Eando Kline

Dykon Harbett's page

No posts. Alias of Tenro.


Race

Dalkyr Half-blood

Classes/Levels

Shroud Marksman

Gender

Male NEVER USED

Special Abilities

Unseen 11/day; Cover Fire; Second Chance 6/day; Hide in Plain Sight

Strength 15
Dexterity 20
Constitution 16
Intelligence 14
Wisdom 16
Charisma 12

About Dykon Harbett

HP: 75
AC: 15 =10 + 5 dex
Resist: Unbalanced Mind
Init: +5
Speed: 30
BAB: +8/+3
F: 5
R: 11
W: 9 +4 vs symbiont personality conflict

COMBAT +8/+3 BAB
Dagger: +15/+10 (+PBS) 1d4, 10ft, 19-20/x2
- while focused: +15/+10 (+PBS) 1d4+5, 10ft, 19-20/x2 (dagger returns to square from which it was thrown while focused)

calculated:
+2 thrown weapons
+3 dmg while focused
+2 dmg while focused

not calculated (conditional):
+1 atk/+1 dmg w/i 30ft
expend focus: +3 dmg (cant be used for full attack)
expend focus to do +4d6 dmg
expend focus to make weapon return immediately for one turn (allowing full attack throw with one dagger)
move action to become focused
can only get one effect from expending focus at a time

Racial Traits:

  • Aberration Type: Daelkyr half-bloods are creatures with the aberration type. As aberrations, daelkyr halfbloods have darkvision out to 60 feet. They are profi cient with all simple weapons and any weaponlike symbionts they use, as well as with whatever types of armor (light, medium, or heavy) that their classes allow. Daelkyr halfbloods eat, sleep, and breathe.
  • Medium: As Medium creatures, daelkyr half-bloods have no special bonuses or penalties due to size.
  • Daelkyr half-blood base land speed is 30 feet.
  • Personal Symbiont (Ex): All half-bloods begin play with one personal symbiont that they can pick from the following list: breed leech, crawling gauntlet, or throwing scarab or Stormstalk, winter cyst.
    If a personal symbiont is lost, a daelkyr half-blood can grow a replacement from his own flesh over a period of 2d4 days. A daelkyr halfblood can’t grow or regrow symbionts that he has gained in any other manner, nor can a daelkyr half-blood grow
    a replacement for a symbiont if the original symbiont yet lives. As a daelkyr half-blood advances in level, he can grow a new personal symbiont as indicated on the table
    below. Any new personal symbiont grown replaces the old symbiont. A daelkyr half-blood can choose additional symbionts from the list provided above, as well as from new choices as they become available, as indicated
    on the table.
  • Symbiont Mastery: A daelkyr half-blood gains the Symbiont Mastery feat (see page 51) as a bonus feat.
    SYMBIONT MASTERY
    You have stronger control over an attached symbiont than regular creatures, and you gain vitality for each symbiont attached to you.
    Benefit: You gain a +4 bonus on Will saves made during any personality conflict that might erupt between you and your symbiont. You gain 2 bonus hit points per symbiont attached to you. If you detach a symbiont, you lose these hit points immediately.
  • Symbiont Dependency (Ex): Daelkyr half-bloods’ facility with symbiont usage comes at a price. Without daily contact with at least one symbiont, a daelkyr halfblood begins to die. If a daelkyr half-blood has no contact with a symbiont for 24 hours, he takes 1 point of Constitution damage. He takes this damage every 24 hours until contact is restored, and Constitution damage sustained in this fashion cannot be restored by any means as long as the daelkyr half-blood remains separated from symbionts.
  • Unbalanced Mind (Ex): The minds of daelkyr halfbloods are in constant self revolt, reflecting their daelkyr “parents” mixed with the more standard mindset of their biological mothers. Any creature that attempts to read the thoughts of a daelkyr half-blood, or otherwise study his mind, must make a Will save (DC 10 + 1/2 half-blood’s level + Cha modifi er) or be dazed for 1 round.
  • Automatic Language: Common. Bonus Language: Daelkyr.
  • Favored Class: +8 skill pts

Class Abilities:

  • Weapon and Armor Proficiency: A marksman is proficient with all simple weapons, all light, projectile, and thrown martial weapons, light armor, and with bucklers. Armor does not interfere with the manifestation of powers.

  • Power Points/Day: A marksman’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 Marksman. In addition, she receives bonus power points per day if she has a high Wisdom score. Her race may also provide bonus power points per day, as may certain feats and items.

  • Powers Known: A marksman begins play knowing no marksman powers (although she can manifest powers from power completion or power trigger items as normal). At each level indicated on Table: The Marksman, she unlocks the knowledge of a new power.
    Choose the powers known from the marksman power list. (Exception: The feat Expanded Knowledge does allow a marksman to learn powers from the lists of other classes.) A marksman can manifest any power that has a power point cost equal to or lower than her manifester level.
    The total number of powers a marksman can manifest in a day is limited only by her daily power points.
    A marksman 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 marksman powers is 10 + the power’s level + the marksman’s Wisdom modifier.
    Maximum Power Level Known: A marksman 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 marksman must have a wisdom score of at least 10 + the power’s level.

  • Combat Style (Sniper Style): A marksman of 1st level chooses a type of ranged combat that is her preferred style. This style determines certain class features, skills, and abilities, as described in the different styles below.

  • Point-Blank Shot: At 1st level, a marksman gains the Point-Blank Shot feat as a bonus feat.

  • Unseen (Su): A shroud can use her heightened awareness of her surroundings and psionic energy to read the environment and blend in so as to be undetectable. While maintaining psionic focus, she can spend a swift action to become invisible for a number of rounds equal to her Wisdom modifier. The invisibility ends as soon as the shroud attacks a creature. She can use this ability a number of times per day equal to 3 + her class level. This ability replaces Wind Reader.

  • Favored Weapon: Marksmen of 2nd level select a group of ranged weapons from the list below as their preferred weapons and gain a +1 competence bonus to ranged attack rolls made with any weapon of that group. Every four marksman levels thereafter, this bonus increases by 1.
    Thrown: blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, trident, wooden stake.
    Note: Additional weapons can be added to these groups or additional weapon groups can be created at your GM’s discretion. Some weapons may belong to multiple weapon groups at your GM’s discretion.

  • Hidden Hunter (Su): Starting at 2nd level, the shroud gains a bonus +1 bonus to Stealth skill checks. At 6th level and every 4 levels thereafter, this bonus increases by 1. This ability replaces Evade Arrows.

  • Style Technique (Su): All marksmen, regardless of their chosen combat style, gain special techniques at 2nd level that they can use by expending psionic focus. The specific technique is determined by the marksman’s chosen style.
    - Style Technique: Once a marksman has reached 2nd level, she may expend her psionic focus while making a single ranged attack to add her Wisdom modifier to the damage the attack deals. This ability may not be used as part of a full attack.

  • Style Skill (Ex): At 3rd level, a marksman gains a +1 bonus to the skill associated to his combat style. Every three levels thereafter (6th, 9th, etc), this bonus improves by 1.
    - Style Skill: At 3rd level, a sniper marksman gains a +1 bonus to Stealth. This bonus increases by 1 every three marksman levels thereafter.

  • Style Mantra (Su): At 3rd level, a marksman gains a mantra associated with her combat style that is active as long as she maintains psionic focus. A marksman may not use her style mantra at the same time she uses Wind Reader; she may only gain the benefit of one or the other, not both.
    - Style Mantra: Beginning at 3rd level, as long as a sniper marksman maintains psionic focus, she gains a +2 competence bonus on damage rolls for attacks made with a ranged or thrown weapon. At 7th level and every four marksman levels thereafter, this bonus increases by 1.

  • Cover Fire (Ex): Beginning at 4th level, the marksman knows not only how to directly engage her enemies, but also how to protect her allies. As an attack action, she may choose to fire a ranged or thrown weapon at an opponent within 30 feet to distract that opponent rather than to deal damage. Make an attack roll against the space a target occupies (AC 10). If successful, the targeted enemy must make a Reflex save (DC 10 + one-half the marksman’s class level + the marksman’s Dexterity modifier), or be staggered for one round. The marksman still expends ammunition as normal for this attack.
    If the attack roll would indicate a critical threat and the result would hit the opponent’s AC, roll to confirm: if the critical hit is confirmed against the opponent’s AC, the attack does normal damage as well. A marksman cannot use cover fire if her opponent or the square she targets would be subject to a miss chance (such as from a concealed target).

  • Style Ability: Starting at 4th level, a marksman gains an ability associated with her combat style. Every four levels thereafter (8th, 12th, 16th, 20th), she gains a new style ability.
    - Second Chance (Su): A sniper marksman of 4th level may expend her psionic focus when a ranged attack she has made misses to reroll the attack. This ability can be used a number of times per day equal to 3 + the marksman’s Wisdom modifier.
    - Augmented Shot (Su): As part of a single attack with a ranged or thrown weapon, a sniper marksman of at least 8th level can expend her psionic focus, causing the attack to deal augmented damage. Increase the base damage of the attack by one die. Unlike normal bonus damage, this increases the actual weapon damage (much like your Strength modifier on a melee attack), and is thus multiplied in the case of a critical hit. With feats such as Vital Strike, this increased base damage is used to determine the bonus damage on the attack. For example, if wielding a medium-sized light crossbow, add 1d8 damage. Every six marksman levels thereafter, increase the weapon damage by an additional die. This ability may not be used as part of a full attack.

  • Bonus Feat: A marksman of 5th level gains a bonus feat chosen from his combat style feat list, Deadly Aim, Far Shot, Fell Shot, Greater Psionic Shot, Parting Shot, Precise Shot, Psionic Meditation, Psionic Shot, Quick Draw, Return Shot, Returning Throw, or a feat that requires a particular weapon when it is selected, such as Weapon Focus or Improved Critical. If the marksman chooses a feat that requires a particular weapon, she must select a weapon from her selected ranged weapon group. The marksman must still meet all prerequisites for the feat to select it.
    At 8th level and every three marksman levels thereafter, the marksman gains another bonus feat from the same list.

  • Hide in Plain Sight: A shroud of 7th level or higher can use the Stealth skill even when being observed by expending her psionic focus when making her Stealth skill check. This ability replaces Disengage.

Powers:

Known:
1st: burst, catfall
2nd: body adjustment, dissolving weapon, wall walker

26 PP / day

Feats and Traits:

Point Blank Shot
Quick Draw
Returning Throw
Weapon Finesse
Psionic Shot
Psionic Meditation
Greater Psionic Shot

Skills:

Skill Points at Each Level: 4 + Int modifier

Acrobatics +16=+8 +5 DEX +3 *, +3 when using Disengage
Autohypnosis +14=+8 +3 WIS +3
Climb +2= +2 STR *
Craft +2= +2 INT
Intimidate +12=+8 +1 CHA +3
Escape Artist +12=+8 +1 CHA +3
Know: Psionics +2= +2 INT
Perception +13=+7 +3 WIS +3
Perform +1= +1 CHA
Profession +3= +3 WIS
Sense Motive +3= +3 WIS
Stealth +15=+8 +5 DEX +3 *, +4C
Survival +4=+1 +3 WIS
Use Magic Device +13=+8 +2 STR +3

* ACP