All characters

Franck Colum

Level 7 Aiuvarin Human Occult Librarian Psychic

Size
Medium
Key attribute
Intelligence
Hero points
3 / 3

Exported on 2026-10-28 from Foundry VTT 14.368, pf2e 8.5.0

Attributes

Strength
+3
How
  • +1 Occult Librarian (background)
  • +1 Level 1 boost
  • +1 Level 5 boost
Dexterity
+3
How
  • +1 Human (ancestry)
  • +1 Level 1 boost
  • +1 Level 5 boost
Constitution
+2
How
  • +1 Level 1 boost
  • +1 Level 5 boost
Intelligence½
+4
How
  • +1 Human (ancestry)
  • +1 Occult Librarian (background)
  • +1 Psychic (key attribute)
  • +1 Level 1 boost
  • +½ Level 5 boost
Wisdom
+0
How
    Charisma
    +0
    How

      Defenses

      Armor ClassT
      25
      10 + DEX 3 + Trained 9 + Chain Shirt (+1 potency) 3
      Hit points
      71 / 71
      Human HP 8 + Psychic HP × 7 42 + CON × 7 14 + Toughness 7
      FortitudeT
      +12
      CON 2 + Trained 9 + Mountain Shrine Enlightenment 1
      • +4 circumstance: Cooperative Nature
      ReflexT
      +13
      DEX 3 + Trained 9 + Bridge Shrine Enlightenment 1
      • +4 circumstance: Cooperative Nature
      WillE
      +12
      WIS 0 + Expert 11 + Garden Shrine Enlightenment 1
      • +4 circumstance: Cooperative Nature
      Resistances & immunities
      Mental 5 (Resolute Mind Wrap)
      Conditions
      None
      Active effects
      Bridge Shrine Enlightenment, Garden Shrine Enlightenment, Mountain Shrine Enlightenment, Lamp Lighter Boon

      Perception, speed & class DC

      PerceptionT
      +9
      WIS 0 + Trained 9
      • +4 circumstance: Cooperative Nature
      InitiativeT
      +9
      WIS 0 + Trained 9
      • +4 circumstance: Cooperative Nature
      Speed
      25 ft
      Human speed 25
      Class DCT
      23
      10 + INT 4 + Trained 9
      Senses
      Low Light Vision
      Languages
      Common, Dwarven, Elven, Fey, Goblin, Thalassic

      Skills

      SkillModRankBreakdown
      Acrobatics +12 T
      DEX 3 + Trained 9
      • +4 circumstance: Cooperative Nature
      Arcana +15 E
      INT 4 + Expert 11
      • +4 circumstance: Cooperative Nature
      Athletics +3 U
      STR 3 + Untrained 0
      • +4 circumstance: Cooperative Nature
      Crafting +5 U
      INT 4 + Untrained 0 + Effect: Lamp Lighter Boon 1
      • +4 circumstance: Cooperative Nature
      Deception +0 U
      CHA 0 + Untrained 0
      • +4 circumstance: Cooperative Nature
      Diplomacy +0 U
      CHA 0 + Untrained 0
      • +4 circumstance: Cooperative Nature
      Intimidation +0 U
      CHA 0 + Untrained 0
      • +4 circumstance: Cooperative Nature
      Medicine +10 T
      WIS 0 + Trained 9 + Effect: Lamp Lighter Boon 1
      • +4 circumstance: Cooperative Nature
      Nature +9 T
      WIS 0 + Trained 9
      • +4 circumstance: Cooperative Nature
      Occultism +17 M
      INT 4 + Master 13
      • +4 circumstance: Cooperative Nature
      Performance +0 U
      CHA 0 + Untrained 0
      • +4 circumstance: Cooperative Nature
      Religion +9 T
      WIS 0 + Trained 9
      • +4 circumstance: Cooperative Nature
      Society +5 U
      INT 4 + Untrained 0 + Effect: Lamp Lighter Boon 1
      • +4 circumstance: Cooperative Nature
      Stealth +12 T
      DEX 3 + Trained 9
      • +4 circumstance: Cooperative Nature
      Survival +9 T
      WIS 0 + Trained 9
      • +4 circumstance: Cooperative Nature
      Thievery +3 U
      DEX 3 + Untrained 0
      • +4 circumstance: Cooperative Nature
      Willowshore Lore +13 T
      INT 4 + Trained 9
      • +4 circumstance: Cooperative Nature
      Academia Lore +13 T
      INT 4 + Trained 9
      • +4 circumstance: Cooperative Nature

      Strikes

      Melee

      WeaponAttackRankDamageTraits
      Pencil-Thin Dagger +13 / +9 / +5 T 1d4+3 piercing AgileFinesseThrown 10Versatile S
      Breakdown
      Trained 9 + STR 3 + Potency rune 1 (not stacking: DEX +3)
      Damage: 1d4 + STR 3
      • +4 circumstance: Cooperative Nature
      Shortsword +4 / +0 / -4 U 2d6+3 piercing AgileFinesseVersatile S
      Breakdown
      Untrained 0 + STR 3 + Potency rune 1 (not stacking: DEX +3)
      Damage: 2d6 + STR 3
      • +4 circumstance: Cooperative Nature
      Fist +12 / +8 / +4 T 1d4+3 bludgeoning AgileFinesseNonlethalUnarmed
      Breakdown
      Trained 9 + STR 3 (not stacking: DEX +3)
      Damage: 1d4 + STR 3
      • +4 circumstance: Cooperative Nature

      Ranged

      WeaponAttackRankDamageTraits
      Delicate Clay Vial20 ft +4 / -1 / -6 U 2d8 vitality AlchemicalBombConsumableSplashVitality
      Breakdown
      Untrained 0 + DEX 3 + Item bonus 1
      Damage: 2d8
      • +4 circumstance: Cooperative Nature

      Weapon proficiencies

      • T Unarmed
      • T Simple
      • U Martial
      • U Advanced

      Armor proficiencies

      • T Unarmored
      • T Light
      • U Medium
      • U Heavy

      Feats & abilities

      LevelAncestry, skill & generalClass
      1
      Heritage
      AiuvarinYou have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain…

      You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.

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      Background
      Occult LibrarianHours spent reading numerous compendiums dedicated to various occult topics honed your knowledge of these more obscure magical arts. You mi…

      Hours spent reading numerous compendiums dedicated to various occult topics honed your knowledge of these more obscure magical arts. You might have taken to adventuring to finance your acquisition of rare tomes, to explore occult mysteries that can't be found in the pages of a book, or perhaps to put your skills to the test.

      Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.

      You're trained in the Occultism skill and the Academia Lore skill. You gain the Schooled in Secrets skill feat.

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      Background skill feat
      Schooled in SecretsYou notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow member…

      You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.

      If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.

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      Ancestry feat
      Cooperative NatureThe short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve gr…

      The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.

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      Attribute boostsSTR, CON, DEX, INT
      Class feature
      Psychic SpellcastingYou access the vast well of power that resides within your own mind, calling forth psychic magic with nothing but thought and will. You can…

      You access the vast well of power that resides within your own mind, calling forth psychic magic with nothing but thought and will. You can cast occult spells using the Cast a Spell activity. You alter some of the standard spell components when casting spells you know from your psychic spellcasting. Instead of speaking, you substitute any verbal components with a special mental component determined by your subconscious mind class feature. This represents how you exert your mind toward your intended effect. Any of these components impart the concentrate trait to the spell you're casting. You also substitute any material components with somatic components, though these tend to be simple movements of the hand or head compared to those used by other spellcasters. Your spells still have clear and noticeable visual and auditory manifestations, as normal for a spellcaster.

      Each day, you can cast one 1st-rank spell. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

      As you increase in level as a psychic, your number of spells per day increases, as does the highest rank of spells you can cast.

      Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is determined by your subconscious mind, your spell attack rolls and spell DCs use the modifier for the ability stated in your subconscious mind.

      Heightening Spells

      When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast to heighten it to that rank. Many spells have specific improvements when heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.

      Cantrips

      Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up-this is usually equal to the highest level of psychic spell slot you have. For example, as a 1st-level psychic, your cantrips are 1st-rank spells, and as a 5th-level psychic, your cantrips are 3rd-rank spells.

      As a psychic, you get the ability to improve some of your cantrips with special benefits and psi amps. Over the course of your career, your choice of conscious mind class feature gives you extra cantrips, benefits and psi amps for cantrips, and a collection of unique psi cantrips.

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      Class feature
      Psi Cantrips and AmpsThe magic of your mind manifests as psi cantrips, which you can modify by spending Focus Points. Like other cantrips, you can cast psi cant…

      The magic of your mind manifests as psi cantrips, which you can modify by spending Focus Points. Like other cantrips, you can cast psi cantrips as often as you like, and they are automatically heightened to half your level rounded up. Your psi cantrips are in addition to the cantrips you choose from the occult list as part of your psychic spellcasting. Generally, only feats can give you more psi cantrips. Unlike other cantrips, you can't swap out psi cantrips gained from psychic feats at a later level, unless you swap out the specific feat via retraining. At 1st level, you learn three psi cantrips determined by your choice of conscious mind; one is a unique psi cantrip and two are common cantrips, typically from the occult spellcasting tradition, that you always cast as psi cantrips. You automatically gain more psi cantrips as you progress in your career as a psychic.

      You start with a focus pool of 2 Focus Points. However, unlike other spellcasters, you don't gain focus spells that cost Focus Points to cast. Instead, you use your Focus Points to boost or modify your psi cantrips by applying amps—specialized thoughtforms that alter the expression of your psychic power. Each of your psi cantrips has a special amp heading. Whenever you cast a psi cantrip, you can amp it by spending 1 Focus Point to add the amp effect. You can also gain additional amps through feats, allowing you to substitute a psi cantrip's normal amp effect for another one. You choose which amp to use, if you choose to use any, each time you cast a psi cantrip. Unless otherwise noted, you can apply only one amp to a given psi cantrip.

      You refill your focus pool during your daily preparations, and you can regain Focus Points by spending 10 minutes using the Refocus activity to explore your mind, whether via meditation, practicing a craft or activity that gives you the mental space to self-reflect, or talking through your thoughts and feelings with yourself or another. If you've spent Focus Points only to amp psi cantrips or fuel psychic abilities since the last time you Refocused, you regain 2 Focus Points when you Refocus, up to your maximum of 2. If you've spent Focus Points on focus spells or abilities other than those from the psychic class (for instance, to cast a focus spell you gained from an archetype), you regain only 1 Focus Point.

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      Class feature
      Unleash PsycheWhen one thins the barrier between their inner mind and the outer world, one can unleash true psychic power. However, the mind wasn't meant…

      When one thins the barrier between their inner mind and the outer world, one can unleash true psychic power. However, the mind wasn't meant to tap its full strength for long, leading to backlash once your unleashed psyche ends.

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      Class feature
      Subconscious MindA psychic's power is born in the depths of their psyche, far from the surface. Your subconscious mind might represent the way your power co…

      A psychic's power is born in the depths of their psyche, far from the surface. Your subconscious mind might represent the way your power comes to you naturally, or it may be a framework you use to safely access the infinite potential of your mind. Either way, your subconscious mind fundamentally shapes how you access and wield psychic magic. Choose a subconscious mind from the options below. This choice will determine your key ability, special spellcasting components you use, and an action you can take while you have Unleashed your Psyche. The following options are available.

      • Emotional Acceptance (Cha): Throwing yourself headlong into your emotions is what lets you access your power.

      • Gathered Lore (Int): Tutors taught you specific axioms and lessons to help you harness your mind.

      • Precise Discipline (Int): Meticulously aligning your thoughts brings your mental power into reality.

      • Wandering Reverie (Cha): Your imagination fuels your magic through instinct and free association.

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      Class feature
      Conscious MindWhatever the subconscious source of a psychic's power, all find that a specific external manifestation of their magic comes most easily to…

      Whatever the subconscious source of a psychic's power, all find that a specific external manifestation of their magic comes most easily to them. This conscious outward expression adds several additional spells to your spell repertoire and grants you three psi cantrips. Two of these cantrips are common spells, though you gain an extra benefit with them that other spellcasters don't get, and the last is unique to your conscious mind. You also get two more unique psi cantrips at higher levels. Choose a conscious mind from the following options.

      • The Distant Grasp: Manipulate physical objects with telekinesis.

      • The Infinite Eye: Observe the world and weaponize your knowledge.

      • The Oscillating Wave: Redistribute thermal energy to create blazing heat and bone-chilling cold.

      • The Silent Whisper: Tap into the thoughts of those around you to soothe or influence.

      • The Tangible Dream: Weave your imagination into creations of force and light.

      • The Unbound Step: Bend and traverse space with teleportation and phasing.

      Specific spells you learn come from your conscious mind, which shapes the raw psychic power from your subconscious into the forms and phenomena that you intentionally cast. You select your conscious mind at 1st level, and it detemines the following.

      Granted Spells You automatically add the spells listed here to your spell repertoire, in addition to those you gain through psychic spellcasting. At 1st level, you gain a 1st-rank spell, and you learn the other spells on the list as soon as you gain the ability to cast psychic spells of that rank, learning the 2nd-rank spell at 3rd level, the 3rd-rank spell at 5th level, and so on.

      Standard Psi Cantrips These are two common cantrips you automatically gain at 1st level. While these are the same cantrips used by other spellcasters, you cast them as psi cantrips, enabling you to amp them for greater effect. Your mastery of psychic magic also grants you a passive benefit that applies every time you cast these cantrips, even when you haven't amped them. These benefits apply only with cantrips you gain from your conscious mind; you would cast a cantrip you gained with your psychic spellcasting class feature, for example, as normal even if it appears in a different conscious mind.

      Unique Psi Cantrips These psi cantrips are unique to your conscious mind. You automatically gain the surface psi cantrip at 1st level, automatically gain the deeper psi cantrip at 6th level, and automatically gain the deepest psi cantrip at 10th level.

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      Class feature
      Spell RepertoireBard The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choi…

      Bard The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

      You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Bard Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.

      Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.

      Swapping Spells in Your Repertoire

      As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.

      Oracle The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank divine spells of your choice and five divine cantrips of your choice. You choose these from the common spells on the divine list or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

      You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Oracle Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.

      Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.

      Swapping Spells in Your Repertoire

      As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.

      Psychic The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-rank occult spell of your choice and three occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank. Your choice of conscious mind also grants you additional spells in your repertoire, starting with an additional 1st-rabk spell and two cantrips listed in your conscious mind, which you cast as psi cantrips.

      You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-rank spell; at 3rd level, you select one 2nd-level spell, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell. Your conscious mind also adds additional spells to your repertoire as you gain spells of higher levels.

      Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, such as the spells you gain from your conscious mind, it wouldn't give you another spell slot, and vice versa.

      Swapping Spells in Your Repertoire

      As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.

      Sorcerer The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

      You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Sorcerer Spells per Day table above), you add a spell to your spell repertoire of the same rank. When you gain a new rank of spells, your first new spell is always the sorcerous gift spell for that rank that's listed in your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.

      Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa.

      Swapping Spells in Your Repertoire

      As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out bloodline spells. You can also swap out spells by retraining during downtime.

      Summoner The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank. Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it doesn't give you another spell slot, and vice versa.

      You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2–4: Summoner Spells per Day), you add a spell of the same rank to your spell repertoire. At 2nd level, you select another 1st-rank spell. At 3rd level, you add the first 2nd-rank spell to your repertoire. At 4th level you gain your second and your spell repertoire reaches its maximum size of five spells.

      At 5th level, in addition to adding two 3rd-rank spells to your repertoire, you lose your lowest rank of spell slots. Any time you lose a rank of spell slots, you lose two spells in your repertoire as well. These can come from spells you already know or out of the number of new spells you're learning. On levels in which you don't change your spell slots, you can swap out multiple spells, as described below.

      Swapping Spells in Your Repertoire

      As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. If it's a rank at which you lose a set of lower-rank slots, you can replace the two in either order. You can also instead swap a cantrip. You can also swap out spells by retraining during downtime.

      At 6th level and every even level thereafter, you can swap out any number of your spells for different spells of a rank you can cast. When you do, you must keep at least one spell you can cast with your lowest rank of spell slots so you don't end up with slots you can't use. For instance, at 6th level you would need to keep at least one 2nd-rank spell, but all your other spells could be 3rd rank.

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      2
      Skill feat
      Arcane SenseYour study of magic allows you to instinctively sense its presence. You can cast 1st-rank Detect Magic at will as an arcane innate spell. I…

      Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank Detect Magic at will as an arcane innate spell. If you're a master in Arcana, the spell is heightened to 3rd rank; if you're legendary, it is heightened to 4th rank.

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      Class feat
      Mental BufferYour mind deflects some amount of harm from attacks that induce pain or manipulate your mind directly. You gain resistance to mental damage…

      Your mind deflects some amount of harm from attacks that induce pain or manipulate your mind directly. You gain resistance to mental damage equal to half your level (minimum 1). This resistance increases to equal to your level while your Psyche is Unleashed.

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      3
      General feat
      Armor Proficiency (Light)You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in bo…

      You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. If you are at least 13th level, you become an expert in this armor type.

      Special You can select this feat more than once. Each time, you become trained in the next type of armor, as detailed above.

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      Class feature
      Signature SpellsExperience allows you to cast some spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a sign…

      Experience allows you to cast some spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.

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      4
      Skill feat
      InoculationYou have practice combating plague, and your patients are less likely to succumb to the same disease again for a time. When you successfull…

      You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time.

      When you successfully Treat a Disease on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 week.

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      Class feat
      Psi StrikesFrequency once per turn Requirements Your most recent action was to Cast a Spell or to Unleash your Psyche. You siphon residual psychic ene…

      Frequency once per turn

      Requirements Your most recent action was to Cast a Spell or to Unleash your Psyche.

      You siphon residual psychic energies from your spell into one weapon you're wielding or one of your unarmed attacks and when you unleash your mind, the energies flare to match. The attack deals an extra 1d6 force damage until the end of the current turn. If your Psyche is Unleashed, this benefit instead lasts until your psyche subsides.

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      5
      Ancestry feat
      Fey Influence (Gremlin)You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the fey trait and one of the…

      You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the fey trait and one of the following features which grant an innate primal spell that can be used once per day.

      • Anteater You can launch your tongue forward as a deadly attack, gaining Grim Tendrils.

      • Cat Sith You have catlike features and can appear as a mundane cat with Pest Form (cat only).

      • Cursed Bluebird You have blue feathers or wings. It's terrible luck to harm a bluebird, and you can manifest that power as Ill Omen.

      • Dryad Your body is covered in elegant vines, granting you Summon Plant or Fungus.

      • Faun Faun Your legs and feet are swift and possibly hooved, granting you Fleet Step.

      • Gremlin You have long, bat-like ears and gain Bane.

      • Monarch You have vestigial, insectile features and gain Spider Sting.

      • Unicorn You have a magical horn or a prominent symbol of one on your forehead, which you can use to cast Heal.

      Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.)

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      Attribute boostsINT, DEX, STR, CON
      6
      Skill feat
      Kreighton's Cognitive CrossoverTrigger You gain no information from a Recall Knowledge check (usually because you failed the secret check) using one of the two skills you…

      Trigger You gain no information from a Recall Knowledge check (usually because you failed the secret check) using one of the two skills you chose for this feat.

      Kreighton teaches his students that an agile mind can glean clues leading to the truth, even from the most unlikely of sources. You immediately reattempt the triggering check using the other chosen skill.

      Special When you gain this feat, choose two of the following skills: Arcana, Crafting, Lore (any one), Medicine, Nature, Occultism, Religion, or Society.

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      Class feat
      Violent UnleashTrigger You Unleash your Psyche. The force of your mind unleashing itself wracks your enemies with a violent shockwave. You deal ceil(@acto…

      Trigger You Unleash your Psyche.

      The force of your mind unleashing itself wracks your enemies with a violent shockwave. You deal ceil(@actor.level/2)d6 force damage to all creatures in a emanation|distance:20, with a basic Reflex save. This explosion is taxing, making you Stunned 1. At 5th level and every 2 levels thereafter, the damage increases by 1d6.

      Look up on Archives of Nethys

      7
      General feat
      ToughnessYour body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of r…

      Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

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      8
      Skill feat
      Class feat
      9
      Ancestry feat
      10
      Skill feat
      Attribute boosts
      Class feat
      11
      General feat
      12
      Skill feat
      Class feat
      13
      Ancestry feat
      14
      Skill feat
      Class feat
      15
      General feat
      Attribute boosts
      16
      Skill feat
      Class feat
      17
      Ancestry feat
      18
      Skill feat
      Class feat
      19
      General feat
      20
      Skill feat
      Attribute boosts
      Class feat

      Bonus & granted feats

      • Gathered Lorefrom Subconscious MindMany psychics are self-taught, frantically improvising how to best control their abilities before their power overwhelms them. Not you. Tut…

        Many psychics are self-taught, frantically improvising how to best control their abilities before their power overwhelms them. Not you. Tutored by a mentor or classically trained at a facility for psychic development, you've learned techniques and teachings for best harnessing the mind, cataloging each expression of psychic power with a specific teaching, anecdote, or phrase.

        Your thought components are mantras you associate with a given spell, which you mentally repeat as you cast. You might silently utter a teaching of resilience as you spin force into a barrier or hear the first three notes of a traveling song as you slip through space. Mantra components often produce runes or symbols from your learnings that are unique to each spell you cast, causing your spell manifestations to resemble those of conventional spellcasters to a much greater degree than those of other psychics.

        Key Ability Your key ability score is Intelligence.

        Psyche Action Recall the Teachings

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      • The Infinite Eyefrom Conscious MindThe true strength of the mind lies in the knowledge it contains, with each new observation contributing to the totality of its experiences.…

        The true strength of the mind lies in the knowledge it contains, with each new observation contributing to the totality of its experiences. To grow your experiences-and with them, your power-you devote yourself to observing as much as possible, casting your senses through space and time with clairvoyance and precognition.

        Granted Spells

        • 1st: Sure Strike

        • 2nd: Augury

        • 3rd: Organsight

        • 4th: Clairvoyance

        • 5th: Scouting Eye

        • 6th: Truesight

        • 7th: True Target

        • 8th: Unrelenting Observation

        • 9th: Foresight

        Standard Psi Cantrips

        Detect Magic

        You have the kind of fine control that other spellcasters can only dream of. When you cast detect magic, you're aware of any creature in the emanation affected by a spell or carrying a magic item, and you determine the main location of magic within any magical hazard in the emanation (with the normal restrictions on detecting illusions). This typically manifests as an alteration to your vision, such as seeing a soft aura around the creature or hazard. Sensing these phenomena doesn't make it clear which spell is on a creature, nor which of its items are magical. Your detect magic also gains the following amp.

        Amp Your pulse of detection magic helps you gain a sense of nearby magic's strengths or weaknesses. When you detect the presence of magic on an enemy or hazard, you gain a +1 status bonus to saves against magic originating from that enemy or hazard for 3 rounds. If you find magic from multiple sources with a single casting of detect magic, you get the bonus against all of them.

        Amp Heightened (7th) The status bonus to saves against magic increases to +2.

        Guidance

        You have eyes everywhere, allowing you to guide people from a great distance. The range of guidance increases to 120 feet. It also gains the following amp.

        Amp You can project a flash of insight to your ally in the nick of time to save them from failure. Amped guidance doesn't cause a creature to become temporarily immune to guidance, and a creature can be targeted by amped guidance even if it is temporarily immune to guidance.

        You can cast an amped guidance spell as a reaction triggered when your ally fails or critically fails an attack roll, Perception check, saving throw, or skill check, and the bonus from guidance would change the failure to a success or the critical failure to a normal failure. The bonus from guidance applies retroactively to their check.

        Amp Heightened (6th) The bonus from the spell increases to +2.

        Unique Psi Cantrips

        surface: Glimpse Weakness

        Amp The additional precision damage is 1d4+1.

        Amp Heightened (+2) The additional precision damage increases by 1d4+1.

        deeper: Omnidirectional Scan

        Amp Your scans are so minute that you can project your foe's likely strengths and weaknesses. You learn which of the target enemy's saving throws is highest and which is lowest, and you and all allies within 30 feet gain a +1 circumstance bonus to attacks and damage against the creature.

        If you take the Aid reaction you prepared for and succeed at your roll, these bonuses increase to +2 on the attack you're Aiding. On a critical success, they increase to +3, or to +4 if you have legendary proficiency in spell attack rolls.

        deepest: Foresee the Path

        Amp The spell has the same result on a failure as on a success (but still no effect on a critical failure). Each time you Sustain the Spell, you can choose an additional ally to target, granting them the same benefit as the initial target ally.

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      Inventory

      Bulk carried
      3; 8L
      Encumbered above
      8
      Maximum
      13
      PP
      0
      GP
      2
      SP
      77
      CP
      0
      • Pencil-Thin DaggerHeld · L BulkThis small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.

        This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.

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      • Armored CloakWorn (not equipped) · L BulkThis large, thick cloak is fitted with thin strips of metal at key locations along its length. A pair of straps attaches the cloak to your…

        This large, thick cloak is fitted with thin strips of metal at key locations along its length. A pair of straps attaches the cloak to your arms, giving you greater control over the cloak's movements. Using these straps, you can constantly move the cloak or keep it wrapped around yourself to block and intercept attacks. Many Firebrands favor wearing armored cloaks over traditional armor for style reasons, such as matching the cloak to the rest of their outfit.

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      • Cantrip Deck (Full Pack)Worn · — BulkIn an effort to spread the knowledge of magic as widely as possible, worshippers of Nethys discovered a way to bind cantrips into cards acc…

        In an effort to spread the knowledge of magic as widely as possible, worshippers of Nethys discovered a way to bind cantrips into cards accessible even to non-spellcasters. The deck contains thick parchment cards, each roughly half the size of a playing card. In precise, no-nonsense script, each card simply states the name of its cantrip, color-coded based on its school.

        This pack contains 24 cards-one of each cantrip in the Core Rulebook.

        Activate 1 or more (envision, Interact)

        Effect You envision your desired cantrip, causing its card to rise to the top of the deck, and draw the card. The deck casts that cantrip as a 1st-rank spell, with a DC of 15 and a spell attack modifier of +5. The card crumbles into dust as the cantrip takes effect. The activation takes the same number of actions as the cantrip you chose takes to cast.

        • Acid Splash

        • Void Warp

        • Light

        • Daze

        • Detect Magic

        • Vitality Lash

        • Divine Lance

        • Electric Arc

        • Forbidding Ward

        • Ghost Sound

        • Guidance

        • Know the Way

        • Light

        • Telekinetic Hand

        • Message

        • Prestidigitation

        • Ignition

        • Ray of Frost

        • Read Aura

        • Shield

        • Sigil

        • Stabilize

        • Tangle Vine

        • Telekinetic Projectile

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      • Antidote (Lesser)Worn · L BulkActivate A (manipulate) An antidote protects you against toxins. Upon drinking an antidote, you gain a +2 item bonus to Fortitude saving th…

        Activate A (manipulate)

        An antidote protects you against toxins. Upon drinking an antidote, you gain a +2 item bonus to Fortitude saving throws against poisons for 6 hours.

        Effect: Antidote

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      • Healer's ToolkitWorn · 1 BulkThis kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or T…

        This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's toolkit, you can draw and replace its tools as part of the action that uses them.

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      • ShortswordHeld (2 hands) · L BulkThese blades come in a variety of shapes and styles, but they are typically 2 feet long.

        These blades come in a variety of shapes and styles, but they are typically 2 feet long.

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      • Delicate Clay VialWorn · L BulkFunctions as a moderate Ghost Charge Usage held in 1 hand Activate A Strike These spring-loaded metal canisters contain a mixture of chemic…

        Functions as a moderate Ghost Charge

        Usage held in 1 hand

        Activate A Strike

        These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures.

        A ghost charge gives a +1 item bonus to attack rolls, deals 2d8 positive damage and 2 positive splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. A primary target that takes damage from a ghost charge becomes Enfeebled 1 until the start of your next turn.

        Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead.

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      • Yeri's Holy Prayer BeadsWorn · — BulkThis strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell w…

        This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity's religious symbol and iconography. The beads don't transform or function for an evil spellcaster.

        Whenever you cast a divine spell from your own spell slots while holding the prayer beads, you recover 1[vitality,healing]{1 Hit Point}; this is a positive healing effect. If the spell you cast was a healing spell, you can grant this additional healing to one of the spell's targets instead of yourself.

        Activate Cast a Spell

        Effect Cast Bless or Heal, each once per day.

        Craft Requirements You have a spellcasting class feature with the divine tradition.

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      • Bright Blue OrchidWorn · L BulkFunctions as Healing Vapor (Lesser) Activate 3 Interact Healing vapor is a substance that accelerates natural recovery processes by dispers…

        Functions as Healing Vapor (Lesser)

        Activate 3 Interact

        Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a type:burst|distance:5, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains 1 Hit Point every 2 minutes. While affected, a creature also gains a +1 item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows.

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      • Invigorating SoapWorn · L BulkActivate 10 minutes (Interact) This slender bar of pine-scented soap can only be activated when you're immersed in water. Upon activation,…

        Activate 10 minutes (Interact)

        This slender bar of pine-scented soap can only be activated when you're immersed in water. Upon activation, the soap covers you in a sudsy foam that quickly fades, filling you with energy and soothing away aches and pains. It immediately restores 10[healing] Hit Points and removes the Fatigued condition. If you begin an 8-hour period of rest immediately after using invigorating soap, you regain an additional 10 Hit Points from resting.

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      • Resolute Mind WrapWorn, invested · — BulkThe followers of the Tan Sugi monastery understood the value of protecting the mind from the intrusion of violence and anger and infused th…

        The followers of the Tan Sugi monastery understood the value of protecting the mind from the intrusion of violence and anger and infused this strip of striped green and brown cloth with their beliefs. Wrapped around the head, the stripes almost evoke the patterns of sugi branches coiled around the wearer's skull. The resolute mind wrap grants you resistance 5 against mental damage.

        Activate – Still Mind r envision

        Frequency once per day

        Trigger You attempt a Will save against a mental effect

        Effect For 1 minute, you a +1 circumstance bonus to Will saves and the resistance to mental damage increases to 10. Both effects end if you fail a Will save.

        Effect: Resolute Mind Wrap

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      • Healer's Tools (Expanded)Worn · 1 BulkThis kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or T…

        This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. Expanded healer's tools provide a +1 item bonus to such checks. If you wear your healer's tools, you can draw and replace them as part of the action that uses them.

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      • Scroll of Tomorrow's Dawn (Rank 4)Worn · L BulkTomorrow's Dawn Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using…

        Tomorrow's Dawn

        Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.

        To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).

        Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.

        Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.

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      • Chain ShirtWorn, invested · 1 BulkSometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainma…

        Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.

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      Actions & reactions

      Actions and activities

      • Recall the Teachings◆OccultPsychePsychicThe heightened power of your psyche lets you recall every lesson you've ever learned. You search your mind for the right teaching, which at…

        The heightened power of your psyche lets you recall every lesson you've ever learned. You search your mind for the right teaching, which at first seems cryptic but comes into clarity when it's most relevant. Until the start of your next turn, you count as having prepared to Aid all allies within 30 feet of you. If you use the Aid reaction to help one of them during that time, you roll an Occultism check for Aid as you recall a lesson to help them. Most lessons take the form of short axioms, parables, or sayings, meaning that conveying them to your ally usually grants your Aid reaction the auditory and linguistic traits.

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      Free actions and reactions

      • Unleash Psyche◇PsychicTrigger Your turn begins. Requirements You're in an encounter, you Cast a Spell on your previous turn, and you aren't Stupefied. You call o…

        Trigger Your turn begins.

        Requirements You're in an encounter, you Cast a Spell on your previous turn, and you aren't Stupefied.

        You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall Unconscious, whichever comes first. You can't voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur.

        • You're constantly surrounded by the visual manifestation of your psychic magic.

        • When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell's rank. This applies only to spells that don't have a duration and that you cast using psychic spellcasting.

        • You can use actions that have the psyche trait. After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can't use Unleash Psyche again for 2 rounds, and you're Stupefied 1 for 2 rounds.

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      • Psi Strikes◇MindshiftPsychicFrequency once per turn Requirements Your most recent action was to Cast a Spell or to Unleash your Psyche. You siphon residual psychic ene…

        Frequency once per turn

        Requirements Your most recent action was to Cast a Spell or to Unleash your Psyche.

        You siphon residual psychic energies from your spell into one weapon you're wielding or one of your unarmed attacks and when you unleash your mind, the energies flare to match. The attack deals an extra 1d6 force damage until the end of the current turn. If your Psyche is Unleashed, this benefit instead lasts until your psyche subsides.

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      • Violent Unleash◇MindshiftOccultPsychicTrigger You Unleash your Psyche. The force of your mind unleashing itself wracks your enemies with a violent shockwave. You deal ceil(@acto…

        Trigger You Unleash your Psyche.

        The force of your mind unleashing itself wracks your enemies with a violent shockwave. You deal ceil(@actor.level/2)d6 force damage to all creatures in a emanation|distance:20, with a basic Reflex save. This explosion is taxing, making you Stunned 1. At 5th level and every 2 levels thereafter, the damage increases by 1d6.

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      • Kreighton's Cognitive Crossover⤾GeneralSkillTrigger You gain no information from a Recall Knowledge check (usually because you failed the secret check) using one of the two skills you…

        Trigger You gain no information from a Recall Knowledge check (usually because you failed the secret check) using one of the two skills you chose for this feat.

        Kreighton teaches his students that an agile mind can glean clues leading to the truth, even from the most unlikely of sources. You immediately reattempt the triggering check using the other chosen skill.

        Special When you gain this feat, choose two of the following skills: Arcana, Crafting, Lore (any one), Medicine, Nature, Occultism, Religion, or Society.

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      Spells

      Occult Spontaneous Spells

      Occult · Spontaneous · INT · uses Psychic class DC

      Spell attackT
      +13
      INT 4 + Trained 9
      • +4 circumstance: Cooperative Nature
      Spell DCT
      23
      10 + INT 4 + Trained 9
      Rank1234
      Slots / day2221
      Remaining2221

      Cantrips

      • Daze◆◆CantripConcentrateManipulateMentalNonlethalYou push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target cri…

        You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also Stunned 1.

        Heightened (+2) The damage increases by 1d6.

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      • Forbidding Ward◆◆CantripConcentrateManipulateYou ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and s…

        You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.

        Spell Effect: Forbidding Ward

        Heightened (6th) The status bonus increases to +2.

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      • Telekinetic Projectile◆◆CantripAttackConcentrateManipulateYou hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the ta…

        You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal 2d6 bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage.

        Critical Success You deal double damage.

        Success You deal full damage.

        Heightened (+1) The damage increases by 1d6.

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      Rank 1 repertoire

      • Exchange Image◆◆Rank 1ConcentrateIllusionManipulateVisualTo mislead pursuers, the Lacunafex developed the means to swap visages. You trade appearances with the target, with the effects depending o…

        To mislead pursuers, the Lacunafex developed the means to swap visages. You trade appearances with the target, with the effects depending on the result of the target's Will saving throw. Willing and Unconscious targets automatically critically fail this saving throw.

        Critical Success No effect.

        Success You take on the target's appearance, and they take yours. This has the same effects as a 1st-rank Illusory Disguise spell, except that the target can't Dismiss the disguise. The duration is 1 minute or until Dismissed.

        Failure As success, but the duration is 1 hour or until Dismissed.

        Critical Failure As success, but the duration is 24 hours.

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      • Kinetic Ram◆–◆◆◆Rank 1ConcentrateForceGathering kinetic energy, you either focus it in a straight line or disperse it as an encircling ripple. Any creature targeted by this spel…

        Gathering kinetic energy, you either focus it in a straight line or disperse it as an encircling ripple. Any creature targeted by this spell must succeed at a Fortitude saving throw or be pushed 10 feet away from you (or 20 feet on a critical failure). The spell's area or range and how many creatures it affects is based on how many actions you spend when Casting the Spell.

        1 The spell targets one creature within 15 feet.

        2 The spell targets one creature within 30 feet. The distance the target is pushed if it fails is doubled, and on a critical failure, the target is also knocked Prone and takes 1d6 bludgeoning damage.

        3 The spell targets all creatures in a emanation|distance:5.

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      • Sure Strike◆Rank 1ConcentrateFortuneThe next time you make an attack roll before the end of your turn, roll it twice and use the better result. The attack ignores circumstance…

        The next time you make an attack roll before the end of your turn, roll it twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being Concealed or Hidden. You are then temporarily immune to sure strike for 10 minutes.

        Spell Effect: Sure Strike

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      Rank 2 repertoire

      • Spirit Sense◆◆Rank 2ConcentrateDetectionManipulateMentalYou open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't Searching, you get a check to find haunts…

        You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't Searching, you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: Perception checks to Seek, attempts to Recall Knowledge, skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits.

        Heightened (6th) The spell's duration lasts until the next time you make your daily preparations.

        Spell Effect: Spirit Sense

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      • Illusory Shroud◆◆Rank 2ConcentrateIllusionManipulateVisualYou shroud the target in subtle illusions that make it difficult to detect. The target gains a +1 status bonus to Stealth checks to Hide or…

        You shroud the target in subtle illusions that make it difficult to detect. The target gains a +1 status bonus to Stealth checks to Hide or Sneak. For the duration, the target can become Hidden to a creature even if they don't have cover and aren't otherwise Concealed from that creature. Even if the target isn't concealed or doesn't have cover or greater cover at the end of a Sneak action, the target isn't automatically observed.

        Spell Effect: Illusory Shroud

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      • Augury10 minutesRank 2ConcentrateManipulatePredictionYou gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell…

        You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveal the GM's best guess among the following outcomes: good, bad, mixed (the results will be a mix of good and bad), and nothing (there won't be particularly good or bad results).

        The GM rolls a secret DC 6 Flat. On a failure, the result is always "nothing." This makes it impossible to tell whether a "nothing" result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result.

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      Rank 3 repertoire

      • Infectious Ennui◆◆Rank 3ConcentrateEmotionManipulateMentalWith a wave of your hand and a short invocation, you cause feelings of ennui and impending doom to well up in the mind of the targeted crea…

        With a wave of your hand and a short invocation, you cause feelings of ennui and impending doom to well up in the mind of the targeted creature, who must attempt a Will save.

        Critical Success The target is unaffected.

        Success The target is momentarily overwhelmed with ennui. It becomes Slowed 1 as it grapples mentally with the pointlessness of existence, but at the end of the target's next turn, the spell effect ends.

        Failure The target is slowed 1 and Frightened 1 from the sense of ennui, and remains slowed and can't reduce the frightened condition below 1 as long as the spell is sustained. At the start of the target's turn, choose one creature within 30 feet of the target to attempt a Will save as well; on a failure, that creature is slowed 1 for 1 round; either way, they are then temporarily immune to this casting of infectious ennui. (Ennui does not continue to spread from this secondary target.)

        Critical Failure As failure, but the primary target is Slowed 2 and Frightened 2.

        Heightened (5th) When a secondary target becomes slowed, it remains slowed as long as the spell is sustained.

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      • Percussive Impact◆◆Rank 3AttackConcentrateManipulateSonicYou lob a compressed ball of sound at a foe. The ball explodes on impact, unleashing a powerful blast of sound. Make a spell attack roll. I…

        You lob a compressed ball of sound at a foe. The ball explodes on impact, unleashing a powerful blast of sound. Make a spell attack roll. If you hit, you deal 4d8 bludgeoning damage plus 1d4 sonic splash damage. On a critical success, the target is also Deafened for 1 round.

        Heightened (+2) The bludgeoning damages increases by 4d8, the sonic splash damage increases by 1d4, and the duration of the deafened condition increases by 2 rounds.

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      • Organsight◆◆Rank 3ConcentrateManipulateRevelationYou see the target as though it's dissected and arrayed before you. For the duration, you gain a +2 circumstance bonus on Medicine checks a…

        You see the target as though it's dissected and arrayed before you. For the duration, you gain a +2 circumstance bonus on Medicine checks against the target that depend on its organs, but a -2 circumstance penalty on Medicine checks depending on seeing its skin.

        When you Cast the Spell, attempt a special Recall Knowledge check using Medicine to spot and discern a vital organ. If you have a Lore skill appropriate to the creature, you can use that skill instead of Medicine. If you succeed, the next time you deal piercing or slashing damage to the target with a Strike or spell, you deal 4d6 additional precision damage. Once on each of your subsequent turns, you can use a single action to attempt the special Recall Knowledge check again. The extra damage isn't cumulative, so making the check more than once before a Strike or spell has no extra benefit.

        Spell Effect: Organsight

        Heightened (+1) The precision damage increases by 1d6.

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      Rank 4 repertoire

      • Vision of Death◆◆Rank 4ConcentrateDeathEmotionFearManipulateMentalYou force the target to see a vision of its own death. It takes 8d6 mental damage with a Will save. If the target is reduced to 0 HP by thi…

        You force the target to see a vision of its own death. It takes 8d6 mental damage with a Will save. If the target is reduced to 0 HP by this spell, its vision becomes reality and kills it instantly.

        Critical Success The target is unaffected.

        Success The target takes half damage and is Frightened 1.

        Failure The target takes full damage and is Frightened 2.

        Critical Failure The target takes double damage, is Frightened 4 and is Fleeing for as long as it's frightened.

        Heightened (+1) The damage increases by 2d6.

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      Arcane Innate Spells

      Arcane · Innate · INT · uses Psychic class DC

      Spell attackT
      +13
      INT 4 + Trained 9
      • +4 circumstance: Cooperative Nature
      Spell DCT
      23
      10 + INT 4 + Trained 9
      • Detect Magic◆◆CantripConcentrateDetectionManipulateYou send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choo…

        You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an Invisibility Potion) typically are detected normally.

        Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.

        Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

        Look up on Archives of Nethys

      Primal Innate Spells

      Primal · Innate · INT · uses Psychic class DC

      Spell attackT
      +13
      INT 4 + Trained 9
      • +4 circumstance: Cooperative Nature
      Spell DCT
      23
      10 + INT 4 + Trained 9
      • Bane◆◆Rank 1AuraConcentrateManipulateMentalYou fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a –1 status penalty to attack rolls…

        You fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a –1 status penalty to attack rolls as long as they are in the area. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet and force enemies in the area that weren't yet affected to attempt another saving throw.

        Bane can counteract Bless.

        Spell Effect: Bane

        Look up on Archives of Nethys

      Occult Focus Spells

      Occult · Focus · INT · uses Psychic class DC

      Spell attackT
      +13
      INT 4 + Trained 9
      • +4 circumstance: Cooperative Nature
      Spell DCT
      23
      10 + INT 4 + Trained 9

      Focus points: 2 / 3

      • Detect Magic◆◆CantripConcentrateDetectionManipulateYou send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choo…

        You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an Invisibility Potion) typically are detected normally.

        Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.

        Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

        Look up on Archives of Nethys

      • Glimpse Weakness◆CantripConcentratePsychicYou glimpse a loose scale, a seam in a foe's armor, or a similar weakness, aiding your allies in landing a precise hit. The first ally that…

        You glimpse a loose scale, a seam in a foe's armor, or a similar weakness, aiding your allies in landing a precise hit. The first ally that hits the target with a successful Strike deals additional precision damage equal to 1 + this spell's rank, and then the spell ends.

        Spell Effect: Glimpse Weakness

        Look up on Archives of Nethys

      • Guidance◆CantripConcentrateYou ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw…

        You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

        Spell Effect: Guidance

        Effect: Guidance Immunity

        Look up on Archives of Nethys

      • Omnidirectional Scan◆CantripConcentratePsychicScryingYou quickly view your surroundings from a variety of angles, your senses constructing an overall mental picture. You can choose to Seek the…

        You quickly view your surroundings from a variety of angles, your senses constructing an overall mental picture. You can choose to Seek the entire emanation of the spell.

        Regardless of whether you Seek, target one ally and one enemy in the area; if a target is Concealed or Hidden from you, you automatically succeed at the flat check to target it with this spell. You prepare to Aid the target ally on an attack roll against the target enemy. If you take this Aid reaction, you use your spell attack modifier and proficiency rank on your check to Aid. If you critically fail the roll to Aid, you get a failure instead.

        Look up on Archives of Nethys

      Origin, personality & notes

      Ethnicity
      half-elf (Aiuvarin)
      Nationality
      Mwangi
      Birthplace
      Senghor, Mwangi Expanse, Garund
      Age
      32
      Gender & pronouns
      he/him
      Height
      5'3"
      Weight
      120lbs
      Appearance

      Short and wiry, dark, slightly elven features. Wears a dark cloak and hat.

      Attitude

      fascinated, suspicious

      Catchphrases

      Oh, uhh... just one more thing.

      Backstory

      A newcomer to Willowshore, Franck is a spiritual investigator who is fascinated by the supernatural. He was drawn from far away by rumors of strangeness and ghosts. He arrived and realized this was in fact not a city beset by ghosts, but living in a kind of harmony with them, if you can call it that. Determined to learn everything he can about this town, he decided to stay and become a citizen, settling down near the docks, familiar to him because of his upbringing near Senghor in the Mwangi Expanse.