Fate may have united us, but it's up to us now to stay together.
- Origin Humans
- Class Psychic
- Kit Esper
- Culture Arcadian
- Faction Abraxis
- Ethos Guardian
The young sage Josef Iscariot was shipped off to become a sage at the Library of Ambion at a very young age, but his brilliance caught the eye of Imperial Inquistors, who sought to awaken his psychic powers by exposing him to the Brazier of Avestar in the Congress of Judges. Josef's youthful naviety and eagerness to do the right thing gets him into trouble when he uncovers that the Library of Ambion is a hotbed for Imperial surveillance.
Josef Iscariot can be found when exploring the dungeons of the Congress of Judges, awaiting presentation to the Brazier. If the party is visiting the Library of Ambion, he can be a valuable ally in a space heavily monitored by Imperial spies. Josef's wide-ranging access to the Library of Ambion provides the party with an opportunity to gather vital lore for the Queen Who Lives, or intel for the Returners if they are working with them to unseat the Emperor.
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
You can convert attribute points into MP, which are restored when you rest. While you gain MP from converted attribute points immediately upon conversion, reduce your attributes at the end of the round. If all your attribute points are reduced to 0 HP this way, you are immediately placed on death's door. As long as you have MP, you can detect the presence of sentience within a melee space by concentrating for 1 round.
Your sixth sense is oftentimes your salvation. You are never surprised when ambushed, and may always act during the surprise round. You gain advantage on initiative checks.
Bō Stick +5
Bare Fists or Feet +5
The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.
You or your target may visualize a known location anywhere in the material realm. The subject of this spell is able to see all that transpires in this location within a volume equal to the area of effect using their normal visual senses for the duration of the spell. The scrying leaves a psychic imprint on the location that, if detected, will reveal the subject's true location.
You glimpse into the spirit realm for an inkling of intuition about the future. The GM will respond to any question with a number of words equal to the MP you spend, with each word making the answer more specific. The inquiry must concern your present circumstances, lest the advice given be too far in the future to be trustworthy.
You plant into a single target a command that can be activated at a later time based on a trigger you design (hearing the trigger word, seeing a specific image, smelling a specific scent). Your target will mindlessly carry out the command when the post-hypnotic suggestion is triggered. No form of magic, including alterations to this spell, can command the target to perform suicidal actions or actions that would knowingly endanger them. When resisting this spell, the victim makes a check at the time the spell is cast, but is not entitled one when enacting the suggestion.
You manifest ectoplasmic material into the mundane world in the shape of objects you imagine. You can create a volume of this shadowstuff equal to the area of effect, in a variety of forms or number you determine. Shadowstuff is highly fragile and cannot be used in the making of objects with intricate components. More than a cursory examination of a shadowstuff object reveals its false nature.
You manifest the existence of a phantasm with tangibility in the area of effect, but by default only you and the targets of the spell believe in its existence. All others must make an opposed spell check to believe. For example, you create a phantasm of a bridge that only you and your party perceive to be real; all others may not cross it unless they succeed in an opposed spell check against you and have reason to believe it exists.
Choose a Weapon
Against armored opponents, this weapon deals 1d6 volatile damage. On a 5 or a 6, your opponent is stunned until after their next action.