Othlo

Floid's page

136 posts. Alias of Tenro.


Race

RETIRED Human

Classes/Levels

Nomad 7; HP 42/55

Special Abilities

Nomad's Step 40ft; PP 50/60

Languages

Common, Orc, Fey, Auran, Terran

Strength 10
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 13
Charisma 10

About Floid

Max HP: 55
Resists:
Immunities:
Init: +3
AC: 19: 10 + 3 DEX + 6 ARMOR

SAVES
FORT: 4 -------|2 Base + 2 CON|
REF : 5 -------|2 Base + 3 DEX|
WILL: 6 -------|5 Base + 1 WIS|
MISC:

COMBAT STATS
+1 Light Crossbow of Frost, +7 ranged, 1d8+1 (+1d6 cold), 19-20/x2, 80ft, P, move action reload

+1 atk/+1 dmg PBS w/i 30ft
+1 dmg while Focused
x2 Range while Focused

BAB +3
CMB +6
CMD 16

PSIONIC FOCUS:

Gain Focus: full-round action that provokes attacks of opportunity

While Focused:
Nomad's Step 30ft
+1 damage on ranged attacks
Double Range on ranged weapons

Expend Focus to do one of the following:
concentration check is treated as if you rolled a 15
+2d6 damage on one ranged attack
Ignore penalties for range increment on one attack (range still doubled for that attack)

RACIAL ABILITIES:

  • Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. CHA
  • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Humans have a base speed of 30 feet.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    Lv4 Ability Point: INT
    Favored Class:
    [x1] +1 HP
    [x6] +1/2 power known

  • CLASS ABILITIES:

    Psion Class

    Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

    Power Points/Day: A psion's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

    Discipline: Psychoportation: Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can't even use such powers by employing psionic items.

    Powers Known: A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
    Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
    The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
    The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

    Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
    To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

    Bonus Feats: A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
    These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.

    Detect Psionics (Ps): All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

    Discipline Talents (Ps): Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.

    Discipline Abilities: At 2nd, 8th, 14th, and 20th level, the psion gains special abilities related to his choice of discipline, as detailed below.

    Nomad’s Step (Su): At 2nd level, as long as you maintain psionic focus, as a standard action you may teleport to a location up to 15 feet away. You must have line of sight to the location and you can bring along possessions that amount to as much as a medium load. The distance increases by 5 feet every psion level thereafter.

    SKILLS:
    2+int+1/lvl

    • Autohypnosis: +11 =7+1 WIS+3
    • Concentration: 1d20 + ML + INT MOD +4 vs DC = 15 + (Power Level x2) Combat Manifestation if applicable
    • Climb: +4 =1+0 STR+3
    • Craft Metal: +8 =1+4 INT+3
    • Fly: +7 =1+3 DEX+3
    • K: Arcana: +8 =1+4 INT+3
    • K: Dungeoneering: +8 =1+4 INT+3
    • K: Engineering: +8 =1+4 INT+3
    • K: Geography: +8 =1+4 INT+3
    • K: History: +8 =1+4 INT+3
    • K: Local: +8 =1+4 INT+3
    • K: Nature: +8 =1+4 INT+3
    • K: Nobility: +8 =1+4 INT+3
    • K: Planes: +8 =1+4 INT+3
    • K: Psionics: +13 =7+4 INT+3
    • K: Religion: +4 =r+4 INT+0
    • Perception: +12 =7+1 WIS+3 +1T
    • Profession: +1 =r+1 WIS+0
    • Spellcraft: +12 =5+4 INT+3
    • Survival: +9 =5+1 WIS+3
    • Swim: +4 =1+0 STR+3
    • Use Magic Device: +8 =5+0 CHA+3 +1T

      Misc Mod Codes: Cl = Class; R = Racial; Cm = Competence; Cs = Circumstance; I = Insight


    EQUIPMENT:

    2354gp on hand plus a free +1 enchantment

    +2 Mithral Chain Shirt (+6 AC, +6 MD, -0 ACP )
    +1 Frost Light Crossbow (1d8+1+1d6, 19-20/x2, 80ft, P)
    Belt of Incredible Dexterity +2
    Handy Haversack
    Fighter's Kit
    Dagger

    HISTORY and APPEARANCE:

    CAMPAIGN NOTES:

    PLAYER NOTES:

  • human - point blank shot
  • psion 1st bonus - psionic shot [psionic]
  • 1st - precise shot
  • 3rd - Fast Steps [psionic]
  • 5th - psionic body [psionic]
  • psion bonus 5th - empowered shot [psionic]

    Empowered Shot - double range while focused
    psionic meditation
    psionic body