Professor Peter Peculiar - The Mentalist Magnificent
[NAME] - Alignment, Worships, etc
Human - Psychic (20th)
AC HP Fort Reflex Will SR CMD Initiative BAB Phrenic Pool
?? (?) +? +? +? (-) (-) +? +? (18)
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 19 (+4)
Intelligence: 34 (+12)
Wisdom: 18 (+4)
Charisma: 26 (+8)

Feats & Traits:

  • Magical Lineage - [Telekinesis] Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. [Trait]
  • Magic's Might You gain a +1 trait bonus on caster level checks to overcome spell resistance. [Trait]
  • Spell Focus - [Transmutation] Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. [Human Bonus]
  • Greater Spell Focus - [Transmutation] Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus. [1st]
  • Craft Wondrous Item You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. See magic item creation rules for more information. [3rd]
  • Logical Spell A logical spell can be cast without emotion components. Spells that don't require emotion components are not affected. Level Increase: +1 (a logical spell uses up a spell slot 1 level higher than the spell's actual level. [5th]
  • ?? [7th]
  • ?? [9th]
  • ?? [11th]
  • ?? [13th]
  • Spell Perfection - [Telekinesis] Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell. [15th]
  • Dazing Spell You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spell’s actual level. Spells that do not inflict damage do not benefit from this feat. [17th]
  • Quicken Spell Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell's actual level.) Casting a quickened spell doesn't provoke an attack of opportunity. Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time. [19th]
Biokinetic Healing When the psychic casts a linked spell from the transmutation school, she can spend 1 point from her phrenic pool to regain 2 hit points per level of the linked spell
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.
Focused Force When casting a force spell, the psychic can increase the spell's damage by spending 1 point from her phrenic pool. Increase the die size for the spell's damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification 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 damage can't be amplified in this way.
Kinetic Enhancement: You can generate kinetic energy to aid yourself in close-quarters scrapes. You can add your Intelligence modifier as a bonus on combat maneuver checks and to your CMD. You can also add your Intelligence modifier as a bonus on Strength checks to break or lift objects
Space-rending Spell The psychic can warp space with her mind, teleporting herself as she casts her linked spell. She teleports herself 10 feet per point she spends from her phrenic pool (as dimension door). The maximum number of points she can spend in this way is equal to the linked spell's level
Mimic Metamagic - [Empower Spell] & [Maximize Spell] Mimic Metamagic (Ex): When the psychic gains this amplification, she chooses two metamagic feats; she need not have these feats to select them. When she casts a spell, she can spend points from her phrenic pool to apply one of the chosen feats to the linked spell without increasing the spell's level or casting time. She must spend a number of points equal to double the number of levels by which the feat normally increases a spell's level (minimum 2 points). If the metamagic feat alters the spell's casting time in a different way than the standard rules for a spontaneous caster using a metamagic feat (as in the case of Quicken Spell), it changes the casting time accordingly. The psychic can still apply metamagic feats she knows to the spell while using this amplification, increasing the casting time and spell level as normal. This amplification can be applied only to a spell that the chosen metamagic feat could normally affect, and only if the spellcaster can cast spells of a high enough level that she would be able to apply the metamagic feat in question to the linked spell. For example, an 11th-level psychic could spend 8 points to quicken a 1st-level spell, but couldn't quicken a 2nd-level spell because she's unable to cast 6th-level spells. This ability doesn't require her to have any free spell slots in the relevant level, however, so the psychic in the example could quicken a 1st-level spell even if she had cast all her 5th-level spells for the day. A psychic can select this amplification multiple times, adding two additional options to the list of metamagic feats she can apply using this amplification each time

Skills:

?? +? []

Languages:

  • Common

Class features and Special abilities:

Racial Features: Human
Stat Changes: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. [Intelligence]
Bonus Feat: Humans select one extra feat at 1st level
Skilled: Humans: gain an additional skill rank at first level and one additional rank whenever they gain a level
Favored Class bonus - Psychic: Add one spell known from the psychic spell list. This spell must be at least 1 level lower than the highest spell level the psychic can cast
Class Features: Psychic
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 [Charisma], 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
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
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
Telepathic Bond: At 9th level, a psychic can use telepathic bond as a spell-like ability once per day, using her psychic level as her caster level. She can't leave herself out of a bond created in this way. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. Casting the spell using a higher-level spell slot gives no benefit on its own, but the psychic can apply metamagic feats that would increase the spell level to the appropriate level. For instance, if the psychic knows Extend Spell, she can use a 5th-level spell slot to cast extended telepathic bond as a full-round action. When a psychic who knows telepathic bond gains this ability, she can learn a different 4th-level spell in place of telepathic bond, losing the old spell in exchange for the new one
Major Amplifications: At 11th level and every 4 levels thereafter, a psychic can choose one of the following major amplifications in place of a phrenic amplification
Telepathy: At 17th level, the psychic can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as both speaking and listening to multiple people at the same time. When a psychic who knows telepathy gains this ability, she can learn a different 5th-level spell in place of telepathy, losing the old spell in exchange for the new one
Remade Self: At 20th level, the psychic is affected by one of the following spells as a constant spell-like ability: arcane sight, fly, haste, heroism, nondetection, or tongues. This ability is chosen when the psychic reaches 20th level and can't be changed. While the psychic is under the effects of this spell-like ability, each time she casts a psychic spell, she can link one phrenic amplification or major amplification she knows that has a point cost of 1 to that spell without spending any points from her phrenic pool. This amplification is in addition to the normal maximum of one amplification per spell
Discipline Rebirth
Phrenic Pool Ability: Charisma.
Bonus Spells: Burst of insight (1st), false life (4th), contact other plane (6th), ancestral memory (8th), reincarnate (10th), transformation (12th), ethereal jaunt (14th), bilocation (16th), akashic form (18th)
Past-Life Memories: You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained
Mnemonic Esoterica: By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class's spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic. You can decide to change the spellcasting class from which you draw this spell each time you gain a new level
Resurgence: At 5th level when you would be reduced to 0 hit points or fewer by an attack, you can spend 2 points from your phrenic pool as an immediate action to regain a number of hit points equal to 1d8 points of damage + your psychic level. At 10th level, this ability's healing increases to 3d8 + your psychic level. If this healing is insufficient to bring you above negative hit points, you are automatically stabilized. If you would still be killed by the amount of damage taken, you erupt with positive energy and heal all allies within 30-foot-radius burst for the amount you healed yourself
Physical Regression: At 13th level, you can spend 2 points from your phrenic pool as a standard action once per day to take on the form of one of your previous incarnations. This ability functions as the polymorph spell, but its range is personal and its duration becomes 10 minutes per caster level
Haste
Constant Effects: When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow

Spells, abilities and Powers:

Spells per day: 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
(-) (9) (9) (9) (9) (8) (8) (8) (8) (7)
Spells Known: 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
(11) (8) (8) (7) (7) (7) (6) (6) (6) (4)
Knacks Telekinetic projectile / Read magic / Mage hand / Lullaby / Light / Ghost sound / Detect magic / Detect psychic significance / Know direction / Message / Arcane Mark
1st Burst of Light / Vanish / Sleep / Remove fear / Floating disk / Detect Thoughts / Silent image / Detect undead
2nd False life / Hidden Presence / False Belief / Hideous Laughter / Hold Person / Mind Over Matter / Twisted Space / See Invisibility
3rd Contact other plane / Akashic Communion / Force Punch / Fly / Protection from Energy / Slow / Blink
4th Ancestral memory / Dimension Door / Invisibility / Telekinesis / Trace Teleport / Out of Sight / Mind Probe
5th Reincarnate / Hostile Juxtaposition / Etheric Shards / Contact Other Plane / Wall of Force / Plane Shift / Dismissal
6th Transformation / Greater Create Mindscape / Mind Thrust VI / Greater Dispel Magic / Psychic Surgery / Disintegrate
7th Ethereal jaunt / Greater Teleport / Forcecage / Limited Wish / Simulacrum / Telekinetic Sphere
8th Bilocation / Moment of Prescience / Etherealness / Clenched Fist / Greater Spell Immunity / Temporal Stasis
9th Akashic form / Divide Mind / Wish / Telekinetic Storm

Items, gear and equipment:

Weapons:
Enhancements
Tome of leadership and influence: +4 Inherent Bonus to Charisma Score
Tome of Clear Thought: +5 Inherent Bonus to Intelligence Score
Wondrous Items:
Spellbooks
Scrolls
Potions
Mundane Equipment:
Other Items:
Head
Headband
Headband of Mental superiority: +6 enhancement bonus to all mental ability scores
Eyes
Truesight goggles: These goggles, constructed of a pair of perfect prisms held in place by golden frames and affixed to the head by a black leather strap, grants the wearer true seeing continuously. Furthermore, once per day on command, the wearer can use analyze dweomer as the spell
Shoulders
Neck
Amulet of Natural Armour: +5 enhancement bonus to natural amour
Body
Robe of Stars: This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers. It enables the wearer to travel physically to the Astral Plane, at will and on command as if using the plane shift spell. Once he has done so, the wearer can also return to his plane of origin on command, also as per the plane shift spell. This robe also grants its wearer a +1 luck bonus on all saving throws. Finally, the wearer can use up to six of the embroidered stars on the chest portion of the robe as +5 shuriken. The robe grants its wearer proficiency with such weapons. Each shuriken disappears after it is used. The stars are replenished once per month
Chest
Armour
Belt
Belt of Physical perfection: +6 enhancement bonus to all physical ability scores
Wrist
Bracers of Armor: +8 Armour Bonus to AC
Hands
Ring 1
Ring of protection: +5 deflection bonus to AC
Ring 2
Ring of Telekinesis: This ring, knotted with metallic tendrils encasing a setting of red and amber gemstones, allows the caster to use the spell telekinesis on command, lifting and manipulating objects at a distance using only her mind.
Feet
Ioun Stones:
Clear Spindle: This stone sustains the wearer without food or water
Iridescent Spindle: This stone sustains the wearer without air
Pearly White Spindle: This stone grants the wearer the ability to regenerate 1 point of damage per 10 minutes. Regeneration works like a ring of regeneration. It only cures damage taken while the character is using the stone
Dusty Rose Prism: Grants a +1 insight bonus to AC
Pale Green Prism: This stone grants the wearer a +1 competence bonus on attack rolls, saves, skill checks, and ability checks
Orange Prism: +1 Caster Level
Gamboge Nodule: This stone grants you immunity to poison, as if wearing a periapt of proof against poison
Dark Blue Rhomboid: This stone grants the wearer the effects of the Alertness feat
Cracked Dusty Rose Prism: Grants a +1 insight bonus to Initiative
Deep Brown Sphere: While using this stone, you know at all times exactly how many feet you are under or above sea level
Nacreous Gray Sphere: This stone protects you from ability score penalties from aging and you cannot be magically aged. Any penalties you have already incurred remain in place. Bonuses still accrue, and you still die of old age when your time is up. If you lose the stone or its abilities are negated in some way, all age and penalties apply immediately
Mossy Disk: This stone grants you a +5 competence bonus on one Knowledge skill (Planes)
Mulberry Pentacle: This stone grants you a +5 competence bonus on Bluff and Diplomacy checks
Western Star: This blue crystal is cut in the shape of a five-pointed star. As a standard action, its user can alter his appearance as with a disguise self spell. When so disguised, the user can render the western star and other ioun stones in his possession invisible
GP Pouch
gp

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