Sajan

Urram's page

367 posts. Alias of Nikolaus de'Shade.


Full Name

Urram

Race

HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9

Classes/Levels

| Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

About Urram

Urram
Male Human Psychic 8
LN Medium Humanoid

Init +6 (+2 Dex, +4 feat)
Senses: Perception +19.

DEFENSE
AC 20, touch 17, flat-footed 18 (+2 dex, +5 wis, +3 armor)

HP 53/53 ([6+2] + 7[4+2] + 3 FCB)

Fort +4 (2 base, +2 Con)
Ref +4 (2 base, +2 Dex)
Will +10 (4 base, +5 Wis, +1 trait)

OFFENSE
Unarmed +3, d4-1 NL.

Spd 30 ft.
Space 5 ft.; Reach 5 ft.

Base Atk +4 (+4 Psychic]
CMB +3 (4 BAB, -1 Str)
CMD 20 (10, 4 BAB, 2 Dex, -1 Str, +5 Wis)

SPELLS
Psychic (5x Human FCB)
Lvl 0 (∞/day), DC15 – Dancing Lights, Detect Magic, Ghost Sound, Know Direction, Prestidigitation, Read Magic, Stabilize, Telekinetic Projectile
Lvl 1 (6+2/day), DC16 – Detect Thoughts, Expeditious Retreat, Ear Piercing Scream, Enlarge Person, Heightened Awareness, Ill Omen, Liberating Command, Magic Missile, Vanish
Lvl 2 (6+1/day), DC17 – Bears Endurance, Blindness/Deafness, Invisibility, Resist Energy, See Invisibility, Silence
Lvl 3 (5+1/day), DC18 – Haste, Dispel Magic, Fly, Slow
Lvl 4 (3+1/day), DC19 – Freedom of Movement, Confusion

STATISTICS
Str 8 (-1)
Dex 14 (+2)
Con 14 (+2)
Int 21 (+5) (16 base, +2 racial, +1 @8, +2 enhancement)
Wis 20 (+5) (15 base, +2 racial, +1 @4, +2 enhancement)
Cha 10 (+0)

FEATS
Improved Initiative [Level 1]: You get a +4 bonus on initiative checks.
Skill Focus – Perception [Human 1]: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Spell Penetration [Level 3]: You get a +2 bonus on caster level checks made to overcome a creature's spell resistance.
Expanded Phrenic Pool [Level 5]: Your phrenic pool total increases by 2 points.
Greater Spell Penetration [Level 7]: You get a +2 bonus on caster level checks made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.
Skill Focus – Sense Motive [Human 8]: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

TRAITS
Blood of the Pharoahs [Campaign]: Long ago, one of your ancestors ruled over the lands of Osirion. Although you are many generations removed and the line of descent is hard to prove, his or her blood still runs in your veins. Perhaps you may find some proof of your lineage in the tombs of Wati’s necropolis.
You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.
Empathic Diplomat[Regional]: You have long followed the path of common sense and empathic insight when using diplomacy. You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier.

SKILLS
Diplomacy +16 (8 ranks, +5 Wis, +3 class)
Knowledge (Arcana) +16 (8 ranks, +5 Int, +3 class)
Knowledge (Dungeoneering) +12 (4 ranks, +5 Int, +3 class)
Knowledge (Engineering)* +12 (4 ranks, +5 Int, +3 class)
Knowledge (Geography)* +12 (4 ranks, +5 Int, +3 class)
Knowledge (History)* +16 (8 ranks, +5 Int, +3 class)
Knowledge (Local) +12 (4 ranks, +5 Int, +3 class)
Knowledge (Nature) +12 (4 ranks, +5 Int, +3 class)
Knowledge (Planes) +12 (4 ranks, +5 Int, +3 class)
Knowledge (Religion) +18 (8 ranks, +5 Int, +3 class)
Perception +19 (8 ranks, +5 Wis, +3 class, +3 feat)
Sense Motive +19 (8 ranks, +5 Wis, +3 class, +3 feat)
Spellcraft +16 (8 ranks, +5 Int, +3 class)

Total Points: 80 [8x(2 Psychic + 5 Int + 1 human + 2 background)]
AC penalty is 0

LANGUAGES
Common, Osirian, Ancient Osirian, Elven, Sphinx, Necril

EQUIPMENT
Headband of Mental Prowess (Int/Wis) +2 (10,000gp)
Ring of Sustenance (2,500gp)
Bracers of Armor +3 (9,000gp)
Padma Blossom (8,000gp)
Wand of Endure Elements {33 charges} (500gp)
Handy Haversack (2,000gp)

1,000 gold.

SPECIAL ABILITIES
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Proficiencies: A psychic is proficient with all simple weapons, but not with any type of armor or shield.
Phrenic Pool: 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.
Phrenic Amplifications: A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification.
A phrenic amplification can’t be selected more than once.
Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Amplifications:
Will of the Dead: 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.
Overwhelming Mind: The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.
Relentless Casting: The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required for the linked spell and take the better result. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to use this ability before the GM calls for the caster level check.

Psychic Discipline: Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline.
She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier.
At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given. Spells learned from a discipline can’t be exchanged for different spells at higher levels.
Self-Perfection Discipline:
Phrenic Pool Ability: Wisdom.
Bonus Spells: Expeditious retreat (1st), bear’s endurance (4th), haste (6th), freedom of movement (8th), echolocation (10th), transformation (12th), ethereal jaunt (14th), iron body (16th), akashic form (18th).
AC Bonus (Ex): When unarmored and unencumbered, you add your Wisdom bonus (if any) to your AC and CMD. The bonus to AC applies even against touch attacks or when you’re flat-footed. You lose these bonuses when you’re immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Physical Push (Su): When you attempt a Strength-, Dexterity-, or Constitution-based ability check or skill check, you can gain a bonus on the check equal to your Wisdom bonus. You can use this ability a number of times per day equal to your Wisdom modifier.
Using this ability is part of the action used to attempt the skill check (if any). If you succeed at the check, you regain 1 point in your phrenic pool.
Bodily Purge: You can heal your own wounds and maladies with the power of thought alone. At 5th level, you gain access to a daily pool of healing energy. This pool starts with 3 d8 dice per day and gains 1 additional d8 for every 2 psychic levels you possess beyond 5th. As a standard action, you can use up any number of these dice to regain a number of hit points equal to the result of rolling that many d8s. For example, at 5th level you could regain 3d8 hit points all at once, 1d8 hit points three separate times, or 1d8 hit points once and 2d8 hit points at a different time. In addition, you can expend 2 dice from this pool to instead gain the benefit of lesser restoration (affecting yourself only). At 7th level, you can expend 3 dice from this pool to instead gain the benefit of neutralize poison, remove disease, or restoration (affecting yourself only). To use restoration to dispel a permanent negative level, you must expend 4 dice from this pool instead of 3. Use your psychic level as your caster level for these effects.
Pure Body: At 13th level, you gain immunity to diseases and poisons.

Detect Thoughts: 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.
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Background
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Urram’s family traces its origin far into Osirion’s history, counting pharaohs, viziers and powerful magi amongst their number. When he turned fifteen he undertook the solemn oath of his family, joining the Nethysian sect formally known as the Sacrosanct Order of the Blue Feather. The groups history was as long and as storied as his own families and Urram was excited to join their ranks.

His failure to develop arcane magic was a disappointment to the Nethysian order however and instead of a position of importance Urram was instead dispatched to Tephu, to work in the Great Archive under the direction of senior order members. Over a decade Urram developed voracious reading habits and after discovering a collection of Vudran philosophical and mystical tomes gradually created his own physical and spiritual routines, expanding his mind and fostering a kind of magic that the Sacrosanct Order had never encountered before.

Despite (or maybe because of) his unusual magic Urram remained trapped in a junior position in the Archives where his duties included recording and compiling lists of visiting scholars and their research interests. When a group of foreign adventurers arrived and immediately requested several tomes from the Sacrosanct Order’s ‘watch list’ Urram alerted his superiors and watched from a distance as the influence of Muminofrah laid waste to every obstacle the Order could construct.

Once the adventurers left Tephu the Sacrosanct Order squabbled over what was to be done and Urram, sensing an opportunity for advancement and adventure, volunteered to follow the group and find out what their plans were. The adventurers, however, were both wily and unpredictable and Urram lost their trail well before arriving in the Parched Dunes. His own exploration was proceeding steadily until the wind caught his scent and carried it to a slavering pack of gnoll hunters.