🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

TisbahCreature 2


UniqueMediumArdandeChaoticHumanoidVishkanya
Source Pathfinder Society Scenario #5-10: The Crocodile's Smile
Perception +5 (low light vision)
Languages Common, Muan, Talican, Vudrani
Skills Acrobatics +8, Deception +11, Occultism +5, Stealth +8, Thievery +8
Str +0, Dex +3, Con +2, Int +0, Wis +1, Cha +4

AC 17; Fort +6; Reflex +11; Will +7; +2 status to fortitude vs. poison
HP 24
Speed 25 feet

Visap One Action +7 (+3, -1) to hit (agile, finesse, injection, versatile p) 1d4 Slashing

+2 Status to Fortitude Saves vs. PoisonPsi Amps

Tisbah can cast psi cantrips as amped cantrips by using one focus point and making the following alterations:

Mage Hand: Tisbah targets a creature of Medium size or smaller and attempts to Shove them with a spell attack roll against their Fortitude DC. The first time each round Tisbah Sustains this Spell, she can attempt to Shove the creature again. The target takes a –10-foot circumstance penalty to its Speeds until the spell ends.

Telekinetic Projectile: Tisbah increases the damage of this cantrip by 2d6. On a successful Strike, she pushes the target 5 feet away, or 10 feet away on a critical success.

Telekinetic Rend: Tisbah changes the cantrip's damage to 1d6 bludgeoning and 1d6 slashing. A creature that critically fails its save is also Stunned 1.

Psychic Practice

Tisbah's range for Telekinetic Projectile increases to 60 feet.

Unleash Psyche Free Action

Trigger Tisbah's starts her turn with half or less Hit Points remaining


Effect Tisbah is surrounded by a swirl of psychic energy that effortlessly moves small objects around her, gaining a +2 status bonus to damage when casting telekinetic projectile or telekinetic rend. This effect remains for 2 rounds or until Tisbah is Unconscious, whichever comes first.

Vishkanyan Venom (injury, poison)

Saving Throw DC 18 fortitude

Maximum Duration 6 rounds

Stage 1 1d4 poison damage (1 round)

Stage 2 1d4 poison damage and Off-Guard (1 round)

Stage 3 1d4 poison damage, off-guard, and a –5-foot penalty to Speed (1 round)


Occult Spontaneous Spells (DC 18, +10 to hit)

Cantrips (1st Level): Ghost Sound, Message, Shield, Telekinetic Hand, Telekinetic Projectile, Telekinetic Rend
1st Level (2 slots): Dizzying Colors, Force Barrage, Kinetic Ram

Occult Focus Spells (DC 18, +10 to hit)

1st Level: Mage Hand (Amped), Telekinetic Projectile (Amped), Telekinetic Rend (Amped)



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Ardande

Ardandes are planar scions descended from kizidhars and other beings of elemental wood.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Vishkanya

An ancestry with snake-like features and powerful venom.