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About Bakran the UniterBakran's Story:
Bakran was born into Pikunt, a small and unimportant goblin tribe with about 150 members. Bakran was a pariah from birth; he was born a blue, a mutant goblin with deep blue skin, enhanced intelligence, and natural psionic talent. Throughout his childhood, he was bullied and beaten for his appearance. Bakran quickly became introspective and anti-social. While the other members of his tribe were cruel and vicious pranksters, as most goblins, Bakran's exceptional intelligence and self-sufficiency, not to mention outcast status, gave him the social and mental flexibility to develop into a very different sort of goblin. He would often leave the tribe for days on end and practice his psychic abilities on animals. He would attempt to mentally link with them, as he desired any sort of the connection that was lacking in his life. While out wandering one day, Bakran came upon a halfling farm on the edge of the woods. He often visited this farm and watched the small, happy family interact. He would imagine being any of them, vicariously attempting to achieve some sort of happiness. During one such observation, as he watched the children play from the tree line, Bakran felt a strong hand on his back, and he was lifted off the ground. He was held up in the air by a tall, hairy human that stood nearly three time Bakran's own height. He was wearing heavy plate armor and had a longsword at his hip. The man began shouting words that Bakran couldn't understand. He pulled out his sword and started speaking an incantation, filling his sword with a divine light. Bakran slipped form the man's grip and began fleeing back to his home village. Because of his armor, Bakran was able to stay ahead of his pursuer. When he entered the village, he began shouting that there was a huge hairy human trying to kill him. The other goblins simply laughed and began kicking and punching him. Bakran was furious and scared. He was trying to save his family, and they only beat him for their own amusement. Bakran began to do something he always avoided; he penetrated their minds, and made them see what he had seen. Just as he did, the human pounded into the camp. He began reciting holy words once more, slashing one of the goblins as he did. Soon the paladin was cutting down goblins, some fleeing and some fighting, left and right. Bakran saw that his people would be slaughtered. If he fled, he would have a chance of escape and a new life away from them. He refused this for the opportunity to save them or die trying. He linked minds with several of the warriors and picked up a spear. The connections he forced upon his fellow goblins allowed him to direct and coordinate their movements against the bearded man. As one fell, he would link with another and they would join the fray. Soon goblins he was not connected with began to fight, seeing that success was possible. In a beautiful display of teamwork and community, the goblins surrounded and defeated the paladin. Finally, Bakran had gained recognition within his tribe. The chief had been killed in the fight, and in a shocking display of unanimity, Bakran was declared chief. Despite being young, Bakran lead the tribe for several years. He began to build a real sense of community. Soon, however, Bakran felt a calling. He looked at what he had achieved, and desired to do it again. Even with the respect he had, there was no friendship. The goblins had, in many ways, been tamed. But they were not yet loving or good. They simply understood that cruelty and selfishness were less effective than teamwork and community for survival. After appointing a new chieftain he trusted, Bakran left the tribe. He still needed something he had never had. Racial Traits:
Goblinoid: Blues are of the humanoid (goblinoid) subtype.
Small: Blues are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Normal Speed: Blues are fast for their size, and have a base speed of 30 feet. Darkvision: Blues can see in the dark up to 60 feet. Naturally Psionic: Blues gain the Wild Talent feat as a bonus feat at 1st level. If a blue takes levels in a psionic class, he instead gains the Psionic Talent feat. Psionic Aptitude: When a blue takes a level in a fa-vored class, he can choose to gain an additional power point instead of a hit point or skill point. Pariah: The appearance of the blue can affect the reactions of those nearby. A blue takes a -1 penalty to Charisma-based skill checks when dealing with non-goblinoid humanoids, but gains a +1 bonus to Charis-ma-based skill checks while interacting with goblins. Keen Senses: Blues receive a 2 racial bonus on Perception skill checks. Psionic Prodigy: It is not uncommon for blues to natively have the ability to manifest powers. Blues with this trait gain the Unlocked Talent* feat as a bonus feat. This trait replaces the Repletion and Stealthy traits. Favored Class: Tactician (+1 hp) Combat Statistics:
Initiative: +; Senses: Darkvision 60 ft.; Perception: +4
DEFENSE AC 16 (+1 Size, +2 Dex, +3 Armor, +1 Shield), flat-footed 14, touch 14 hp 16 Fort +1 Ref +2 Will +2 OFFENSE Speed 30 ft. Melee Starknife +2 (1d4/x3), touch +2 Ranged Starknife +2 (1d4/x3) or Shortbow +2 (1d4/x3) or ranged touch +2 STATISTICS BAB +0 CMB -1 CMD 11 Skills Autohypnosis +4, Bluff +7, Diplomacy +7, Knowledge (psionics) +7, Perception +4, Sense Motive +4, Use Magic Device +6 Feats Psionic Talent, Unlocked Talent, Psionic Body SQ psionic focus, Collective (3 members, 110 ft.), coordinated strike +1 Class Features:
Collective (Su): A tactician learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a tactician can join a number willing targets into his collective equal to his key ability modifier or half his tactician level, whichever is higher. The tactician must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The tactician is always considered a member of his own collective, and does not count against this limit. The tactician can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A tactician is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy below). A tactician can manifest certain powers through his collective. If a tactician power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass tactician), any compatible spell or power with a range greater than touch can also be used through the collective. If a member of the collective dies, the member is removed from the collective and the tactician must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds. The tactician must maintain a power point reserve of at least one point to maintain the collective. If he does not, the collective and all attendant benefits end immediately. At 15th level, a tactician's collective range is limitless on the same plane as the tactician. At 19th level, a tactician's collective reaches even across to other planes and dimensions.
Coordinated Strike (Su): The tactician is able to direct his allies to coordinating their attacks upon a single target to devastating effect. As a swift action, the tactician can declare one target within his line of sight as the primary foe. All members of the tactician's collective, including the tactician himself gain a +1 insight bonus to attacks against the primary foe until the beginning of the tactician's next turn. At 5th level and every four levels thereafter, this bonus increases by 1. This ability may be used a number of times per day equal to 3 + the tacticians Intelligence modifier. Psionics:
Power Points/day 8 (+2 class, +2 Psionic Talent, +2 Unlocked Talent, +1 favored class, +1 bonus)
Manifester Level 1 Powers Known 1 (DC 14)- inevitable strike, energy ray 0 (DC 13)- energy splash, distract, missive, telepathic lash Feats:
Psionic Talent
You gain additional power points to supplement those you already had. Prerequisite: Having a power point reserve. Benefit: When you take this feat for the first time, you gain 2 power points. Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1. Unlocked Talent You have discovered your psionic ability, granting you limited manifesting ability. Prerequisite: Wild Talent. Benefit: You gain 2 power points. In addition, when you take this feat, select any one 1st level power. You treat this power as a power known and can manifest this power with a manifester level of 1 as long as you have a Charisma score of at least 11. Use your Charisma modifier to determine any applicable save DCs. If you have manifester levels from a psionic class, you may instead use the manifester level from that class when manifesting the power gained from this feat, as well as the appropriate key ability modifier. Special: The manifester level when manifesting the power granted from this feat is not a true manifester level and does not count as a manifester level for purposes such as bonus power points, feat, item creation, or prestige class prerequisites. Psionic Body Your mind reinforces your body. Benefit: When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points. Gear and Equipment:
3 starknives, light wooden shield, wooden armor
Backpack, bedroll, rations (14 days), grappling hook 37 gp |