About Telvir StantonTelvir Stanton
Perception +21; Low-Light Vision Darkvision
AC 31, Fort +17, Ref +21, Will +23 (Resolve)
◇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.
◆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 32, attack +22 1st Animate Dead*, Magic Missile*, Kinetic Ram (2 slots); 2nd Telekinetic Maneuver, See Invisibility, Cutting Insult*, Obscuring Mist, Animal Form (wolf) (2 slots); 3rd (2 slots) Slow*, Levitate, Fear (H+2); 4th (1 slot) [i]Clairvoyance, Fly, Pernicious Poltergeist*; 5th: Wall of Flesh, Synesthesia*, Telekinetic Haul 6th: Collective Transposition, Poltergeist's Fury, Vampiric Exsanguination* (2 slots) 7th: True Target, Telekinetic Bombardment Cantrips (7th) Daze, Light, Guidance, Mage Hand, Message, Produce Flame, Ray of Frost, Shield, Telekinetic Projectile, Telekinetic Rend, Warp Step Focus Spells (3 points)
Critical Success The creature is unaffected.
◆◆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
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.
◆◆◆Subjugate Undead Range 30 feet; Targets one undead creature with a level of no more than your level - 4
Critical Success The target is unaffected and is temporarily immune for 24 hours.
◆◆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. (6d6+4)
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.
◆◆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.
◆◆Vector Screen
Ancestry Feats
Archetype Feats
Class Feats
General Feats
Skill Feats
Additional Specials Conscious Mind (The Distant Grasp), Psi Cantrips And Amps, Psychic Spellcasting, Subconscious Mind (Gathered Lore), Call Companion Smoke
AC 30 Fort +20 Ref +22 Will +20
Speed 30 feet Jaws +20 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.
◆◆Blood Feast Your vampiric animal companion attacks a bleeding foe and drinks its blood. Your companion attempts a Strike against a creature currently taking bleed damage. The Strike deals an additional 2d8 damage. If the Strike hits and deals damage, your companion gains Hit Points equal to half your level that last up to 1 minute. Summons:
Skeleton Guard Creature -1 NEMediumMindlessSkeletonUndead 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 |