Shoanti Fighter

Andrezi the Younger's page

6 posts. Alias of jhpace1.


Full Name

Andrezi Minerva the Younger

Race

Elan (Human)

Classes/Levels

Psion (Nomad)1| HP 7/7 ()| PP 6/6 | AC/Touch/Flat 13/13/10 () | Fort+1 Ref +2 Will +3 | CMD 12 | Init +4; Percep +3 |

Weapons:
Ranged: crossbow, light +2/+0; Melee: common dagger +0/+0

Gender

Male

Size

Medium - 5 ft. 11 in, brown hair with red streaks, brown eyes, slender build (138 lbs. plus equipment)

Age

late 20s, early 30s

Alignment

LG

Languages

Common, Dwarven, Elven, Goblin, Giant, Halfling, Celestial, Abyssal, Undercommon

Strength 11
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 12
Charisma 12

About Andrezi the Younger

Pathfinder PRD & Dreamscarred Press' Ultimate Psionics (2014)
25 point-buy build

About Andrezi:
A happy-go-lucky young man delighted with the life he has been given, Andrezi is quick on his feet and always ready to help. Others see him as brash and impatient. But Andrezi would give you the shirt off of his back if you asked.

LG Medium Human (Elan)
Initiative: +4, Perception: +3

DEFENSE
AC: 13/17/21 (+2 Dex, +1 Dodge, +4 Inertial Armor, +4 Force Screen); AC Touch: 13 ; AC Flat-Footed: 10/14/18 (14 with maxed IA, 18 with FS)
HP: 7 (1D6 max hp 1st level, half + 1 when leveling)
Fort: +1; Ref: +2; Will: +3

OFFENSE
Melee: Dagger, common: +0 (1d4+0/19-20)
Ranged: Crossbow, Light: +2 (1d8+0/19-20)

STATISTICS
Base Attk (BAB): +0 CMB: +0 CMD: 12

Movement/Speed: 30 ft per round

Concentration: D20 + Manifester Level (1) + INT mod (4) = +5

Elan Racial Stats GM only!:

Humanoid (Aberrant)
4-hour trance instead of 8 hours of sleep
Naturally Psionic: Psionic Talent feat (+2 power points)
Resistance (1): +4 to any saving throw (+1D8)
Resilience (1*): reduce damage by 2 points *augmentable
Repletion (1): sustain without food or water for 24 hours
Psionic Aptitude: at each level he can choose to gain a power point instead of a skill point for his Favored class
+2 to any one ability at creation

Traits:

Combat Trait (APG): Dirty Fighter: When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit).
Psychoportive Talent (UP): You can expend your psionic focus as an immediate action to make a five-foot step. You may do this even if you have already moved in the round in question, although not if you have already taken a five-foot step, and doing so does not prevent further movement in this round.

Feats and Ability Modifiers:

(1st Level) Dodge (+1 to AC)
(Psion 1st Level Bonus) Psicrystal Affinity (Nimble: +2 to Initiative)

Skill Points and Skills:

2 + INT + Favored Class (or pp) = 6 or 7
Acrobatics: +3
Autohypnosis: +5
Craft: Shipwright: +8
Knowledge: Psionics: +8
Perception: +3 (+2 from psicrystal)
Psicraft: +8
Sense Motive: +3 (+2 from psicrystal)
Survival: +5
Swim: +4

Psion (Nomad) Class Features:

Psion Discipline: Psychoportation (discipline-specific powers)
Power Points: Class + Ability + Racial/Feat + Favored = 2 + 2 + 2 + 0 = 6
Maximum Power Level Known: 1st

Powers:

(Automatic Talents option - pick 3 1st-level talents instead of discipline talents)

0: Detect Psionics, Energy Splash, Know Direction and Location, Psionic Repair
1: Call Item* (10 gp limit, 10 min/lvl), Force Screen (1 min/lvl), Inertial Armor (1 hr/lvl)

*Call Item from The Minds Eye, Wizards of the Coast:

Call Item
Psychoportation (Teleportation)
Level: Psion/wilder 1, psychic warrior 1
Display: Material
Manifesting Time: 1 standard action
Range: 0 ft.
Effect: 1 item; see text
Duration: 10 min./level; see text (D)
Saving Throw: None
Power Resistance: No
Power Points: 1

You call a piece of nonmagical equipment worth 10 gp or less "from thin air" into your waiting hand. (Actually, it is a real item hailing from some other random location in space and time.) You don't have to see or know of the item to call it - in fact, you can't ever call a specific item. You just specify the kind (silk rope, basket, torch, or some other item). This power cannot call weapons, armor, psionic items, masterwork items, living creatures, or valuable treasures (see Table 7-8 in the Player's Handbook for typical items called by this power). The item is made of ordinary materials appropriate for its kind. Using called items as spell components causes the spell to fail. If you relinquish your grip on the item you called for 2 or more consecutive rounds, it automatically returns to wherever it originally came from. Items gained by call item are distinctive due to their astral glimmer.

Augment: If you spend 2 additional power points, you can call an item worth 100 gp or less. If you spend 4 additional power points, you can call an item worth 1,000 gp or less.

Starting gold: max (120 gp)

Equipment/Advancement/Skills/Tattoos/Call Item List on Google Docs

Encumbrance:
10 33 lbs. or less 34–66 lbs. 67–100 lbs.

Background:

Story Hook:

Appearance:

Psicrystal:

Personality: Nimble (+2 to Initiative) called "Talent", a large clear Tourmaline crystal wrapped in a silver necklace
Init: +2
Saving Throws: same as creator
Skills: same as creator, +10 to Climb, +4 to Stealth, +6 to Perception
Hit Points: one-half master's
AC: 16
AC Touch: 16
AC Flat-Footed: 14 (+4 size, +2 Dex)
Hardness: 8
Str: 1, Dex 15, Con -, Int 6, Wis 10, Cha 10
BAB: +0
CMB: -9
CMD: +3
Special Abilities: Alertness, improved evasion, self-propulsion (30/20ft), share powers, sighted (40 ft), telepathic link (1 mile)
Construct traits