetic Rend Range 60 feet Area 2 non-overlapping 5-foot bursts Saving Throw basic Fortitude Your mind creates a violent axis of motion in a nearby space. You deal your choice of 1d6 bludgeoning or 1d6 slashing damage to all creatures in the area, with a basic Fortitude save. A creature large enough to be in more than one of the bursts takes damage only once.
Heightened (+2) The damage increases by 1d6.
Amp Your thoughts expand in scope and power. The bursts deal 1d6 bludgeoning damage and 1d6 slashing damage, instead of the usual damage. A creature that critically fails its save is also stunned 1.
Amp Heightened (+2) Both types of damage increase by 1d6 instead of just one. Add a third non-overlapping 5-foot burst to the area.

◆◆Vector Screen
Cast somatic, verbal
Range 60 feet; Area one 5-foot square
Duration until the start of your next turn
You set up a transparent, rippling screen of telekinetic energy that seizes small, fast-moving projectiles. Creatures can pass through the screen, but ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of similar size—is automatically trapped in the screen, clattering to the ground once the spell ends. Attacks with bigger ranged weapons, such as javelins, take a –2 circumstance penalty to their attack rolls if their paths pass through the screen. Massive ranged weapons and spell effects that don't create physical objects pass through the screen with no penalty.
Heightened (5th) The screen is 10 feet wide.
Heightened (6th) The screen is 10 feet wide and can interfere even with massless attacks, like magical blasts or gouts of flame. The screen imposes a –2 circumstance penalty to the attack rolls of spell effects even if they don't create physical objects. It also protects against area effects that pass through the screen, granting standard cover to creatures on the opposite side of the screen from the center or origin point of an area.
Amp Your screen persists for longer, and you can detonate it in an explosive counterattack. The duration of the spell increases to 1 minute. You can Dismiss the spell. If there are any projectiles trapped in the screen, you can cast telekinetic projectile to fire them at one creature as part of Dismissing the spell. Measure the range for the telekinetic projectile from where the vector screen was, instead of from you.

Ancestry Feats
Wildborn Magic (Ray of Frost), Otherworldly Magic (Produce Flame), Voice of the Night, Otherworldly Acumen (Arcane: Glitterdust)

Archetype Feats
Undead Master Dedication, Mature Companion, Companion's Cry, Incredible Beastmaster's Companion

Class Feats
Ancestral Mind, Cantrip Expansion, Parallel Breakthrough (Message), Remove Prescence

General Feats
Ancestral Paragon (Otherworldly Magic), Canny Acumen (Perception)

Skill Feats
Stitch Flesh, Intimidating Glare, Battle Medicine

Additional Specials Conscious Mind (The Distant Grasp), Psi Cantrips And Amps, Psychic Spellcasting, Subconscious Mind (Gathered Lore), Call Companion

Nimble Vampiric Animal
Perception +16, low-light vision, scent (imprecise 30 ft.)
Skills Acrobatics +18, Athletics +15, Intimidation +11, Stealth +16, Survival +16
Str +4 Dex +5 Con +3 Int -4 Wis +3 Cha +0

AC 26 Fort +16 Ref +18 Will +16
HP 85

Speed 30 feet

Jaws +16 Damage 2d8+6 (P)

Support Benefit When your vampiric animal senses blood it tears into your enemies. Until the start of your next turn, your Strikes that damage a creature in your vampiric animal's reach also deal 1d6 persistent bleed damage. If your vampiric animal is nimble or savage, the persistent bleed damage increases to 2d6.
Senses Vampiric animal companions are particularly attuned to the scent of blood. If a creature has persistent bleed damage, your animal companion can smell the creature if it's within 120 feet rather than 30 feet.


Skeleton Guard
Creature -1
Source Bestiary pg. 298
Perception +2; darkvision
Skills Acrobatics +6, Athletics +3
Str +2, Dex +4, Con +0, Int -5, Wis +0, Cha +0
Items scimitar, shortbow (20 arrows)
AC 16; Fort +2, Ref +8, Will +2
HP 4 (negative healing); Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Speed 25 feet
Melee scimitar +6 [+1/-4] (forceful, sweep), Damage 1d6+2 slashing
Melee claw +6 [+2/-2] (agile, finesse), Damage 1d4+2 slashing
Ranged shortbow +6 [+1/-4] (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing