- Origin Humans
- Class Psychic
- Kit Alienist
- Culture Mamaran
- Faction Teyat
- Ethos Benefactor
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 obsession with the occult has taught you how to commune with the unknown; you've steeled your mind against the strange. You are immune to mind control and spells or effects that would render you feebleminded or confused. Choose two spells from the Mind school: you may cast these spells even if you’re not a spellcaster. Mind spell checks explode on a 5 or a 6.
Bare Fists or Feet +5
The victim is slowed until after their next action. Slowed victims act last, move at 1/2 their movement rate (a personal space instead of a melee space), and make Deft checks at disadvantage.
For the duration of the spell, you gain the ability to absorb mundane harm caused to living targets by touch. This includes physical or magical damage, disease, or poison and like major or minor perils, but not curses. When you absorb the harm, the subject is healed or otherwise restored, and you receive the harm as if it were dealt to you instead. You may absorb 1 HP of damage per MP spent, or one major or minor peril per MP spent in this way.
You charge an object of your choosing with psychical energy, flattening it into two dimensions—the object has height and length, but no width. For the duration of the spell, attacks made with that weapon ignore armor and deal damage to HP. Every successful attack you make with the weapon consumes 1 MP. If you release the object, the spell ends.
You steel your mind to become a trap for energetic harm. When you cast this spell, make a spell check. For each MP you invest in this spell, you absorb 1 point of energetic damage from each source of harm, which you may release at a later time as bonus damage to your maleficence. The stored energy remains charged for the duration of the spell; each round, you must roll lower than your initial spell check to contain the energy; if you fail to unleash it before the spell ends or you fail your check, divide the damage equally among every eligible target in the area of effect, including yourself. You may cast this spell as a reaction once during the round, in addition to any other action you take.
You will your body to develop an unnatural hardness, shaping your flesh into armor. For the duration of the spell, your soak is 2.
You telepathically communicate with your targets. The communication is two-way and you can understand each other even if you do not speak the same language. Communication is possible only with intelligent beings that have language.
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.