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Dark Tempest's page

15 posts. Alias of Kryzbyn.


Full Name

Dark Tempest

Race

Elan hybrid

Classes/Levels

20 Nimble Blade (Soulknife) 5 Dark Tempest || 20 Psi warrior 5 Dark Tempest

Gender

Male

Size

M

Age

Unknown

Alignment

LN

Deity

N/A

Strength 18
Dexterity 34
Constitution 28
Intelligence 32
Wisdom 34
Charisma 24

About Dark Tempest

This tall, masked, robed figure moves with a supernatural grace, focused on ending the career of the local evil mage with his double-bladed weapons of energy...

"Dark Tempest", as he has become known, is a tall, lithe figure. He has olive toned skin, and almost impossibly black hair, which he keeps long, but up for combat. When not wearing Tempest's Mask, his eyes carry both seriousness and amusment within them, and glow a bit in dim light or darker. His chisled face is inviting, and when seeing to the day to day business of his station as leader of the Dark Tempest Society, he carries himself with an open demeanor, which is belied by an almost tangile feeling of power around him.
He wears the hooded robes of his station, those of a battle mage, flowing, but designed to not hinder quick movements. His weapon of choice is of course his mind blade. He uses a styleized two handed crystalline hilt he constructed himself, which he can focus his mindblade through, either as a greatsword or most often in a two-bladed sword configuration, which he prefers.

Image of Dark Tempest

Background:

Nevermind...

Cohort:

Hasan ibn Faheed
15 Psi War, 20 Psion (Telepath) 10 Dark Temptest

Hasan Ibn Faheed was the first soul Dark Tempest would meet as a new Elan. His patient mentorship during those times lead to a lasting friendship. As DT began his mission and started collection a network, Hasan kept an eye on him. When he had ended a demon worshipping cult in Qadira, Hasan went to him and joined his cause. He worked to organize and keep track of things for DT while out and about, acting as part administrator for Sahirat Siad, and part field agent. He was the first the DT began to show the path of the Dark Tempest, and the first to master it besides DT himself. DT trusts Hasan's judgement of character, on who to recruit and who to let go. When Peak's Edge was completed, Hasan was the immediate and best choice to be the headmaster and spymaster. In the multitude of years since, Hasan is the closest thing to a brother DT has, and considers him family. He is also the only one left, besides the Elan council, who know DT's full history.
To say that Hasan and DT are like peas in a pod, is an understatement.
Hasan feels the same way about protecting innocents as DT does, and feels it's something Elan should be doing more of. While DT can go dark at times in handling abusive spell casters or other psions, he backs him 100%. He believes in destiny, and he believes DT is following his.

Personality:
He views his abilities as a tremendous responsibility, and uses them to protect other people from folks like himself.
He started a secret society to gather and train others to pick up his mantle and carry on his legacy, should he ever be defeated. He makes no bones that what he and others like him can do is fantastic and frightening in the eyes of the common folk, and these folk also have absolutely no defense against it. It drives him, but unless magic itself is destroyed, or psionic powers erradicated, he can never stop.
As a result, he is a likeable, but sometimes broody fellow that acts with purpose, but his defense mechanism is sarcasm. This can be his most annoying trait, at times.
He keeps his word, when given, and the code of honor he's set forth for his society is a facet of how he himself acts.
He isn't exactly good, in the common sense. He can be a bit sadistic and act without mercy towards an abusive caster or manifester without hesitation. His trigger for this is anyone who's abused their power and hurt people, either with magic, psionics, or just brute force. He can not abide an oppresive tyranny...
He will consider allowing a village to burn in order to save thousands, but will only actually do this if its absolutely necessary, trying to find a way to come out of a bad circumstance with loss of innocent life kept to a minimum.

Organization Interaction:

Usij - During his time in Qadira and Kelesh he's run into these Div worshippers on several occasions. Hunting them is what ultimately makes him Dark Tempest.
Sable Company - has worked with Sable Company in fighting corrupted conjurors from the Academae in Korvosa, Varisia.
Hellknights - DT has a love/hate relationship with some members of the various orders of the Hellknights. He has both aided them against demonologists whose chaos runs anathema to them, and has fought against them protecting lay people from their brand of tyranny.
Steel Falcons - He has worked with these folks fighting Cheliax slavery, and helping to reunite those taken with their families.

Racial Stats:

Elan/half giant Hybrid (34 RP)
+4 Dex, +4 Con - He is lithe, but still tall and hardy.
See in Darkness – Can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
SR 11+HD (36)
Powerful Build – Use weapons one size larger, count as large for CMB/CMD and vs. monster abilities (grab, swallow, etc.)
Resilience – Negate damage by spending 1 power point per 2 damage negated. Immediate action.
Resistance – Spend 1 power point to gain +4 racial bonus to saves for one round. Immediate action.
Repletion – Spend 1 power point to go 24 hours without food or water.
Jumper – Always considered running for jump purposes.
Aberrant Nature – Take -1 on Cha based skills with non-Elan.

Dark Tempest:

Dark Tempest
LN Humanoid (Giant, Aberration)
20 Nimble Blade Soulknife/20 Psi Warrior/10 Dark Tempest
Init +12; Senses See in darkness; Perception +40
DEFENSE
AC 45, touch 44, flat-footed 33 (+12 Dex, +2 dodge, +5 natural, +5 competance, +5 deflection, +5 enhancement, +1 shield)
hp 507 (25d10+225; 32 are from psionic body feat)
fort +28, Ref +31, Will +31, Spell/Power Resistance 36
Special Defenses Focused Defense, Resistance, Resilience, Repletion
OFFENSE
Speed 30 ft. (40 ft./60 ft.)
Melee mind blade (great sword) +41/+36/+31/+26 (3d8+22 17-20 x3) or mind blade (two bladed sword) +44/+44/+39/+39/+34/+34/+29 (2d8+22 17-20 x3)
Ranged mind blade +41/+36/+31/+26 (2d8+22 17-20 x3) 10ft.
Space 5ft.; Reach 5ft.
Special Attacks: Psychic Strike (+9d8 un-typed damage; mindless creatures are immune), Knife to the Soul (up to -9 to Int, Wis or Cha in place of psychic strike damage; no save), Wing Clip (DC 33 Fort save or cannot move for 4 rounds), Twin Strike (hit with both weapons during surprise round or attack of opportunity)
Powers known (ML 25; 347 pp/day; 172 from class, 25 from favored class, 150 from Wis; Concentration +35)
0th - detect psionics, distract
1st - (force screen, metaphysical weapon, defensive precognition, offensive precognition) biofeedback, chameleon, vigor
2nd - psionic lion's charge, ectoplasmic grapple, cloud mind, body adjustment, body equilibrium
3rd - energy bolt, crisis of breath, hustle, hostile empathic transfer, dimensional slide
4th - schism, barrage, telekinetic maneuver, zealous fury, fold space
5th - adapt body, psychic crush, shrapnel burst, planar travel
6th - decerebrate, disintegration, upheaval, barred mind personal
STATISTICS
Str 18, Dex 34, Con 28, Int 32, Wis 34, Cha 24
Base Atk +23; CMB +35; CMD 49
Feats Weapon finesse, weapon focus: mind blade, Two weapon Fighting, Pirhana Strike, Psionic Body, Two Weapon Defense, Dodge, Psionic Dodge, Greater Two Weapon Fighting, Psionic Meditation, Double Slice, Extra Blade Skill, Advanced Dervish Path, Dazing Assault, Combat Reflexes, Persistent Focus: Warrior's Path, Improved Critical (mind blade), Advanced Ascetic Path, Speed of Thought, Deep Focus, Piercing Power, Psionic Critical, Mental Leap, Expanded knowledge (planar travel)
Skills Acrobatics +46, Autohypnosis +42, Bluff +27, Climb +7, Craft Arms and Armor +30, Diplomacy +11, Disguise +27, Escape Artist +13, Intimidate +11, Knowledge (Arcana) +30, Knowledge (Psionics) +30, Knowledge (Religion) +13, Knowledge (Planes) +16, Linguistics +20, Perception +40, Perform (Dance) +20, Sense Motive +40, Sleight of Hand +12, Stealth +41, Survival +26, Swim +7, Spellcraft +30
Blade Skills Mind Blade Finesse, Alter Blade, Dual Imbue, Absorbing Blade, Deadly Blow, Reflective Blade, Focused Defense, Wing Clip, Multiple Throw, Knife to the Soul, Twin Strike, (E)Emulate Melee Weapon (two bladed sword), (E) Full enhancement
Racial Modifiers Aberrant Nature:-1 to Cha skills vs. non-Elan, Jumper: always conisdered running for acrobatics checks to jump
Languages Common (Tian Xia), Common (Vudrani), Common (Trade), Common (Keleshite), Common (Hallit), Common (Osirion), Aklo, Draconic, Infernal, Protean, Sahirat Sign
SQ Powerful Build, Jumper

Traits:

Law Enforcer - You receive a +2 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of masterwork manacles.
Natural Born Leader - All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Long Jumper - When using the Acrobatics skill to make a long jump, you treat the DC of the skill check as if the distance being jumped were 5 feet shorter than it actually is.
Ambush Training - You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Crowd Dodger - You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square.
Soaring Sprinter - You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.
Desperate Resolve - You gain a +1 trait bonus on concentration checks. This trait bonus increases to + 4 when you are grappled, pinned, in violent weather, or entangled.
Unintentional Linquist - You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Protean.
Schooled Inquisitor - You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.
Ordinary - You gain a +4 trait bonus on Stealth checks whenever you attempt to hide in a crowd.

Stat Choices:

........Stat....Cost....Level...Racial..Total
STR.....12......2.......................12
DEX.....20......10..............4.......24
CON.....14......4...............4.......18
INT.....12......2.......................12
WIS.....20......10......4...............24
CHA.....12......2.......1...............13
........Total:..30

Blade Skills:

[b]Mind Blade Finesse
: Mind blade is finesse able, no matter it's configuration.
Alter Blade: Change mind blade's form every time its created, if desired.
Dual Imbue: Apply psychic strike to both mind blades at once, at -1d8.
Absorbing blade: Expend psychic strike to absorb a spell, spell-like ability, power or psi-like ability the would affect him. Must allow SR or PR. Can affect up to 8th or 9th level powers (number of psychic strike dice). Immediate action.
Deadly blow: Crit range becomes x3.
Reflective Blade: Expend psychic strike to reflect spells back upon the caster. Must be melee or ranged touch. Make a ranged touch to hit the caster. Can affect up to 8th or 9th level powers (number of psychic strike dice). Immediate action.
Focused Defense: When fighting defensively or using Combat expertise or using the total defense action, add Wis mod as a dodge bonus to AC as long as psionic focus is maintained.
Wing Clip: As a standard action, you can make a single attack against a single creature. If you hit, instead of damage, creature can't move for a number of rounds equal to Strength mod. Fort DC 33.
Multiple throw: Can throw your mind blade as many times a round as you have attacks.
Knife to the Soul: Exchange psychic strike dice for ability damage, you may mix n match. Int, Wis or Cha. No save.
Twin Strike: May strike with both mind blades on a standard action, or attack of opportunity.
Emulate melee weapon: Mind blade emulates a melee weapon of your choice. In this case it's a two bladed sword.

Psi Warrior Path Abilities:

Dervish Path (Advanced)
Powers: Force screen, metaphysical weapon
Skills: Acrobatics, Bluff, Perform
Bonus class skill: Bluff
Trance: While maintaining psychic focus, gain +1 competence bonus to hit and damage while using 2 weapons. +1 / 4 levels after 3rd. (+5)
Maneuver: Expend psionic focus, and take a 5 ft. step between attacks. Thre is no limit to how many 5 ft. steps you can take, but you must attack before each one, and total movement cannot exceed a double move.

Ascetic Path (Advanced)
Powers: defensive precog, offensive precog
Skills: Acrobatics, autohypnosis, knowledge (religion)
Bonus class skill: Knowledge (religion)
Trance: While maintaining psionic focus and wearing light or no armor, you gain a +1 competance bonus to AC and saves. +1 / 4 levels after 3rd. (+5)
Maneuver: Expend psionic focus as an immediate action to gain a +2 dodge bonus until beginning of your next turn. +1 / 5 levels. (+6)
If in response to an attack, and the attack misses, you may take a 5 ft. step as part of this action.
You may also deflect one attack as if using Deflect Arrows feat, but may also deflect a melee attack.

Mythic Stuff:

Mythic Tier 1
Mythic abilities Hard to Kill, Mythic Power (5), Surge (+1d6)
Path Champion/Overmind
Path Secrets Sudden Attack, Surging Psionics
Path Abilities Crafting mastery
Mythic Feats Dual path

Capstone Fun:

Psi-Warrior
Eternal Warrior Once per day as a free action, the psychic warrior can enter into a very powerful trance. As long as he maintains psionic focus, for up to 5 minutes the psychic warrior adds his Wisdom modifier (+11!) to his attack rolls, damage rolls, AC, skill checks, ability checks, saves, and initiative, and he increases his speed by +5 feet for every point of his Wisdom modifier (+55 ft!).
These benefits stack with those that might be granted by his active path’s trance (or both paths, if using pathweaving).

Soulknife
Mind Blade Mastery The soulknife no longer requires a Will save to maintain his mind blade in a null psionics field, although it still loses any enhancement bonus and special abilities. In addition, he may change the configurations of his mind blade’s special abilities at will as a full-round action, which also resets any penalties that may have accrued from the Fluid Form and Improved Fluid Form blade skills.

Dark Tempest
Power Critical Any time the dark tempest successfully confirms a critical hit, he can manifest a power as a swift action. The power must include the target of the attack as one of its targets or in its area of effect. Manifesting this power does not provoke an attack of opportunity. Alternately, he may instead expend his psychic strike and use power strike to manifest any power he knows from the expanded power list of a level up to the total number of psychic strike dice (for example, if he has a 5d8 psychic strike, he may manifest a 5th level power he knows from the list as if he had spent 10 pp, affecting struck targets as per power strike).