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Takder's Realms

   
Level: 15
Abilities: 25 point buy.
Wealth: 240,000 gp.
HP: Average
Traits: 2

FIGHTER
Psionic (
Path of War
Mrymidon) 6
AEGIS
Aegis 8
INQUISITOR
spell Breaker 8
Skills - Myrmidom 4+int
Acrobatics (Dex), Bluff (Cha) Climb (Str), Craft (Int), Diplomacy (cha), Intimidate (Cha) Knowledge Dungeoneering (Int), Knowledge Engineering (Int), Knowledge Martial (Int), ( Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Int), Knowledge (psionics) (Int), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Abilities
Discipline, , Grit, Deeds, Bonus feats Willpower +2 Bravery +2, Armor training, Weapon training, Telekinetic Draw (Su) (replaces 1 skill rank at 5th level)

Abilities
Astral repair, form astral suit, Craftsman (+2), damage reduction (4/-), Invigorating suit, reconfigure (3/day), Augment suit (2PP)

Abilities
Domain, judgment 1/day, Strong-Willed (Ex) +2, orisons, stern gaze
Martial Power
Initiator Level: 8

Discipline
Mirthal Current, Piercing Thunder,Primal Fury Discipline, Tempest Gale

Manuevers
Lvl: 1 :: Known: 3 || Readied: 3 || Max Rank : 1
EYE OF THE NEEDLE {TG} (Boost - swift), FLOWING CREEK {MC} (counter-swift), BRONZE LANCER’S EDGE {PT} (boost -swift)

Lvl: 2 :: Known: 4 || Readied: 3 || Max Rank : 1
[I][COLOR="SeaGreen"]OAKEN SHIELD {PT} (counter - immediate)

Lvl: 3 :: Known: 5 || Readied: 3 || Max Rank : 1


Lvl: 4 :: Known: 6 || Readied: 4 || Max Rank : 2
BRACE FOR IMPACT {PT} (boost -swift)
Bloody Riposte {PF} (counter - immediate) - replaces level 3

Lvl: 5 :: Known: 6 || Readied: 4 || Max Rank : 2
Lvl: 6 :: Known: 6 || Readied: 4 || Max Rank : 2

Lvl: 7 :: Known: 7 || Readied: 4 || Max Rank : 3
HASTENED LEAP{PT} (boost -swift)

Lvl: 8 :: Known: 7 || Readied: 4 || Max Rank : 3

Stance
Lvl 1-3 : 1
REACHING BLADE STANCE {MC} (+5 to reach and +1d6 damage)
Lvl 4-6 : 2
Stance of Aggression {PF} (1d6 + 1d6/8lv, - 2AC)
Lvl 7-8 : 3
GALEBREAKER’S STANCE {TG} (ignore windwall)



Augment suit
Customization Level: 12

Astral Skin: swift action
psychoactive skin:: L1 - speed (2), nimble; L2- evasion; L12 - improved evasion


Astral Armor: move action
L1 - brawn, improved damage; L2 -flexible suit; L8 - masterwork breastplate



Astral Juggernaut: full-round action
L1 - fortification, hardy; L2 - stalwart; L7 - masterwork full plate



Customization
Customization Points (CP): 16


L1 (3CP)
Darkvision (1CP), Brawn (2CP)

L2 (1CP)
Energy Resistance

L3 (6CP) with Feat
Diehard (3), Powerful Build (2), Evasion (1)

L4 (1CP)
Power Stone Repository

L5 (1CP)
Improved Armor +1AC

L6 (2CP)
Energy Resistance, Improved

L7 (1CP) & L8 (1CP)
Tremorsense



Reconfigure
Nimble (1CP)
Retaliate (2CP)


Powerpoint
Aeigs: 14 || Wild Talent : 2

Spells
Orison ::Known 4 || Unlimited
Level 1 :: Known 2 || Spells per Day: 2

Judgement
Destruction, Healing,Justice, Piercing, Protection, Purity, Resiliency, Resistance, Smiting

Grits and Deeds
No of Grit: Wisdom modifier

Deeds:
Level 1: (Cost = 1 Grit)
Unbreakable (Ex), Heroic Recovery (Ex), Man of Action (Ex)

Level 3: (atleast 1 Grit remaining)
Ready for Trouble (Ex), Utility Trick (Ex)

Level 6: (Cost = 1 Grit)
Warrior’s Determination (Ex)


Domain
Scaly Domain: Dragon Subdomain
Venomous Stare (Sp):







Level || BAB || Skills
Fort || Ref || Will
Feats
1 || +1 || 4+int
+0.50 || +0.33 || +0.50
Wild Talent, Psionic Weapon
2 || +1 || 4+int
+0.50 || +0.33 || +0.50
--
3 || +1 || 4+int
+0.50 || +0.33 || +0.50
Pikeman’s Training, Armor Traning
4 || +1 || 4+int
+0.50 || +0.33 || +0.50
--
5 || +1 || 4+int
+0.50 || +0.33 || +0.50
Weapon Focus (Halberd), Weapon Training
6 || +1 || 4+int
+0.50 || +0.33 || +0.50
--
7 || +1 || 4+int
+0.50 || +0.33 || +0.50
Psionic Body, Armor Training
8 || +1 || 4+int
+0.50 || +0.33 || +0.50
--
9 || +1 || 4+int
+0.50 || +0.33 || +0.50
Astral Student Feat, Weapon training (or advanced weapon training*)
10 || +1 || 4+int
+0.50 || +0.33 || +0.50
--
11 || +1 || 4+int
+0.50 || +0.33 || +0.50
Wounding Attack [Psionic], Armor training
12 || +1 || 4+int
+0.50 || +0.33 || +0.50
--
13 || +1 || 4+int
+0.50 || +0.33 || +0.50
Mind Over Body, Weapon Training
14 || +1 || 4+int
+0.50 || +0.33 || +0.50
--
15 || +.5 || 6+int

+0.50 || +0.33 || +0.50



Greater Psionic Weapon [Psionic]




Crystal Spaulders +3
50,400gp
+3 enhancement and +3 customization (Retaliate [2CP] , Harness Power Stone[1CP])

Halbear Adamantine + flaming +2
21,000gp

Belt of mighty constitution +4
16,000gp

Eyes of Keen Sight
6,000gp
+2 competence bonus on Perception checks, and the wearer gains low-light vision

Headband of alluring charisma +4
16,000gp

Heavy Shield Adamantine +3 + bashing +spell resistance + Wyrmsbreath
44,000gp

Winged boots
16,000gp
The wearer can fly three times per day for up to 5 minutes per flight.

Ring of sustenance
2,500gp

Ring of Evasion
25,000
This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.

Scarlet and Blue Sphere
8,000gp
+2 enhancement bonus to Intelligence

Incandescent Blue Sphere
8,000gp
+2 enhancement bonus to Wisdom

Ioun Torch
75gp
light source

Bag of holding
5,000gp
500 lbs. (weight 25lbs)

100 1st level Power stone
2,500gp
Ectoplasmic Sheen, Energy Ray, Astral Traveler, Detect Compulsion, Fortify, Know Direction and Location, Inevitable Strike

Class: Druid||Arcadian Avenger 2
Setting: Eberron
Race: Half-Orc
Druidic Group: Gatekeepers

Point buy 32 = 15, 14, 16, 10, 14, 8

Thatari Lavrask
Thatari's stern and fierce looking face in addition to this his wide shoulder and muscular body can make any pliant man weak-kneed or make a damsel hysterical. But for Thatari these are physical manifestation of his readiness to face any hoard the planes brings to Eberron.

Traits & Flaws:
Quick: +10 speed -1 HP per level
Spellgifted: +1CL (transmutation) -1CL (other schools)
Phantom Sparks: Spontaneously emit bursts of colored light, -4 penalty on hide and spot
Shaky: -2 on all ranged roll
Thatari Lavrask
M NG Arcadian Avenger Druid||Arcadian Avenger, Level 2, Init 2, HP 24/24, Speed 40
AC 18, Touch 12, Flat-footed 16, Fort 6, Ref 5, Will 5, Base Attack Bonus 2
Longsword +7 (1d8+4, 19-20/x2)
Short-sword +7 (1d6+3, 19-20/x2)
not used Warhammer +6 (1d8+3, x3)
Studded Leather (+3 Armor, +2 Dex, +3 Natural)
Abilities Str 16, Dex 14, Con 16, Int 10, Wis 15, Cha 8
Condition None


Personality
When Thatari is dedicated to something, he pursue relentlessly until he succeed or fail in trying. Thatari believes that being brave and gallant does not mean to die aimlessly; it is to die for a worthy cause. And for him his wothy cause is defending the Eberron realms. But Thatari believes that not all retreats are cowardice.


Background
As someone who is raised within the Gatekeepers community, Thatari Lavrask have heard a million time the nobility of Vvaraak, black the dragon who taught the first Gatekeepers. And every time he hears the story, he is captivated by it. Vvaraak is a hero he wanted to emulate.

Also, in this community, every child learned the battle fought when the gates to Xoriat opened to inculcate to young minds the necessity of being a guardian of the world. And for Thatari, he take this to heart.

Thus to become like his hero and be a guardian of the realm, he dedicated his time learning all about becoming the most powerful druid. As he immerse himself to the teaching of the druid elders, he learned that he can imitate any other beings (animals, elementals, etc.). Learning such capability of druid, he became more devoted to his studies.

His dedication, persistence and passion was noted by the elders of the Gatekeeper and so he was assigned to guard the portal called "The Realm of Folded Tavern".

Upon nearing the portal, he was drawn by a great power that overwhelmed. When he woke up the next day, he felt stronger and his senses are more acute.


Meeting Breezee
Elemental Companion
In pursuit of his aim to be a druidic Gatekeeper, Thatari does not want an ordinary animal as companion. With the help of his mentor, he was able to find Breezee, an air elemental. For Thatari, even if making an elemental is not easy it is just another challenge he have to overcome. However, unbeknownst to Thatari meeting Blasto will open up him adventurous and jubilant side.

He still remembers the day....

In was pleasant day, the sky is blue and warm. Breezee was dancing with the wind and the forest, without his mentor Thatari would have missed him. But with his mentor, they approached the air elemental silently. And when they are near it, his mentor talk to the elemental with their request. To their surprise, Breezee to eagerly agreed but with one condition: for Thatari to catch her. "Catch me if you can?" the sweet teasing voice of Breezee asked.

Not after a very long, hard, tedious and frustating times did Thatari realized that what Breezee meant was for him to capture Breezee's heart and not to capture her physically.

Side 1
Level
Side 2

Arcadian Avenger
Discipline: Devoted Spirit, Diamond Mind, and Tiger Claw
Known: 3
Highest: 1
Stance:0

Manuevers (Source: Tome of Battle)
DM - Moment of Perfect Mind (Counter)
DM - Sapphire Nightmare Blade (Strike)
DS - Vanguard Strike (Strike)

Feats
Immaculate Body, Two-Weapon Fighting (B), +1 Str

1
Feats
Flaw - Power Attack
Flaw - Weapon focus - shortsword
Level 1 - Weapon focus - Longsword

Traits
Quick (SRD): +10 speed -1 HP per level
Spellgifted (SRD): +1CL (conjuration) -1CL (other schools)

Flaws
Phantom Sparks : Spontaneously emit bursts of colored light, -4 penalty on hide and spot
Shaky (SRD): -2 on all ranged roll

BAB: +1 (AA)
Fort: 2.5.(Druid)
Ref: 2.5.(AA)
Will: 2.5.(AA)

Druid
Spell Per Day
L0 - 3
L1 - 1

Spell
All druid spell (10+spell level) = Level 4 Spells

Feats
Animal companion, nature sense

Animal Companion (Source: web
Small Elemental (Air, Extraplanar)
Darkvision 60 ft., elemental traits
Flyby Attack, Improved InitiativeB, Weapon Finesse


Discipline:
Known: +1
Highest: 1
Stance:0


Feats
Wrath, Swordmaster, +1 Wis
BAB: +1 (AA)
Fort: 0.5.(Druid)
Ref: 0.5.(AA)
Will: 0.5.(AA)
Feats
Woodland stride





Point buy 25 : 16, 14, 10, 16, 10, 10
Dwarf : Con +2, Wis +2, Cha -2


Ahnric

Knacks mending, resistance
Mental Focus lvl + int mod + feat = 1 + 3 + 2 = 6

Implement School
Transmutation
Resonant Power Physical Enhancement (Su) 3MF =+2 temp ability enhancement
Base Power Legacy Weapon (Su) std 1MF = +1 weapon enhancement or equivalent enhancement 1min

Abjuration
Resonant PowerWarding Talisman (Su) 2MF = +1 resistance bonus (+1 every 4 level)
Base Power Mind Barrier (Sp) swift 1MF = absord 2 damage level

Focus Power
Aegis (Su)

Lineage: Draconic

Spell per day 1 + 1bonus

Traits:
Grounded (Dwarf) +2 acrobatic and +1 reflex

Reactionary You gain a +2 trait bonus on initiative checks.



Ahnric Morgrym
M CG Dwarf Occultist- Battle Host, Level 1, Init 4, HP 10/10, Speed 20
AC 18, Touch 12, Flat-footed 16, CMD 15, Fort 3, Ref 2, Will 3, CMB +3, Base Attack Bonus 0, Power Points 0/6
Waraxe, dwarven double +3 (1d10+3, x3)
Scale mail, Klar (+5 Armor, +1 Shield, +2 Dex)
Abilities Str 16, Dex 14, Con 12, Int 16, Wis 12, Cha 8
Condition None


Appearance: At a closer look Ahnric Morgrym pale complexion was not due to having lighter skin but from a hint of gray. When ask, he always explains that it was a reaction to the sands he uses in his pottery. Other than his skin color, Ahnric is your typical dwarf stout and stocky. At 4'1", he is as tall as any dwarf.

Personality: Ahnric is not your typical dwarf. He is not grumpy or serious looking but always happy and exciting. He is not xenophobic but rather he loves to be with others may they be elves, fey, human or any race. As long as you have a story to tell, Ahnric is eager to listen.

Anhric likes to work with his hand but he does not do well with carpentry or blacksmithing. Cooking ...that is where he thinks he excels; his love of food (other will say he loves eating) goes well with his cooking.

Morgrym Family Secret No one knows where the Morgrym family from because they kept to themselves. His great grand father and his grand parents are mum about this. His parents only knows that their family have been traveling from village to village until the day their family settled in Haverton.

Background Though the family refrain from Haverton politics, they are well like with in the village. They help out the town when needed. Thus, when Ahnric Morgrym was not dwarf enough, as he poor carpenter, blacksmith or miner, the dwarves in town tolerated him. Because of he is not your typical dwarf, everyone thought that he is odd.

He is a dwarf who loves to eat and cook. And also he loves to listen to stories. To fulfill his love at a young age he help in the Dragon Inn. At first as an errand boy then as an attendant then now an assistant cook.

Whenever he can, he sneak-in to listen to the stories of the adventurers, soldier and merchants. Whenever he hears the outside world he became fascinated. He dreams about beautiful places and of his glorious adventures. But, his reverie is often cut short upon remembering about the warnings of the friendly adventurers, soldiers and merchant. Thinking of the danger and his current strength makes him dismal.

Things became more rosy when he discovered his waraxe, dwarven double because after touching the weapon spells imprinted themselves in his mind and his blood feels that it is being awakened. When he first held the weapon, he saw some visions and experience something. Afterwards, he tried to remember it, but the memory is blurry - like looking into a fog.

Though he gained some power, he have not flaunted it. He does want to be shunted like when he was younger. So to hide his new found power, he joined the town guard. This way he can point to his guard training for the increase in his strength.

He also hide his capability to repair things because it might result to more question which he is not ready to answer.

Plot Areas
1. He will discover his family's secret
2. Learn more ruins or secret places where he can increase his strength
3. Of course he love to explore the outside world.
4. He will learn what happened to the owner of the waraxe and will fullfill the owners wish. He will learn the history of the waraxe by using his Object Reading (Su) power.

FINISHED

Bloodrage (Prowler at the World's End) 5
Dragon Disciple (future plan)

Feat taxes - Power Attack || Dodge (+1AC, +4 AOO) || Combat Expertise - atk to AC || Weapon Focus - weapon group

25 Point buy - 18, 12, 14, 10, 10, 11

Ahnric
Human Racial Traits
Dragon Heritage
Favored Class: +1 rage/day

Bloodline:
Bloodrage: Destined Bloodline
Dragon Disciple : Green Dragon

Spirit
Tiger : Champion
Lion : Marshal
Leopard : Guardian
Tiger : Trickster

Spell
Bloodrage: Enlarge Person, Endure Elements, Feather Fall
Bloodline: -

Traits:
Berserker of the Society (Barbarian, Society) + 3 rage/day

Latent Psion (Human) +2 trait bonus on on saves against mind-affecting effects


Tamar
Male Chaotic Neutral Human Bloodrager 5, Level 5, Init 1, HP 38/38, Speed 40
AC 21, Touch 13, Flat-footed 20, CMD 22, Fort 8, Ref 3, Will 4, CMB +9, Base Attack Bonus 5 Rage 19
MW Bastard Sword +10 (1d10+4, 19-20/x2)
Armor Spike MW Breastplate, MW Heavy Shield (+6 Armor, +2 Shield, +1 Dex, +1 Natural, +1 Deflect)
Abilities Str 18, Dex 12, Con 16, Int 10, Wis 10, Cha 12
Condition None




Appearance
His stern look, fierce eyes, white trimmed goatee, white beard, pony tailed hair and scarred face exudes a barbarous, malevolent and bloodthirsty aura.

If one dare to look long enough, his face show a wild and hard life. A glint of insanity and honest person can be both seen beneath his eyes.

He wears the usual trappings of a typical fighter; breastplate, sword at the waist, bow sling on the shoulder and some knives tuck on the belt and boots. Though the breastplate shows heavy signs of wear and dents from various weapons and sharp claws, it appeared to be well taken care of by a warrior dedicated to his craft


Background
Tamar once live a simple barbarian life in the North but the tragic invasion of undead and vermin changed it all. After seeing the devastation brought by these invaders and the death of his love ones, he a once amicable man became combative and once a calm man became aggressive. Some thought that he became twisted because they saw how savage and homicidal he is in fighting the undead and vermins. He seems to lose his mind and revel in the fights. To satisfy his desire, he started to roam the wild and look for the undead and vermin.

He spend years living in the wild and fighting undead and vermin. In one of his fight, he almost lost his life. Lady luck may have shown mercy on him as Ahnn, a daughter of a merchant, found him half dead on the road. After Ahn nurse him back to health, he regained some of his sanity. For his gratefulness he serve as Ahn guard. However, whenever he fights his savageness, homicidal nature and crazyness resurfaces. These frightened the other guards of Ahn, Ahn parent and relative.

Thus, when Tamar heard the oppening of the Rappan Athuk he did not hesitate to go. But since he has regained his sanity and is grateful to Ahn, before he left he gave Ahn his parting words.

WIP


Before Transformation


After Transformation




Emil Batraz

I am not a Hero. I just lend a hand to right the injustice I see.

Classes: Myrmidom (Psionic) Figther 4 / Inquisitor (Spellbreaker) 3 || Heshin 7
Motif: Power
Race: Human
Age: 28
Character Sheet: link
Role:
Primary role: Frontline Striker (Melee)
Seondary Role: Defender, Support fighter (he has reach)
Auxilary: Range

Appearance
Emil is of average height but is muscular and has a broad shoulder. He has the demeanor of a soldier. A well groomed beard and goatee. A well maintained and polished armor that had seen many season and wars. His armor just like himself has many scars and nicks but he wears them with pride and dignity.

Personality
Emil has mixed feeling about his nation. He is grateful for his nation for training him and imparting the discipline of the army. But the current detached attitude the nations leaders and noble, left Emil sad, dejected and a bit disillusioned. His patriotism is urging him to do something but who would listen to a lowly squad leader born a commoner. Though he has now a HERO unit, the nobles have more. He wish that someday that he can help unite his nation and become great again.

History
Emil Batraz is one of the sons to a family of carpenter. Batraz family have resided in Alton since the village founding. While their work was at best average, the Batraz's are synonymous with hard work. From young age Emil dream of a life away from the village, to a life in the frontline - a life of a soldier.... a heroic life.... While waiting for the day he will be conscripted, he help in the family's trade. So when he came of age, he left home in a hurry, like a bird that is freed from his cage, into the capital to join the army.


The the infighting of the nobles while there are ongoing wars and there is increasing lawlessness in the kingdom, left Emil sad and dejected. And with the devastation brought by war to his village, he is heartsick and muddled. He need to distance himself for the chaos. He left his nation and traveled around as mercenary hoping to find new fresh beginning.


When he opened his eyes, he found himself covered in a bluish crystal armor. After a few hours later, he realized that he is alive, He believes that the bluish armor help him heal. In the next day, he noticed upon waking up the armor is now gone and a bluish crystalline halberd was beside him.

After few months, he learned how to used the HERO unit.

Level: 7
Abilities: 35 point buy.
Wealth: 12,000 gp.
HP: Full
Traits: 2
Mental Stat: WIS

SIDE A


Side B
Henshin 7

Skills - Myrmidom 4+int
Acrobatics (Dex), Bluff (Cha) Climb (Str), Craft (Int), Diplomacy (cha), Intimidate (Cha) Knowledge Dungeoneering (Int), Knowledge Engineering (Int), Knowledge Martial (Int), ( Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skills - Psychic Warrior 4+int
Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Int), Knowledge (psionics) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str)

Skills - Henshin 4+int
Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), and Use Magic Device (Cha)

Abilities
Discipline, Grit, Deeds, Bonus feats Willpower +2 Bravery +2, Armor training +1, Weapon training +0, Telekinetic Draw (Su) (replaces 1 skill rank at 5th level)

Abilities
Bonus feat +2, psionic proficiency, warrior’s path, Expanded path

Abilities
Finishing move +1d6, motif, strong start +2 (comp bonus to attack), transformation, transformation trinket, tension, Hero power +3, Finishing move +4d6

Martial Power
Initiator Level: 4

Discipline
Mirthal Current, Piercing Thunder,Primal Fury Discipline, Tempest Gale

Manuevers
Lvl: 1 :: Known: 3 || Readied: 3 || Max Rank : 1
Eye of the Neddle {TG} (Boost - swift), Flowing Creek {MC} (counter-swift), Bronze Lancer's Edge {PT} (boost -swift)

Lvl: 2 :: Known: 4 || Readied: 3 || Max Rank : 1
Oaken Shield {PT} (counter - immediate)

Lvl: 3 :: Known: 5 || Readied: 3 || Max Rank : 1


Lvl: 4 :: Known: 6 || Readied: 4 || Max Rank : 2
Hastened Leap{PT} (boost -swift)
Bloody Riposte {PF} (counter - immediate) - replaces level 3


Stance
Lvl 1-3 : 1
Stance of Aggression {PF} (1d6 + 1d6/8lv, - 2AC)

Lvl 4-6 : 2
Reaching Blade Stance {MC} (+5 to reach and +1d6 damage)




Psionic Proficiency (Ex)
Level: 7

Power Points : 4 + Wis mod || Powers Know: 3 || Level :1st


Power:

Thicken skin (std) +1 nat armor 10/level (1PP) 10min/L || +3 PP = +1 bonus
Inevitable Strike (swift) +5 insight bonus attack roll (1PP) || +1 PP = +2 bonus || if std action = +20 bonus
Catfall (immediate) land on feet and the fall 50 ft shorter 1 round/L || 3PP = add 50ft.




Warior / Expanded Path - Ascetic Path

Bonus class skill: Knowledge (religion)
Powers: Defensive precognition, offensive precognition
Skills: Acrobatics, Autohypnosis, Knowledge (religion)
Trance: no or light armor : psionic focus + 1 to Ac or save - choose before focus
Maneuver: 1 PP = 2 doudge bonus to AC || if atttack miss can move 5ft


Finishing Move (Su)
swift or immediate action

Hero Power
Marked Target (Su) - free action to choose target. Strong Start Class feature refresh to target. Strong Start also add to damage rolls.

Heroic Leap (Su) - running start with Acrobatics. 1/4 DC

Focused Tension (Su) - declared finishing move to "Marked Target", 1 tension point per round the "Marked Target" a creature. +1 every two time switch target


Grits and Deeds
No of Grit: Wis mod
Grit Recovery (can not use against HP lower than Myrmidon): Confirm Critical hit, Reduces enemy to 0 or lower hitpoints

Deeds:
Level 1: (Cost = 1 Grit)
Unbreakable (Ex), Heroic Recovery (Ex), Man of Action (Ex)

Level 3: (atleast 1 Grit remaining)
Ready for Trouble (Ex), Utility Trick (Ex)


Motif Power
Surging Strength (Su) +4 Str ; carry 4x weight; swift or immediate action add hensin level to Str or strenght skill checks

Heavy Strikes (Su) increase weapon by one size category







Level || BAB || Skills
Fort || Ref || Will
Feats
1 || +1 || 4+int
+2.50 || +0.33 || +2.50
Wild Talent, Psionic Weapon, L1: Psionic Body, Human: Pikeman’s Training
2 || +1 || 4+int
+0.50 || +0.33 || +0.50
--
3 || +1 || 4+int
+0.50 || +0.33 || +0.50
[Primal Fury Style (Combat, Style)
4 || +1 || 4+int
+0.50 || +0.33 || +0.50
--
5 || +1 || 4+int
+0.50 || +0.33 || +0.50
PW Bonus Feat :Weapon Focus (Halberd) , Primal Fury Slash (Combat)[/B]
6 || +1 || 4+int
+0.50 || +0.33 || +0.50
[B]PW Bonus Feat : Primal Fury Leap (Combat)
7 || +1 || 4+int

+0.50 || +0.33 || +0.50

Greater Psionic Weapon


Character Creation:
Starting Level: 6
Stats: 32 Point Buy
Wealth: 13,000 gold (spend as you see fit) or Coins+ Random DM Sheniagans





Character Information
Name: Batraz d'Orien
Race: Dragonmark - House of Orien
Gender: Male
Alignment: [As with Eberron this is a little looser] Chaotic Neutral but Lawful if it pertains to the rules of the House of Orien.
Age: 32
Class: Soulknife 2/Ranger 3/Dragonmark Heir 1

Appearance:

Personality:

Quirk: Something interesting about your character, can lend into your flaw.

Role: Are you an engineer, security-focused, a scout, or an arcane specialist? This will be on your official documents.
Squad Leader, Scout. Ranger. Transportation specialist.

Backstory:

Shared Backstory: [I]Some information that your group would surely know about you![/I]

Possible Hook: Optional Actions, People, Desire that have some hold to your past or future. Keep this one Private for me.









 

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