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Akinyi

Female human (Chondathan) psychic 5 - CR 4


Chaotic Good Humanoid (Human); Deity: Selûne; Age: 14;
Height: 5' 4"; Weight: 100 lb.; Eyes: Bruns; Hair: Noirs;
Skin: Noire
Ability Score Modifier Temporary

STR 11 0
STRENGTH

DEX 17 +3
DEXTERITY

CON 13 +1
CONSTITUTION

INT 17 +3
INTELLIGENCE

WIS 15 +2
WISDOM

CHA 16 +3
CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes

FORTITUDE +7 = +1 +1 +2 +3
(CONSTITUTION)

REFLEX +9 = +1 +3 +2 +3
(DEXTERITY)

WILL +11 = +4 +2 +2 +3
(WISDOM)
Skill Name Total Ability Ranks Temp
Total Armor Shield Dex Size Natur Deflec Dodge Misc
Acrobatics +3 DEX (3) -
AC 14 = +3 +1
10 Appraise +3 INT (3) -
Touch AC 14 Flat-Footed AC 10 1
BAB Strength Size Misc
Bluff +7 CHA (3)
Climb +0 STR (0) -
CM Bonus +2 = +2 +0 - -
Diplomacy +7 CHA (3) 1
BAB Strength Dexterity Size
Disguise +3 CHA (3) -
CM Defense 16 = 10 +2 +0 +3 - Escape Artist +3 DEX (3) -
Fly +3 DEX (3) -
Base Attack +2 HP 29
Heal +2 WIS (2) -
Damage / Current HP
Initiative +9 Intimidate +7 CHA (3) 1
Knowledge (arcana) +8 INT (3) 2
Speed 30 ft Knowledge (dungeoneering) +7 INT (3) 1
Knowledge (geography) +7 INT (3) 1
Club
Knowledge (nature) +7 INT (3) 1
Main hand: +2, 1d6 Crit: ×2 Knowledge (planes) +7 INT (3) 1
Rng: 10'
Both hands: +2, 1d6 Knowledge (psionics) +8 INT (3) 2
1-hand, B
Ranged: +5, 1d6 Knowledge (religion) +7 INT (3) 1
Ranged, both hands: +5, 1d6 Perception +10 WIS (2) 5
Ride +4 DEX (3) 1
Sense Motive +7 WIS (2) 2
Spellcraft +10 INT (3) 4
Stealth +16 DEX (3) 4
Highlander (hills or mountains) : +2 Trait bonus in hilly or rocky areas
Survival +3 WIS (2) 1
Swim +1 STR (0) 1
Activated Abilities & Adjustments
Saving Throw Bonus: +3
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Activated Abilities & Adjustments Experience & Wealth
Weapon Proficiency (All Martial) Experience Points: 10200/15,000
Current Cash: 649 gp, 4 sp
Feats
Dodge Languages
Expanded Phrenic Pool
Heroic Grace Celestial Draconic
Improved Initiative Chultéen Senzar
Martial Weapon Proficiency - All Common
Simple Weapon Proficiency - All
Spells & Powers
Traits
Psychic spells known (CL 5th; concentration +8)
Highlander (hills or mountains)
Melee Touch +2 Ranged Touch +5
Reactionary
2nd (5/day) —knock, silence (DC 15), spiritual weapon
Gear 1st (7/day) —bless, comprehend languages , endure
elements, feather fall , mage armor , magic missile, mind
Total Weight Carried: 4/130 lbs, Light Load thrust I OA (DC 14), sleep (DC 14), unseen servant
(Light: 43 lbs, Medium: 86 lbs, Heavy: 130 lbs) 0th (at will) —detect magic , know direction , light, mage
Artisan's outfit (Free) - hand, prestidigitation, stabilize, telekinetic projectile OA
Backpack, masterwork (3 @ 21.06 lbs) <In: Dropped 4 lbs
to ground
Bedroll <In:
(1 Backpack,
@ 25.06 lbs)>
masterwork (3 @ 21.06 lbs)> 5 lbs Background
Blanket, winter <In: Backpack, masterwork (3 @ 21.06 3 lbs Native du Chult, Akinyi entend les voix des messagers
lbs)> of elvenkind
Cloak 1 lb de Séluné, déesse de la Lune dans son sommeil. Elle
Club 3 lbs parcourre le monde à la recherche d'aventures et de
Money <In: Backpack, masterwork (3 @ 21.06 13.06 lbs grigris.
lbs)> of cure moderate wounds
Potion -
Potion of cure serious wounds -
Potion of entropic shield (CL 3rd) -
Potion of meld into stone -
Ring of sustenance -
Wand of invisibility (40 charges) -
Special Abilities
Conjured Armor +2 (Su)
Detect Thoughts (Sp)
Divine Energy (2/day)
Focused Force (Su)
Phrenic Pool (6/day) (Su)
Resilience of the Faithful (Su)
Spell-Like Abilities
Detect Thoughts (1/day)

Tracked Resources
Club
Divine Energy (2/day)
Phrenic Pool (6/day) (Su)
Potion of cure moderate wounds
Potion of cure serious wounds
Potion of entropic shield (CL 3rd)
Potion of meld into stone
Wand of invisibility (40 charges)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Akinyi – Abilities & Gear

Dodge Feat Detect Thoughts (Sp) Class Ability (Psychic)


Your training and reflexes allow you to react swiftly to avoid an At 2nd level, a psychic can use detect thoughts as a spell-like
opponents' attacks. 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
Prerequisite: Dex 13. 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
Benefit : You gain a +1 dodge bonus to your AC. A condition that can learn a different 1st-level spell in place of detect thoughts ,
makes you lose your Dex bonus to AC also makes you lose the losing the old spell in exchange for the new one.
benefits of this feat.
Divine Energy (2/day) Class Ability (Psychic)
Expanded Phrenic Pool Feat You can channel spell energy into cure or inflict spells. This ability
Your reservoir of mental energy is greater than normal. functions similarly to the cleric’s ability to spontaneously cast cure
or inflict spells, and the type of spells you can convert depends on
Prerequisite: Phrenic pool class feature. your alignment in the same way. The cure or inflict spells don’t
count as being on your psychic spell list for the purposes of any
Benefit : Your phrenic pool total increases by 2 points. other effects. Each day, you can convert up to one spell from each
spell level you can cast. Each time you use this ability to convert a
Appears In : Occult Adventures spell, you regain 1 point in your phrenic pool. The maximum
number of points you can regain in this way per day is equal to
Heroic Grace Feat your Wisdom modifier.
You are destined for greatness, and are thus unlikely to be petrified
by a wandering monster. Focused Force (Su) Class Ability (Psychic)
When casting a force spell, the psychic can increase the spell’s
Benefit : You may add your Int, Wis, or Cha bonus to all your damage by spending 1 point from her phrenic pool. Increase the die
saving throws, in addition to your normal ability modifier. This does size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to
not stack with the paladin’s divine grace class feature, or any other 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of
ability that adds your Int, Wis, or Cha to all your saving throws. each die rolled, so a spell that dealt 4d6+3 points of force damage
(You are still allowed to add your Wisdom bonus to your Will saves, would deal 4d8+3 points of force damage instead. This amplification
as normal.) can be linked only to spells that deal force damage, and only if that
damage includes a die value. A spell that already uses d12s for
Appears In : RGG - Horrifically Overpowered Feats damage can’t be amplified in this way.

Improved Initiative Feat Appears In : Occult Adventures


Your quick reflexes allow you to react rapidly to danger.
Phrenic Pool (6/day) (Su) Class Ability (Psychic)
Benefit : You get a +4 bonus on initiative checks. 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
Highlander (hills or mountains) Trait 1/2 her psychic level + her Wisdom or Charisma modifier, as
You were born and raised in rugged badlands or hills, and you’ve determined by her psychic discipline. The phrenic pool is
become something of an expert at evading the predators, monsters, replenished each morning after 8 hours of rest or meditation; these
and worse that haunt the highlands. You gain a +1 trait bonus on hours don’t need to be consecutive. The psychic might be able to
Stealth checks, and Stealth is always a class skill for you. This trait recharge points in her phrenic pool in additional circumstances
bonus increases to +2 in hilly or rocky areas. dictated by her psychic discipline. Points gained in excess of the
pool’s maximum are lost.
Appears In : Advanced Player's Guide Traits, Ultimate Campaign
Resilience of the Faithful (Su) Class Ability (Psychic)
Reactionary Trait At 5th level, you gain a +2 resistance bonus on all saving throws.
You were bullied often as a child, but never quite developed an This bonus increases by 1 for every 5 levels you possess beyond
offensive response. Instead, you became adept at anticipating 5th.
sudden attacks and reacting to danger quickly. You gain a +2 trait
bonus to Initiative checks.
Ring of sustenance Ring
Appears In : Character Traits Web Enhancement, Advanced This ring continually provides its wearer with life-sustaining
Player's Guide Traits nourishment. The ring also refreshes the body and mind; its wearer
only needs to sleep 2 hours per day to gain the benefit of 8 hours
of sleep. This allows a spellcaster that requires rest to prepare
Conjured Armor +2 (Su) Class Ability (Psychic) spells to do so after only 2 hours, but does not allow a spellcaster
By spending 1 point from her phrenic pool, the psychic grants any to prepare spells more than once per day. The ring must be worn
creature she conjures or summons with the linked spell a +2 for a full week before it begins to work. If it is removed, the owner
deflection bonus to AC. This bonus lasts for 1 round per caster must wear it for another week to reattune it to himself.
level or until the creature disappears, whichever comes first. This
amplification can be linked only to conjuration (calling) or conjuration Construction
(summoning) spells. The bonus increases to +3 at 8th level and to Requirements: Forge Ring, create food and water ; Cost 1,250 gp
+4 at 15th level.

Appears In : Occult Adventures

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Akinyi – Abilities & Gear

Wand of invisibility (40 charges) Wand Potion of meld into stone Potion or Oil
Invisibility Meld into Stone
The creature or object touched becomes invisible. If the recipient is Meld into stone enables you to meld your body and possessions
a creature carrying gear, that vanishes, too. If you cast the spell on into a single block of stone. The stone must be large enough to
someone else, neither you nor your allies can see the subject, accommodate your body in all three dimensions. When the casting
unless you can normally see invisible things or you employ magic to is complete, you and not more than 100 pounds of nonliving gear
do so. merge with the stone. If either condition is violated, the spell fails
and is wasted. While in the stone, you remain in contact, however
Items dropped or put down by an invisible creature become visible; tenuous, with the face of the stone through which you melded. You
items picked up disappear if tucked into the clothing or pouches remain aware of the passage of time and can cast spells on
worn by the creature. Light, however, never becomes invisible, yourself while hiding in the stone. Nothing that goes on outside the
although a source of light can become so (thus, the effect is that of stone can be seen, but you can still hear what happens around you.
a light with no visible source). Any part of an item that the subject Minor physical damage to the stone does not harm you, but its
carries but that extends more than 10 feet from it becomes visible. partial destruction (to the extent that you no longer fit within it)
expels you and deals you 5d6 points of damage. The stone's
Of course, the subject is not magically silenced , and certain other complete destruction expels you and slays you instantly unless you
conditions can render the recipient detectable (such as swimming in make a DC 18 Fortitude save. Even if you make your save, you still
water or stepping in a puddle). If a check is required, a stationary take 5d6 points of damage. Any time before the duration expires,
invisible creature has a +40 bonus on its Stealth checks. This bonus you can step out of the stone through the surface that you entered.
is reduced to +20 if the creature is moving. The spell ends if the If the spell's duration expires or the effect is dispelled before you
subject attacks any creature. For purposes of this spell, an attack voluntarily exit the stone, you are violently expelled and take 5d6
includes any spell targeting a foe or whose area or effect includes points of damage. The following spells harm you if cast upon the
a foe. Exactly who is a foe depends on the invisible character's stone that you are occupying. Stone to flesh expels you and deals
perceptions. Actions directed at unattended objects do not break you 5d6 points of damage. Stone shape deals 3d6 points of
the spell. Causing harm indirectly is not an attack. Thus, an damage but does not expel you. Transmute rock to mud expels
invisible being can open doors, talk, eat, climb stairs, summon you and then slays you instantly unless you make a DC 18
monsters and have them attack, cut the ropes holding a rope Fortitude save, in which case you are merely expelled. Finally,
bridge while enemies are on the bridge, remotely trigger traps, open passwall expels you without damage.
a portcullis to release attack dogs, and so forth. If the subject
attacks directly, however, it immediately becomes visible along with
all its gear. Spells such as bless that specifically affect allies but not Cloak of elvenkind Wondrous Item (Shoulders)
foes are not attacks for this purpose, even when they include foes These cloaks of famed elven design are enhanced to reflect the
in their area. wearer's surroundings, aiding him in blending in with any terrain.
When this plain gray cloak is worn with the hood drawn up around
Invisibility can be made permanent (on objects only) with a the head, the wearer gains a +5 competence bonus on Stealth
permanency spell. checks.

Construction
Potion of entropic shield (CL 3rd) Potion or Oil Requirements: Craft Wondrous Item, invisibility, creator must be an
Entropic Shield elf; Cost 1,250 gp
A magical field appears around you, glowing with a chaotic blast of
multicolored hues. This field deflects incoming arrows, rays, and
other ranged attacks. Each ranged attack directed at you for which
the attacker must make an attack roll has a 20% miss chance
(similar to the effects of concealment). Other attacks that simply
work at a distance are not affected.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Title - Akinyi (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/04/21
XP Reward : 4200 XP; Net Cash :

- no notes -

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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