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Thandar's Third Theorem's page

47 posts. Organized Play character for Nomadical.


Race

HP 36 / 36 | AC 19 (20 with shield) | F +7 R +8 W +8 | Perc +6 (Low-light vision, vague thoughtsense 30)

Classes/Levels

| Spell Slots Rank 1: 4 / 4 Rank 2: 4 / 4 Focus Points 1 / 1 | Conditions: none

Gender

Agender Contemplative (manifested) Sorcerer 4 {imperial} |

Size

M

Languages

Common, Akitonian // Draconic, Elven, Kitsune, Ysoki // Tien

Strength -1
Dexterity 2
Constitution 1
Intelligence 3
Wisdom 0
Charisma 4

About Thandar's Third Theorem

TAGLINE:
HP 36 / 36 | AC 19 (20 with shield) | F +7 R +8 W +8 | Perc +6 (Low-light vision, vague thoughtsense 30)
| Spell Slots Rank 1: 4 / 4 Rank 2: 4 / 4 Focus Points 1 / 1 | Conditions: none

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Agender Contemplative (manifested) Sorcerer 4 {imperial}
Perception +6 (T)
Low-light vision, vague thoughtsense 30
Initiative: Stealth +8
Default Exploration Mode = Avoid Notice or Detect Magic

Str -1, Dex +2, Con +1, Int +3, Wis 0, Cha +4

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Defense

AC 19 (20 with shield)

HP 36

Fort +7 (T)
Ref +8 (T)
Will +8 (E)

Resist Void 1

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Offense
Fly 20; Hover 5
(Uses warp step cantrip for double moves)

Ranged ◆ +1 Psychic Shock +9 (d4 Mental) 30 feet, [agile, mental]

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Class Features and Class Feats

Sorcerous Potency: Because of the magical power inherent in your blood, your spells that hurt or cure are stronger than those of other spellcasters. When you Cast a Spell from your spell slots that either deals damage or restores Hit Points, you gain a status bonus to that spell's damage or healing equal to the spell's rank. This applies only to the initial damage or healing the spell deals when cast. An individual creature takes this damage or benefits from this healing only once per spell, even if the spell would damage or heal that creature multiple times.

Sorcerous Gifts: You automatically add the spells listed here to your spell repertoire, as described in the Spell Repertoire feature. At 1st level, you gain a cantrip and a 1st-rank spell. You learn the other spells on the list as soon as you gain the ability to cast sorcerer spells of that rank.
Cantrip: detect magic, 1st: force barrage, 2nd: dispel magic, ///// 3rd: haste, 4th: translocate, 5th: scouting eye, 6th: disintegrate, 7th: retrocognition, 8th: quandary, 9th: implosion

Bloodline Spells: You automatically gain the initial bloodline spell at 1st level and can gain more by selecting the Advanced Bloodline and Greater Bloodline feats.
Initial: ancestral memories, advanced: extend blood magic, greater: arcane countermeasure

Blood Magic: Whenever you cast a bloodline spell using a Focus Point or a sorcerous gift spell using a spell slot, you choose one blood magic effect you know to benefit from. You begin play with the benefit listed in your bloodline and can gain others through sorcerer feats.
Imperious Defense: Raw magic emanates from every cell in your body, protecting you. Until the start of your next turn, you gain your choice of either a +1 status bonus to AC or a +1 status bonus to saving throws.

Tap Into Blood: ◆ The power in your blood allows you to perform minor feats of magic. You can perform one of the following actions depending on the tradition of your bloodline.
Arcane: Your mind temporarily opens to the secrets of the world. Attempt to Recall Knowledge; you can use Arcana instead of the skill normally needed for that subject. If you critically fail at this check, you get a failure instead.

Signature Spells: Your innate power allows you to cast some of your spells more flexibly. For each spell rank you have access to, choose one spell of that rank 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 rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.

Bespell Strikes ◇ Frequency once per turn; Requirements: Your most recent action was to cast a non-cantrip spell
You siphon spell energy into one weapon you’re wielding, or into one of your unarmed attacks. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the arcane trait if it didn’t have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).

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Skills
Acrobatics +8 T
Arcana +11 E
Crafting +9 T
Diplomacy +11 T
Intimidation +10 T
Occultism +9 T
Society +9 T
Stealth +8 T

Academia Lore +9 T
PFS Lore +9 T

Skill Feats:

Recognize Spell: (Background) ↺
Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.

If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can't get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you're an expert (Arcana), 6 if you're a master, and 10 if you're legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you're not trained in the skill, you can't get a result better than failure.

++ Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
+ Success: You correctly recognize the spell.
- Failure: You fail to recognize the spell.
-- Critical Failure: You misidentify the spell as another spell entirely, of the GM's choice.

Intimidating Glare: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if the creature doesn't understand your language.

Cognitive Crossover: ↺Trigger: You gain no information from a Recall Knowledge check (usually because you failed the secret check) using one of the two skills you chose for this feat.
You immediately reattempt the triggering check using the other chosen skill.

Special: When you gain this feat, choose two of the following skills: Arcana, Crafting, Lore (any one), Medicine, Nature, Occultism, Religion, or Society.

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General Feats, Ancestry Feats, and Misc Abilities

Atrophied: Your limbs are atrophied. Decrease your maximum and encumbered Bulk limits by 1. While using your hands to wield any weapon or device whose Bulk is 2 or higher, you are clumsy 1.

Low-Light Vision: You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.

Thoughtsense: You gain thoughtsense as a vague sense with a range of 20 30 feet. This enables you to determine when a creature is within range, though this sense detects only thinking creatures; a creature that's unthinking or otherwise immune to mental effects can't be perceived using your thoughtsense. This doesn't give you the ability to read or understand their thoughts.

Limited Telepathy: You can communicate mentally with creatures within 30 40 feet. You can communicate only with creatures that share a language with you. This doesn't give you any access to their thoughts, and communicates no more information than normal speech would.

Manifested (heritage): Your brainwaves are so powerful that occult magic manifests and dances to the tune of your very thoughts. Choose one cantrip from the occult spell list. You can cast this cantrip as an occult innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.

Mindrender: You've honed your thoughts into a deadly weapon that can shatter a foe's mind. You gain a psychic shock ranged unarmed attack with a range increment of 30 feet and the agile trait. The weapon deals 1d4 mental damage and is in the mental weapon group.

Far-reaching Mind: (Ancestral Paragon 3) Through rigorous mental exercises or natural talent, your psychic senses extend farther than average. Increase the ranges of your limited telepathy and thoughtsense by 10 feet each.

Languages:
Ancestry: Common, Akitonian
Intelligence: Draconic, Elven, Kitsune, Ysoki
Granted: Regional Tien

Limited Telepathy 40 feet

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Spells:

Spell attack +10, DC 20

Cantrips: daze, shield, needle darts, warp step, detect magic, read the air

Rank 1: 4 slots per day
enfeeble, fear, thunderstrike, force barrage
Signature Spell 1 = thunderstrike
Bonus Spell from wand: mystic armor

Rank 2: 4 slots per day
acid grip; ash cloud; blazing bolt; dispel magic
Signature Spell 1 = thunderstrike
Signature Spell 2 = dispel magic

Focus Spells: Pool = 1 point
ancestral memories

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Items:

Adventurer’s pack (without the torches), cold iron and silver chunks, wayfinder, adventurer’s clothes, 5-card cantrip deck of stabilize, wand of mystic armor (used once daily), pearly white aeon stone (slotted in wayfinder); Handwraps of mighty blows +1; diplomat’s badge

Scrolls: helpful steps R2, invisible item, heal R1, dispel magic R2; translate

Pathfinder Provisions: lesser healing potion OR 2nd rank scroll of heal

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PFS Boons:
Rugged Mentor (Horizon Hunters); wayfinder; Contemplative admittance from SF2 playtest