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Conna the Wise

Brindolfin Cloudcap's page

285 posts. Alias of Chainmail.


About Brindolfin Cloudcap

Male Half-Giant Age 34
Monstrous Humanoid
Neutral Good Psychic Warrior/Soulknife 4
233# 94"
Blonde Hair - Fair Skin - Light Blue Eyes
Senses PER +10 Sense Motive +3
Psionic Power Points = 6(Base)+6(ability)+4(FC)+4(Psionic Talent x2)=20
Current Psionic PPs = 20/20; Psionic focus: Unexpended
Lessons of Chaldira: Unexpended
INIT: +2

Ministats
hp=51/51
CMB: +12 CMD: 22
Senses PER +9 Sense Motive +4
Armor Class: 23 Touch: 10 Flat-Footed: 23
Fortitude: +5 Reflex: +4 Will: +7

background:

Brindolfin ('Brin')always knew he was different. Growing up among cloud giants, Brindolfin was always in a hurry while his family and friends were slow and deliberate. Then his world fell apart when his parents let him know they adopted him when he was a baby because his dead uncle had fostered a child with a human mother. Things grew worse years later when he was bullied over a four hour period by other giants for his human heritage. The incident left him physically and emotionally scarred as the giants used their psychic powers to scare and disfigure the half-breed. The only good thing about that day was it allowed him to manifest a large blade to defend himself and eventually his giant tormentors left him alone.
Brin studied all he could to learn the most of his giant heritage and enjoyed the love of his foster parents who treated him as their own while an outcast in the larger giant community. But eventually he had to see what the race of humans was like. His father wandered human lands looking for a way to make the world a better place and chose a human woman for his mate shortly before he died.
Brin only knows that his mother is a Wilder from Sandpoint. He also inherited a journal from his father that seemed to indicate that evil gaints may threaten the human settlement his mother grew up in {possible DM plot hooks here}.
Brin has met a wizened halfling monk. His halfling mentor has taught him about Chaldira Zazuristan. It is strange that Brin identified with the teachings of Chaldira, but the impetuous nature of Chaldira and his belief in Desna saving him has made Brin decide that he will always trust Chaldira to bail him out of any danger. His halfling mentor was a great traveler of the world, and word of Rabi the Ascetic can inspire reverence and awe among the small group of top martial artists in the world.
As many of his father's race, he has the ability to use psionic powers in combat. His mother was a Varisian gypsy, and his ability to manifest a large blade comes from her. Brin is searching for the human half of his heritage, attempting to save his mother's people, and follow in his father's footsteps of discovery in human lands. He sees himself as a noble warrior seeking acceptance from human society to make up for his treatment in giant society.

Half Giant:

Half-giant

Far back in their ancient history, half-giants were slaves to some form of king. Their stories vary from tribe to tribe, but their former status as slaves is one thread that is common in the lore of every half-giant tribe. As slaves, they fought their oppressors and earned their freedom. As a result, nothing is more important to half-giants than their liberty. They will fight and even kill to stay free, and few things are capable of breaking a half-giant’s will to live like slavery. Indeed, most half-giants would prefer to commit suicide rather than face incarceration or enslavement. For these reasons, most half-giants tend to be law-abiding and respectful, but they can have a tendency to solve problems by resorting to violence rather than risk being apprehended. Some myths claim that they were spawned from fire giants, while others say that they worked in volcanic forges. Regardless of the truth, half-giants are more resilient to heat, a trait that serves them well in the present, as they have a tendency to dwell in arid lands and deserts.

Physical Description Standing over eight feet tall, half-giants are the largest of the common races, towering above even half-orcs, with males slightly taller and heavier than females. Their size makes them imposing but slow to react. Their skin ranges from nearly complete black to a deep tan, while their hair is almost always black. Their eyes typically range from blue to green, but a fair number have red eyes, making them stand out against other races. Most half-giants tend to wear little clothing, or very heavy armor, depending on the situation; in a social gathering, their tribal clothing covers very little to account for their tendency to reside in hot lands, and most half-giants are proud of their bodies and physical looks and prowess. In combat, they prefer to wear heavy armor, taking advantage of their natural strength and stature.

Society Half-giants most commonly organize themselves into nomadic and shifting tribes, following charismatic and wise leaders for brief periods. Many half-giants have a tendency to drift into and out of tribes over time, while a portion of a tribe may split out and start a new tribe, which may later merge with a larger tribe. When enemies gather, empires rise, or war looms, the half-giant tribes might unite under their strongest and wisest leaders, protecting each other from the threat of oppression. In times of peace, they splinter into hundreds of individual tribes, enjoying the freedom they hold so dear. As societies go, the half-giants are generally composed of nomadic hunters, taking down the giant sandworms of the desert or hunting elephants across the savannah and plains. Half-giants enjoy dancing, drinking and games of physical prowess such as wrestling, running, and spear throwing.

Relations Half-giants appreciate the open nature of humans and half-elves and can sympathize with how half-orcs sometimes feel outside of society. Elves with their slow pace, dwarves and maenads with their rigid societies, and ophiduans with their expansionist behavior generally make the half-giants uncomfortable. Most of the other races are welcomed based on their behavior, although the carelessness of halflings, dromites, and gnomes worry the half-giants, who believe that it will lead to these smaller races being taken advantage of and, therefore, possible subservience and slavery. Half-giants keep duergars at arm’s length due to the use of slavery.

Alignment and Religion Worshiping gods relating to freedom, nature, summer, and the hunt, half-giants are devout but very naturalistic. They manifest their worship with totem poles, believing the gods to be pleased with depictions of their power, thus protecting the tribe from evil. Most half-giants tend to be neutral or chaotic good, striving to help both the tribe and others as well as they can, although their belief in following the law to avoid incarceration can result in lawful half-giants. This does not mean that a half-giant won’t resort to violence at the slightest sign of evil. Indeed, to most half-giants, jail, incarceration, and slavery are all seen as equally evil and to be fought to the last breath.

Adventurers Most half-giants are driven into adventuring by wanderlust and a wish to learn more about the world around them. Some are driven by religious conviction, while others understand that they will help their tribe the most by making the world a safer place. Very few adventure to make money, greed is a strange concept to most half-giants.

Male Names Adoett, Abaque, Amayeta, Chumani, Donama, Maka, Macawi, Nashota, Odakota.

Female Names Hurit, Huyana, Awentia, Cholena, Kimella, Mika, Nadie, Dabun, Pahana.

Racial Traits

+2 Wisdom, +2 Charisma, +2 Intelligence, +4 Strength, –2 Dexterity: Half-giants are very strong, but not too nimble.
Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race.
Medium: Half-giants are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-giants have a base speed of 30 feet.
Darkvision 60': As monstrous humanoids.
Stone Hide: Half stone giants have +5 natural armor.
Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger.

Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.

A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant’s level (minimum 1st). The DC for this power is equal to 10 + the power’s level + the half-giant’s Wisdom modifier.
Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, and Ignan.

Definition
Psi-like Ability: A psionic effect which can be manifested without paying a power point cost. When manifesting a psi-like ability, the creature's effective manifester level is equal to its hit dice unless specified otherwise. Some psi-like abilities duplicate existing psionic powers; unless specified otherwise, such psi-like abilities are manifested as if the psionic power were augmented to the limit of the creature's effective manifester level. Psi-like abilities are subject to power resistance and dispel psionics. They do not function in areas where psionics are suppressed or negated (such as a null psionics field). Psi-like abilities can be dispelled as normal. A creature with psi-like abilities gains the psionic subtype.


Link to psychic warrior
Link to soulknife
defense:

Fortitude: +5= 4(Base) +1(Con)
Reflex: +4= 4(Base) + 0(Dex)
Will: +7= 4(Base) + 3(Wis)
Lessons of Chaldira (available today)
HP = 1d10 (10) +1d10 (10) +1d10 (10) + 1d20 (6) + bonus (11) + Favored (0) + Con(+4) = 51/51
Bab: +4 CMB: +12 CMD: 22
Armor Class: 23 = 10(Base)+0(Dex)+8(Agile half plate)+5(Natural Armor)
Touch: 10 Flat-Footed: 23
Speed: 20ft (run x4)

Str: 20 Dex: 10 Con: 12
Int: 12 Wis:16 Cha: 9

offense:

Soulblade +4(bab)+1(wf)+5(str)+1(enhance)+1(trance)=+12 19-20x2 dam=3d6+14

Skills:

6(class=covert training)+1(INT)=7 per level
Autohypnosis +10=3(Wis)+4(ranks)+3(Class)
Acrobatics: +4=0(Dex)+1(ranks)+3(Class)
Appraise: +5=+1(Int)+1(ranks)+3(Class)
Bluff: -1=-1(CHA)+3(Class)
Climb +9=+5(Str)+1(ranks)+3(Class)
Craft (armor): +10=+1(Int)+4(ranks)+3(Class)+2(path skill)
Heal: +7=+3(Wis)+1(Ranks)+3(Class)
Perception: +10=3(Wis)+4(Ranks)+3(Class)
Stealth: +0=0(Dex)
Sense Motive: +3=+3(Wis)
Survival: +3=+3(Wis)
Know(nobility): +5=+1(Int)+1(Ranks)+3(Class)
Know (psionics): +9=+1(Int)+4(Ranks)+3(Class)+1(Trait)
Know (religon): +5=+1(Int)+1(Ranks)+3(Class)
Profession (soldier): +7=+3(Wis)+1(Ranks)+3(Class)
Spellcraft: +8=+1(Int)+4(Ranks)+3(Class)
Swim: +9=+5(Str)+1(ranks)+3(class)

Traits:

Lessons of Chaldira (religious, reroll one missed save per day)
Outlander (Lore Seeker) +1 Know: psionics, +1 level to three psionic powers (Vigor, TBD, TBD)
Reactionary (+2 Initiative)

Feats:

race: Psionic talent (+2 power points)
Lv1: Weapon Focus (Psychic Blade)
Lv3: Cleaving Finish

Psychic Warrior Bonus Feats
Lv1: Power Attack
lv2: Cleave

Soulknife Bonus Feats
Class: Heavy Armor, Shield (not Tower)
Class: Psionic Talent (+2 psionic power points)
Lv1: Furious Focus

Psychic Warrior class abilities/Psionic powers:

Psionic Powers
Lvl 1 Path Chosen: Path of Weaponmaster
Race: Stomp
Lvl 1 Power: Vigor (temp hit points=5 per power point expended)
Duration of Vigor = Level + 1 in minutes
Lvl 1 Path Power: Empty Mind (+2 to Will w/+1 for additional PP)
Lvl 2 Power: Force Screen (+4 AC shield bonus for 1PP 1 min/lvl)
Force screen
Lvl 3 Power: Expansion (One size category larger)
Lvl 3 Path Power: Metaphysical Weapon (grant weapon touches +1 enchantment bonus)
Lvl 4 Power: Hustle (3PP+swift=extra move action)
Trance: Beginning at 3rd level, while maintaining psionic focus, you gain a +1 competence bonus on attack rolls made with a weapon (natural weapons do not count for this benefit). This bonus increases by 1 every four psychic warrior levels thereafter.
Maneuver: Beginning at 3rd level, you can expend your psionic focus as an immediate action when an enemy attacks you to make a single melee attack against that enemy and then take a 5-foot step. The enemy’s attack is resolved before you take your action. At 8th level and every five psychic warrior levels thereafter, you gain a +1 competence bonus on the attack and damage rolls made for this attack.
Lvl 4 Path Skill=Craft(Armor) +2 bonus

Soulknife abilities:

Psionic Talent (+2 PP)
Form Mind Blade (Su)

As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.

A soulknife must choose the form of her mind blade at 1st level. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. NOTE: TWO-HANDED WEAPON CHOSEN. Once chosen, her mind blade stays in this form every time the soulknife forms her mind blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms an appropriately-sized mind blade dealing the size-appropriate amount of damage. If the soulknife's chosen form is a light weapon, she may choose to form two light weapons when forming her mind blade if she so chooses, but she suffers the standard penalties for two-weapon fighting.

Regardless of the weapon form a soulknife has chosen, her mind blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.

The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.

a soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. She can also choose her mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with her mind blade, but such feats only work on mind blades in a light weapon form.

Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).

The soulknife chooses the appearance of her mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.

Shape Mind Blade

The soulknife's mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses. A soulknife can reassign the ability or abilities she has added to her mind blade; see below. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.

Throw Mind Blade

All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades cannot be thrown without the Two-Handed Throw blade skill. Whether or not the attack hits, a thrown mind blade then dissipates.

Level 2 blade skill=Weapon Special(trip): The soulknife may assign one of the following specials to her mind blade when she shapes her mind blade: brace, trip, or disarm. She may change the assigned ability by reshaping her mind blade. This blade skill may be taken more than once, allowing the soulknife to assign multiple abilities at once.

Enhanced Mind Blade

A soulknife's mind blade improves as the character gains higher levels. At 3rd level and every odd level thereafter, the mind blade gains a cumulative +1 enhancement bonus that she may spend on an actual enhancement bonus or on weapon special abilities. A soulknife's level determines her maximum enhancement bonus (see Table: The Soulknife). The soulknife may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as she meets the level requirements. A soulknife can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonus before assigning any special abilities. If the soulknife shapes her mind blade into two items, the enhancement bonus of her mind blade (if any) is reduced by 1 (to a minimum of 0). If this would reduce the enhancement bonus on the mind blades to 0 and weapon special abilities are applied, the soulknife must reshape her mind blade to make the options valid. Both mind blades have the same selection of enhancement bonus that does not exceed the total allowed by the soulknife's level, but she must assign at least a +1 and weapon special abilities (if any). This penalty does not apply when using the Mind Shield blade skill.

Psychic Strike (Su)

As a move action, a soulknife of 3rd level or higher can imbue her mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage on any attack she wishes to activate it on (as long as the attack is made with her mind blade). A soulknife may hold the charge as long as she likes without discharging. It does not go off on any attack unless she chooses to use it, and the charge is not wasted if an attack misses. Mindless creatures are immune to this damage, although non-mindless creatures immune to mind-affecting effects are affected by this damage as normal. (Unlike the rogue's sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away.) A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue her mind blade with psychic energy again by taking another move action. Additionally, she may recharge it as a swift action by expending her psionic focus.

Once a soulknife has prepared her blade for a psychic strike, it holds the extra energy until it is used (whether the attack is successful or not). Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown), it is still imbued with psychic energy when the soulknife next materializes it.

If the soulknife forms her mind blade into two weapons, she may imbue each mind blade with psychic strike as normal. If she reshapes her mind blade into a single weapon form, the additional psychic strike imbued into the additional weapon is lost. At every four levels thereafter (7th, 11th, etc), the extra damage from a soulknife's psychic strike increases by 1d8.

Toppling Strike (chosen level 4)
If the soulknife’s mind blade has the Trip special feature, she may use it to make a single attack at her full base attack bonus as a standard action. If the attack hits, it deals damage normally and the soulknife can make a free trip attack (using her full base attack bonus) against the same foe. She does not provoke an attack of opportunity for this trip attempt. A soulknife must have the Weapon Special blade skill before selecting this blade skill.

Equipment:

Chain Shirt sized for half giant
Mwork agile half plate sized for half giant
Spare tucked away in case something bad happens to above suit of half plate


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