Demon Hunter

Dev Blake's page

312 posts. Alias of DeviousDevious.


Full Name

Dev Blake

Race

Human

Classes/Levels

Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Gender

Male

Size

Med

Age

19

Alignment

CG

Homepage URL

Google Doc

Strength 10
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Dev Blake

Dev Blake
CG Human Wilder 5
Initiative: +3; Senses: Normal Vision; Perception:+8
FCB: 2 hp, 3/4 of a power known
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Defense
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AC 16, Touch 14, Flat-Foot 12 (+3 Dex, +1 Armor, +1 Dodge, +1 Shield)
hp: 40/40 (8+2+20+10)
Fort: +4, Ref: +5, Will: +7
DR: 3/- (vs small piercing weapon, Quilted Cloth Armor)
Resist: none
Immune: none
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Offense
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Speed: 30 ft

Melee:
Shortspear
+3 @ 1d6/20x2
[+3 BAB, 0 STR]

Ranged:
Shortspear
+6 @ 1d6/20x2 [increment: 20']
[+3 BAB, +3 DEX]

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Statistics
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STR 10 DEX 16 CON 14 INT 12 WIS 10 CHA 18

Base Atk +3; CMB:+3; CMD: 16

Feats
1-Mental Equilibrium (See Below)
Campaign Bonus-Enervation Fortitude
Human1-Vent Agony (See Below)
Class1-Endowed Mind
3-Modified Blast
5-Psicrystal Affinity
Psicrystal-Alertness

Traits
Black Sheep (Bitter Nobleman/Sleight of Hand)
Clairsentient Talent

Skills
Adventuring: 5 per level x 5 = 25 ranks

+5 Autohypnosis (2 ranks, +0 Wis, +3 class)
+5 Disable Device (2 ranks, +3 Dex)
+6 Perception (3 ranks, +0 Wis, +3 class)
+6 Stealth (3 ranks, +3 Dex, +0 class)
+9 Diplomacy (2 ranks, +4 Cha, +3 class)
+10 Use Magic Device (3 ranks, +4 Cha, +3 class)
+6 Kn Local (2 rank, +3 class, +1 trait)
+8 Spellcraft (4 ranks, +1 Int, +3 class)
+6 Sense Motive (1 ranks, +0 Wis, +3 class, +2 alertness)
+7 Knowledge Psionics (3 rank, +1 Int, +3 class)

Background: 2 per level x 5 = 10 ranks
+13 Craft, Jewelery (5 ranks, +1 Int, +3 class, +2 racial, +2 masterwork tools)
+12 Sleight of Hand (5 ranks, +3 Dex, +3 class, +1 trait)

Alternate Racials: 'Industrious' replacing 'Skilled' (+2 concentration/craft jewelry)

Languages: Common, Elven
SQ Psionic Focus, Surge Bond, Elude Attack (+1), Wild Surge +2 (Chaotic Surge)

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Manifesting:
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ML: 5 | PP: 0/35 | Concentration: +11 (ML 5 + CHA 4 + 2 'Industrious')

Powers Known:
0: Unearthly Terror
1: Energy Ray
1: Inertial Armor
2: Recall Agony

Enervation Rate: 25%
Wild Surge: roll 1d4. Add'tl ML pp are paid by the surge
-on a 1, ML -2
-on a 2 or 3, ML +2
-on a 4, ML +4

Enervation Effects: (per Surge roll result):
-on a 1, dazed until start of your next turn (Dev is Immune to the Daze, this still triggers Vent Agony)
-on a 2 or 3, dazed until end of you next turn and lose 3 (1 per unadjusted ML) pp (or 3 hp per pp if no pp). (Dev is Immune to the Daze and only loses 1/2 the pp per usual, this still triggers in full for Vent Agony)
-on a 4, dazed until end of you next turn and lose 6 pp (2 per unadjusted ML) (or 3 hp per pp if no pp). (Dev is Immune to the Daze and only loses 1/2 the pp per usual, this still triggers in full for Vent Agony)-

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Special Abilities:
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Wild Surge (Chaotic Surge), Surge Blast (2d6), Psychic Enervation (25%), Vent Agony (DC 16), Surging Euphoria (+1), Improved Surge Bond

Psicrystal:

Name:Shiver
HP: 20/20 AC: 18, 16 touch, 16 flat-footed (+2 Dex, +4 size, +2 natural)
Fort: +3, Ref: +4, Will: +4

STR 1 DEX 15 CON - INT 8 WIS 10 CHA 10

Abilities: Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link, Deliver touch powers, Telepathic speech (30'; any creature w/ a language)

Personality: Resolved (+2 to Will Saves)

Gear & Equipment:

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Gear
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Quilted Cloth Armor (100 gp, 15 lb)
Shortspear (1 gp, 3 lb)
Light Steel Shield (9 gp, 6 lb)
Backpack (2 gp, 2 lb)
Thieves' Tools (30 gp, 1 lb)
Artisans's Outfit (Free)
Cloak of Resistance +1 (1000 gp, 1 lb)
Wandermeal (.01 gp, .5 lb each) x7 (3.5 lb total)
Waterskin, Empty (1gp, 0 lb)

Gold on Hand: 18 gp, 4 sp, 3 cp
Lent to EE: 50 gp

Carried Loads:
Current: 31.5
Light: 33
Medium: 66
Heavy: 100

Equipment At the Shop:
Shortspear (1 gp, 3 lb)

Downtime/The Shop:

Profit while away: Everyone gets paid, Demetrius runs the show, and Dev pockets 1.5 gp per day that he's away.
If Dev's onsite and able to put in a day's work his take become 2.5 that day (Using the 'Run a Business' Downtime Activity).
The shop will continue to do contract work for the well-to-do of Sharn (capital making GP) unless Dev or Demetrius suggest otherwise.

Building: Dev's Artisan's Workshop
Earnings: gp, Goods, or Influence +10
Benefit: counts as masterwork artisan’s tools for one Craft skill (Jewelry)
Create: 9 Goods, 9 Labor (360 gp); Time 20 days
Size: 8–16 squares
This specialist’s workshop provides a variety of tools and materials for a particular art form, such as glassworking, gemcutting, or sculpting, which you choose when you build the room. Up to three people can use the room at a time.

Team: Dev's Team of Jewelers: Bolt-hand, Alix, Marigold
Earnings: gp, Goods, or Labor +4
Create: 3 Goods, 2 Influence, 4 Labor (200 gp); Time 2 days; Size 3 people
Size: 8–16 squares
Craftspeople are trained in a particular Craft or Profession skill and make a living using that skill. Examples of this team are alchemists, carpenters, leatherworkers, masons, and smiths. A typical carpenter is a 4th-level expert with 4 ranks each in Climb, Craft (carpentry), Diplomacy, and Knowledge (engineering and local). Craftspeople in other fields have a similar skill arrangement.

Manager: Guildmaster (Artisans’ Guild): Demetrius
Wages: 3 gp/day
Skills: Appraise, Craft (any one), Diplomacy, Profession (any one)
A artisans’ Guildmaster is skilled at her art and capable of running a group of like-minded artisans. She’s typically a 3rd-level bard, expert, rogue, or member of another skilled class. a Guildmaster handles the day-to-day duties of running an Artisan’s Guild: basic administration, educating guild members, and working at her trade.

Mental Equilibrium, from Psionics Augmented: Wilders:
Mental Equilibrium [Psionic]
You are skilled in coping with psychic enervation.

Prerequisites: Wild surge class feature.

Benefit: You are immune to the effect inflicted by psychic enervation (your own or others) except for hit point and/or power point loss. You still suffer any other effects of the psychic enervation.

Vent Agony, from Psionics Augmented: Wilders:
Vent Agony [Psionic]
You share your psychic pain with others.

Prerequisites: Overchannel or wild surge.

Benefit: Benefit: Whenever you suffer psychic enervation or use your Overchannel feat, you may select a hostile creature within ft. That creature must succeed at a Will save (DC 10 + 1⁄2 your manifester level + your key ability modifier) or suffer the effects of your psychic enervation and/or the damage from your Overchannel feat (you still suffer those effects yourself). This is a pain effect.

Background:

Dev Blake grew up the seventh son of a moderately successful armorers in Sharn. His parents brought home enough to keep the family warm and fed, but not much else. Like all his siblings, Dev learned the value of a trade from an early age. He spent enough time watching impeccably dressed, well-to-do patrons of his parents purchase armor --that they would almost certainly never use-- to develop an attachment to the finer things in life. So, when it came time that he apprentice himself to an artisan, he surprised everyone (and no one) when he chose a Master Jeweler instead of a more 'practical' craft.

Towards the end of his final year of apprenticeship, a potential tragedy befell Dev and his master. The largest commission they'd ever worked on, a brooch destined for their patron's betrothed, was stolen from their shop mere days before the piece was due to be delivered. The matter was reported to the guard, but almost nobody was optimistic that the brooch could be recovered by the deadline. Dev's master fell into a depression and lost hope, fully expecting the ruination of his business. Dev, knowing that his career would live or die with the recovery of the brooch, took it upon himself to find the thing.

Two days later Dev woke up his master by pounding on his door. Bloody and beaten, Dev stood nonetheless at the front door with the brooch in hand.

It turned out he'd thrown himself into the underbelly of Sharn, asked most of the right questions --a few wrong ones-- and found the gang that stole the brooch. Digging deep despite unfriendly odds, Dev had found a burning power hiding just under the surface. And surprising even himself, he'd succeeded. Inspired, they worked through the night and delivered the jewel just in time.

Dev found himself drawn to the adventure he'd found recovering the jewel. He finished his apprenticeship, but decided to partner with his former master rather than start his own venture. The partnership would allow him some freedom to adventure between jobs, getting his fix of risk and excitement between commissions. His aging master was pleased with the arrangement; he gained a talented and promising partner and the younger man's interesting reputation certainly wasn't bad for business.