Petra

artwork by Scott Altmann
Spiritualism by Eucalyp from the Noun Project

Basics

Level: 12th

Race: Human

Classes: Psychic (Esoteric Starseeker) 6, Stargazer 6

Alignment: Neutral Good

Age: Adult

Ability Score Modifier Temp Score Temp Mod
Strength 7 -2
Dexterity 12 +1
Constitution 14 +2
Intelligence 23 +6 29 +9
Wisdom 10 +0
Charisma 10 +0

• Int enhanced with Headband of Vast Intelligence +6

Initiative: +7 (+1 dex, +2 sidereal arcana, +4 familiar)

Speed: 40

Traits

  • Curator of Mystic Secrets (magic, exemplar): Twice per day when spontaneously casting a spell altered by metamagic, you can do so without increasing the spell’s casting time. For each other magic trait you have, you can use this trait’s benefit an additional time each day.
  • Eldritch Delver (magic): You gain a +1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and you may treat your caster level as 1 level higher for all conjuration spells of the teleportation subschool.
  • Magical Lineage (disintegrate) (magic): 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.
  • Overwhelming Beauty (magic): The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

Drawback

  • Impatient: You can't delay or ready actions, and if you are the last of your allies to act in a round of combat, you take a -1 penalty on ability checks, attack rolls, saving throws, and skill checks.

Favored Class: Psychic

skills by Adrien Coquet from the Noun Project

Human Racial Traits

  • Size: Medium
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Wayfarer: Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled.
Reading by Template from the Noun Project

Skills

Skill Total Ranks Ability Class Misc
Acrobatics +16 12 1 3 0
Disable Device +13 12 1 0 0
Knowledge (arcana) +24 12 9 3 0
Knowledge (engineering) +24 12 9 3 0
Knowledge (geography) +26 12 9 3 2
Knowledge (local) +23 9 9 3 2
Knowledge (nobility) +12 0 9 3 0
Knowledge (planes) +24 12 9 3 0
Linguistics +24 12 9 3 0
Perception +17 12 0 3 2
Sleight of Hand +13 12 1 0 0
Spellcraft +24 12 9 3 0
Stealth +13 12 1 0 0
Survival +6 3 0 3 0

• +2 to Knowledge (geography) and Knowledge (local) from Wayfarer

• +2 to Perception from Alertness when familiar is within reach

decision tree by Trevor Dsouza from the Noun Project

Feats

Light by Eucalyp from the Noun Project

Attack

Weapon Proficiencies: All simple weapons

Melee Touch: +5 (7 base, -2 str)

Ranged Touch: +8 (7 base, 1 dex)

Psychic Spell Range
Close 55ft
Medium 220ft
Long 880ft
Sphere by omoneko from the Noun Project

Defense

Armor Proficiencies: None

Armor Class: 15 (1 dex, 4 armor)

Flat-Footed AC: 14 (4 armor)

Touch AC: 11 (1 dex)

Combat Maneuver Defense: 16 (7 base, -2 str, 1 dex)

Saving Throws Total Base Ability Resistance Misc
Fortitude +9 4 2 3 0
Reflex +9 5 1 3 0
Will +11 8 0 3 0

Hit Points: 72

• +2 insight bonus vs mind-affecting effects [Stars Domain]

• +4 morale bonus vs fear effects [The Daughter]

• +4 armor bonus [Coat of Many Stars]

palm reading by Piotrek Chuchla from the Noun Project

Psychic Class Features

Phrenic Pool (link)

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 (Cha). 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.

Written in the Stars (link)

An esoteric starseeker can spend 1 hour each night in quiet contemplation of the stars to attune herself to a constellation of the Cosmic Caravan, gaining knowledge of new spells from it. She gains one bonus constellation spell slot for each spell level she can cast, and she can prepare a spell associated with her attuned constellation into that slot. Whenever she attunes herself to a constellation, the esoteric starseeker must also weaken her connection to one school of magic of her choice, increasing the casting time for all spells of that school to a full-round action or an additional full-round action, as though she were using a metamagic feat. She can change her attuned constellations and her weakened school each day when she prepares her constellation spells.

Detect Thoughts (link)

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.

Phrenic Amplification (Focused Force) (link)

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.

Portal by Selot Lo from the Noun Project

Warp Discipline Powers

Planar Scent (link)

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 (link)

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. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Turn Aside (link)

You can compress or inflate enough space around you to turn aside ranged attacks. At 5th level, you gain Deflect Arrows as a bonus feat. You can expend 1 point from your phrenic pool as an immediate action to gain a +4 deflection bonus against a single ranged attack.

constellations from monkik from the Noun Project

Stargazer Class Features

Guiding Light (link)

The stargazer gains a familiar (arctic hare), treating his stargazer level as his wizard level.

Hex (Gift of Consumption) (link)

Whenever the stargazer is exposed to an effect that requires her to attempt a Fortitude save, as an immediate action she can curse a creature within 30 feet to share the effect. The hexed creature must also attempt a Fortitude save at the same DC as the stargazer’s, and on a failure it is subject to the same effects as the stargazer. Regardless of the outcome of the saving throw, the creature can’t be targeted by this hex again for 1 day. This hex does not function with effects that require additional types of saves, such as phantasmal killer.

Mystery Magic (link)

At 1st and 9th levels, the stargazer gains a hex from the witch’s list of hexes. At 3rd level, the stargazer gains the Stars subdomain in addition to any domains he already has. If he isn’t a cleric, the subdomain’s spells are added to his class spell list (if necessary) and to his spells known, spellbook, familiar, or similar source. Spells added this way may be cast only once per day, unless using the stars are right ability. At 5th level, the stargazer gains the coat of many stars oracle revelation. At 7th level, he gains the star chart revelation.

Sidereal Arcana (The Stargazer) (link)

The constellation that shares his name warns the stargazer of danger. The stargazer gains a +2 insight bonus on initiative checks and is not considered flat-footed before he acts in combat, although this does not allow him to act if he could not otherwise do so.

Stars Domain (Guarded Mind) (link)

You gain a +2 insight bonus on saving throws against all mind-affecting effects.

Sidereal Arcana (The Wagon) (link)

The stargazer’s movement becomes swift and steady. He gains a +10-foot enhancement bonus to his movement speed, and can take 5-foot steps in difficult terrain. In addition, three times per day as a swift action, he can gain the effects of freedom of movement for 1 round, but only against effects created by demons.

Coat of Many Stars Revelation (link)

You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level this bonus increases by +2. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.

Sidereal Arcana (The Daughter) (link)

The stargazer and allies within 10 feet gain a +4 morale bonus on saving throws against fear, and the DC to demoralize them via Intimidate increases by 4. The stargazer is immune to fear effects created by demons.

Candle by anbileru adaleru from the Noun Project

Spells

Psychic spells per day
0th1st2nd3rd4th5th6th
-9+18+18+18+17+14+1
Psychic spells known

1 Spell known depends on constellation attuned with Written in the Stars

2 Domain spell can only be prepared in extra domain slot [Stars Domain]

Magic Scroll by Rena Rohrbacher from the Noun Project

Languages

Languages
  • Aboleth
  • Abyssal
  • Aklo
  • Aquan
  • Auran
  • Celestial
  • Common
  • Cyclops
  • D'ziriak
  • Draconic
  • Drow Sign Language
  • Dwarven
  • Elven
  • First Speech
  • Giant
  • Gnoll
  • Gnome
  • Goblin
  • Grippli
  • Halfling
  • Ignan
  • Infernal
  • Necril
  • Orc
  • Protean
  • Shadowtongue
  • Sphinx
  • Sylvan
  • Terran
  • Undercommon
Rabbit by Creative Studio PK from the Noun Project

Hare Familiar

Class: Familiar

Type: Magical Beast

Kind: Arctic Hare

Senses: low-light vision

Size: Tiny

Speed: 50

Bite: +12 (7 base, 3 dex, 2 size)

Damage: 1d3-4 (-4 str)

Armor Class: 18 (3 dex, 3 natural armor, 2 size)

Flat-Footed AC: 15 (3 natural armor, 2 size)

Touch AC: 15 (3 dex, 2 size)

Hit Points: 36

Saving Throws Total Base Ability Resistance Misc
Fortitude + 4 -1
Reflex + 5 3
Will + 8 1
Skill Total Ranks Ability Class Misc
Acrobatics +18 12 3 3 0
Disable Device +15 12 3 0 0
Knowledge (arcana) +11 12 -1 0 0
Knowledge (engineering) +11 12 -1 0 0
Knowledge (geography) +11 12 -1 0 0
Knowledge (local) +8 9 -1 0 0
Knowledge (planes) +11 12 -1 0 0
Linguistics +11 12 -1 0 0
Perception +16 12 1 3 0
Sleight of Hand +15 12 3 0 0
Spellcraft +11 12 -1 0 0
Stealth +26 12 3 3 8
Survival +4 3 1 0 0

Feats

  • Run: Run at 5 times your normal speed

Special

Alertness (link)

While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (link)

When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells (link)

The psychic may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A psychic may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (link)

The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (link)

If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (link)

If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

necklace by Smalllike from the Noun Project

Magic Items

Slot Item Price Weight
Headband Headband of Vast Intelligence +6 36,000gp 1lb
Shoulders Cloak of Resistance +3 9,000gp 1lb
Body Mnemonic Vestment 5,000gp 1lb
None Cracked Dusty Rose Prism Ioun Stone 500gp -
Carried Scroll of Permanency 1,375gp -
Carried Handy Haversack 1,000gp 3lb
Diamond by Ben Davis from the Noun Project
treasure by Smalllike from the Noun Project

Treasure

pp gp sp cp gems (gp value)
0 929 9 0 0

Mundane equipment