Baron Hannis Drelev

Donovan Egoblade's page

587 posts. Alias of Lemmy.


Full Name

Donovan Egoblade

Race

Ellan

Classes/Levels

Psychic Warrior 9 - 93/93 HP AC 31 (tch 18; ff 25); CMD 27 (+4 vs Disarm/Dirty Trick); Fort +13, Ref +14, Will +13; Low-light Vision/Darkvision; Perception+ 17; Sense Motive +17; Initiative +11

Gender

Male

Size

Medium

Age

Unkown

Alignment

NG

Languages

Abyssal, Aquan, Aeran, Common, Draconic, Dwarven, Elven, Gnome, Sylvan, Terran, Undercommon

Strength 14
Dexterity 24
Constitution 20
Intelligence 20
Wisdom 20
Charisma 16

About Donovan Egoblade

Offense:

Melee:
Mindblade (Trance) (+2 Wakizashi) +17/+12 (1d6+11/18-20/x2)
Deceit (+1 Wakizashi) +14/+9 (1d6+8/18-20/x2)
Ranged:
+2 Longbow (Mindblade - Trance) +17/+12 (1d8+6/20/x3)

Power Points:
55/57

Common Skill Checks:

Acrobatics +19
Autohypsnosis +17
Bluff +15
Diplomacy +15
Intimidate +15
Spellcraft +17
Stealth +21
UMD: +10

Passive Skill Checks:

Kn(Psionics): +19
Kn(Engineering): +17
Perception: +17
Sense Motive: +17
Survival: +5

Gold: 8,575 gp

Myth-weavers sheet

HeroLab sheet:
Donovan Egoblade
Male elan psychic warrior (pathwalker) 9
NG Medium humanoid (aberrant)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +17
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Defense
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AC 31, touch 18, flat-footed 25 (+7 armor, +2 deflection, +6 Dex, +2 natural, +4 shield)
hp 93 (9d8+45)
Fort +13, Ref +14, Will +13
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Offense
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Speed 30 ft.
Melee mindblade (trance) (+1 wakizashi) +17/+12 (1d6+11/18-20) or
. . deceit (+1 silversheen wakizashi) +14/+9 (1d6+8/18-20)
Special Attacks 1 scything strike, 2 regal blade, 2 rising zenith strike, martial power
Psychic Warrior (Pathwalker) Powers Known (power points 57, ML 9th; concentration +17)
. . 3rd—dimension slide, evade burst, physical acceleration
. . 2nd—concealling amorpha, detect hostile intent, hustle
. . 1st—astral construct, biofeedback, call weaponry (path) (path), inertial armor (path), inevitable strike, stomp (DC 16)
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Statistics
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Str 14, Dex 24, Con 20, Int 20, Wis 20, Cha 16
Base Atk +6; CMB +13 (+17 dirty trick, +17 disarm); CMD 27 (29 vs. dirty trick, 29 vs. disarm)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Deadly Agility, Expanded Knowledge, Greater Dirty Trick, Greater Disarm, Improved Dirty Trick, Improved Disarm, Psionic Meditation, Psionic Talent, Quick Dirty Trick[UC], Weapon Finesse
Traits indomitable faith, reactionary
Skills Acrobatics +19, Autohypnosis +17, Bluff +15 (14 vs non-elans.), Climb +6, Craft (sculpture) +12, Diplomacy +15 (14 vs non-elans.), Disguise +3 (2 vs non-elans.), Intimidate +15 (14 vs non-elans.), Knowledge (engineering) +17, Knowledge (psionics) +19, Linguistics +10, Perception +17, Sense Motive +17, Sleight of Hand +19, Spellcraft +17, Stealth +21, Swim +6, Use Magic Device +10 (9 vs non-elans.)
Languages Abyssal, Aquan, Auran, Common, Draconic, Dwarven, Elven, Gnome, Sylvan, Terran, Undercommon
SQ maneuver (mind knight's path), maneuver (scarlet throne path), path power, path skill, repletion, resilience, resistance, trance (mind knight's path), trance (scarlet throne path), warrior's path, warrior's path (mindknight's path, scarlet throne path)
Other Gear +3 glamered mithral chain shirt, +3 buckler, mindblade (trance) (+1 wakizashi)[UC], deceit (+1 silversheen wakizashi)[UC], battery (6), chalk, crowbar, hammer, lighter, masterwork tool, masterwork tool, masterwork tool, power cable, shovel, folding[UE], silk rope (50 ft.), skillchip mark i, skillchip mark i, skillchip mark i, skillchip mark i, skillchip mark i, sunrod (3), 8,575 gp,
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Agility Use Dex for damage with light and finesse weapons
Expanded Knowledge (Psychic Warrior [Pathwalker], Astral Construct) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Greater Dirty Trick Dirty Trick penalty lasts 1d4 rds, +1 per 5 over CMD and takes a standard action to remove.
Greater Disarm When disarming a foe, their weapon lands 15 ft away in a random direction.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver (Mind Knight's Path) Maneuver: Beginning at 3rd level, you can expend your psionic focus as a standard action to make a melee attack against two creatures adjacent to you. For every five psychic warrior levels you gain thereafter, you can make one additional attac
Maneuver (Scarlet Throne Path) +2 Spend psi-focus to move and attack as a standard action
Martial Power Manifest a path power as part of a melee attack.
Path Power (Inertial Armor [Path]) (Ex) Gain a bonus power related to your path.
Path Skill (Diplomacy) +2 bonus to one skill associated with the path you are on.
Psionic Meditation You can take a move action to become psionically focused.
Psionic Talent Gain 2 or 1 extra power points.
Quick Dirty Trick May perform a dirty trick in place of your first melee attack.
Repletion (Su) Spend 1 power point to go without food or drink for 24 hours.
Resilience (Su) Spend 1 or more power points to reduce damage.
Resistance (Su) Spend 1 power point to gain +4 bonus to saves.
Trance (Mind Knight's Path) +2 When psi-focused competence bonus Hit/Dmg with Call Weaponry weapons.
Trance (Scarlet Throne Path) +2 Beginning at 3rd level, while maintaining psionic focus and while maintaining a Scarlet Throne stance, the pathwalker gains a +1 dodge bonus to his AC. This bonus increases by 1 every four psychic warrior levels possessed.
Warrior's Path (Ex) Gain benefits based on a specific warrior path.

Stances and Maneuvers:

STANCES:
Formless Dance
Spirit Sensing Dance [Active]

MANEUVERS
1 Disturbing Blow
1 Scything Strike
2 Fading Strike [Readied]
2 Regal Blade
2 Rising Zenith [Readied]
3 Altered Penumbra [Readied]
3 Ghostwalk [Readied]

Biography:
Donovan is a drifter. For as long as he can remember, he's been travelling around the world, looking for possible information about this world and his own past... And he remembers a lot.

But not much about his parents. He remembers fishing with father and watching his mother cook. He remembers having dinner with them and watching fireworks together. He remembers the night growing darker and colder, and a sinister mist coming towards them... And that's it.

Donovan's next memory is he waking up in a shore, next to the huge wreckage of what someday must have been a metal dome... Donovan couldn't have been older than 6 years, but he instantly knew something was wrong. He wasn't home anymore, his parents were nowhere to be found, and even the air smelled different. Donovan was lost and alone. But not for long.

After a couple days crying and hopelessly looking for his parents, the boy was found by a group of tiny constructs, each one no bigger than a common sparrow. They didn't speak or listen to Donovan, but they were there, and their company was much better than solitude, so the boy followed the little creatures around, and in time, they seemed to accept him as part of their swarm. They found him food, water and shelter when he couldn't do it, and even cared for his wounds... Even if their care was rather... unorthodox... at times. They fixed Donovan's broken arm by replacing bone and muscle with metal... And when they observed Donovan stumble and hit his head one too many times in the dark, they wrestled him down and had nanites install sight-enhancing technology under the child's eye, when he got sick, they replaced his liver with an artificial replacement that would better defend him from harmful foreign agents, and when a headache tormented him, they solved it by injecting bio-nanites into his brain, greatly increasing Donovan mental power.

As years went by, Donovan learned to comprehend the little constructs' logic, and how to set them to task. He also eventually figured out how to access the old memory banks of the huge metal dome that was his home, even if the metal creatures seemed relentless on their quest to deconstruct it and turn its components into more of them... He learned the dome used to be a mobile headquarters, built and inhabited by a human-like race named Ellan. No doubt that's where they learned about their "medical" procedures.

When he learned about the long-gone masters of the metal dome, Donovan thought about home and other humans for the first time in years... Possibly a decade (it was difficult to tell, having no tool or any reason to keep track of time). In a moment of nostalgia and sadness, Donovan started thinking about his parents and his old home (wherever that is)... And he felt his hand heavy with an cold object. Surprised, he looked and saw a dagger. A dagger just like the one his father used to carry... Could it be? No. There was no carving on its handle... This was a different blade. But where did it come from?

It didn't take long for Donovan to notice that by concentrating, he could bring into reality all sorts of weapons and constructs. He could even boost his own physical prowess.

The tiny constructs noticed it too. And when they did, they started showing Donovan more about their old masters' history. Their language, scholar teachings, martial training, psionic arts, -Psionics! That's what I am!- and their rituals...

With the help of his artificial companions, Donovan finished the metamorphosis that his friends had started years before. He never really knew what was done to him that night, only that whatever it was, it turned him into something not completely human. Something different... Something more. Donovan was now a real Elan.

He lived with the little constructs for years to come. Until one day they were finished with their task. The metal dome was completely gone. The only sign of its existence being the empty crater where it used to be. The tiny constructs then gave Donovan one last token of... Friendship? Gratitude? Debt? It was impossible to know... But they did it all the same. One last piece of bio-technology was inserted into Donovan's cortex. He isn't sure what it is, but he's glad it's there... For no more than a moment after it was implanted, the small constructs started vanishing. Blinking away from existence in short bursts of blue light. Where they went, Donovan never learned, but he now had a whole world to explore.

Donovan built a small boat and left the island. He soon found himself in a prominent urban center and had his first contact with a biological sentient being ever since he lost his parents. It took some time for him to adjust to society, but Elans have nothing if not time... After an year or ten, Donovan had even become quite charming... And he got pretty good at reading other people too.

Now Donovan travels around the world, looking for knowledge of what is and what was, practicing his physical and mental training and if the meantime he learns where he came from, even better!

Appearance:

Donovan appears to be a human in his mid-twenties, though he is certainly older than that, even if he doesn't know how much exactly... He has light brown hair and beard, and under his chin there is a odd scar that looks (just slightly) like circuitry.

His eyes are definitely his most prominent feature, though. Donovan had dark blue eyes when he was a child, but the circuitry of his subcorneal implants is red, causing his eyes to look violet.

Donovan in good shape, but not too muscular. Behind his right shoulder, there is a nanite-tattoo of a black gear with a white center turning in tandem to a white gear with a black center.