Djevi Harmaaliitu

it isn't a secret this mind's shrouded in history
it isn't a secret this mind spirals in disarray
it isn't a secret this mind shatters in mystery
it isn't a secret I find terror in memory

male undine psychic (amnesiac) 8
CG medium outsider (native)
Player Rei (4304-22)
Xp 21,5
Faction Dark Archive
Prestige/Fame 31/34


Init +5 (+1 Dex, +4 Imp. Init.)
Senses darkvision 60 ft., blindsense 30 ft. in water; Perception +6


AC 11, touch 11, flat-footed 10; (+ armor, +1 Dex)
hp 48 (8d6+16)
Fort +7, Ref +5, Will +10; +1 vs. fear, +2 vs. madness, +3 vs. confusion
Special Defenses hydrated vitality (16 HP/day); Force Field (Su): as a swift action once per 24 hours, can spend 1 phrenic pool point to gain 5+lvl temp HP (max 10) or 2 points to gain 10+lvl temp HP (max 20) for min/lvl


Speed 30 ft.; swim 30 ft.
Melee +3
Ranged +5
Special Attacks


Spells known (CL 8th, concentration +14 (+3 when grappled, pinned, in violent weather, or entangled; +3 competence when holding padma blossom), +2 to beat SR); * = discipline spell)
4th (4/day, DC 20) — guardian of faith*, shadowform
3rd (6/day, DC 19) — contagious zeal, magic vestment*, amnesia slot
2nd (7/day, DC 18) — hideous laughter, psychic leech, spectral hand, spiritual weapon*
1st (9/day, DC 17) — bless*, burst of adrenaline, ear-piercing scream, liberating command, magic missile, vanish
Knacks (at will, DC 16) — arcane mark, daze, detect magic, mage hand, message, read magic, stabilize, telekinetic projectile
Discipline Faith; Deity Groetus
Phrenic Amplifications Focused Force, Relentless Casting, Will of the Dead; Phrenic Pool 6
Spell-Like Ability hydraulic push 1/day (CL 8th, CMB +16); detect thoughts 1/day


Str 8, Dex 12, Con 14, Int 22, Wis 14, Cha 10
Base Atk +4; CMB +3; CMD 14
Feats Additional Traits (Clever Wordplay, Desperate Resolve), Improved Initiative, Psi-Tech (Force Field), Spell Penetration
Skills (FCB +7) Bluff +4 (1), Diplomacy +15 (7), Linguistics +17 (8), Knowledge (engineering, local, nobility) +11 (8x 2), Knowledge (arcana, dungeoneering, geography, nature, planes1 ) +14 (5x 4), Knowledge (history) +13 (3), Knowledge (religion) +17 (8), Perception +61 (1), Profession (therapist) +6 (1), Sense Motive +131 (8), Spellcraft +16 (7), Stealth +12, Swim +11 (1)
Traits Broken Mind, Clever Wordplay (Diplomacy), Desperate Resolve, Resilient
Languages Aklo, Ancient Osirian, Aquan, Auran, Common, Dark Folk, Draconic, Dwarven, Elven, Ignan, Infernal, Jistka, Kelish, Osirian, Terran, Thassilonian, Tien, Varisian
SQ deity, detect thoughts, divine energy, hydrated vitality, resilience of the faithful, spell recollection, water sense


On person headband of vast intelligence +4 (Linguistics, Sense Motive; Ancient Osirian, Jistka), belt of mighty constitution +2, cold iron morningstar, 2x acid flask, 2x alchemist's fire, leshy token, padma blossom, cloak of eternal mist
In backpack wand of mage armor (34 charges), wand of CLW (44 charges), wand of summon monster I (CL 3, 5 charges), wand of scorching ray (15 charges), silk rope (50 ft.)
Wealth 4915 gp
Encumbrance 8 lb. without backpack, x lb. with backpack (x lb. light/x lb. medium/x lb. heavy)


Notes

1 +2 regarding devils
2 +4 in fog or mist
- Soothsayer (Tracon 2015 Boon) once per adventure, can choose one of the following: +4 insight bonus on skill check, +2 insight bonus to AC against one attack, +2 insight bonus on one attack roll or saving throw; character is shaken for 1 round after using this ability (does not cause to become frightened or panicked if already shaken)
- Elixir of Treasure Seeking: can cross off this boon to grant self a +2 competence bonus on Appraise and Perception checks for one adventure; in addition, if earning less than maximum gold during an adventure, can increase gold earned by 150 gp, up to the maximum of the scenario; one use
- Impressive Find: upon earning 12 Fame, gain an additional Prestige point up to Fame - if Fame would be exceeded, point must be used immediately or is lost
- can purchase Silverhex (a +1 spell storing alchemical silver sickle) for 6326 gp; when upgrading Silverhex, can always treat it as if its effective final price was 2000 gp lower than normal
- when failing a saving throw against a mind-affecting compulsion effect, can cross off this boon in order to delay the effect and be stunned until the end of own next turn instead; at end of turn, attempt a new save against the effect; if successful, the effect ends, if unsuccessful, the effect resumes
- may cast one of the following once using character level as CL: aid, detect thoughts, lesser restoration, see invisibility
- Ekujae's Blessing (su): permanent endure elements in the heat up to 100 F
- whenever adventuring in the Mwangi Expanse, Sargava, the Shackles, of the Sodden Lands, receive a collection of gifts including the following: vial of antiplague, a piece of +1 animal bane ammunition for preferred weapon, and a healing potion (cure light wounds if level 4 or below, cure moderate wounds if level 5-8, cure serious wounds if level 9 or above; if equipment is not used, it is returned and will be returned the next time character visits Mwangi
- when adventuring in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including most Azlanti and Thassilonian sites), can cross off this boon to choose two of the following: AC, attack rolls, saving throws, or skill checks; for the duration of the adventure while exploring the site, gain a +1 insight bonus on the selected rolls or to AC
- Defender of Time (granted Indomitable Faith to character -27)
- permanent +1 bonus to Knowledge (history) rolls; once per scenario, can grant a +1 morale bonus to a single d20 roll, to be declared before the roll is made
- sidekick! (#8-01)
- Fortune's Return: cross off one of the following to gain a +1 luck bonus on an attack roll, saving throw, skill check, or ability check associated with the corresponding ability score (Constitution, Intelligence, Wisdom, Charisma); bonus increases to +2 if used for the following (Constitution: Fortitude saves or Constitution checks against fatigue or exhaustion; Intelligence: performing research; Wisdom: avoiding getting lost or otherwise navigating; Charisma: speaking to a person in a position of authority)
- before attempting a saving throw against a curse or a witch's hex, can cross off this boon to gain a +4 bonus on the save; alternatively, can cross off this boon when targeted by a spell or effect that would remove a curse to give the caster a +4 bonus on the caster level check to remove that curse
- Leshy Token: if worn as a magic item that occupies the neck slot, gain a +1 circumstance bonus on all Charisma-based checks made to influence or control plants and plant creatures; can also cross off this boon to give the token to a plant creature, instead gaining a +5 bonus on one such Charisma-based check; if the token is given to a leshy, increase the bonus to +10
- can check a box preceding this boon before attempting a saving throw to roll 1d20 and add your ranks in one Craft or Perform skill and use the result as your saving throw; if you have bonuses to that Craft or Perform skill from class abilities, traits, or feats, add them to this roll
- Water Affinity
- after rolling a saving throw against poison but before the results are revealed, can cross off this boon to gain a +5 alchemical bonus on the saving throw as if had consumed an antitoxin
- Fighting That Which Lies Between The Stars: You have faced the horrors of the Dark Tapestry and are one of the few who have survived the encounter with both mind and body mostly intact. As a result, you have developed greater mental fortitude against such cosmic horrors. You receive a +1 bonus on saves against fear and confusion effects.
- Insight Into The Dark Tapestry: Your experiences at Carrion Hill have given you a greater insight into the creatures that lie in the darkness between the stars. You may gain one bit of useful information about a single aberration as though you had succeeded at a Knowledge check to identify the creature. When you have used this boon, cross it off the chronicle sheet.
- can grant own weapon the devilbane quality for 1 minute, one use
- when using the retraining rules in Ultimate Campaign, retraining takes 1 fewer day per 5 days it would normally take
- can use the following favors as per normal actions: Disable Device +8, Bluff +10, Use Magic Device +8, bull's strength (CL 4th, concentration +6), invisibility (as previous); three uses

Hydrated Vitality An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.

Swim Speed Undines have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.

Water Sense Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water. This racial trait replaces energy resistance.

Padma Blossom: While grasped, a padma blossom grants its holder a +3 competence bonus on concentration checks and suppresses the following on its holder: morale bonuses, fear effects, and the confused, dazed, or stunned conditions. Twice per day, the bearer can cast calm emotions at CL 3rd.)

Fluffy Information
Age Unknown, presumably mid-to-late thirties or early forties
Hair Deep blue, about half patchy silver-white, shaved to about a quarter-inch, hairline withdrawn to back of head save for one patch in the front
Eyes Deep blue fading into near black towards pupil
Height 5'8.5"/175 cm
Weight 158 lbs./71,5 kg
General Appearance Slightly grayish-blue skin with fairly even skintone; patches of circular scars all over scalp; thin and toneless figure, slightly stooped posture; worn and tired face with heavy wrinkles; calloused hands and feet, almost always barefoot; wears pale gray robes with pale blue trim, covered in various stains, most prominently patches of gray chalk dust
Deity Groetus
Homeland Unknown

Skenaariot

  1. 25.4.2015 Pathfinder Quests: The Silverhex Chronicles
  2. 9.1.2016 #7-10: The Consortium Compact
  3. 7.2.2016 Pathfinder Module: Master of the Fallen Fortress
  4. 13.2.2016 #6-10: The Wounded Wisp (GM chronicle)
  5. 13.2.2016 #7-01: Between the Lines
  6. 11.3.2016 #4-19: The Night March of Kalkamedes (GM star replay)
  7. 20.5.2016 #6-11: The Slave Master's Mirror (GM star replay)
  8. 30.6.2016 #7-24: Dead Man's Debt
  9. 30.7.2016 #7-00: The Sky Key Solution (GM reward)
  10. 18.8.2016 #8-01: Portent's Peril
  11. 3.2.2017 #8-06: Reaping What We Sow
  12. 28.4.2017 #8-19: Treacherous Waves
  13. 19.10.2017 Pathfinder Module: Carrion Hill
  14. 30.11.2017 #16: To Scale the Dragon (GM chronicle)
  15. 11.3.2018 Pathfinder Module: Daughters of Fury, Part 3
  16. 6.2.2016 Pathfinder Module: Cult of the Ebon Destroyers (slow track, aktivoitu tasolla 7)
  17. 26.4.2018 #9-17: Oath of the Overwatched

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