Morab Mentana, psionic spy

CG Medium humanoid
Str
10
Dex
14
Con
14
Int
22 16, 2, 2, 2
Wis
10
Cha
14
Race
Human
Class
Psychic 10
Rebirth discipline
Deity
Erastil
Senses
Normal
Speed
30 ft.
Languages
Common, Elven, Dwarven, Halfling, Gnomish, Celestial, Infernal, Draconic

traits
Historian
Reactionary
human
Improved Initiative min.1
level 1
Toughness min.1
psychic 1
Overpowering Mind min.1
level 3
Iron Will min.1
psychic 3
Undercast Surge min.1
level 5
Great Fortitude min.1
level 7
Persistent Spell min.1
psychic 7
Relentless Casting min.1
level 9
Dazing Spell min.1

90 ranks. Other class skills: Craft, Profession.


Your Spell DC is 10 + the spell level + your Intelligence modifier.
To make a concentration check, add your caster level + your Intelligence modifier.
To affect foes with spell resistance, make a caster level check ≥SR.

Occult Magic Rules

Somatic → Emotion (cannot be cast while under [emotion|fear] effect)
Verbal → Thought (concentration -10, safe move action negates)
Undercasting (If I know Summon Monster IV, I also automatically know Summon Monster III, II, I)

Level 0

Level 1 8/day

detect thoughts +1/day

Level 2 8/day

Level 3 7/day

Level 4 6/day

telepathic bond +1/day

Level 5 4/day

Mnemonic Esoterica

Every day, add a wizard spell to spells known.


Phrenic Pool 7/day

  • For 1, roll twice when overcoming SR.
  • For 2, as you undercast a spell, increase the version but not the slot.
  • For 2, increase Will DC of a spell by 1.
  • For 4, increase Will DC of a spell by 2.
  • For 2, as a safe immediate action when reduced to 0hp, heal 3d8+10. Auto-stabilize. Heals allies if still killed.

Dagger 19×2 10ft PS

+6 vs AC 5 bab, 0 str, 1 mwk
1d4 0 str


Guides used: Think It, And So It Shall Be ©cockroachTeaParty, A Pathfinder Guide to the Psychic ©dnoisette.

Qualities
Loyal & detail-oriented
Fault
Too many secrets
Eyes
Blue
Hair
Brown
Age
56
Weight
144 lbs
Height
5' 9''
Morab Mentana est un agent de la Résistance de Cheliax, farouchement opposé à la famille Thrune et au règne diabolique.
Il échappe aux Hellknights parce que ses pouvoirs occultes ne sont pas bien compris: il n'a pas l'air d'un magicien.
Il s'est spécialisé en camouflage, contre-espionnage, téléportation.