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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
=
10
+
+
+
+
+
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TOTAL
Armor
Shield
Dex
Size
Natural
Deflect
Misc
Touch
Flat-footed
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
=
+
+
+
+
REFLEX
=
+
+
+
+
WILL
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
=
+
+
+
+
RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
/
Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
=
+
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
11Gp 5Sp 5Cp
Languages
Description
A man of average height but strikingly attractive. Dark skinned and dark haired. His straight black hair has a shot of white and he has one eye of pale blue and another of emerald green
Personality
Driven- He considers his actions carefully and moves towards his goal with an unrelenting step. Sexual- He has a subconscious desire to spread his genes. This affects his physical presence.
Character Traits
Serious- He has a tough outlook on life. Confident- He has faith in his abilities. Which has a tendency to rub off on other near him.
Character Flaws
Burdened- He is burdened by his need for success. Should he fail how long will the world remain as it is before another takes his place. Distracted- Outwardly he appears in control but he experiences inner turmoil when in the presence of the opposite sex, especially if they are of breeding age.
Contacts / Friends
None- sequestered most of his life he has no friends. (That he knows of anyway.)
Enemies
None- Sequestered most of his life he has had no opportunities to make enemies. (That he knows of anyway.)
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=160189][B][SIZE=+1]S'idiq [/SIZE][/B][/URL] Male Neutral Good Karasite Psychic Warrior, [B]Level[/B] 2, [B]Init[/B] +2, [B]HP[/B] 20/20, [B]DR[/B] 5/magic, [B]Speed[/B] 20(30) [B]AC[/B] 18, [B]Touch[/B] 12, [B]Flat-footed[/B] 16, [B]Fort[/B] +7, [B]Ref[/B] +2, [B]Will[/B] +3, [B]Base Attack Bonus[/B] 1, /4 [B]Action Points[/B] 0 [B]TWF (main), Magic Draining +1 Bastard sword [/B] 5 (1d10+5, 19-20/x2) [B]TWF (off), Magic Draining Masterwork Bastardsword [/B] 5 (1d10+2, 19-20/x2) [B]Charge, Power attack, Psi weapon +1 Bastard sword [/B] +8 (1d10+8 +2d6, 19-20/x2) [B] +1 Breastplate[/B] (+6 Armor, +2 Dex) [B]Abilities[/B] Str 18, Dex 14, Con 19, Int 14, Wis 17, Cha 18 [B]Condition[/B] None
Condition and Effects
Additional Information
Expanded +2 STR -2 Dex -1 on attacks -1 on AC Large Reach 10 2d8 base damage for bastard swords
SOP: All power stones are addressed everyday. Auto-hypnosis is used to gain psionic focus every morning. Does not sleep in LOS of any windows or openings (that he is aware of) Weapons and gear are always well taken care of. Weapons and gear are always within grasp when sleeping. Chalk is used to mark confusing areas. Chalk dust is used as a make shift "trap" to see if intruders have entered his sleeping area. Loot is pawned ASAP.
Other Notes
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• Human Traits: Karsites possess all the traits of humans as described in the Player’s Handbook, except as noted here. • +2 Constitution, +2 Charisma: Karsites are exceptionally hardy, and their bloodline gives them a commanding presence. • Damage Reduction: A karsite has damage reduction 5/ magic. • Spell Resistance: A karsite’s spell resistance equals 10 + his class levels. • Magic Draining Attacks (Su): A karsite’s melee attacks can weaken a foe’s magic armor, weapon, or shield. If a creature struck in melee by a karsite fails a Will save (DC 10 + Cha modifier), one of the combat-oriented magic items (armor, shield, or weapon) in its possession is suppressed for 1 round. If a karsite knows a particular weapon, armor, or shield in his foe’s possession is magical, he can choose to drain that item, provided that he can see it. Otherwise, the item is chosen randomly. Drained items still detect as magical, but the magic appears suppressed. The save DC is Charisma-based. • Spell Healing (Su): Whenever a karsite’s spell resistance prevents a spell from affecting him, he heals 2 points of damage per spell level. Thus, if a 7th-level spell failed to penetrate a karsite’s spell resistance, he would heal 14 points of damage. • Spellcasting Inability: Karsites cannot cast arcane or divine spells, even if they take levels in a class that grants spellcasting ability. They can use spell-like abilities, psionic powers, and magic items normally. • Proficiencies: Karsites are proficient with light and medium armor, and with martial weapons. • Favored Class: Binder. • Level Adjustment: +2. • Challenge Rating: The CR of a karsite with levels in an NPC class equals his character level. The CR of a karsite with levels in a PC class equals his character level +1. Expansion Psychometabolism Level: Psychic warrior 1 Display: Olfactory Manifesting Time: 1 standardaction Range: Personal Target: You Duration: 1 min./level (D) Power Points: 1 This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8. This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –1 size penalty on attack rolls, and a –1 size penalty to Armor Class due to your increased size. If your new size is Large or larger, you have a space of at least 10 feet and a natural reach of at least 10 feet (see Table 7–1, page 314 of the Monster Manual). This power doesn’t change your speed. If insufficient room is available for the desired growth, you attain the maximum possible size and can make a Strength check (using your increased Strength score) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you—you cannot crush yourself to death by increasing your size. All your equipment, worn or carried, is similarly expanded by this power. Melee and projectile weapons deal more damage (see Table 2–2, page 28 of the Dungeon Master’s Guide). Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that increase size do not stack, which means (among other things) that you can’t use a second manifestation of this power to further expand yourself. Augment: You can augment this power in one or more of the following ways. 1. If you spend 6 additional power points, this power increases your size by two size categories instead of one. You gain a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –2 size penalty on attack rolls, and a –2 size penalty to Armor Class due to your increased size. 2. If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action. 3. If you spend 2 additional power points, this power’s duration is 1 minute per level rather than 1 round per level. Vigor Psychometabolism Level: Psion/wilder 1, psychic warrior 1 Display: Material and olfactory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 1 You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones. Augment: For every additional power point you spend, the number of temporary hit points you gain increases by 5