Ustalaf Awistanos's page

No posts. Organized Play character for Tusk the Half-Orc.

About Ustalaf Awistanos

Ustalaf Awistanos
Male sylph investigator (psychic detective) 2 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Bestiary 2 258, Pathfinder RPG Occult Adventures 119)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
Built at level 2 using the Maestro of Manumission boon earned at Gen Con 2017 from PSS 9-00, played with my -1 character
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 14 (2d8+1)
Fort +0, Ref +6, Will +4 (+2 trait bonus vs. emotion and fear effects); +1 vs. psychic spells and spell-like abilities
Resist electricity 5
Speed 30 ft.
Melee cold iron rapier +4 (1d6/18-20) or
dagger +4 (1d4/19-20) or
silver light mace +4 (1d6)
Ranged shortbow +4 (1d6/×3)
Spell-Like Abilities (CL 2nd; concentration +3)
1/day—feather fall
Investigator (Psychic Detective) Spells Known (CL 2nd; concentration +5)
1st (3/day)—detect thoughts (DC 14), mind thrust I[OA] (DC 14), vanish[APG] (DC 14)
0 (at will)—detect magic, mage hand, open/close (DC 13), read magic, telekinetic projectile[OA]
Str 11, Dex 16, Con 10, Int 17, Wis 12, Cha 13
Base Atk +1; CMB +1; CMD 14
Feats Weapon Finesse
Traits cosmic caravan (the mother), disillusioned
Skills Appraise +7, Disable Device +10, Heal +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +5, Profession (holistic detective) +7, Sense Motive +5, Sleight of Hand +7, Spellcraft +7, Stealth +7, Survival +2
Languages Ancient Osiriani, Auran, Common, Skald, Tien, Varisian
SQ automatic writing (linguistics), breeze-kissed[ARG], dowsing (survival), faith healing (heal), inspiration (4/day), manifestation points, ability scores, phrenology (knowledge [arcana]), prognostication (sense motive), psychic meddler, psychometry (appraise), read aura (perception), trapfinding +1
Combat Gear potion of cure light wounds, potion of cure light wounds, potion of infernal healing, potion of remove fear (2), scroll of detect psychic significance (x4), wand of comprehend languages (50 charges), wand of heightened awareness (50 charges), wand of shield (50 charges), acid, alchemist's fire, alkali flask[APG], antiplague[APG], antitoxin, healer's kit, smelling salts[APG]; Other Gear mwk studded leather, arrows (20), cold iron rapier, dagger, shortbow, silver light mace, traveler's any-tool[UE], bandolier[UE], bedroll, belt pouch, chalk (3), dowsing rod[OA], fishhook (2), flint and steel, grappling arrow[UE], ink, inkpen, journal[UE], masterwork backpack[APG], masterwork thieves' tools, mug/tankard, powder[APG], sewing needle, signal whistle, silk rope (50 ft.), string or twine[APG], thread (50 ft.), tindertwig (10), trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 237 gp, 3 sp, 6 cp
Special Abilities
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Dowsing (Survival, 1/day) You can follow a dowsing rod’s movements to locate a particular type of location.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Faith Healing (Heal, 1/day) Temporarily suspend or remove curses, diseases, and ability damage.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Manifestation Points, Ability Scores ([none], 16/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Psychic Meddler +1 (Su) Bonus on saves vs. psychic spells and spell-likes.
Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.