About Einar ColbyEinar Colby (Fights alone town of darkness)
Background:
Born and raised in a plane not too dissimilar to Golarion, or to the area of Weit Weg amongst a tribe of semi Nomadic seafarers, whose main source of trade goods and income is raiding and pillaging the quiet and under defended towns and villages a fair distance travel by sea to the far south west. Known for their mastery of the high sea's, and feared for thousands of miles for their lightning swift strikes, and brute strength of arms, and unthinking savagery. Einar was treasured by his people, while unsuited to main force raiding for several reasons. Yes, he is strong enough to swing one of the massive weapons his people love, the Great Axe, and the Great Club, his strength of mind is such that he can almost, break through the lack of thought of his brothers, and grant them an ability to coordinate nearly unmatched by his people reckoning for a dozen generations. He lead a group of his yearlings on an adulthood raid against an experienced team of raiders, their only goal was to perform well. Under his leadership they moved as one, striking harder, more often and almost as if they had eyes in the backs of their heads. And then, there was that swimming accident when he was young, where he lost his right leg just below the knee. His people had hopes that this incident would spark the fury worthy of a raider, it never ... quite ... reaches the proper pitch. Yet proper pitch he learned from several of the more experienced and venerated war chanters. While not yet 25, he's been out on more than a few raids, and despite his youth, his uncanny ability to speak to those afar has allowed his raid teams to move with sinister silence until they are in place and poised to spring, drastically reducing the time between raids, thus increasing the wealth of each raiding season. a few days ago he was expecting a quick and easy raid, just one amongst many...: In the gentle hours before dawn, the only sounds are the quiet roll of the waves upon the beach of a quiet fishing village, home to maybe 30 families, and two or three actually wealthy merchants and traders. It is for them a day of impending misery. As the rays of light slowly begin to pierce the thick morning fog, the morning sounds remain that of the gentle roll of the surf, but perhaps just a hint more surf than there is, for there, glinting gently, where the surf reaches the beach stalk several figures, barely visible in the mist, dressed in salt encrusted furs and armor, bearing weapons stained with the signs of much use. Within moments, more than a dozen armed warriors set foot to sand and wait quietly, any sound they make is muffled by or could be confused with the song of the surf. There to the south, another group flows up onto the beach. Yet without any sound or signalling between them, the groups flit up into the village, leaving one from each group waiting on the beach. As the first Raider steps foot up to the first building, the silence is finally shattered by a thundering of a deep drum, and then an eerie, almost metallic warble echoing across the bay, striking fear deep in the hearts of the sleeping villagers. There in the bay, anchored, are three vessels. Two are long narrow sea worthy ships capable of holding 80 or more raiders between the Dragon head at the stempost, and the curved tail on the sternpost. A single sail lies tightly furled to the yardarm on the single mast. The third, much smaller vessel is of similar design, but appears to be better suited for shorter, coastal voyages with a mere dozen or so, lies lightly anchored about ten to fifteen yards from shore. It is there that the thundering of the drum and soul shivering cadence comes from, as there is one left aboard. Striking at the large drum lashed to the ribs of the boat, and then to the curious water jar in this lap, two large mallets blur as the roll off the drum, and then hang by leather straps secured to his wrists as he rattles his fingers across the water jar. There is a look of peace on his face as he drums, of one who has tuned out the world, caring little that the world has yet to tune him out, as a wave swells a bit higher than those prior, gently lifting the ships boat up, pulling the anchor free for a moment. It is then, that the drumming stops, completely, and abruptly, mid bass roll. A look of sheer panic on the young man's face. He darts for the anchor chain and pulls it up some as the long mallets rattle at his sides. He stares vainly into the cubic mile of pea soup in front of him as he uses the waves to bring his vessel to shore, and whispers the words. "They're gone, as if out of range. That's NOT the plan!" The look of surprise reappears, followed by one of deep confusion, as from the fog ahead booms a mighty bell, tolling the hours. "There was no bell tower... and THAT'S not an Alarm pattern." An errant gust of wind thins the fog, finally, resulting in the anchor chain slipping from once again surprised fingers, dropping deep into the bay, far deeper than expected. The view through the the thinning fog, is that of the mighty London Skyline, with the scream of a seagull above. There he sat, crouched in the bow of the large boat staring out at the city before in silence for several long moments before someone shouted from a passing ship. "Ahoy, you there in the Dragon Boat! You can't tie up there! Try the docks westward, you see em?"
Appearance:
Dressed a heavy fur lined cloak of a dark blue, with a flash of gold at the throat, a dark green tunic of a coarse canvas like material, and thick light woolen breeches worked with faint gold patterns. His left foot, is bare. His right ends just below the knee into a length of wood with a round knob at the tip. Slowly orbiting his head is a small cloud of blue, green and red in the form of a dozen Ioun stones of various shapes, though it appears that each and every one has been cracked at one point or another in exactly the same fashion.
He has a pair of slender rods with significant weights to one end, slipped through his belt, though they appear to best balanced and suited for drumming, they appear to have at least one other purpose as well. The first, is a slender length of black wood, etched with tiny gold characters, and appears to have a dual grip, so it can also be used as a club. The other, appears a similar length of crystal of a deep purple shade wrapped in a fine mesh of gold. This second length appears to have a tiny crystal shard floating in the air nearby.
Defenses
Offense
Melee +1 Club +6 (1d6+4)
Deadly Rhythm: Quick Draw (Clubs) +1 Damage (Clubs):
(Ex)At 1st level, during his raging song, a war drummer can draw clubs and greatclubs as a free action as if he had the Quick Draw feat. At 3rd level, the war drummer gains a +1 bonus on damage rolls for attacks made with clubs or greatclubs. At 7th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5). At 6th level, the war drummer gains Improved Critical with the club or the greatclub as a bonus feat. Raging Songs:
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features. Song of Marching (Su)
Siege Drums (Su) At 7th level, the war drummer can shatter massive walls, doors, and other inanimate obstacles using his war drums. This ability works as the shatter spell, except the drummer can increase the amount of damage and size of the object damaged by playing for longer periods. The siege drummer can affect objects weighing up to 10 pounds per level, plus an additional 5 pounds per level for each additional round he plays. The damage dealt increases by 2d6 per round (to a maximum of 20d6 after 10 rounds). The damage is dealt only after the drummer ceases playing. Dirge of Doom (Su)
Song of the Fallen (Su)
Skills:
Total Skill Ranks Comp Bonus? 9 Autohypnois 5 1 5 Bluff (3 cha) Drummer 2 2 Climb 4 Craft (any) 7 Diplomacy 0 4 -1 Escape Artist 13 Handle Animal 15 Intimidate Drummer 2 8 K Local 1
14 Perception 5 1 Alertness 2, Crystal 3
7 Sense Motive 1 1 Alertness 2
Feats:
1 Psicrystal affinity (Meticulous) 3 Craft Wondrous Item 5 Expanded Knowledge: Energy Missle 1/3 MetaPsionic Feat: Network Power Combat Expertise (Combat) 1st level house rule for all PCs
Power Attack (Combat) 1st Level House Rule for all PCs
Ensemble (Teamwork) Level 1 House rule for all PCs.
Other Purchased items:
+1 Club +1 Mithral Chain Shirt Ships Boat with 1 Month Mooring and Taxes Companion Stone of Diplomacy (1700) DC 15 create (+4 comp) Psicrystal Staff (2000) DC 13 to create Wayfinder Peg Leg Consumables:
Unspent funds: 640 gp
Ioun Cloud:
Ioun Torch Cracked Stones Magenta Prism +2 to one skill, can change 1/day Dark Blue Rhomboid +1 perception and Sense motive.
Tactician L0 Powers:
Conceal Thoughts You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe). Detect Psionics Missive
Augment You can augment this power in one of the following ways. For every 2 additional power points you spend, this power’s range increases by 5 feet.
L1 Powers:
Call to Mind (+4 to +12) By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you. On a failed Knowledge check, you can manifest this power to gain a new check with a +4 competence bonus. If successful, you instantly recall what was previously buried in your subconscious. Augment For every 2 additional power points you spend, the competence bonus increases by +1. Precognition, Defensive (ML 7.5 due to FCB +3/3 or +1/1 as swift) Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows. You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus isn’t applied to your Armor Class, this bonus to AC and saving throws does not apply. Augment You can augment this power in one or both of the following ways. 1. For every 3 additional power points you spend, the insight bonus gained increases by 1. 2. If you spend 6 additional power points, you can manifest this power as a swift action.
L2 Powers:
L2 Energy Missle
Cold A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save. Electricity Manifesting a missile of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire A missile of this energy type deals +1 point of damage per die. Sonic A missile of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment For every additional power point you spend, this power’s damage increases by one die (d6). For every two additional dice of damage, the power’s save DC increases by 1. Dimension Swap
Augment For every 2 additional power points you spend, this power can affect a target one size category larger. Coordinate as One (ML 7.5 due to FCB +2/2)
You may choose to direct the target either offensively, alerting them to weaknesses in their opponent's defenses, or defensively, alerting them to incoming attacks. You may change whether you are directing offensively or defensively once per round as a free action. While being directed offensively, the subject gains a +1 insight bonus on attack rolls and damage rolls. While being directed defensively, the subject receives a +1 insight bonus on armor class and saving throws. Augment: This power may be augmented in one or both of the following ways. 1. For every 3 additional power points you spend, increase the insight bonus by 1. 2. If you spend 6 additional power points, the target can be directed both offensively and defensively.
L3 Powers:
Battlesense (ML 7.5 due to FCB 2 options) You link the minds of your allies, dramatically improving their coordination. When you manifest this power, a type of heads-up display appears in each target's mind, improving their coordination and group awareness. Each affected target can use the Aid Another action as an immediate action. Creatures that move out of the 30 foot range after the power is manifested are still affected by the power. Additionally, all targets that are also willing members of your collective (if any) gain one special ability of your choice from this list. Your choice affects all members equally. * +1 circumstance bonus to attack rolls
Augment: You may augment this power in one or both of the following ways. 1. If you spend 2 additional power points, you can choose a second special ability from the collective bonus list. You may choose the same benefit again; if you do, it stacks with itself (up to +5 for attack rolls or AC, +10 for weapon damage, or +25 for bonus to speed).
Bard L0 Spells:
Know Direction When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction. Detect Magic
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands. The summoned instrument disappears at the end of this spell.
L1 Spells 5/day:
Cure Light Wounds Silent image Saving Finale (Close Range)
Tap Inner Beauty
L2 Spells 3/day:
Gallant Inspiration (Close Range) This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively. If the bonus is enough to turn the failure into a success, the roll succeeds Acute Senses (Touch)
Blistering Invective (30' Radius on self)
Traits:
Peg Leg One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg. You've long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg. Benefit You've had to learn to deal with the pain of your injury as well, and you gain a +1 Resistance bonus on Fortitude saves. Ever since your accident you've hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype. Savant (Percussionist) From a very young age, the ability to master performance types has come quite naturally to you. Benefit: Chose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you. Campaign Trait: Fairy Godmother
Drawback: Fey-Taken As a child, you were whisked away by mischievous fey for a time. When you returned, you were ever after considered odd and distant. You long to return there, and find the mortal world dull and at times revolting, so you do not eat as you should and do not question strange visions. Effect: You take a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey. Other Abilities:
Favored Class bonus x5
Strategies 6/day Focus Attack:The tactician can direct a member of his collective to attack a single enemy. If the directed member performs the attack, all subsequent attacks on that target for the next round by anyone in the collective deal an additional 1d6 points of damage. An individual gains this additional damage on only one successful attack per round, even if they make multiple successful attacks on the targeted enemy. At 8th level and every four tactician levels thereafter, this damage increases by 1d6. Coordinated Strike (Su) The tacician is able to direct his allies to coordinating their attacks upon a single target to devastating effect. As a swift action, the tactician can declare one target within his line of sight as the primary foe. All members of the tactician's collective, including the tactician himself gain a +1 insight bonus to attacks against the primary foe until the beginning of the tactician's next turn. At 5th level and every four levels thereafter, this bonus increases by 1. This ability may be used a number of times per day equal to 3 + the tacticians Intelligence modifier. Spirit of Many (Su) A tactician of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power. Whenever a tactician manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and is treated as a supernatural ability (bypassing Power Resistance and becoming immune to dispel attempts), although it still provokes an attacks of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws - their saving throw entry becomes "None," although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The tactician also adds the following augment to all powers with the network descriptor: Augment: For every additional power point you spent, you can choose an additional target, so long as the target is a member of your collective.
When a tactician reaches 3rd level, all willing members of his collective (including the tactician himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a tactician's collective (including the tactician himself) may manifest unknown powers known by another willing psionic creature in the collective as if they were making physical contact. Improved Share (Su) A tactician learns special techniques when manifesting powers with the Shared descriptor. Beginning at 5th level, the tactician may maintain two powers with the Shared descriptor at any time instead of only one. Should he manifest a third power with the Shared descriptor, the tactician can choose which of the maintained Shared powers ends immediately. Every six tactician levels thereafter (11th, 17th), the tactician may maintain an additional power with the Shared descriptor before a maintained power with the Shared descriptor expires.
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