Darius Finch

Braydon Chem's page

112 posts. Alias of BruceH.


Full Name

Braydon Chem

Race

Human (augmented)

Classes/Levels

Gestalt Soulknife / Inquisitor 2; AC(armored) AC19/t11/ff18; Init+5* Perc+9; F+3+/R+4/W+7

Gender

Male

Size

Medium (usually)

Age

21

Alignment

Lawful Good

Deity

Irori

Languages

Teldane & Vudrani

Occupation

Cook / Hunter of evil

Strength 10
Dexterity 12
Constitution 11
Intelligence 13
Wisdom 18
Charisma 8

About Braydon Chem

Level: 2
Gestalt Soulknife [Armored & Gifted blade] / Inquisitor
XP: 2000 (5k next - Medium XP track)
HP: 32*
Spells/day: 1st: 3
Judgements: 1x/day
Psi points: 2
Mythic power: 5/day

Combat statistics:

Fort: +3I +0Con = +3 [+2t to resist poison & disease]
Ref: +3S +1Dex = +4
Will: +3S +4Wis = +7

BAB+2
Initiative+5* [+1D +4W for Cunning initiative]
CMB +6
CMD 13


Mythic Information:

Path: Guardian

Guardian's call: Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally’s AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.

Arch-mage arcana: Mage Strike (Su): As a swift action, you can expend one use of mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you expend one arcane spell that you’ve prepared or arcane spell slot that you have available, you gain a bonus on the attack roll equal to double the spell’s or slot’s level, and the attack deals an additional 2d6 points of energy damage (your choice of acid, cold, electricity, or fire) per level of the spell or slot expended. The normal damage from this attack bypasses all damage reduction, but the energy damage is still affected by resistances and immunities.

Tier: 1st
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Path power: Fast Healing (Ex): As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5.

Mythic feat: Dual path [Arch-mage]


Physical description:

Height: 5' 11"
Weight: 127#
Hair: Light sandy brown
Eyes: Blue
Age: 21

"Unexceptional" is a word frequently used to describe Braydon, and that suits him just fine. His soft lines make him seem younger, no older than 17-18. His dress marks him a traveller, wearing servicable linens with leather re-enforcements over the elbows and knees. The only remarkable item he wears is a coarse-woven hair cloak of rich brown. He is carrying no visible weapons, only a battered wooden shield slung over his shoulder.


Racial abilities:

Human: [9rp]
+2 to one stat [Wisdom]
Bonus feat: See 'feats' section
Skilled: +1 skill point per level

Natural were-rat [20rp template]
+2 Wisdom / -2 Charisma
Low-light vision
Scent
Change shape (Move action; Human, hybrid, or rat)
Curse of lycanthropy (Fort-15)
Rat empathy (Use diplomacy @ +4 to influence rats)

Favored Class: Soulknife


Traits:

Psionic: Psionic knack [+2ML for Soulknife, up to character level]
Combat: Threatening defender [Penalty for Combat Expertise is reduced by 1]
Campaign: Hagfish hopeful [+2 Fort saves vs. poison & disease]

Class features:

Soulknife (Armored, gifted blade) 1st: BF(WF[mind blade]), Form mind armaments [1-handed], Shape mind blade [change damage type as full-round action], Throw mind blade [RI: 15'], BF[Wild talent]
2nd: Blade skill [Focused offense - As long as the soulknife maintains psionic focus, she adds her Wisdom modifier to her attack and damage rolls instead of her Strength modifier]

Inquisitor: 1st: Domain [Conversion – Charm of Wisdom (Ex): Use Wis instead of Cha w/Bluff, Diplomacy, & Intimidate], Judgment [1x/day], Monster lore [+wis to checks to know powers & weaknesses], Stern gaze [+½CL to Intimidate & Sense motive (+1)], Irori BF [Improved unarmed strike]
2nd: Cunning initiative [Add Wisdom modifier to Initiative in addition to Dex], Detect Alignment at will, Track [+1/2 IL to Survival rolls to find or follow tracks (+1)]


Spells:

0th (5): Acid splash, Create water, Detect magic, Read magic, & Sift;
1st (3): Bless, Cure light wounds, & Divine favor

Feats:

1st: Combat expertise [-0*/+1]
Human: Speed of thought [While PF'd, +10' move; expend PF for +30']

Skills:
Points: 18 [16+2fc] Total – Inquisitor [6 +1I +1r]

1 Acrobatics [d+1](+3) +5-
2 Auto-hypnosis [w+4](+3) +9
2 Diplomacy [w+4*](+3) +9
1 Heal [w+4](+3) +8
1 KN: Nature [i+1](+3) +5 (+4W to ID weaknesses)
1 KN: Religion [i+1](+3) +5 (+4W to ID weaknesses)
2 Perception [w+4](+3) +9
2 Pro: Cook [w+4](+3) +9+
2 Sense motive [w+4](+3)(+1I) +10
2 Spellcraft [i+1](+3) +6
1 Stealth [d+1](+3) +5-
1 Survival [w+4](+3) +8 (+1Track)


Gear:
37g 5s left
0 Seishin no ha, mw [+8 1d8+4v 15' 19+] -#
25 Battle aspergillum, alchemical silver [+7 1d6+4b] 4#
4 Dagger, cold iron [+7 1d4+4ps 19+ 10'] 1#
0 Unarmed strike [+6 1d3+4b] -#
0 Mind mail, mw [+6A -4acp] 40#*
257 Shield, hvy darkwood [+2Sh] 5#
250 Traveller's any-tool [mw tool] 2#
5 Survival kit (UE p73) 4#
4 Elven trail rations [2 days](UE p95) 2#
52 Backpack, mw [+1Str for carry] 4#
52 Cloak, griffon mane [+2 to Fly] 1#
1 Holy symbol, wood (Irori) -#
5 Spell component pouch 2#
75 Ioun torch [Normal light 20'r] -#
25 Medium chest [5g - 50#] w/ simple lock [20g - 1#]
8 1 set of cold weather gear 7#
30 courtier's outfit 6#
5 1 set of cleats 2#
7 1 very nicely embroidered wool scarf 1#
- Explorer's outfit 8#
190 Trade goods [1 100gp glass art, 1 50g glassware, 4 10g sea salt] 40#
31# [Light/Medium encumbrance](0-light-38-medium-76-heavy-115)*

Styles and maneuvers:

None yet.

Class skills:

Soulknife class skills (4+): Acrobatics, Autohypnosis, Climb, Craft, Intimidate, KN: Psionics, Perception, Profession, Stealth, & Swim

Inquisitor (6+): Bluff, Climb, Craft, Diplomacy, Disguise, Heal, Intimidate, KN: Arcana, KN: Dungeoneering, KN: Nature, KN: Planes, KN: Religion, Perception, Profession, Ride, Sense motive, Spellcraft, Stealth, Survival, & Swim