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About ZhaxiaFemale lashunta psychic (warp) 2
Daily Expendables
DEFENSE
OFFENSE
Spells Known (CL 2nd)
STATISTICS
Feats
Skills
Languages Lashunta, Elvish, Common (Taldane), Osiriani, Undercommon, Draconic Traits
SQ Combat Gear dagger, light crossbow, 20 cold iron bolts, 2 silver weapon blanches, 1 alchemist's fire, backpack, bedroll, 2 belt pouches, traveler's outfit, flint & steel, 2 sacks, 5 torches, 50' silk rope, whetstone, wand of cure light wounds (2 PP), wand of mage armor (2 PP), wayfinder (1 PP) 5 days trail rations, 0 pp, 59 gp, 1 sp, 3 cp SPECIAL ABILITIES Favored Class: Psychic Phrenic Pool (Su): 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. Will of the Dead (Su): 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. Psychic Discipline (Ex or Sp): Warp
Planar Scent (Su):: You can intuitively sense disruptions in the cosmos. This ability functions as a constant detect magic, but only for effects of the conjuration (calling), conjuration (summoning), conjuration (teleport), and illusion (shadow) subschools. You gain a +2 insight bonus on Spellcraft checks to identify such effects. Rift Reach (Su): As a move action, you can tear open a small rent in reality just large enough to reach an arm through. The far end of this portal must be within 10 feet of you, but otherwise allows you to manipulate objects, perform melee attacks requiring a single hand, or even cast spells. If you cannot see your target, standard concealment penalties apply. You cannot move either end of the portal once it’s created, and the opening collapses immediately when you leave your current space or withdraw your arm, but it otherwise lasts for 1 round per psychic level. Your disembodied hand uses your AC with a +4 size bonus, should opponents target it. This size bonus does not apply to disarm combat maneuver checks. Detect Thoughts (Sp): 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. +2 Intelligence: Lashunta are almost universally intelligent and eager to learn. Sexual Dimorphism: Male and female lashunta have very different body and personality types, more so than most humanoid species. Male lashunta are muscular (+2 Strength) and often brash and unobservant (–2 Wisdom). Female lashunta, though beautiful and commanding (+2 Charisma), lack the males’ rugged builds (–2 Constitution). Lashunta Magic: A lashunta possessing an Intelligence score of 11 or higher gains the following spell-like abilities: at will—daze, mage hand; 1/day—detect thoughts. The caster level for these effects is equal to the lashunta’s character level. Knowledgeable: A lashunta gains a +2 racial bonus to any one Knowledge skill. Limited Telepathy: A lashunta is able to mentally communicate with any creature within 30 feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability. Languages: Lashunta begin play speaking Lashunta and Elven. Lashunta with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Background:
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