About DovAppearance:
He is a young Varisian man with dark black hair, tied back in a pony tail. He has light skin for a Varisian and dark brown eyes. He has intricate Varisian tattoos covering his arms and moving up the sides of his neck, the tattoos are visions of starry skies mixed with holy symbols of Desna. He wears leather pants, vest, and boots, and white shirt. Often times he wears a coat over his shirt, but when he doesn't, the blue scarf tied around his waste with golden stars and moon symbols is more visible. Belts and buckles adorn everything, including his backpack of leather. His boots are stained with the salt of the sea. He carries a pistol tucked in one of the many belts at his waste, as well as a sheathed rapier on the opposite side.
Or if you rather: Dov
Personality:
Laid back with a flare for the dramatic. Quick to laugh because he has a permanent grin. He takes his devotion to Desna very seriously and always fights injustice where he sees it. He appears a little "off", sometimes making strange gestures or gazing off into the distance. From time to time it appears he is hearing voices or is otherwise confused by what is going on.
Crunch:
Experience: 0
To Next Level: Dov Male Varisian Human Grammaton Pattern Breaker Cryptic CG Medium Humanoid (Human) Init +5; Senses Perception +3 ------- AC 16 (Touch 13, FF 13)(+3 Dex, +3 Armor) Hp 10 (1d8+1[Con]+1[Favored]) Fort +1, Ref +6, Will +2 ------- Speed 30 ft (20 ft Armored/Encumbered) Melee Rapier +2 (1d6+2/18-20x2) or or Dagger +2 (1d4+2/19-20x2) Ranged Pistol +3 (1d8/x4/30 ft) or Dagger +3 (1d4+2/19-20x2/10ft) Special Attacks ------- Str 14, Dex 16, Con 12, Int 16, Wis 8, Cha 10 BAB +0, CMB +2, CMD 12 Feats Amateur Gunslinger (Grammaton), Gunsmithing (Grammaton), Point-blank Shot (Human), Precise Shot (Level 1) Skills (8 - 4+1[Human]+3[Int]) Perception[1] +4, Acrobatics[1] +7, Disable Device[1] +7, Escape Artist[1] +7, Use Magic Device[1] +4, Stealth[1] +7, Sleight of Hand[1] +7, Spellcraft[1] +8; Languages Common, Elven, Dwarven, Goblin, SQ Traits (Deft Dodger, Varisian Tattoo, Exile) ------- Deft Dodger (Trait): +1 Trait Bonus to Reflex Saves Varisian Tattoo (Trait): +1 to Will saves against Charm and Compulsion Exile (Trait): +2 Initiative ------- Items: Combat Gear: Studded Leather Armor, Dagger x2, Rapier; Other Gear: Alchemical Charges x3, Gunslinger’s Kit; Wealth: (2 Gp, 0 Sp, 0 Cp) Carrying Capacity: Light (0-58); Medium (59-116); Heavy (117-175); Current Load: 55 lbs ------- Altered Defense Spoiler:
A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action. Absorb: The cryptic gains DR 1/-. Deflect: The cryptic gains a +1 dodge bonus to his AC. Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn. Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level). Disrupt Pattern Spoiler:
All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic's focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic's Intelligence modifier. This attack deals half damage if the target's type is not of the cryptic's active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it. Pattern Designs Spoiler:
Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic's body in the form of tattoos. The cryptic's known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power's level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear. When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic's powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.
Trapfinding Spoiler:
A cryptic adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps. --------------------
Spoiler:
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action. Grit: 1/1
Spoiler:
You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power’s range.
Augment You can augment this power in one or both of the following ways. Alternatively, if you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0), but the power cannot be augmented by either of the following options. 1. For every 2 additional power points you spend, this power’s range increases by 5 feet. 2. For every additional power point you spend, the weight limit of the target increases by 2 pounds. 3. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0)
0 - My Light Spoiler:
Your eyes beam forth a 40-foot cone of light; for the first 20 feet, you shed normal light in such area, and you increase the light level for the other 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this power can be manifested but it has no effect, until you enter into an area with a lower light level. If my light is used in conjunction with elfsight, the cone of light extends out to 80 feet instead of 40 feet. Augment You can augment this power in one of the following ways. 1. If you spend 2 additional power points, you can manifest this power as a swift action. 2. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0).
1 - Kinetic Legerdemain Spoiler:
You can use telekinesis to make Disable Device checks without a toolkit without suffering the increase to the check DC. Augment: This power can be augmented in one or both of the following ways. 1. For every additional 2 power points you spend, you gain a +1 competence bonus on your Disable Device checks made with this power. 2. If you spend 6 additional power points, the range changes to Close (25 ft. + 5 ft./2 levels) instead of Touch.
Power Points: 3/3
COIN:
Background:
Dov is Varisian by birth, raised by his mother on the journey of Desna. He never knew his father, however Dov always heard that he was a well respected man before he was killed by bandits on the road. All throughout his childhood he traveled from place to place as part of a caravan. Through this time he helped his mother as they sold various scarves and other clothing that his mother would sew. She was a gifted seamstress and Dov had always admired her delicate and quick fingers, which he inherited to some point.
When Dov was 13 years old, his mother died from illness. Through to the end she stayed strong and faithful to Desna, and Dov always swore to himself that he would do the same. With nothing to keep him with the caravan any longer, he set out for the open road, which led to the open sea. He began traveling from port to port with a group of rather unsavory sailors all throughout his teenage years. They would trade from port to port, however they would also pirate the unsuspecting ship from time to time if the opportunity presented itself. From where Dov sat, it was a decent life, and every night at sea was filled with beautiful views of the starry night sky, a gift from Desna. Two weeks ago that all changed, when the crew pirated a ship unlike any they had pirated before. It carried slaves from far away lands, and the captain had one look before realizing the amount of money slave trading could actually produce. The crew began talking of switching to slave trading to seek after the blood money, and Dov would have no part of it. Instead, he tried to gather support against the captain. When it became apparent that mutiny was not in the cards, he made a break for it at the next place they landed. Now he was stranded in Sandpoint, with nothing but what he carried off the ship. |