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30/09/2022, 14:43 Gerr 'imble Psychic Shuriken Thrower

Gerr 'imble Psychic Shuriken Thrower


monk 3/psychic 3 Lawful Neutral
CHARACTER LEVEL (favored class = Monk)
ALIGNMENT
gnome Small Female 54 3' 3" 35 lb.
RACE
SIZE
GENDER
AGE
HEIGHT
WEIGHT
  Tanned Auburn Hazel
DEITY
SKIN
HAIR
EYES
ABILITIES
HP TOTAL DR
SPEED MODIFIERS
ABILITY
ABILITY
TEMP
TEMP
HIT POINTS 40

LAND 20
FT.
4
SQ. 30
FT.
6
SQ.
ABILITY NAME SCORE MODIFIER ADJUSTMENT MODIFIER

STR 13 +1 WOUNDS/CURRENT HP
BASE SPEED WITH ARMOR

Strength

FT.
FT.
FT.
DEX 16 +3 FLY
FT.
MANEUVERABILITY SWIM CLIMB BURROW

Dexterity

CON 14 +2
Constitution NONLETHAL DAMAGE SKILLS
Total
Ability
Misc.

INT 12 +1
Skill Name Bonus Mod.
Ranks
Mod.
Intelligence ✓ Acrobatics 14 =DEX 3 + 6
+ 3 +
WIS 16 +3 INITIATIVE HERO PTS Appraise 1 =INT 1 + 0 +
Wisdom 0 ✓ Bluff 1 =CHA 1 + 0 +
CHA +3 = 3 + 0
✓ Climb 8 =STR 1 + 4
+ 3 +
13 +1 TOTAL DEX
MISC

Charisma MOD. MOD. ✓ Diplomacy 1 =CHA 1 + 0 +


Disable Device
1 =DEX 3 + 0 +
AC 18 = 10 + + + 3 + 1 TOUCH 18 Disguise 1 =CHA 1 + 0 +
ARMOR
SHIELD
DEX
SIZE

TOTAL BONUS BONUS MODIFIER MODIFIER ✓ Escape Artist 3 =DEX 3 + 0 +


FLAT- ✓ Fly 7 =DEX 3 + 0 +
+ + + + 1 FOOTED 14
Handle Animal 1 =CHA 1 + 0 +
NATURAL
DEFLECT
MISC
DODGE

ARMOR MODIFIER MODIFIER BONUS Heal 3 =WIS 3 + 0 +


BASE
ABILITY
MAGIC
MISC
TEMPORARY
✓ Intimidate 1 =CHA 1 + 0 +
SAVING THROWS TOTAL
SAVE MODIFIER MODIFIER MODIFIER MODIFIER
✓ Knowledge (local) 7 =INT 1 + 3
+ 3 +
FORTITUDE 6 = 4 + 2 + + + ✓ Linguistics 1 =INT 1 + 0 +
(CONSTITUTION)
REFLEX ✓ Perception 12 =WIS 3 + 4
+ 3 +
(DEXTERITY)
7 = 4 + 3 + + + ✓ Profession (fisherman) 5 =WIS 3 + 0 +
WILL 9 = 6 + 3 + + + ✓ Ride 3 =DEX 3 + 0 +
(WISDOM)
✓ Sense Motive 10 =WIS 3 + 4
+ 3 +
Situational Modifiers Sleight of Hand
3 =DEX 3 + 0 +
All Saves: +2 vs. illusions •+2 vs. enchantments ✓ Spellcraft 1 =INT 1 + 0 +
BASE ATTACK BONUS +3
SPELL RESISTANCE   ✓ Stealth 14 =DEX 3 + 4
+ 3 +
Survival 3 =WIS 3 + 0 +
CMB 4 = 3 + 1 + -1 ✓ Swim 5 =STR 1 + 1
+ 3 +
BASE STRENGTH SIZE
TOTAL ATTACK MODIFIER MODIFIER Use Magic Device 1 =CHA 1 + 0 +
CMD 20 = 3 + 1 + 3 + -1 + 10 ✓ = Class Skill, = Trained Only, = Armor Check Penalty Applies
BASE STRENGTH DEXTERITY SIZE
TOTAL ATTACK MODIFIER MODIFIER MODIFIER
LANGUAGES
WEAPON
[in both hands] ATTACK BONUS CRITICAL
Common •
Dwarven •
Gnome •
Sylvan
+2 quarterstaff +7 ×2
TYPE RANGE AMMUNITION DAMAGE

B 1d4+3
Flurry of Blows: +6/+6
Equipped in Hero Lab (cannot calculate two-weapon values)

WEAPON ATTACK BONUS CRITICAL


Infested bandages (3/day) +6 ×2
TYPE RANGE AMMUNITION DAMAGE
B 1d4+2
Unknown handedness (no two-weapon fighting values available)

WEAPON ATTACK BONUS CRITICAL


Unarmed strike +5 ×2
TYPE RANGE AMMUNITION DAMAGE
B 1d4+1
Flurry of Blows: +4/+4
Unknown handedness (no two-weapon fighting values available)

WEAPON ATTACK BONUS CRITICAL


Masterwork shuriken +8 ×2
TYPE RANGE AMMUNITION DAMAGE
P 10' x20 2
Flurry of Blows: +7/+7
Unknown handedness (no two-weapon fighting values available)

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COMBAT MANEUVERS
MONEY
TRACKED RESOURCES
Maneuver CMB CMD Platinum 0 Resource Max. Used
Awesome Blow +4 20 Gold 130 Boots of speed (10 rounds/day) 10
Bind +4 20 Silver 0 Dancing Lights (1/day) 1
Bull Rush +4 20 Copper 0 Detect Thoughts (1/day) 1
Bypass Armor +4 20 Valuables 0 Ghost Sound (1/day) 1
Corps A Corps +4 20 ENCUMBRANCE Infested bandages (3/day) 3
Create Opening +4 20 Current 30.225 lbs Masterwork shuriken 20
Dirty Trick +4 20 Light 37.5 lbs Phrenic Pool (2/day) (Su) 2
Disarm +4 20 Medium 75 lbs Potion of cure light wounds 2
Drag +4 20 Heavy 112.5 lbs Potion of invisibility 1
Enemy Cover +4 20 Prestidigitation (1/day) 1
Feint +4 20 EXPERIENCE Rift Reach (10 feet, 3 rounds, 4/day) (Su) 4
Garrote Opponent +4 20 Current 0 Speak with Animals (1/day) 1
Grapple +4 20 Next Level Unknown Stunning Fist (3/day, DC 16) 3
Hinder Natural Attack +4 20 Torch 10
Hinder Special Ability +4 20 Trail rations 5
Joint Strike +4 20
Overrun +4 20 GEAR
Paralyze Opponent +4 20 Backpack
Qty Item Weight Cost
Parry Attack +4 20
empty
Pull +4 20
Push +4 20 Belt pouch
Reposition +4 20 Qty Item Weight Cost
Rope-A-Dope +4 20 empty
Sacrificial Critical +4 20 Gear In No Container
Sap +4 20 Qty Item Weight Cost
Scar Opponent +4 20 16,600
1 +2 quarterstaff 2 lbs
Steal +4 20 gp
Sunder +4 20 1 Belt of incredible dexterity +2 0.5 lbs 4,000 gp
Throw +4 20 12,000
1 Boots of speed (10 rounds/day) 0.5 lbs
Trip +4 20 gp
13,500
1 Infested bandages (3/day)
gp
SPECIAL ABILITY/FEATURE SUMMARY
20 Masterwork shuriken 0.05 lbs 304 gp
Low-Light Vision
Defensive Training +4 2 Potion of cure light wounds 100 gp
Evasion (Ex) 1 Potion of invisibility 300 gp
Flurry of Blows +2/+2 (Ex) 1 Ring of force shield 8,500 gp
Hatred +1 1 Ring of jumping 2,500 gp
Phrenic Pool (2/day) (Su) 1 Backpack 0.5 lbs 2 gp
Dancing Lights (1/day) 1 Belt pouch 0.125 lbs 1 gp
Detect Thoughts (1/day) 1 Blanket 0.25 lbs 5 sp
Ghost Sound (1/day) 1 Rope 10 lbs 1 gp
Prestidigitation (1/day) 1 Soap 0.5 lbs 1 cp
Speak with Animals (1/day) 10 Torch 1 lb 1 sp
Detect Thoughts (Sp) 2 gp, 5
Fast Movement (+10 ft.) 5 Trail rations 0.25 lbs
sp
Illusion Resistance
1 Waterskin 1 lb 1 gp
Maneuver Training (Ex)
Overpowering Mind (Ex)
Phrenic Strike (Su)
Planar Scent (Su)
Rift Reach (10 feet, 3 rounds, 4/day) (Su)
Stunning Fist (Ex)
Unarmed Strike (1d6)
FEATS SUMMARY
Acrobatic
Deadly Aim -1/+2
Dodge
Improved Unarmed Strike
Mobility
Monk Weapon Proficiencies
Point-Blank Shot
Simple Weapon Proficiency - All
Stunning Fist (3/day, DC 16)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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SPELL SUMMARY
PSYCHIC SPELLS
Spell Level: 0 1
Casts Per Day: 6

Level Spell Casting Time Range DC Resist Duration


0 Ghost Sound 1 action close (25 + 5 ft./2 levels) 12 no 1 round/level (D)
0 Lullaby 1 action medium (100 + 10 ft./level) 11 yes concentration + 1 round/level (D)
0 Message 1 action medium (100 + 10 ft./level) 11 no 10 min./level
0 Sift 1 action 30 ft. 11 no instantaneous
0 Telekinetic Projectile 1 action close (25 + 5 ft./2 levels) 11 no instantaneous
1 Abjuring Step 1 action personal 12 1 round/level or until discharged
1 Blurred Movement 1 action personal 13 1 minute/level (D)
1 Burst of Adrenaline 1 immediate action personal 12 no instantaneous
1 Entropic Shield 1 action personal 12 1 min./level (D)

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BACKGROUND DETAILS
These short-statured monks do their best to stay out of close combat, backing up their companions with well-placed shuriken.
TRAITS
SPECIAL ABILITIES/FEATURES
Low-Light Vision
A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light.
It retains the ability to distinguish color and detail under these conditions.

Defensive Training +4
+4 dodge bonus to AC against monsters of the Giant subtype.

Evasion (Ex)
If exposed to any effect that normally allows you to attempt a Reflex saving throw for half damage, you take no damage with a
successful saving throw.

Flurry of Blows +2/+2 (Ex)


Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack,
taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed
strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these
attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying
for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting
(even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the
monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks
are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers
for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk
weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he
make natural attacks in addition to his flurry of blows attacks.

Hatred +1
+1 racial bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training
against these hated foes.

Phrenic Pool (2/day) (Su)


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. 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.

Dancing Lights (1/day)


Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or
up to four glowing spheres of light (which look like will-o'- wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights
must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward
or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the
distance between you and it exceeds the spell's range. You can only have one dancing lights spell active at any one time. If you cast this
spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against
this limit.
Dancing lights can be made permanent with a permanency spell.

Detect Thoughts (1/day)


You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10
points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine
the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.
3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast
detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts. Each
round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a
thin sheet of lead, or 3 feet of wood or dirt blocks it.

Ghost Sound (1/day)


Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what
type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound
created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus,
talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually
any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running
and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone
who hears a ghost sound receives a Will save to disbelieve.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.

Prestidigitation (1/day)
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform
simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material.
It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal
damage or affect the concentration of spellcasters.
Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are
extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate
any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Speak with Animals (1/day)


You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary
and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly
toward you, it may do some favor or service for you.

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Detect Thoughts (Sp)
At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st
level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When
a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the
old spell in exchange for the new one.

Fast Movement (+10 ft.)


At 3rd level, a monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this
extra speed. By spending 1 point from his ki pool, he can increase his speed by 20 feet for 1 round.

Illusion Resistance
+2 racial bonus to saves against illusion spells or effects.

Maneuver Training (Ex)


For the purpose of calculating CMB, you add your full monk levels, rather than 3/4 of your monk levels.

Overpowering Mind (Ex)


The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can
choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by
3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.

Phrenic Strike (Su)


As long as the psychic has at least 1 point in her phrenic pool, she can attempt an unarmed strike in place of a touch attack as part
of casting a spell with a range of touch. This unarmed attack still provokes attacks of opportunity as normal unless the psychic can
otherwise make unarmed attacks without provoking attacks of opportunity.

Planar Scent (Su)


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 (10 feet, 3 rounds, 4/day) (Su)


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. At 11th level, the range of your rift reach
increases to 20 feet. At 15th level, your range increases to 30 feet.

Stunning Fist (Ex)


At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4
levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning
the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target
fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk
must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened
by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (1d6)


At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet.
This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking
unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal
damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as
well.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that
enhance or improve either manufactured weapons or natural weapons.
The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage
listed is for Medium monks. The damage for Small or Large monks is listed below.

FEATS
Acrobatic
You are skilled at leaping, jumping, and flying.
Benefit: You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus
increases to +4 for that skill.

Deadly Aim -1/+2 (Combat)


You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely
to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your
base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You
must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to
touch attacks or effects that do not deal hit point damage.

Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the
benefits of this feat.

Improved Unarmed Strike (Combat)


You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed – you do not provoke attacks of opportunity when you attack foes
while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal
damage with such an attack.

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Mobility (Combat)
You can easily move through a dangerous melee.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a
threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.

Monk Weapon Proficiencies


Benefit: You are proficient with the Club, Crossbow (Light and Heavy), Dagger, Handaxe, Javelin, Kama, Nunchaku, Quarterstaff,
Sai, Shuriken, Sickle, Siangham and Sling.
Normal: When using a weapon with which you are not proficient, you are at -4 to attack rolls.

Point-Blank Shot (Combat)


You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Simple Weapon Proficiency - All (Combat)


You are trained in the use of basic weapons.
Benefit: You make attack rolls with simple weapons without penalty.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not
select this feat.

Stunning Fist (3/day, DC 16) (Combat)


You know just where to strike to temporarily stun a foe.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt).
Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your
Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before
your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty
to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once
per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may
attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in
classes other than monk.

MAGIC ITEMS
+2 quarterstaff
A quarterstaff is a simple piece of wood, about 5 feet in length. In battle, it's held with one hand at the butt and the other a quarter
of the way up the staff, allowing it to block blows and make quick strikes.

Belt of incredible dexterity +2 (Belt)


This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to
Dexterity of +2. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements: Craft Wondrous Item, cat’s grace; Cost 2,000 gp

Boots of speed (10 rounds/day) (Feet)


As a free action, the wearer of boots of speed can click her heels together, letting her act as though affected by a haste spell for up
to 10 rounds each day. The haste effect’s duration need not be consecutive rounds.
Construction Requirements: Craft Wondrous Item, haste; Cost 6,000 gp

Infested bandages (3/day)


Originally invented by a wandering Deskaran priest and serial killer, these pale, worn-looking +1 handwraps have become popular
among those interested in gruesome yet versatile weapons. As a swift action, the wielder can summon clouds of vermin to land on her
hands, covering her fists in living gauntlets of squirming, chitinous insects. The insects do not harm the wielder and can be dismissed
with another swift action. While the wielder’s hands are covered in vermin, she gains a +5 competence bonus on Intimidate checks, and
her unarmed strikes with her fists deal full damage to swarms, regardless of the swarms’ immunity to weapon damage (if any, although
damage reduction applies as normal). In addition, three times per day as an immediate action upon succeeding at an attack with the
infested bandages, the wielder can transfer some of the insects from her hands to the target. The target must succeed at a DC 16
Fortitude saving throw or be nauseated for 1 round.
Construction Requirements: Craft Magic Arms and Armor, cause fear, repel vermin, summon swarm; Cost 6,750 gp

Masterwork shuriken
A shuriken is a small piece of metal with sharpened edges, designed for throwing. A shuriken can't be used as a melee weapon.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or
otherwise special versions of them, and what happens to them after they are thrown.

Potion of cure light wounds


Cures 1d8 damage +1/level (max +5).

Potion of invisibility
Subject is invisible for 1 min./level or until it attacks.

Ring of force shield (Ring)


An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded
by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since
it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
Note: In order to get the AC bonus from this, it must be equipped and then activated on the in-play tab.
Construction Requirements: Forge Ring, wall of force; Cost 4,250 gp

Ring of jumping (Ring)


This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Acrobatics checks made to make
high or long jumps.
Construction Requirements: Forge Ring, creator must have 5 ranks in the Acrobatics skill; Cost 1,250 gp

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PSYCHIC SPELLS
Abjuring Step
School Abjuration(Force); Level 1
Casting Time 1 action
Components Thought, Emotion, Material
Range personal
Target you
Duration 1 round/level or until discharged
Saving Throw ; Spell Resistance
This spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving spellcaster or formula
user. While you are subject to this spell, you can take two 5-foot steps each round and still cast spells and use spell-like abilities without
provoke attacks of opportunity. This spell automatically discharges as soon as you make an attack, cast a harmful spell against another
creature, or move more than 5 feet with a single move action. If the action that discharges the spell also provokes attacks of
opportunity, that action still provokes attacks of opportunity as normal.

Blurred Movement
School Illusion(Glamer); Level 1
Casting Time 1 action
Components Thought, Emotion
Range personal
Target you
Duration 1 minute/level (D)
Saving Throw ; Spell Resistance
This spell functions as blur, except that the blurring occurs only when you move at least 10 feet on your turn and ceases at the end of
your movement. It is therefore mainly used to protect against attacks on your turn, such as attacks of opportunity. If you move at least
twice your speed on your turn, the blurring lasts until the start of your next turn.

Burst of Adrenaline
School Transmutation; Level 1
Casting Time 1 immediate action
Components Thought, Emotion
Range personal
Target you
Duration instantaneous
Saving Throw none; Spell Resistance no
You draw upon your body’s inner reserves of strength, leaving you winded. When you are about to make a d20 roll based on Strength,
Dexterity, or Constitution, you can cast this spell to gain a +8 enhancement bonus to Strength, Dexterity, or Constitution for that roll,
but you are fatigued for 1 round afterward.

Entropic Shield
School Abjuration; Level 1
Casting Time 1 action
Components Thought, Emotion
Range personal
Target you
Duration 1 min./level (D)
Saving Throw ; Spell Resistance
A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and
other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance
(similar to the effects of concealment). Other attacks that simply work at a distance are not affected.

Ghost Sound
School Illusion(Figment); Level 0
Casting Time 1 action
Components Thought, Emotion, Material
Range close (25 + 5 ft./2 levels)
Effect illusory sounds
Duration 1 round/level (D)
Saving Throw DC 12 Will disbelief; Spell Resistance no
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type
of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created
depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking,
singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any
type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and
shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who
hears a ghost sound receives a Will save to disbelieve.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.

Lullaby
School Enchantment(Compulsion); Level 0
Casting Time 1 action
Components Thought, Emotion
Range medium (100 + 10 ft./level)
Area living creatures within a 10-ft.-radius burst
Duration concentration + 1 round/level (D)
Saving Throw DC 11 Will negates; Spell Resistance yes
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2
penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1
round per caster level thereafter.

Message
School Transmutation, Air Elemental; Level 0
Casting Time 1 action
Components Thought, Emotion, Focus
Range medium (100 + 10 ft./level)
Target one creature/level
Duration 10 min./level
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Saving Throw none; Spell Resistance no
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You
point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted
creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks
the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and
the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that
you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the
words and whisper.

Sift
School Divination; Level 0
Casting Time 1 action
Components Thought, Emotion
Range 30 ft.
Area one 10-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5
penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features,
such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details
that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.

Telekinetic Projectile
School Evocation, Aether Elemental; Level 0
Casting Time 1 action
Components Thought, Emotion
Range close (25 + 5 ft./2 levels)
Duration instantaneous
Saving Throw no; Spell Resistance no
You fling an object weighing up to 5 pounds at the target. You must succeed at a ranged attack (not a ranged touch attack) to hit your
target; if you hit, you deal 1d6 points of bludgeoning damage to both the target and the object. The type of object thrown doesn’t
change the damage type or any other properties of the attack, even if you throw a weapon or magic item in this way.

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