|
|||||||||||||||||||||||
|
About Khun-duhnAPPEARANCE:
BACKGROUND:
There are stories of those who dug too deep into the bowels of the earth, spelunkers who opened ancient cities and awakened things from beyond the worst nightmares. There these miners discovered creatures more akin to gods sleeping beneath the earth, beings neither demonic nor angelic in their forms and minds. Once such group was a clan of dwarves who cast all caution aside, tunneling deep, following richer and richer mineral veins until they found something that shattered their minds, broke their bodies, and remade them in a new image. What returned from that unknown place where logic no longer made sense, where the laws of physics did not always hold sway, and the weak minds of the current races couldn’t fathom were the duergar, who warned of a slumbering deity who would rule over all other deities if awakened. Duergar are reminiscent of the dwarves they once were, in that they are short and broad, of powerful stature, but that is where any likeness is lost. Their ways can seem to be callous and cruel, but it is from their experience deep in the earth that they are motivated. Even actions such as slavery are not only acceptable, but encouraged if it helps to continue the projects that keep That Which Sleeps Beneath from arising. {from Psionics Unleashed by Dreamscarred Press}
The dream is always the same… A shadow in the sky. A falling star. Barely-seen lithe shapes running swiftly through shadowy woods. A beautiful, primeval forest hiding a darkness at its core. A subterranean city of almost alien design and beauty, exuding a terrifying sense of malevolence. And throughout it all, an incessant discordant lullaby playing over and over and over... Khun-duhn awoke with a start, the music from his dreams as always everpresent in his head. As he did every morning, the duergar sat down on the floor of his quarters, crossing his legs beneath him as he began the ritual meditation taught to him during his time among the monks of the Kusari-Gama cell in the Kodar Mountains. After several moments his breathing slowed, the swaying of the vardo in which he rode helping to calm his heart rate and focus his thoughts. By the time he finished his meditation, the discordant tune had retreated to the depths of his mind where it was barely noticeable. [still a work in progress - basically after leaving the monastery Khun-duhn was taken in by a Varisian caravan at the insistence of their Wise Woman and has been working as a blacksmith for them for the past few months. Khun-duhn discusses his dreams with the Wise Woman (Madame Eva) and she tells him that he has a touch of the Sight and that his dreams are portents of the future. She performs a Harrow reading and tells him that he will meet four companions with whom he will stand together against a darkness that threatens the world. Her reading will provide uncanny descriptions of these companions, one of which is an old friend (this revelation will cause him to flashback to the many years he spent with the circus with Dzae's family before departing to study at the monastery). The Varisians deliver Khun-duhn to Riddleport, and he realizes the most likely place to find Dzae will be at the Gold Goblin.]
GAME STATISTICS:
AC: 18, touch 12, flat-footed 16 [+6 armor (scale mail + kilt), +2 Dex]
COMBAT:
Combat Modifiers:
SKILLS:
Skill Ranks per Psychic Warrior Level: 4 + 0 (Int)
• Acrobatics +2 (1 rank + 3 class + 2 Dex - 4 ACP) • Autohypnosis +6 (1 rank + 3 class + 2 Wis) • Bluff -1 (0 ranks - 1 Cha) • Climb -1 (0 ranks + 3 Str - 4 ACP) • Craft (weaponsmith) +4 (1 rank + 3 class + 0 Int) • Diplomacy -1 (0 ranks - 1 Cha) • Disguise -1 (0 ranks - 1 Cha) • Escape Artist -2 (0 ranks + 2 Dex - 4 ACP) • Heal +2 (0 ranks + 2 Wis) • Intimidate -1 (0 ranks - 1 Cha) • Perception +8 (1 rank + 3 class + 2 Wis + 2 Alertness) • Sense Motive +4 (0 ranks + 2 Wis + 2 Alertness) • Stealth -2 (0 ranks + 2 Dex - 4 ACP) • Survival +2 (0 ranks + 2 Wis) • Swim -1 (0 ranks + 3 Str - 4 ACP) Languages: Dwarven, Common, Undercommon FEATS:
Psionic Talent [psionic]: When you take this feat for the first time, you gain 2 power points. (duergar racial bonus feat)
Psionic Body [psionic]: Gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points (1st level feat). Psicrystal Affinity [psionic]: You gain a psicrystal. Should your psicrystal be destroyed, you gain a new one after 24 hours. A new psicrystal must have the same personality as the original. (1st level psychic warrior bonus feat). TRAITS:
Into Enemy Territory: The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and all the signs point the same way—something or someone in Riddleport is connected to the Blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship. Pick Fortitude, Reflex, or Will (Khun-duhn has picked Reflex). You gain a +1 trait bonus on all saving throws of that type. [Campaign Trait]
Focused Mind: Your past was dominated by lessons that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.[Basic (Magic) Trait] DUERGAR RACIAL ABILITIES:
(Note: Duergar Racial Abilities from Dreamscarred Press Psionics Unleashed)
+2 Constitution, +2 Wisdom, -2 Charisma Medium: Duergar are Medium creatures, and have no bonuses or penalties due to their size. Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Duergar can see in the dark up to 60 feet. Hardy: Duergar receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Duergar receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Dwarf Blood: Duergar count as dwarves for any effect related to race. Light Sensitivity (Ex): Duergar are dazzled (-1 to attack rolls and Perception) in an area of bright light (sunlight or within the radius of a daylight spell). Duergar Psionics: Duergar gain the following psi-like abilities: 1/day – Expansion and Cloud Mind. These abilities affect only the duergar and his gear. The manifester level for these effects is equal to the duergar’s level (minimum 3rd). The DC for Cloud Mind is equal to 10 + the power’s level + the duergar’s Charisma modifier. Naturally Psionic: Duergar gain the Wild Talent feat as a bonus feat at 1st level. If a duergar takes levels in a psionic class, he instead gains the Psionic Talent feat. Psionic Aptitude: When a duergar 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: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose from the following: Aklo, Draconic, Giant, Goblin, Orc, and Terran. PSYCHIC WARRIOR CLASS FEATURES:
Weapon and Armor Proficiency: Psychic Warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Bonus Feats: At 1st level, a Psychic Warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The Psychic Warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, etc.). These bonus feats must be drawn from the feats noted as combat feats or psionic feats. The Psychic Warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements (like levels in another specific class). These bonus feats are in addition to the feats that a character of any class gains every two levels. A Psychic Warrior is not limited to combat feats and psionic feats when choosing these other feats. Psionic Proficiency: A Psychic Warrior treats his base attack bonus as equal to his Psychic Warrior level for the purposes of requirements for psionic feats. Base attack bonuses granted from other classes are unaffected and are added normally. Warrior’s Path: At 1st level, a Psychic Warrior chooses a path to adhere to (listed below). When first taking a path, the Psychic Warrior gains one of the two powers associated with that path. Powers gained from a path do not count against his number of powers known. When manifesting this power, called a path power, the Psychic Warrior can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal. At 3rd level, the Psychic Warrior gains the second power from his path. All of the above benefits apply to this additional path power.
Expanded Path: At 3rd level, the Psychic Warrior expands his understanding of his chosen path. From this point on, he can use the Trance and Maneuver associated with his chosen path. Path Skill: At 4th level, the Psychic Warrior gains a +2 bonus to one skill associated with a path he is on. Every three levels thereafter, he can choose to increase the bonus to one of his path skills by +2 (to a maximum of +6 for any one path skill). This may be a skill he has already chosen or a new skill associated with a path he is on. Martial Power: At 6th level, if the Psychic Warrior makes a melee attack, he can manifest one of his path powers as part of that attack action. The power takes effect immediately after the attack has been finished. Touch range powers are transmitted through the melee attack to the attacked target. PSICRYSTAL - Corundus:
Diminutive Construct (Deep Purple Star Sapphire)
Initiative: +2 Senses: Sighted; Perception +6 Defense AC: 16, touch 16, flat-footed 14 (+2 Dex, +4 size) hp 8 Current hp = 8 Fort +4, Ref +2, Will +2; Hardness 8 Special Qualities: construct traits Offense Speed: 30 ft.; climb 20 ft. Melee: - Statistics Str 1*, Dex 15*, Con 0, Int 6, Wis 10, Cha 10 Base Atk +0; CMB -9; CMD +3 Feats - Skills Climb +10*, Perception +6, Stealth +6; Racial Modifiers +8 Climb, +4 Perception, +4 Stealth *with self-propulsion ability activated. Languages: Undercommon Psicrystal Abilities:
PSIONIC POWERS:
Power Points/Day: 5 (1 + 1 bonus + 2 psionic talent + 1 favored class) Power Points Used Today: 0 Concentration Check Modifier: +5 (+1 psy warrior manifester level + 2 Wis + 2 trait) Powers Known:
Warrior Path Powers:
Psi-Like Abilities:
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. EQUIPMENT:
Starting Wealth = 125 gp equivalent (Psychic Warrior average)
•Explorer's Outfit (free) [8 lb] - sturdy leather boots, leather breeches, belt, linen shirt, gloves, ample cloak with hood • Scale Mail (50 gp) [30 lb] • Armored Kilt [Adventurer’s Armory 18] (20 gp) [10 lb] • Bill (11 gp) [11 lb] • Cestus (5 gp) [1 lb] • Kukri (8 gp) [2 lb] • Backpack (2 gp) [2 lb] -- Artisan’s Tools (5 gp) [5 lb] -- Silk Rope, 50 ft. (10 gp) [5 lb] -- Grappling Hook (1 gp) [4 lb] -- Oil, 2 flasks (2 sp) [2 lb] [] [] -- Bedroll (1 sp) [5 lb] -- Blanket (2 sp) [1 lb] -- Trail Rations, 4 days (2 gp) [4 lb] [][][][] -- Waterskin, full (1 gp) [4 lb] • Belt Pouch (1 gp) [0.5 lb] -- 10 gp, 5 sp Coin spent at Golden Goblin: 1 gp (entry fee), 4 sp (ghoulette) Total Weight carried: 94.5 lb (Medium)
REFERENCE INFORMATION Psionic Focus:
Many feats as well as many psionic class abilities work either by maintaining or expending psionic focus.
Gain Psionic Focus: Merely having the ability to hold a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost—they can become psionically focused. If you have a power point pool or the ability to manifest psi-like abilities, you can meditate to become psionically focused. Meditating is a full-round action that provokes attacks of opportunity. When you are psionically focused, you can expend your focus on any single concentration check you make thereafter. When you expend your focus in this manner, your concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way. Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in the case of elans). You may still gain psionic focus even if you have depleted all of your power points. Autohypnosis:
AUTOHYPNOSIS (WIS; TRAINED ONLY)
You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities. Check: The DC and the effect of a successful check depend on the task you attempt. Task....................DC
Ignore Caltrop Wound: If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Autohypnosis check removes this movement penalty. The wound doesn’t go away—it is just ignored through self-persuasion.
Action: Typically none. Making an Autohypnosis check usually doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively. Try Again: Yes, for memorize and willpower uses, though a success doesn’t cancel the effects of a previous failure. No for the other uses. Psicrystals:
A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand. Because it is an extension of its creator’s personality, a character’s psicrystal is in some ways a part of him. That’s why, for example, a psionic character can manifest a personal range power on his psicrystal even though normally he can manifest such a power only on himself.
A psicrystal is treated as a construct for the purposes of all effects that depend on its type. A psicrystal grants special abilities to its owner, as shown on the Psicrystal Special Abilities table below. In addition, a psicrystal has a personality (being a fragment of the owner’s personality), which gives its owner a bonus on certain types of checks or saving throws, as given on the Psicrystal Personalities table below. These special abilities and bonuses apply only when the owner and the psicrystal are within 1 mile of each other. Psicrystal abilities are based on the owner’s levels in psionic classes. Levels from other classes do not count toward the owner’s level for purposes of psicrystal abilities. A psicrystal can speak one language of its owner’s choice (so long as it is a language the owner knows). A psicrystal can understand all other languages known by its owner, but cannot speak them. This is a supernatural ability. Psicrystal Basics: Use the statistics for a psicrystal, but make the following changes.
Psicrystal Special
Owner Lvl…Nat. AC…Int Adj…Special Armor
Psicrystal
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|