Rogue

Hadha Al-Yatim's page

230 posts. Alias of Choon.


Full Name

Hadha Al-Yatim

Race

HP: 24/24 | AC: 19/16/13 | F:3 R:7 W:4 | CMD: 15 CMB: 2 | Init: +6 Percep: +9, 11 vs traps

About Hadha Al-Yatim

Male Elf Cryptic 4
Init +6 (+4 dex); Senses: Perception +9(11)
STATS
Str 8, Dex 22, Con 10, Int 19, Wis 12, Cha 8

Defence/ Offence
AC 19, Touch 16, Flat-Footed 13 (+6 dex, +3 Mwk.Studded )
HP 24/24 d8+4
Fort +3, Ref +10, Will +5
CMD 15

Offence
Speed 30
Melee:
+7 Rapier 1d6+4 18-20 x2
+7 Dagger 1d4+4 19-20 x2

Ranged:
Disrupt pattern +9 1d6+6+1d6 x2 30 ft.

B.A.B. +3, CMB 2

Traits, Feats, Insights
Traits
Pragmatic Activator: UMD Based on Int
Spark of Creation: +1 craft (tattoo) and 5% cost reduction for tattoos.

Feats
*Alertness if within range of psicrystal*
(b) Skill Focus: Disable Device
(b) Scribe Tattoo - Tattoo costs (LevelxMLx50g-5%)
1st: Psicrystal Afinity: gain a psicrystal "familiar"(Deadly Aim [-1/+2] free)
3rd: Stealth Synergy

Insights
2nd: Discerning Insight - When fighting a creature that is not of one of her active enemy types, she may attempt to identify that creature with a Knowledge check appropriate to the creature’s type as a swift action; if successful, she may treat the creature as if it was one of her active enemy types until the target is dead or unconscious or until combat ends. Whether or not discerning pattern is successful, the creature cannot be the target of this ability for 24 hours.

Binding Pattern (Su)
A cryptic with this insight can cause creatures struck with her disrupt pattern ability to become entangled for a number of rounds equal to the cryptic’s Intelligence modifier, although the disrupt pattern damage is minimized (all dice rolls are treated as 1s). Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier. A cryptic must be at least 4th level before selecting this insight.

Powers
Power Points: 12 (6 base + 6 int) Concentration +7

2nd lvl, 3pp, DC 16, 2 known:
Wall Walker - Spiker Climb
Cloud Mind - Nobody can detect me as long as I don't obviously change the environment

1st lvl, 1pp, DC 15, 4 known:
Minor Metamorphosis - Change my form to a minor degree
Devensive Precognition - Gain +1 insight to all AC and Saves
Hidden Pocket - Store up to 1 pound/lvl in an extradimensional space in your palm.
Deja Vu - compel the target to repeat it's last action. If it cannot, it does nothing.

Talents, DC 14, 2 known:
Detect Psionics
Conseal Thoughts - +10 vs Sense Motive and +4 vs thought detection

Skills/ Languages
(Skill bonus=rank+ability+class+misc)

Acrobatics: 12=3+6+3
Autohypnosis 7=3+1+3
Craft (Tattoo): 9=1+4+3+1
Craft (Traps): 11=1+4+3+3
Disable Device: 13=4+6+3
Know (Arcana): 9=2+4+3
Know (Dungeoneering): 9=2+4+3
Know (Local): 9=2+4+3
Know (Religion): 9=2+4+3
Know (Nature): 9=2+4+3
Know (Nobility): 9=1+4+3
Know (Planes): 8=1+4+3
Know (Religion): 8=1+4+3
Linguistics: 5=1+4+0
Perception: 10=4+1+3+2
Stealth: 13=4+6+3
UMD: 11=4+4+3

Total = 33(+4/lvl, +4/lvl Int, +4 fav.class)

Languages
Common, Elven, Draconic, Goblin, Taldane, Sign, and Sylvan.

Special qualities:

Racial
+2 Dexterity, +2 Intelligence, –2 Constitution
Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Human-Raised
Source Inner Sea Races pg. 211
Forlorn—elves raised outside of elven communities—are accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents’ skills. They gain Skill Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.
Class-based
Proficiencies: All Simple + Rapier, Shortbow
Light armor: does not interfere with casting.

Pattern Designs (Su)
Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos. The cryptic’s known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power’s level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear.
When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic’s powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.

Altered Defense (Su)
A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.
Absorb: The cryptic gains DR 1/-.
Deflect: The cryptic gains a +1 dodge bonus to his AC.
Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.
Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).

Rapid Defense (Su)
Starting at 4th level, a cryptic can use her altered defense ability as a free action by expending her psionic focus. The cryptic may even do this when it is not her turn.

Disrupt Pattern (Su)
All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic’s focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic’s Intelligence modifier. This attack deals half damage if the target’s type is not of the cryptic’s active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.

Lesser Insights
Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.

Scribe Tattoo
At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power she knows (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.

Trapfinding
A cryptic adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.
Trapmaker
A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.

Hidden Pattern (Ex)
A cryptic learns how to recognize patterns in light and sound around her that can help her to mask her presence. At 2nd level, a cryptic gains a +2 competence bonus on all Stealth checks. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, as long as the cryptic maintains psionic focus, she can use the Stealth skill to hide, even while being observed.

Insight (Su)
Starting at 2nd level, and then again every 2 levels thereafter (up to 18th level), a cryptic learns a unique ability related to her perception of the patterns in the world around her.

Enhanced Disruption
At 3rd level and every two levels thereafter, the cryptic’s disrupt pattern deals an additional 1d6 points of damage. This additional damage is not multiplied on a critical hit or by using feats such as Vital Strike, but it is halved if the creature struck is not of the cryptic’s active creature type.

Evasion (Ex)
At 3rd level and higher, a cryptic can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cryptic is wearing light armor or no armor. A helpless cryptic does not gain the benefit of evasion.

Consumables (Tattoos, potions, poisons, etc.):

Crawling Tattoo, Concussive (+7 touch attack, 1d6 untyped) x 5 - cost: 240g
Tattoo of Deja Vu x1 - Ccost: 48g
Tattoo of Minor Metamorphosis x5 - 240

Gear:


3000 gp
Psicrystal staff - 2,000
Mwk. Consealable Thieves' tools: +2 Disable, +4 to hide - 190
Mwk. Studded leather - 175
+4 belt of dex
Rapier - 20g
Dagger - 2g

Tattoo Kit: This kit contains steel needles and ink for the purpose of making tattoos. Without such a kit, the tattoo artist must use improvised tools (-2 penalty to Craft checks). A kit contains enough ink for 2 medium tattoos. Cost 25 gp. Ink refill 5 gp.

Kit, Rogue’s
Price 50 gp; Weight 37 lbs.
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.

Total Tattoo Expences so far: 528g

Remaining gold: 1027.2g

Fluff:

Kaheer, capitol of Quadira, is a city of Spice and Silk and Gold. Silver is like rocks and the wealthy make certain to show off their splendor to the rabble who do their best to emulate their leaders in dress and accessories. But for every noble prince, there are fifty orphans. For every merchant lord, there are hundreds of backs upon which they ride.
Hadha Al-Yatim grew up on the street. He doesn't even know why people gave him that name, meaning "that orphan". Maybe because he was one of the street rats that gave all the other dirty, thieving street rats a bad name. He stole every scrap of anything he ever had from food to clothes to coin, and as an Elf he had the smarts and lithe skill to get away with it.
But being an elf also meant he was slow to age and he spent an entire human generation on the streets. He saw the humans and their children, and their children do the same things in different ways one right after the other. He saw the Patterns. He saw them in behavior, in life, in the way the stalls were always set up to attract the eye, in the way that people unconsciously moved out of the way on the street. He Saw. And the Patterns gave him Power. They also made things almost painfully boring.
By the time he was finally picked up for compulsory military service, he was almost glad.
In the military he was assigned to scout and trapper. These suited him well, but his old habits didn't even pretend to slow down. Soon he was one of the best "procurers" and fences in the unit. He was never even suspected of being the source of the illegal activity.
After his service he was quickly approached for a job. He agreed because why not? He had literally centuries of time to kill.
One effective, if expected, kidnapping and a couple days later he stood in front of a wooden dagger and smiled. Time to go to work. Time to actually do something productive for a change.

Psicrystal:

Diminutive construct (alignment as master)
Init +2 Senses Sighted 40 ft., Perception +6
DEFENSE
AC 17, 16 touch, 14=5 flat-footed (+2 Dex*, +4 size, +1 Natural, +1 if docked in crown)
hp ½ master’s
Fort *, Ref *, Will * – * as master’s saves Hardness 8
OFFENSE
Speed 30 ft., climb 20 ft.*
Melee –
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1*, Dex 15*, Con -, Int 7, Wis 10, Cha 10 (+1 when docked in crown)
BAB +0; CMB -9; CMD +3
Feats –
Skills Climb +10*, Perception +6, Stealth +6
SPECIAL ABILITIES
Construct traits
A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
Psicrystals do not have the usual construct traits of darkvision and low-light vision.
Psicrystal Granted Abilities
The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a Speed of 0 feet and has no Strength score and no Dexterity score.)
Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.
*With self-propulsion ability activated.

Personality (Ex)
Each psicrystal has a particular personality, granting a bonus to its owner
Hero: +2 fort saves

Alertness (Ex)
The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.

Improved Evasion (Ex)
If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Self-Propulsion (Su)
As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).

Share Powers (Su)
At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires. Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).

Sighted (Ex)
Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.

Telepathic Link (Su)
The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.

Deliver Touch Powers (Su)
If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.

Telepathic Speech (Ex)
If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.