Rellya

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Rellya


Details
Class: Race: Alignment: Deity:
Psion/Constructor Elan Chaotic Good Sardior
Level: Size: Age: Gender:
15 M 51 Female
Height: Weight: Eyes: Hair:
5'5" 116lbs Green Black



Abilities
STR 13 +1
DEX 14 +2
CON 14 +2
INT 19 +4
WSD 13 +1
CHA 12 +1
 
Hit Points
TOTAL wounds subdual
76 0 0
Initiative
TOTAL dex other SPEED
2 2 0 30
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
12 10 0 0 2 0 0 0 0


Battle Scores
MELEE = base + str + magic + other
8/3 7/2 1 0 0
RANGED = base + dex + magic + other
9/4 7/2 2 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT 7 5 2 0 0
REFL 7 5 2 0 0
WILL 12 11 1 0 0





Feats & Special Abilities
Feat / Ability Description/Notes
Boost Construct [Psionic] Your astral constructs have more abilities.

Benefit

When you create an astral construct, you can give it one additional special ability from any menu that the construct currently has an ability from.
Psionic Body [Psionic] Your mind reinforces your body.

Benefit

When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points.
Psionic Meditation [Psionic] You can focus your mind faster than normal, even under duress.

Prerequisite Wis 13, Concentration 7 ranks.

Benefit: You can take a move action to become psionically focused.

Normal:

A character without this feat must take a full-round action to become psionically focused.
Metamorphic Transfer [Psionic] You can gain a supernatural ability of a metamorphed form.

Prerequisite Wis 13, manifester level 5th.

Benefit: Each time you change your form, such as through the metamorphosis power, you gain one of the new form’s supernatural abilities, if it has any.

You gain only three uses of the metamorphic ability per day, even if the creature into which you metamorph has a higher limit on uses (you are still subject to other restrictions on the use of the ability.) The save DC to resist a supernatural ability gained through Metamorphic Transfer (if it is an attack) is 10 + your Cha modifier + ½ your Hit Dice. No matter how many times you manifest the metamorphosis power on a given day, you can gain only a total of three supernatural ability transfers per day.

Normal: You cannot use the supernatural abilities of creatures whose form you assume.

Special: You can gain this feat multiple times. Each time, you can gain one additional supernatural ability.



This feat has been taken twice.
Expanded Knowledge [Psionic] You learn another power.

Prerequisites Manifester level 3rd.

Benefit: Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline’s list or even from another class’s list.

Special:

You can gain this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest.
Advanced Costruction [Class] At 1st level, a constructor gains the ability to select menu abilities from an expanded list. See: http://www.wizards.com/default.asp?x=dnd/psm/20040625b
Ecto Protection [Class] At 2nd level, any constructs manifested by a constructor are made from reinforced ectoplasm. They receive a +1 bonus on any manifester level checks made to protect them against dispel psionics or a similar effect, and a +1 bonus on saving throws to resist dismiss ectoplasm. These bonuses increase by +1 every other level (4th, 6th, 8th, and 10th). These bonuses stack with those of the ecto protection power (see Expanded Psionics Handbook, page 97).
Combat Construction [Class] At 3rd level, the constructor gets a +4 bonus on Concentration checks made to manifest astral construct while on the defensive (see Manifesting Powers on the Defensive on page 54 of the Expanded Psionics Handbook). The +4 bonus from this ability stacks with that of the Combat Manifestation feat (ExpandedPsionics Handbook, page 44), granting a possible total bonus of +8.
Boost Construct [Class] At 4th level, when the constructor creates an astral construct, she can give it one additional special ability from any menu (Expanded Psionics Handbook, page 186) from which the construct currently has an ability. The constructor can use this ability in conjunction with the Boost Construct feat (Expanded Psionics Handbook, page 43). She gains this ability again at 8th level.
Extended Construction [Class] At 5th level, astral constructs manifested by the constructor have a duration of 1 minute per manifester level instead of their normal duration. This ability is active only when the constructor has psionic focus.
Utility Construction [Class] At 7th level, the constructor gains the ability to alter an astral construct as it is being manifested. The astral construct loses all attack capabilities and menu selections. The astral construct in return has its duration increased to 1 hour per manifester level. The constructor can shape the astral construct into either a standard featureless humanoid-shaped biped or a horselike-shaped quadruped.

A utility construct can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. It can perform only one activity at a time, but it repeats the same activity over and over again if told to do so, thus allowing you to command it to clean the floor and then turn your attention elsewhere as long as you remain within range. As another example, a utility construct following a psion and carrying a barrel will stop at a closed door; it must be told to place the barrel on the ground and open the door. It can open only normal doors, drawers, lids, and the like. It can trigger traps and such, but it can exert only 100 pounds of force, which may not be enough to activate certain pressure plates and other devices. It can also perform simple functions such as opening only normal doors, drawers, lids and so on.

A utility construct cannot attack in any way; it is never allowed an attack roll. It can make saves as normal. You need to stay in close range (Close 25 ft. + 5 ft./2 levels) of a utility construct to command it; however, it will continue to execute its last command to the best of its ability until its duration is reached or it is destroyed.

When shaped like a quadruped, the utility construct can more easily have bags or crates strapped to it or be used to pull a cart. A character can ride a quadruped utility construct if her weight is less than its carrying capacity.
Enhanced Construction [Class] At 9th level, the constructor gains added flexibility and greater efficiency when manifesting astral construct. When manifesting astral construct, she can add the following augmentation to the power.

Augment: For every 2 power points you spend, an additional construct is created. The additional construct's level equals that of the first construct created. You can create up to three additional constructs per manifestation. Additional constructs have the same menu selections as the first construct.

For example, a constructor can spend 17 power points manifesting astral construct: 1 to manifest the power, 14 power points to augment the level of the first construct to 8th level, and 2 power points to create a second 8th-level construct.
Abberration [Elan] Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
No Darkvision [Elan] Elans (unlike most aberrations) do not have darkvision.
Naturally Psionic Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Resistance (Su) [Elan] Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su) [Elan] When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
Repletion (Su) [Elan] An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
Combat Manifestation [Psionic] You are adept at manifesting powers in combat.

Benefit

You get a +4 bonus on Concentration checks made to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned.
Rapid Metabolism [General] Your wounds heal rapidly.

Prerequisite Con 13.

Benefit

You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.




Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Bluff Cha 11 1 10
Concentration Con 19 2 17
Craft (Weaponsmithing) Int 18 4 14
Disguise Cha 11 1 10
Knowledge (The Planes) Int 16 4 12
Knowledge (Psionics) Int 16 4 12
Psicraft Int 18 4 12 2
Spot Wis 11 1 10
Use Psionic Device Cha 10 1 9



Description
Rellya is a woman of Fifty-one, but looks as if she is not a day older than nineteen. Her hair is braided all the way down her back, anding at her waist, ebon in color. Her eyes are green, and glow brightly when she manifests powers. Her attire is simple, linen breeches of a black dye, and a bodice, black and bordered in indigo. She wears a belt with several pouches on it, and her boots come up about midway to her knees. She is very fine-featured, however, her entire upper right side, her face included, is tattooed with a spiralling indigo wold.




Personality
Rellya is hardly what one would call the epitomy of a Psion. She takes her life at a leisurely pace, enjoying what it has to offer. She prefers her own path over those set out for her by her elders, thus is how she gets into trouble on many occasions. However, when trouble does come, she is capable beyond her age of getting herself out. Her field of study is that of Metacreativity, and her imagination holds no limits. Her constructs defy her enemies every time, and her ability to call upon several makes sure she never has trouble from the same person again.




Her languages are Common, Draconic, Sylva, Elven, and Dwarven.

Her Manifestor level is 14 (6 ranks of psion, and +1x8 ranks of constructor that give +1 to psion ability level and Power point level) As such she has 202 Power Points (170 for class level, 30 for Int Bonus, and 2 for race bonus), and a maximum power level of 7.

Her powers number 28, 27 by class, and 1 by feat (cross-discipline)

The following are her powers, as found in the Expanded Psionics Handbook (the 3.5 current rules), and in the mind's eye archive from Wizards.com.

~Metacreativity~ [1]Astral Construct A: Creates astral construct to fight for you. [1]Minor Creation, Psionic: Creates one cloth or wood object. [2]Psionic Repair Damage A: Repairs construct of 3d8 hit points +1 hp/level. [3]Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment. [3]Ectoplasmic Cocoon A: You encapsulate a foe so it can’t move. [4]Fabricate, Psionic: Transforms raw goods to finished items. [4]Quintessence: You collapse a bit of time into a physical substance. [5]Hail of Crystals A: A crystal explodes in an area, dealing 9d4 slashing damage. [6]Crystallize: Turn subject permanently to crystal. [6]Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items. [7]Ectoplasmic Cocoon, Mass A: You encapsulate all foes in a 20-ft. radius.

~Psychometabolism~ [4]Metamorphosis: Assume shape of creature or object.

~Powers from Mind's eye Archive~ Raging Whitefire Metacreativity (Int) [Fire] Level: Psion 7 Area: 60-ft.-radius spread. Power Points: 13

As whitefire except the damage done is 11d4 points of fire damage and the radius is increased. The raging flames are more intense than standard whitefire causing the save DC for this power to be 4 higher than normal.

~General Psion Powers~

[1]Ecto Protection A: An astral construct gains bonus against dismiss ectoplasm. [3]Body Adjustment A: You heal 1d12 damage. [3]Dispel Psionics A: Cancels psionic powers and effects. [3]Telekinetic Force A: Move an object with the sustained force of your mind. [3]Telekinetic Thrust A: Hurl objects with the force of your mind. [4]Death Urge A: Implant a self-destructive compulsion. [4]Wall of Ectoplasm: You create a protective barrier. [5]Adapt Body: Your body automatically adapts to hostile environments. [5]Psychic Crush A: Brutally crush subject’s mental essence, reducing subject to -1 hit points. [7]Decerebrate: Remove portion of subject’s brain stem. [7]Energy Wave A: Deal 13d4 damage of your chosen energy type in 120-ft. cone. [7]Insanity A: Subject is permanently confused. [6]Breath of the Black Dragon A: Breathe acid for 11d6 damage. [5]True Seeing, Psionic: See all things as they really are. [4]Correspond: Hold mental conversation with another creature at any distance.

Items are as follows:


Psionatrix of metacreativity: Green light glimmers in this crystal’s heart. A psionatrix adds a +1 enhancement bonus to the save DC when the wearer uses powers of the discipline to which the psionatrix is keyed. [SubPsionic]

[Unknown Whereabouts] Amulet of the Planes: This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01-60 on d%) or to a random plane (61-100).

[Unknown Whereabouts] Cubic Gate: This item is fashioned from carnelian. Each of the six sides of the cube is keyed to a plane, one of which is the Material Plane. The character creating the item should choose the planes to which the other five sides are keyed.

If a side of the cubic gate is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time.

If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures in adjacent squares. (The other creatures may avoid this fate by succeeding on DC 23 Will saves).


+2 Thundering Shortspear