Full Name |
Zhaxia Tilea |
Race |
Lashunta |
Classes/Levels |
Psychic/1 HP 7/7 AC16/T 12/FF 14 Fort +1/Ref +2/ Will +2 Init +2 Perc +4|Sense Motive +0|Active conditions: none |
Gender |
F |
Size |
M |
Strength |
8 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
18 |
Wisdom |
10 |
Charisma |
14 |
About Zhaxia
Female lashunta psychic (warp) 1
LN Medium humanoid (lashunta)
Init +2 Perception +4
Daily Expendables
Phrenic Pool [ ] [ ]
Talent (5/day) [ ] [ ] [ ] [ ] [ ]
L1 Spells (4/day) [ ] [ ] [ ] [ ]
Detect Thoughts (racial) (1/day) [ ]
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex; +4 w/mage armor)
hp 7 (1d6+1)
Current hp 7
Fort +1, Ref +2, Will +2
OFFENSE
Speed 30 ft.
Melee dagger -1/1d4-1
Ranged light crossbow +2/1d8
Special Attacks None
Spells Known
Spells Known (CL 1st)
1st (2; 4/day)- mind thrust I (1d6; DC 15 Will), mage armor, entropic shield
0th (4+2)-daze, detect magic, mage hand, telekinetic projectile, open/close, prestidigitation
STATISTICS
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats
Point-Blank Shot (L1):
Skills
Bluff +6 (+1 ranks, +2 CHA, +3 class skill)
Diplomacy +6 (+1 ranks, +2 CHA, +3 class skill)
Knowledge (Arcana) +8 (+1 ranks, +4 INT, +3 class skill)
Perception +4 (+1 ranks, +3 class skill)
Spellcraft +8 (+1 ranks, +4 INT, +3 class skill)
Use Magic Device +7 (+1 ranks, +2 CHA, +3 class skill, +1 trait)
Racial Modifiers:
Languages Lashunta, Elvish, Common (Taldane), Osiriani, Undercommon, Draconic
Traits
Arcane Archivist: You have spent years handling magic items and know how to test their functions while avoiding catastrophic results. You gain a +1 trait bonus on Use Magic Device checks, and this skill is a class skill for you.
Castrovel Gatekeeper You helped maintain the interplanetary portals used for trade with other worlds. You gain a +2 trait bonus on Spellcraft checks to identify teleportation magic and a +1 trait bonus on caster level checks when casting teleportation spells. You know the proper commands to operate a particular interplanetary portal (it is up to the GM as to where it is and how it operates).
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, 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
Ratfolk mythology claims they were appointed by the gods to sniff out the ragged edges of creation. Whether the art of ranatagi descended from this glorious role or formed the source of such myths, this psychic tradition among the ratfolk of Vudra and eastern Casmaron unlocks the psychic potential in trainees, teaching them to sniff out folds and tears in reality. Ancient practitioners of ranatagi even claimed that the art once allowed ratfolk to guide great caravans to the stars.
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.