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Valeros

Rive's page

77 posts. Alias of Ray of Sunshine.


Full Name

Rive

Race

Human

Classes/Levels

Level 1 Battlemind

Gender

Male

Size

6'

Age

17

Alignment

Neutral

Location

Eberron

Languages

Common

Occupation

Former slave/Arena fighter

Strength 11
Dexterity 11
Constitution 18
Intelligence 8
Wisdom 12
Charisma 16

About Rive

39HP / 13 Bloodied / 13 surges per day at value 8

Magic: +1 Scale, +1 Sentinel Marshal Honor Blade Longsword

21 AC
16 Fort
14 Reflex
17 Will

Defense Breakdowns :

19 AC = 10 + 7(scale) + 2(shield)
15 For = 10 + 4(con) + 1(race)
13 Ref = 10 + 2(shield) + 1(race)
16 Wil = 10 + 3(cha) + 1(class) + 1(feat)

5 Speed
+1 Initiative

14 Passive Insight
9 Passive Perception

Trained Skills: Athletics, Endurance, Insight, Intimidate, Streetwise,

Skills: -1 Acrobatics, 0 Arcana, 4 Athletics, 4 Bluff, 4 Diplomacy, 2 Dungeoneering, +8 Endurance, 2 Heal, 0 History, 7 Insight, +9 Intimidate, 2 Nature, 2 Perception, 0 Religion, -1 Stealth, 9 Streetwise, -1 Thievery

Feats:

Master at Arms (+1 to hit with weapon attack rolls)
Fervent Talent: Multi-class Ardent

Wild Focus
You gain the wild focus power, which reflects the raw telekinetic power you wield in combat.

Battlemind Features:

To attack with powers: +10 vs. AC/1d8+4 Damage

Battlemind Feature Wild Focus

Using a surge of telekinetic power, you yank an enemy toward you, forcing it to fight.

Encounter Psionic
Free Action Close burst 10

Trigger: An enemy starts its first turn during an encounter.

Target: The triggering enemy in burst

Effect: You pull the target a number of squares equal to your Charisma modifier and mark it until the end of your next turn.

Blurred Step

You bend reality with the power of your mind, flashing across the space between you and your enemy.

At-Will Psionic
Free Action Personal

Trigger: An adjacent enemy marked by you shifts

Effect: You shift 1 square.

Special: You can use this power only once per turn.

Update (6/14/2010)
In the Action entry, replace “Opportunity Action” with “Free Action (Special).” At the bottom of the power, add the following line: “Special: You can use this power only once per turn.”

Battlemind's Demand

You draw your foe’s concentration, taunting the foe to strike at you.

At-Will Augmentable, Psionic
Minor Action Close burst 3

Target: One creature in burst

Effect: You mark the target until you use this power again or until the end of the encounter.
Augment 1

Target: One or two creatures in burst

Mind Spike

You force your enemy to feel the pain that it inflicts on your friend.

At-Will Force, Psionic, Psychic
Immediate Reaction Melee 1

Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn’t include you as a target

Target: The triggering enemy

Effect: The target takes force and psychic damage equal to the damage that its attack dealt to your ally.

Level One Powers

Vicious Cobra Strike

In your foe’s mind, your weapon takes the form of a hissing serpent, its strike hindering that enemy’s attacks against you.

At-Will Augmentable, Psionic, Psychic, Weapon
Standard Action Melee weapon

Target: One or two creatures

Attack: Constitution vs. AC

Hit: Constitution modifier psychic damage, and you mark the target until the end of your next turn. If you target only one creature with this power, the attack deals 1[W] extra damage.
Augment 1

Hit: As above, and you also mark one enemy adjacent to the target until the end of your next turn.
Augment 2

Range: Close burst 1

Target: Each enemy you can see in burst

Hit: 1[W] + Constitution modifier psychic damage, and the target is marked and takes a -2 penalty to attack rolls until the end of your next turn.

Bull's Strength

You slam your foe back as if it were a puny goblin. By enhancing your strength further, you can reach enemies farther away or even swat multiple foes.

At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Constitution vs. AC

Hit: 1[W] + Constitution modifier damage, and you push the target 1 square.
Augment 1

Special: Your reach increases by 1 for this attack.
Augment 2

Close: blast 3

Target: Each enemy you can see in blast

Renewed Focus

By the power of your mind, you shrug off effects that would keep you away from your foes.

At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Constitution vs. AC

Hit: 1[W] + Constitution modifier damage. You are no longer marked or slowed, and you cannot be marked or slowed until the end of your next turn.
Augment 1

Hit: 1[W] + Constitution modifier damage. You and allies within 5 squares of you are no longer marked or slowed, and cannot be marked or slowed until the end of your next turn.
Augment 2

Hit: 2[W] + Constitution modifier damage. You are no longer immobilized, marked, or slowed, and you cannot be immobilized, marked, or slowed until the end of your next turn.

Renewed Focus (new one)

Aspect of Elevated Harmony

Your eyes glow as you achieve harmony of mind, body, and spirit. In this state, you are able to heal yourself, and you understand where to strike your enemy best and how to lessen its blows.

Daily Healing, Polymorph, Psionic, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Constitution vs. AC

Hit: 2[W] + Constitution modifier damage.

Miss: Half damage.

Effect: You can spend a healing surge. You then assume the aspect of elevated harmony until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1

Effect: You gain temporary hit points equal to 5 + your Wisdom modifier. In addition, choose a single creature hit by the at-will attack. That creature takes extra damage equal to your Wisdom modifier.

Ardent Surge

You send a surge of powerful emotion that revives a faltering ally.

Encounter (Special) Healing, Psionic
Minor Action Close burst 5 (10 at 16th level)

Target: You or one ally

Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.

Mantle of Clarity: The target gains a +1 bonus to all defenses until the end of your next turn.

Mantle of Elation: The target gains a +1 bonus to attack rolls until the end of your next turn.

Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.

Quickie backstory:

Rive (his name means "to split") was sold into slavery by his father at birth -- his mother died giving birth to him (he was cut from her -- the first time he was "riven" in his life), and his father couldn't bear looking at him. He doesn't know his original name -- his owner called him "Groom boy" because that's what he did. He begins to gain status among the other slaves for his ability to fight -- augmented by his wild talent, a talent he's trained in from time to time by a wandering Ardent (hence the multi-class). At 16 he "marries" another slave (of course, slaves can't formally marry, so it's a bit more of an informal arrangement). His wife catches the master's eye -- and she's taken from him. Again, Riven.

When his master discovers his fighting ability, he begins to enter him into arena contests -- which he does quite well in. He gives himself the name Rive. His new status earns him better treatment back at the manor -- until he finds himself in a position to have access to his master, at which time he kills him, robs him and flees.

Rive has learned to look out for number one. He's practical, sometimes brutal -- but he is also fiercely loyal to his companions. Perhaps because he so often has his sources of protection taken from him, he is fiercely protective of those he considers friends.


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