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About Circe NarcineMaenad
Mechanically... Circe will start as a Wilder with the Raging Surge. Then move into Thundercaller Bard. I would like permission to re-fluff her "raging" talent to "Loneliness/Abandonment/Betrayal" Mechanically the same. But less Thog Smash and more like "Hell hath no fury like a woman scorned" Description Circe is a tall humanoid woman with thick dark hair, and pale, oddly glistening skin. She is lovely, but has a lonely look to her. And beneath the loneliness is something brittle on the verge of shattering...any second now. She often creates the simultaneous conflicting reactions of wanting to comfort her,and wanting to run away as fast as possible. Background:
Circe is actually a Maenad, who has been sent on a rite of (S'duriss), a rite of passage to gain control of her turbulent emotions. Volatile, even by Maenad standards, the powerful young woman was sent to interact with the many peoples of Phaesilis, and learn to bring her wild gifts under control... or not return at all. Crunch:
Init +3
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Resistances Weaknesses --------------------
Special
Psionic Power, Talents, and Rage Abilities:
POWER POINTS 7 2 Wilder + 2 Psionic Talent + 1 Psionic Aptitude + 2 Charisma ...Naturally Psionic:
TALENTS ...Sonic Energy Ray 1xDay: Manifester Level 1, DC 16, D6-1
...Mind Thrust DC 15
Demoralize
RAGE ABILITIES
Feats & Traits:
Feats Extra Power Known Traits
Skills & Languages:
Skills Acrobatics +5, Autohypnosis +4, Climb +4, Intimidate +8, Knowledge (Psionics) +4, Perception +4 Profession (Sailor) +3, Swim +4, Natural Sailors: Maenads have a +2 bonus to Swim and Profession (sailor) checks. In addition, they gain a +2 bonus to Acrobatics and Climb checks made on sailing ships. Languages
Gear & Money:
Money 160 gp to start 25 gp Studded Leather Armor 15 gp Heavy Flail gp remaining Worn Gear
Combat Gear
Magical and Alchemical Gear Other Gear
Special Abilities:
Spoiler:
A primarily sea-faring race, maenads are a dichotomy. To outsiders, they appear to be extremely reserved, yet they are rumored to be exceptionally emotional. Both sides are actually true. As a race, maenads must maintain control over their internal emotional turmoil, except when they unleash these bottled-up emotions in powerful displays. Born with raging emotions that threaten to tear their psyche apart unless properly controlled, maenads do not know why they have these powerful emotions warring within them. Their legends speak of being wronged by an ancient deity that the maenads revolted against and overthrew, resulting in the emotional curse they maintain to date. Maenads have a proclivity to martial studies, as it gives an outlet for their bottled emotions.
Physical Description Standing slightly taller than humans, roughly shoulder to shoulder with half-orcs, maenads are physically impressive. Male maenads are usually equal in height, but slightly heavier than females. They have thick, dark hair on their heads, but lack any other hair on their body; instead their skin is covered in flecks of sparkling crystals, giving them a peculiar sparkle. The coloration of these crystals define the look for each individual maenad, ranging from pale white to jet black, and many believe that the coloration is determined by their most powerful emotion. Maenads are naturally graceful and have fine features, possessing an elf-like beauty. They prefer heavier clothing, and wear armor if available, but tend to go barefoot, especially when aboard a ship. Society As a primarily sea-faring race, maenads tend to live either in coastal regions, or on islands and archipelagos. The nature of the ocean tends to soothe the internal turmoil of the maenad mind, for the calm waters that can turn to a deadly tidal wave are something to which a maenad can relate. As a result, much of maenad society revolves around the ocean: fishing, sailing, and swimming are the main activities of a maenad society. Most maenad villages tend to be no larger than a few hundred residents. Many maenads turn to tradition and ritual as ways to control their emotions. In some villages, this ritualization can take over, where every aspect of life is defined by a ritual that must be followed, although this sort of extreme situation is uncommon among the race as a whole. Relations Maenads are typically distant towards other races, although they are most comfortable with humans, who have various temperaments that are not very different from their own. The open emotions of halflings, gnomes, and xephs confuse maenads, who have a hard time understanding living in such a capricious and carefree fashion. Elven society flows at a good pace for most maenads, and the lightness of being soothes a maenad's spirit,. While the dwarves are often civilized, their brazen ways, physical tendencies, and love of drink tend to be off-putting for maenaeds, although they respect the dwarves' ability to hold a grudge. Maenads view the violent dispositions of half-orcs and half-giants as a good excuse to channel their emotions in combat, but recognize that they should partake in such events sparingly. Alignment and Religion Maenads prefer to worship gods of dichotomy to represent the dual nature of the maenads' emotion. Most maenads are lawful, seeing the structure of rules as helpful toward maintaining composure and self-control. Generally, they seek to help others also maintain their own self-control, and have a tendency toward good alignment as a result. Male Names Adrian, Idonas, Alyx, Kristobal, Dymien, Dannis, Mixamis, Philisophos. Female Names Alyxia, Dayanara, Dimiris, Kaia, Kalli, Kyte, Mylissa, Panalope. Racial Traits +2 to one ability score: Maenads gain a +2 bonus to one ability score chosen at creation, to represent their varied nature.
Spoiler:
Unlike the psion, who studies his psionic ability and potential to unlock its secrets, or the psychic warrior, who uses his psionic ability to enhance his physical form, the wilder taps into her emotions to unlock and unleash her innate psionic power. By channeling her emotions in such a fashion, the wilder greatly enhances her psionic powers, but runs the risk of suffering backlash, as emotions are unstable.
Role: The wilder traditionally fills the role of dealing large amounts of damage, while running the risk of suffering backlash. Depending on the path a wilder chooses, she can also give her nearby allies a boost in efficiency. Alignment: Any. Hit Die: d8. Starting Wealth: 4d4 ×10 (average 100gp) Class Skills The wilder’s class skills are Acrobatics (Dex), Autohypnosis* (Wis), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (psionics)* (Int), Perception (Wis), Profession (Int), Sense Motive (Wis), Spellcraft* (Int), Swim (Str), and Use Magic Device* (Cha). *New skill or expanded use of existing skill. Skill Ranks at Each Level: 4 + Int modifier Class Features The following are class features of the wilder. Weapon and Armor Proficiency Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields). Manifest Powers Power Points/Day: A wilder’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Wilder. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items. Powers Known: A wilder begins play knowing one wilder power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers. Choose the powers known from the wilder power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a wilder to learn powers from the lists of other classes.) A wilder can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers a wilder can manifest in a day is limited only by her daily power points. A wilder simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points. The Difficulty Class for saving throws against wilder powers is 10 + the power’s level + the wilder’s Charisma modifier. Maximum Power Level Known: A wilder begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers. To learn or manifest a power, a wilder must have a Charisma score of at least 10 + the power’s level. Wild Surge (Su) A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see psychic enervation, below). A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge. This improvement in manifester level does not grant her any other benefits outside of the manifestation (she gains no higher-level class abilities, for instance). She cannot use the Overchannel psionic feat and invoke her wild surge at the same time. At 3rd level, a wilder boosts her manifester level by two instead of one. At 7th level, she boosts her manifester level by three; at 11th level, by four; at 15th level, by five; and at 19th level, by six. The wilder always wild surges for the maximum amount possible, for unleashing emotions in the fashion of a wild surge does not lend itself to using finesse. In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power by this additional amount; only the standard power point cost is subtracted from the wilder’s power point reserve. For example, if Alrik the 8th level wilder were to invoke his wild surge when manifesting a power, he would spend between 1 and 8 power points as normal, but the power would manifest at 11th manifester level and behave as if he had spent 3 more on it than normal. The wilder can expend her psionic focus to manifest a psionic power without expending any power points, powering the manifestation with only her wild surge. She manifests this power as if all power points were paid by her wild surge ability. This results in the power being manifested as if the base power point cost of the power was paid, along with augmentation equal to her wild surge amount, but she may not augment the power beyond the amount of her wild surge, and when checking for psychic enervation, the chance to be overcome doubles to 30%. A wilder must wait 10 minutes after wild surging in this fashion before she can do so again. If the winder suffers psychic enervation and loses more power points than she has available, she instead loses 3 hit points for every power point lost. Psychic Enervation (Ex) Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort, the effect of which is detailed in the specific surge type below. The chance of suffering psychic enervation is 15%. Surge Blast (Su) A wilder can channel her wild surge into a blast of uncontrolled phrenic energy. As a standard action and by expending psionic focus, the wilder can make a ranged touch attack (range 30’) that deals 1d6 points of force damage for every +1 to her wild surge. Example: Amonai, a 15th level wilder has wild surge +5, and thus deals 5d6 with his surge blast. Surge blasts do not trigger psychic enervation. Surge Bond (Su) The wilder’s choice of emotional surge, as defined in psychic enervation, grants the wilder additional benefits through a surge bond. The wilder gains a unique benefit depending on the type of surge selected. Elude Attack (Ex) Starting at 2nd level, a wilder’s intuition supersedes her intellect, alerting her to danger from attacks. She gains a +1 dodge bonus to her Armor Class. This bonus increases by 1 every 4 levels thereafter (+2 at 6th level, +3 at 10th level, etc). Surging Euphoria (Ex) Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge. If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability. At 12th level, the morale bonus on a wilder’s attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3. Improved Surge Bond At 5th level, the wilder’s surge bond grants additional special abilities depending on the type of wilder. Perfect Surge (Su) The wilder has mastered the untamable and can now use a blindingly powerful version of wild surge, albeit at great cost. Once per day, the wilder may add +10 to her manifester level on one manifestation as if through wild surge. In addition to this increase, the manifestation also receives +3 to its save DC, +3 to any attack rolls involved, and is treated as a power five levels higher for the purposes of level-dependent effects (such as minor globe of invulnerability). A power manifested with a perfect surge has the radius and intensity of its associated displays doubled; such displays cannot be hidden normally. The wilder exudes light as if she is the subject of the daylight spell while using a perfect surge, and anyone who makes physical contact with her before the start of her next turn takes 1d4 points of fire damage. However, this extreme example of wild surging has its price. The wilder is struck by psychic enervation afterwards without fail, except she suffers her associated condition (dazed, staggered, etc.) for 1d4 rounds and loses a number of power points or hit points (dependent on path) equal to her manifester level +10. The wilder also takes 2 points of ability burn to every ability score. The wilder cannot use wild surge or Overchannel on the same manifestation as a perfect surge. Raging Surge Wild Surge and Psychic enervation: A raging wilder unleashes pure, raw rage to boost her psionic power. A raging wilder cannot invoke wild surge unless in a rage, but any time a raging wilder manifests a power and uses wild surge, that round does not count toward her number of rounds per day she may rage. When the raging wilder suffers psychic enervation, she loses hit points equal to her normal manifester level (the increase in manifester level from her wild surge does not increase the number of hit points lost). Surge Bond: You gain the rage class feature, as the barbarian, except as follows: the number of rounds per day you may rage is equal to 3 + your Charisma modifier, +1 per level of wilder you possess. If you have levels of barbarian, you do not stack your total rounds of rage together; instead you may add your Charisma bonus and your wilder level to the total number of rounds of rage available to you through barbarian. In addition, you gain the ability to manifest while in a rage, unlike other manifesters. Improved Surge Bond: At 5th, 9th, 13th and 17th level the raging wilder gains a rage power as if a barbarian of the same level. If you have levels of barbarian, add your wilder levels to your barbarian level to determine which rage power you can select. Spoiler:
Thundercaller
Among mystical leaders are those who speak for the spirits of the land, who bear the knowledge of the ancients, and whose voices ring like thunder, calling the sky’s wrath down upon their enemies. The thundercaller is an archetype of the bard class. Bound to the Land (Ex) A thundercaller gains a bonus equal to 1/2 her level on Handle Animal checks, Knowledge (nature) checks, and Survival checks. This ability replaces bardic knowledge. Bardic Performance A thundercaller gains the following types of bardic performance. Thunder Call (Su): At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell sound burst (having the same range and area and allowing the same saving throw). At 7th level, the sonic damage that is dealt by this blast of sound increases to 3d8. This damage further increases to 5d8 at 11th level, 7d8 at 15th level, and 9d8 at 19th level. This performance replaces inspire competence. Incite Rage (Su): At 6th level, the thundercaller can induce a furious rage in one creature within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller’s performance. Unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the thundercaller’s level + the thundercaller’s Cha modifier). Success renders the target immune to this power for 24 hours. The thundercaller cannot target herself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the thundercaller continues performing. This mind-affecting effect requires audible components. This performance replaces suggestion and mass suggestion. Call Lightning (Su): At 8th level, the thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes. This performance replaces dirge of doom. Call Lightning Storm (Su): At 14th level, the thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning storm. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes. This performance replaces frightening tune. |