Difference between revisions of "Mori Faen"

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==Appearance==
 
==Appearance==
 +
Size: Medium Height: 5' 10" Weight: 195 lb
  
Size: Medium
 
Height: 5' 10"
 
Weight: 195 lb
 
 
Skin: Brown  
 
Skin: Brown  
Eyes:  
+
 
Hair: Black; Curly; Beardless
+
Eyes: olive
 +
 
 +
Hair: Black; Curly; Beardless
 +
 
 +
Usually wears rugged explorer or traveler outfits in drab colors. He makes an effort to stay clean with neatly mended and maintained clothing and gear. There's nothing specifically martial-arty or psionicy about him -- he might be taken for a rugged wizard. Or for a kung fu fighting psycho.
  
 
==Character Classes==
 
==Character Classes==

Revision as of 13:00, 25 October 2007


A Seer/Monk from Ket, exiled from his people until he finds inner peace for a dead love. He has fallen among strange companions after capture by pirates, and has learned much -- but not serenity!

Back to Return To Castle GreyHawk PBP by Xaos.

Stats

Str 16 +3 Int 18 +4 Dex 14 +2 Con 12 +1 Wis 10 Cha 8 -1

Increase Stat Advancements

4th Wis +1 (13)

8th Wis +1 (14)

Note: Wisdom originally 12, from 10 plus 2 SRD only bonus

Combat stats

Hp 18 + 30 = 48 Speed: 30 feet Armor Class: 14 = 10 +2 [dexterity] +2 [wisdom] Touch AC: 14 Flat-footed: 12 Initiative modifier: +2 = +2 [dexterity]

Saves

Fortitude save: +6 = 5 [base] +1 [constitution] Reflex save: +7 = 5 [base] +2 [dexterity] Will save: +10 = 8 [base] +2 [wisdom]

Attacks

  • Attack (handheld): +7 = 4 [base] +3 [strength]
  • Attack (unarmed): +7 = 4 [base] +3 [strength]
  • Flurry of Blows: +5/+5 [includes strength modifier]
  • Attack (missile): +6 = 4 [base] +2 [dexterity]
  • Grapple check: +7 = 4 [base] +3 [strength]

Carrying Capacity

  • Light load: 76 lb. or less
  • Medium load: 77-153 lb.
  • Heavy load: 154-230 lb.
  • Lift over head: 230 lb.
  • Lift off ground: 460 lb.
  • Push or drag: 1150 lb.

Appearance

Size: Medium Height: 5' 10" Weight: 195 lb

Skin: Brown

Eyes: olive

Hair: Black; Curly; Beardless

Usually wears rugged explorer or traveler outfits in drab colors. He makes an effort to stay clean with neatly mended and maintained clothing and gear. There's nothing specifically martial-arty or psionicy about him -- he might be taken for a rugged wizard. Or for a kung fu fighting psycho.

Character Classes

Monk Level 2

  • Hit Points 2x(d8+con Mod(1)) = 18
  • Skill Points 20 + Int Mod (4) x 5 = 40
  • BAB +1 Fort +3 Ref +3 Will +3
  • Unarmed Damage 1d6
  • AC Bonus +0
  • Unarmored Speed Bonus +0

Psion Level 6

  • Hp 6 x (d4 + Con Mod (1)) = 30
  • Bab +3 (+4) Fort +2 (+5) +1 Con Ref +2 (+5) +2 Dex Will +5 (+8)
  • Power Points / Day 35
  • Powers Known 13 (Five must be first, 4 must be 1 or 2, 4 more may be 1-3) Maximum Power Level 3
  • Skill Points 6 x(2+int Mod)


Weapon Proficency

Monk: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling PSION: add shortspear.

Powers

Discipline: Clairvoyance

1st-Level Psion Powers

  • Disable A: Subjects incorrectly believe they are disabled.
  • Inertial Armor A: Tangible field of force provides you with +4 armor bonus to AC.
  • Precognition, Defensive A: Gain +1 insight bonus to AC and saving throws.

Seer (Clairsentience) Discipline First Level Powers

  • Destiny Dissonance: Your dissonant touch sickens a foe.
  • Precognition: Gain +2 insight bonus to one roll.

2nd-Level Psion Powers

  • Energy Push A: Deal 2d6 damage and knock subject back.
  • Sense Link, Forced: Sense what subject senses.

Seer (Clairsentience) Discipline Second Level

  • Clairvoyant Sense: See and hear a distant location.
  • Object Reading A: Learn details about an object’s previous owner.

3rd-Level Psion Powers

  • Body Adjustment A: You heal 1d12 damage.
  • Darkvision, Psionic: See 60 ft. in total darkness.
  • Dispel Psionics A: Cancels psionic powers and effects.
  • Energy Bolt A: Deal 5d6 energy damage in 120-ft. line.

Skills

Skill Name 	Key Ability 	Skill Modifier Ability Modifier Ranks 	Misc. Modifier 	 
Appraise 	Int 	4 = 	+4 			 
Balance 	Dex* 	9 = 	+2 	+5 	+2 [tumble] 	 
Bluff 	Cha 	-1 = 	-1 			 
Climb 	Str * 	8 = 	+3 	+5 		 
Concentration 	Con 	12 = 	+1 	+11 		 
Craft_1 	Int 	4 = 	+4 			 
Craft_2 	Int 	4 = 	+4 			 
Craft_3 	Int 	4 = 	+4 			 
Diplomacy 	Cha 	1 = 	-1 		+2 [sense motive] 	 
Disguise 	Cha 	-1 = 	-1 			 
Escape Artist 	Dex * 	2 = 	+2 			 
Forgery 	Int 	4 = 	+4 			 
Gather Information 	Cha 	10 = 	-1 	+11 		 
Heal 	Wis 	2 = 	+2 			 
Hide 	Dex * 	7 = 	+2 	+5 		 
Intimidate 	Cha 	-1 = 	-1 			 
Jump 	Str * 	5 = 	+3 		+2 [tumble] 	 
Knowledge (dungeoneering) Int 	8 = +4 +4 	 
Listen Wis 	13 = +2 +11 	 
Move Silently Dex * 	2 = +2 	 
Perform_1 Cha 	-1 = -1 	 
Ride 	Dex 	2 = 	+2 			 
Search 	Int 	4 = 	+4 			 
Sense Motive 	Wis 	7 = 	+2 	+5 		 
Spot Survival 	Wis Wis 	13 = 2 = 	+2 +2 	+11 		 
Swim 	Str ** 	3 = 	+3 			 
Tumble 	Dex * 	7 = 	+2 	+5 		 
Use Rope Dex 	2 = 	+2 	 
Knowledge (psionics) Int 10 = +4 +6
Psicraft 	Int 	12 = 	+4 	+6 	+2 [know psi] 	 

Languages

Common, Draconic, Elf, Goblin, Ogre, Lizard Man, Old Baklundish

Feats & Class Features

  • Monk Bonus Feat (1) Improve Grapple
  • Monk Flurry of Blows (-1/-1)
  • Monk Improved Unarmed Strike
  • Monk Evasion
  • Monks Bonus Feat (2) Deflect Arrow
  • Psion Bonus Feat (1) Psionic Fist
  • PsionBonus Feat (5) Psicrystal Affinity
  • Human Bonus Feat: Combat Expertise
  • Feat Level (1): Dodge
  • Feat Level (4): Blindfighting
  • Feat Level (7): Improved Trip

Psicrystal

Name: Ytsir'ch

  • Intellegence +2
  • Armor Class +2
  • Alertness,
  • improved evasion,
  • personality (Sympathetic +3 bonus on Sense Motive checks)
  • self-propulsion,
  • share powers,
  • sighted,
  • telepathic link
  • Deliver touch powers
  • Telepathic speech



Gear

Worn

  • Explorer's Outfit
  • Wand case (on belt)
  • Belt pouch (83 gold and some silver)
  • Sailor's knife (=Dagger in combat)
  • Ketish curved dagger.
  • Quiver of Bolts
  • Light Crossbow


Backpack (Light)

  • Backpack
  • Bedroll
  • Blanket, winter
  • Candle (x5)
  • Chalk, 1 piece (x2)
  • Fishhook (x10)
  • Fishing Net (25 sq. ft.)
  • Flint and Steel
  • Hammer
  • Mirror, Small Steel
  • Piton (x5)
  • Rations, Trail (x3)
  • Rope, Hemp (50 ft.)
  • Sewing Needle
  • Soap (1 lb.)
  • Shovel
  • Torch (x1)
  • Waterskin
  • Whetstone
  • Traveler’s Outfit

Weight: 53 lbs. Cost: 26 gp

Masterwork

Alchemical

Magic Items

Amulet of Mighty Fists +1

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. Faint evocation; CL 5th; Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the amulet's bonus; Price 6,000 gp (+1)

Quarterstaff +1

2,600 GP


Bracers of Armor +1

These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.

Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers; Price 1,000 gp (+1)

Dorjes

(Carried in Wand case)

4 x 750 gp. Weight (total) 1 pound.

A dorje is a slender crystal that contains a single power. Each dorje has 50 charges when created, and each charge expended allows one use of that power. A dorje that runs out of charges is just a simple crystal. A typical dorje is an elongated crystal of one color (or colorless), between 8 inches and 10 inches long and about ½ inch thick, which can weigh up to ¼ pound. Occasionally, a dorje is decorated with carvings or inscribed runes along a face of the crystal. A typical dorje has AC 7, 7 hit points, a hardness of 8, and a break DC of 18.

Catfall: You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far you fall, and you take damage as if the fall were 10 feet shorter than it actually is. This power affects you and anything you carry or hold (up to your maximum load). You can manifest this power with an instant thought, quickly enough to gain the benefit of the power while you fall. Manifesting the power is an immediate action. You can manifest this power even when it isn’t your turn.

Farhand: You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power’s range. (Range 25 Ft, Mass 5 pounds)

Psionic Grease: One object or ten foot square, duration One round.

Skate: You, another willing creature, or an unattended object can slide along solid ground as if on smooth ice. If you manifest skate on yourself or another creature, the subject of the power retains equilibrium by mental desire alone, allowing her to gracefully skate along the ground, turn, or stop suddenly as desired. The skater’s land speed increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases speed, this power affects the subject’s maximum jumping distance.

The subject can skate up or down any incline or decline she could normally walk upon without mishap, though skating up an incline reduces the subject’s speed to normal, while skating down a decline increases her speed by an additional 15 feet. (This adjustment is treated as a circumstance bonus.)

If you manifest skate on an object, treat the object as having only one-tenth of its normal weight for the purpose of dragging it along the ground. Range personal or touch, duration one minute.