About Azerwal
Azerwal Zeroual
Medium Humanoid[Human]
Male Hgt:5’7” Wgt:180 Hair:Black Eyes:Blue
Init:+2
Defense
AC:14, touch14, flat footed 12
Armor:|10+ Armor + Max Bonus|
hp:38
Fortitude: +5 Reflex:+4 Will:+9
Defensive abilities:
Offense
Speed:30ft
BAB:+3
-Melee:+3
Dagger+3 1d4 19-20/X2 Piercing & Slashing 10 ft Range (20 daggers)
+1 Short Spear +4 1d6+1 x3 Piercing 20 ft Range
-Ranged:+5
+1 Light Crossbow+6 1d8+1 x3 Piercing 80 ft Range (20 bolts)
Offensive abilities:
Statistics
Str 10 Dex 14 Con 14 Int 18 Wis 14 Cha 13
Feats: Fast Learner*,Psicrystal Affinity(1st),Cunning(2nd),Craft Cognicent Crystals(3rd),Scribe Tattoo(4th), Psicrystal Containment(5th), Expanded Knowledge(Bonus 5th),Expanded Knowledge (6th)
Skills:Points:45(12+6*+6*+21)
Autohypnosis* +7[2 +2+3]
Acrobatics +4[2+2]
Appraise +4[0+4]
Bluff +4[2+2]
Climb +0[0+0]
Diplomacy+4[ 2+2]
Disable Device+6[ 2+4]
Disguise +2[0+2]
Escape Artist +4[2+2]
Fly +4[2+2]
Handle Animal
Heal
Intimidate +4[ 2+2]
Know:Arcana* +9[2+4+3]
Know:Psionics* +9[2+4+3]
Know:Geography* +9[2+4+3]
KNow:History* +9[2+4+3]
Know:Local* +9[2+4+3]
Know:Nature* +9[2+4+3]
Know:Relgion* +9[2+4+3]
Know:Planes*+9[ 2+4+3]
Linquistics +6[2+4]
Perception +7[2+2+3*]
Ride +3[1+2]
Sense Motive+4[2+2]
Slieght of Hand +4[2+2]
Spelcraft* +7[2+2+3]
Stealth +4[2+2]
Survival +4[ 2+2]
Swim+1[ 1+0]
Use Magic Device
Background:
Craft: Jewelry*+9[ 2+4+3]
Craft:Tattoo* +9[2+4+3]
Craft: Calligraphy*+8[ 1+4+3]
Craft:Weaponsmithing* +9[2+4+3]
Profession: Tailor* +8[1+2+3]
Profession:Soilder* +8[1+2+3]
Profession:Weaver* +8[1+2+4]
Perform:Singing +3[1+2]
Perform:Dance +4[2+2]
Languages:Common, Celestial, Draconic,Arabic,Grecian, Giant, Gnoll
Freed Slave:
You spent a significant portion of your childhood as a slave, but were freed from slavery several years ago by a benevolent master who purchased you from an auction after your previous master’s death. Yet while the memories of your difficult childhood still haunt you, the hard life did toughen you.
Benefit You gain a +1 trait bonus on Fortitude saves.
Wasteland Vagrant:
You have spent most of your life learning how to survive in wastelands, and a lack of normal survival resources apparent in the environment is not a problem for you.
Benefit(s): When you gain this trait, desert You gain a +2 trait bonus on Survival checks in that type of wasteland terrain. (The GM determines whether terrain falls into the chosen type of wasteland.) Once you choose a type of wasteland terrain to gain this benefit in, you cannot change it later.
SQ:
Weapon and Armor Proficiencies:
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and short spear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Discipline
Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items.
Secondary Discipline
When the dual disciple chooses his discipline, he also selects his secondary discipline. The dual disciple’s secondary discipline cannot be the Generalist discipline. The dual disciple can select his powers known from this secondary discipline power list as well as from his normal power lists. However, the dual discipline suffers a -1 penalty to his manifester level when manifesting a power of any discipline other than one of those he has chosen. The dual disciple gains his primary discipline abilities at 2nd, 8th, 14th, and 20th levels as normal.
This ability replaces the class skills normally gained when selecting a discipline.
Telekinetic Hurl (Su) (2d4)
At 2nd level, as long as you maintain psionic focus, you gain the ability to telekinetically hurl objects of up to 5 lbs. as a ranged attack at an enemy within 30 ft. Such attacks deal 1d4 points of damage due to the force exerted. This damage increases by 1d4 points of damage for every four psion levels thereafter.
Powers Known
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier.
Maximum Power Level Known
A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level.
Bonus Feats
A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
Detect Psionics (Ps)
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.
Dual Disciple:
Secondary Discipline
When the dual disciple chooses his discipline, he also selects his secondary discipline. The dual disciple’s secondary discipline cannot be the Generalist discipline. The dual disciple can select his powers known from this secondary discipline power list as well as from his normal power lists. However, the dual discipline suffers a -1 penalty to his manifester level when manifesting a power of any discipline other than one of those he has chosen. The dual disciple gains his primary discipline abilities at 2nd, 8th, 14th, and 20th levels as normal.
This ability replaces the class skills normally gained when selecting a discipline.
Secondary Discipline Ability
At 10th level, the dual disciple gains the 2nd level discipline ability of his secondary discipline.
This replaces the bonus feat normally gained by a 10th level psion.
Secondary Discipline Ability
At 15th level, the dual disciple gains the 8th level discipline ability of his secondary discipline.
This replaces the bonus feat normally gained by a 15th level psion
Power Points Per Day: (35+34)
Powers Known:(3rd/2nd) 13(13+3)
0-Far Hand* My Light*,Missive, Psionic Repair,Conceal Thoughts
1-Catfall, Burst, Energy Ray, Force Screen, Inertial Armor,Natural Healing**, Control Object, Astral Construct**
2-Energy Missile,Cloud Mind, Defy Gravity, Cloud Mind
3-Gravitational Anchor,Energy Burst, Energy Bolt
Psicrystal:Lavender Colored pinky lengthed gem
Diminutive Construct
Init:+2 HP:19 AC:18
Atk:+4 Dmg:0
Fort: +2 Reflex:+4 Will:+5
Personality: Meticulous (+3 Perception)
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.
Personality (Ex)
Every psicrystal has a personality. See Psicrystal Personality, below.
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.
Equipment:
Kit, Grooming
Price 1 gp; Weight 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Kit, Pathfinder’s
Price 12 gp; Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone
Survival Kit
50gp, 5lbs.
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.
A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.
Kit, Mess
This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.
Kit, Shaving
Price 15 gp; Weight 1/2 lb.
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
Artisans’ Tools: Jewelry,Weavers, Sewing, Tattoo
Handy Haversack(2,000)
Bag of Holding Type 1(2,600)
Bracers of Defense*2(4000)
Blanket
Pavilion:
A huge open-air canopy, plus stakes, poles, and ropes. A pavilion holds 10 creatures and takes 90 minutes to assemble. Pavilion tents are large enough to accommodate a small fire in the center.
Coffee,Desert:
This drink is brewed by pouring boiling water through crushed, roasted coffee beans. A very strong form is potent enough to reduce the penalties from the fatigued condition from –2 to –1 for 1 hour.
Note that to gain any special benefits, a drinker typically must consume two cups.
The listed prices are for a tavern or restaurant in an average city
Desert coffee is served with generous helpings of milk, sugar, and spices to counteract its natural bitterness. This beverage is drunk throughout the day, both at home and at coffeehouses. The grounds left in the bottom of a cup are sometimes used for fortune-telling.
Outfit, Hot Weather:
Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill.
Explorer’s Outift:
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Adventurers’ Pouch(2):
This bandolier holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel contain loops and ties for securing additional equipment.
The sash buckles at the shoulder, and in an emergency can be freed with a sharp tug as a move action.
Tattoos: Tribal Facial Tattoos’
Facial Tattoo
Full Body Tattoo: Scriptures and Patterns
Coffee Pot:
This tall, teapot-like device contains a small chamber for coffee grounds and a large chamber for water, connected by a small tube. Heating the pot forces boiling water through the tube and into the grounds. A glass knob at the top of the tube allows you to see the color of the brew and stop when it is sufficiently strong. It can brew up to 4 cups of coffee at a time. It can also be used to make tea, steep medicinal herbs, or just boil water.
Pot, Cooking:
Cooking pots come in a variety of materials, but the most common is formed of iron.
Pouch, Belt
A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.
2 Camels: One Riding, One Pack
2 Bit and Bridels, Dandy Brush, Riding Saddle, Pack Saddle, 2 sets of Saddle Bags, 2 weeks worth of Feed,
Several rugs
GP:350gp
Background:
Jennifer Krauss was a simple girl who girl up well-loved and supported by her Middle-class family. In school, she excelled and was a part of a lot of schools' Acrobatic, Tumbling, and Cheer groups. Her grades were top notch and she seemed to have a grasp on the sciences.
In college, she strove to try and do her best, but College is a different animal. The Physics loving girl found herself in a relationship with a boy and friends that pushed her to party. She lost her scholarship and had to drop out;. Forced with the hard choices Jennifer spent a year as a stripper working her way up enough to begin classes again.
On her 25th Birthday, the College Student set up on her way to head into getting her Masters, found herself waking up in a different body! Now to her horror in the body of a man in his late Thirties she now has to navigate a new world in a body that is not hers!
------------The Body---------
Azerwal was born to a group of Desert Dwellers known for elaborate tattoos and woven rugs. Living in simple cities of Sandlike Bricks near scrublands and watering holes for the flocks of goats and sheep. Azerwal though learned to weave at a young age, alongside learning to survive in the harsh lands should he get lost.
His childhood up until age 8 was pretty much him learning a trade or two from his elders. That was until some raiders came and stole him and other children to feed in the slave pits. From the slave pits, he was sold first to a Jeweler who noticed the skills he had in weaving and thought they would carry over. This lasted a year before the Jeweler was bought, and Azerwal was sold back into slavery.
His second stint as a slave was in the service of Mercenaries. All of which was his original people. In this, he was trained in weapons and decorum of being a soldier, especially in the arid lands. While in the Service of the Almuharibun (Painted Warriors), they found out Azerwal had the spark of Mind Magic in him. With that, he was sent to one of the Mystics.
Azerwal studied hard and became a Dual Disciple in two different disciplines, One the powerful weapon like Psychokinesis and the travel-based Psychoportation. After that, he was put into the field. Campaign after Campaign Azerwal went fighting bandits, Gnolls, and other creatures in the wastes, as well as bringing back riches and relics. Eventually after years of this work he was able to buy his freedom. Now 38 he left the service of the Almuharibun, and purchased his freedom to seek a simple life of starting a family and ding a trade. Unfortunately shortly after he was gone from his body and woke up elsewhere in the body of a young scandalously dressed woman!
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