Ezren

The Oldest One's page

288 posts. Alias of Harakani.


Race

HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

About The Oldest One

paranoia:
PARANOIA
Type lesser madness; Save Will DC 17
Onset 2d6 days
Effect The afflicted character gains a +2 bonus on saving throws
against charm effects, but takes a –2 penalty on Bluff, Diplomacy,
and Sense Motive checks. When the afflicted character attempts
a Sense Motive check, the GM rolls the check in secret, and
failure gives the afflicted character the impression that those
whose motives he is trying to sense are plotting against him
in some way. Lastly, any time the afflicted character tries to
use or gain a benefit from the aid another action, or is the
target of a beneficial spell or effect from an ally, he must
succeed at a Will saving throw in order to take the aid another
action or gain the benefit from the action, spell, or effect.
Dormancy Effect The afflicted character gains a +2 bonus on
saving throws against charm effects, but takes a –2 penalty on
Bluff, Diplomacy, and Sense Motive checks.
DESCRIPTION
A paranoid character is convinced that the world and society are
conspiring toward his ruin. Typically those afflicted with paranoia
are fidgety, argumentative, sullen, or extremely introverted.

Spells: Ray of Exhaustion, ???, Mind Thrust I

DESCRIPTION:

An older man. Still handsome and relatively athletic despite his obvious age. A tall, no-nonsense bearing, with a carefully trimmed white beard. He wears the parade uniform of an Ustalav cavalry soldier, light metal chestpiece with a thick woolen vest, white shirt, white kilt and blue cloak. In his left hand is an ornately carved walking stick, and in his right a hinged attaché case.

OPENING SCENE:

The old man ceased his running, his injudicious indecision costing him precious moments of his precarious lead as he pondered; up, or down? Faithless memory, that had moments ago distracted him with songs and stories, now adamantly refused to offer any clues. Another treacherous thought arose as he paused - stand his ground and face his foes - and was discarded as hopeless surrender poorly disguised as valor.
Finally, recognising that vacillation was the worst of the paths before him, he gathered up his courage and resolved to head uphill. There was little hope that the fog that veiled his pursuers would be constrained to natural law, and a risk that he would become trapped on some hilltop, but better to die facing the sky - even this scarlet hellscape - then trapped in the deep dark.
His breath somewhat recovered from his inactivity he boldly set to conquering the slope with a will. His footsteps fairly flew, old joints oiled smooth by the alchemy of terror and desperation, and if he had no breath spare to curse those who followed, he had breath enough to carry him on.

STATS:

The oldest one
LG Medium Humanoid(Human)
Psychic (Amnesiac, Mutation Mind) 3
Init +2; Senses Perception +5
----- Defense -----
AC 12, touch 12, flat-footed 10 (+2 dex, +0 armour)
hp 17 (3d6+3fc)
Sanity 43 Threshold 4 Edge 21
Fort +1 Ref +3 Will +2
----- Offense -----
Speed 30ft.,
Melee Unarmed +1 (1d3-1 nonlethal, provokes AoO), Club +1 (1d6-1)
Ranged Telekinetic Volley +3 (1d6)
Space 5 ft.; Reach 5 ft.
Spontaneous Spells (CL 3; concentration +7)
At will—Stabilize, Telekinetic Projectile, Lullaby, Detect Psychic Significance, Detect Magic
6/day—Ray of Exhaustion, BLANK@, BLANK@, BLANK@
@ = Amnesia
----- Statistics -----
Str 8, Dex 14, Con 11, Int 19, Wis 8, Cha 16
Base Atk +1; CMB +0; CMD 12
Feats Deceitful, Cunning Caster, Conceal Spell
Skills Bluff +13, Craft Alchemy +12 Diplomacy +11 Disguise +11 Linguistics +8, Knowledge (History, Dungeoneering, Engineering, Local, Religion, Arcana) +8, Perception +5, Sleight of Hand +3
Traits Armor Expert, Alchemical Adept, Foe of the Strange
Drawbacks Superstitious
Languages Taldane, Varisian, Thassilonian, Orcish, Hallit, Osiriani
----- Special Abilities -----
Bonus Feat Deceitful
Silver Tongued (Ex) +2 bluff and diplomacy, can move a creature up to 3 categories using diplomacy
Abomination Discipline
Dark Half (Su) 7 rounds per day. Concentration DC 12 to come back. DCs of spells +1, +2 morale will, immune to fear, spells that deal damage also deal 1 bleed. Can’t use cha, dex or int skills (some exceptions).
Phrenic Pool (Su) 4 points - nothing to spend them on
Spell Recollection (Su) Once per hour as a swift action, an amnesiac can attempt to remember any spell from the psychic spell list of her choice
Physical Mutation (Su) swift action, +4enhancement bonus to Strength and a –2 penalty to Intelligence. Standard to turn back. Lasts 3 minutes - can be spent on 1 minute lots. Can spend a Phrenic Pool Point for 1 extra round. Fatigued afterward
Alchemical Adept +2 alchemy, only ruin raw materials if you roll a 1 (and miss by 5+)
Foe of the Strange +1 against Ex, Su and Sp of abberations. -10% on confusion rolls.
Armor Expert -1 ACP
Superstitious Whenever you are affected with a harmless spell, there is a 50% chance that you must roll a saving throw to prevent that effect, even if it would benefit you. This does not apply to harmless spells cast by you upon yourself.
Detect Thoughts (Sp)
At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.
Phrenic Amplification: Will of the Dead (Su): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.

----- Initial Equipment -----
120gp
Portable Alchemist’s lab (75gp crafted = 25gp)
Parade Armour (25 gp)
Walking stick/Club (0gp)
Dagger (2gp)
Quarrels (1 gp)
Troll Styptic (100gp crafted = 33.33)
Attache case/Carpet bag (Backpack, 2gp)
Crossbow
1gp, 6sp, 7cp