Max HP: 62 Resists: Immunities: Fear
Init: +3
AC: 19: 10 + 3 DEX + 6 ARMOR
SAVES
FORT: 5 -------|2 Base + 2 CON| +1 RESIST
REF : 9 -------|5 Base + 3 DEX| +1 RESIST
WILL: 6 -------|5 Base + 0 WIS| +1 RESIST
MISC: +4 vs mind-reading usually
COMBAT STATS 10ft Aura of Fear, -4 penalty to saves vs fear effects, defeats fear immunity
+1 Conductive Kukri, +9 Melee, 1d4+1, 18-20/×2 Conducts Devastating Touch damage
Devastating Touch; +8 Melee Touch, 1d6+7 damage can channel Terrors through this
Terrors (DC 17): Overwhelming Fear: The dread’s next attack stuns her target with overwhelming fear if the attack is successful. The target must make a Fortitude saving throw (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or cower for 1 round. If the attack misses, the effect is wasted. This is mind-affecting fear effect.
Mindlock: The dread can invade the mind of an enemy through their subsconscious by making a melee touch attack that does not provoke attacks of opportunity. The target must succeed on a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier), or be mindlocked for 1 minute per dread level. A mindlock allows the dread to either channel her devastating touch ability at range as a standard action which automatically hits, or attempt an Intimidate check on the target, even though the target might be out of normal range or out of sight. The range of the mindlock is 10 feet per dread level, and the dread does not need line of effect or line of sight once a mindlock is established. This is a mind-affecting effect. A dread can only sustain one mindlock at a time. If the dread attempts to mindlock a new target while another mindlock is active, the active mindlock ends. The dread is aware if the mindlock fails or ends, although she does not necessarily know the reason. The dread must be at least 4th level to select this option.
Sickening Fear: The dread’s attack causes the target to become sickened unless it makes a successful Fortitude save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). This effect lasts for 1d6 rounds. This is mind-affecting fear effect. For every additional power point spent, the target also takes 1 point of damage per round the effect lasts. The dread must be at least 6th level to select this option.
Terrified Escape: The dread’s attack causes the target to flee from the dread on its next turn unless it makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). This is a mind-affecting fear effect.
Gain Focus: full-round action that provokes attacks of opportunity
While Focused:
Expend Focus to do one of the following:
concentration check is treated as if you rolled a 15
+10 vs sense motive, +4 vs mind reading for 7 hrs (Conceal Thoughts talent)
Create sound of 20 humans/1 dire lion/etc for 7 rounds (Create Sound talent)
-4 Perception/Sense Motive for duration of concentration up to 7 mins (Distract linked talent)
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: CHA
Favored Class: +6/6ths of a Dread Terror; +1 Skill Point
Power Points/Day: A dread'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 Dread. In addition, she receives bonus power points per day if she has a high Charisma score. Her race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A dread begins play knowing one dread power of your choice. At every class level after 1st, she unlocks the knowledge of a new power.
Choose the powers known from the dread power list. (Exception: The feat Expanded Knowledge does allow a dread to learn powers from the lists of other classes.) A dread can manifest any power that has a power point cost equal to or lower than her manifester level.
The total number of powers a dread can manifest in a day is limited only by her daily power points.
A dread 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 dread powers is 10 + the power's level + the dread's Charisma modifier.
Maximum Power Level Known: A dread 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 dread must have a Charisma score of at least 10 + the power's level.
Fearsome Insight: The dread's connection to the fears and the subconscious grows and she gains a greater understanding of the mental faculties which regulate fear. This translates into an insight bonus to Intimidate equal to half her class level (minimum +1).
Devastating Touch (Su): A dread is able to channel psionic energy from fear and nightmares into a touch that causes pain. To use this ability, a dread must make a melee touch attack on a living target. If the attack hits, it deals 1d6 points of damage plus 1 point per class level.
Talents: Dreads learn minor powers they can use at will to aid them in a variety of ways. The dread gains 2 talents from the dread talent list.
Terror (Su): Beginning at 2nd level, a dread learns to harness the power of fear in a variety of ways called terrors. Using a terror is a swift action. Some terrors are channelled through her devastating touch class feature. These terrors charge a dread's touch (and later her weapon) until her next successful attack that round.
Some terrors can be augmented by spending power points, similar to manifesting powers, to increase their effect. When augmenting her terrors with power points, the dread cannot spend more power points than her manifester level on any single use of a terror.
A dread can use her terrors a total number of times per day equal to her dread level + her Charisma modifier.
All terrors may only be chosen once unless otherwise specified.
(Editor's Note: A complete list of dread terrors can be found here: Dread Terrors)
------Overwhelming Fear: The dread’s next attack stuns her target with overwhelming fear if the attack is successful. The target must make a Fortitude saving throw (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or cower for 1 round. If the attack misses, the effect is wasted. This is mind-affecting fear effect.
------Mindlock: The dread can invade the mind of an enemy through their subsconscious by making a melee touch attack that does not provoke attacks of opportunity. The target must succeed on a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier), or be mindlocked for 1 minute per dread level. A mindlock allows the dread to either channel her devastating touch ability at range as a standard action which automatically hits, or attempt an Intimidate check on the target, even though the target might be out of normal range or out of sight. The range of the mindlock is 10 feet per dread level, and the dread does not need line of effect or line of sight once a mindlock is established. This is a mind-affecting effect. A dread can only sustain one mindlock at a time. If the dread attempts to mindlock a new target while another mindlock is active, the active mindlock ends. The dread is aware if the mindlock fails or ends, although she does not necessarily know the reason. The dread must be at least 4th level to select this option.
------Sickening Fear: The dread’s attack causes the target to become sickened unless it makes a successful Fortitude save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). This effect lasts for 1d6 rounds. This is mind-affecting fear effect. For every additional power point spent, the target also takes 1 point of damage per round the effect lasts. The dread must be at least 6th level to select this option.
------Terrified Escape: The dread’s attack causes the target to flee from the dread on its next turn unless it makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). This is a mind-affecting fear effect.
Aura of Fear (Su): At 3rd level, a dread radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a dread with this ability. This ability functions only while the dread remains conscious, not if she is unconscious or dead.
Channel Terror (Su): At 3rd level, the dread learns how to channel her terrors through any melee weapon she is holding or through her devastating touch class feature, even if using devastating touch as a ranged attack (such as through the mindlock terror). If channeling a terror through a weapon, it does not gain the benefits of the devastating touch ability.
Bonus Feat: At 5th level, the dread gains a bonus feat from the following list. The dread must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements (like levels in another specific class).
These bonus feats are in addition to the feats that a character of any class gains every two levels. A dread is not limited to the list of feats below when choosing these other feats.
Additional Terror, Disciple of Fear, Extra Terrors, Fear Mastery, Multiple Connections, Open Door, Touch of Terror.
The dread gains an additional bonus feat from the same list every 4 levels thereafter (9th, 13th, and 17th).
Immersed in Fear (Su): At 7th level, the dread gains immunity to fear (psionic or otherwise). This ability functions whether the dread is conscious or unconscious, but not when she is dead.
450g Potion: Cure Light Wounds x9
2g Dagger
375g Mwk Longbow
30g Arrows, Durable (30)
308g Mwk kukri (1d4, 18-20/×2)
8000g +1 Conductive on kukri
1100g Mithril Chain Shirt
4000g +2 on armor
3750g Shadow on armor
4000g Belt of Incredible Dexterity
1000g Cloak of Resistance +1
200g Sleeves of Many Garments
50g Tool, Masterwork, Stealth (Cloak)
50g Tool, Masterwork, Perception (Lenses)
50g Tool, Masterwork, Autohypnosis (Focus Crystal)
50g Tool, Masterwork, Intimidate (Fanged Jaw Half-Mask)
50g Tool, Masterwork, Sense Motive (Resonant Crystal)
9g Fighter's Kit
HISTORY and APPEARANCE:
Gavrin has always been a bit of a drifter, mostly out of necessity. When he started having the episodes, it quickly became necessary to move from place to place to avoid the torches and pitchforks of the local populace. So, he kept moving on, keeping his powers under wraps as best he could. Every now and again, something would cause him to tip his hand and he would have to leave again before suspicions arose.
He spends most of his time as a scout-for-hire, occasionally he will work for a local merchant trying to force a customer to make good on a payment. His last job as advance party for a merchant caravan went sour, and he cast his lot in with the remaining defenders of the caravan. Over the course of a few months, some coming and some going, the adventuring party is what's left.
Appearance: Galvrin is a charming man with medium-length straight brown hair and an omnipresent five o'clock shadow. His hazel eyes are often considered initially attractive, but there is something somewhat unsettling about his presence, and his eyes hint at a predatory nature beneath. He often wears dark colors useful for sneaking, but wears his clothes in cuts conforming to current trends in clothing, so as not to stand out. However, when he is "on duty" he wears his hood up, with a fanged mask for added effect.
CAMPAIGN NOTES:
PLAYER NOTES:
Dreads Terrors sorted by level they become available:
2nd:
Chase Terror: Whenever an adjacent foe that is shaken, frightened, or panicked attempts to take a 5-foot step away from the dread, the dread can, as an immediate action, take a 5-foot step so long as the dread ends up adjacent to the foe that triggered this ability.
Incite Fear: The dread’s next successful attack incites fear in her target. The target must make a Will saving throw (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or become shaken for 1d4 rounds. This is a mind-affecting fear effect.
Invigorating Fear: If the dread’s reduces an enemy to 0 or fewer hit points this round, she gains temporary hit points equal to her Charisma modifier.
Overwhelming Fear: The dread’s next attack stuns her target with overwhelming fear if the attack is successful. The target must make a Fortitude saving throw (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or cower for 1 round. If the attack misses, the effect is wasted. This is mind-affecting fear effect.
Terrified Escape: The dread’s attack causes the target to flee from the dread on its next turn unless it makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). This is a mind-affecting fear effect.
Weakening Fear: The dread’s attack causes the target to be fatigued for one round per dread level unless it makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). This is a mind-affecting fear effect. This terror has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the terror’s duration expires.
4th:
Horrible Strike: The dread’s attack deals an extra 1d6 points of damage as she empowers her attacks through her connection to the region of nightmares. For every 2 power points spent, this damage increases by 1d6. The dread must be at least 4th level to select this option.
Maddening Fear: The dread’s next successful attack imposes a -2 penalty to the struck creature’s Wisdom score in addition to its normal damage. This is mind-affecting fear effect. The dread must be at least 4th level to select this option.
Mind Rend: The dread’s attack deals 1d8 additional damage if his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). If the dread spends a power point when activating this terror, the damage increases to 1d10. This extra damage is not multiplied on a critical hit. The dread must be 4th level to take this terror. This terror can be taken one additional time every three levels thereafter (7th, 10th, etc). Each time, it increases the additional damage by one die.
Mindlock: The dread can invade the mind of an enemy through their subsconscious by making a melee touch attack that does not provoke attacks of opportunity. The target must succeed on a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier), or be mindlocked for 1 minute per dread level. A mindlock allows the dread to either channel her devastating touch ability at range as a standard action which automatically hits, or attempt an Intimidate check on the target, even though the target might be out of normal range or out of sight. The range of the mindlock is 10 feet per dread level, and the dread does not need line of effect or line of sight once a mindlock is established. This is a mind-affecting effect. A dread can only sustain one mindlock at a time. If the dread attempts to mindlock a new target while another mindlock is active, the active mindlock ends. The dread is aware if the mindlock fails or ends, although she does not necessarily know the reason. The dread must be at least 4th level to select this option.
6th:
Mind Drain: The dread’s attack drains a number of power points equal to the dread’s level unless the target makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). When used against a target with spellcasting, the dread drains away one spell at random equal to 1/2 her dread level or the next lowest level available if none exist for the applicable level. If the target has both spellcasting and power points, the dread chooses which to drain. This is a mind-affecting fear effect. The dread must be at least 6th level to select this option.
Sickening Fear: The dread’s attack causes the target to become sickened unless it makes a successful Fortitude save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). This effect lasts for 1d6 rounds. This is mind-affecting fear effect. For every additional power point spent, the target also takes 1 point of damage per round the effect lasts. The dread must be at least 6th level to select this option.
8th:
Haunting Steps: The dread’s attack slows the target (as the spell) for 1 round per dread level unless she makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). The dread must be at least 8th level to select this option.
Nightmare Form: The dread’s internal connection to the realm of nightmares allows her to take on the form of nightmares herself. The dread can use ectoplasmic form as a psi-like ability at a manifester level equal to her dread level. The dread is still able to use her supernatural abilities while in Nightmare Form, although she suffers all normal restrictions on attacks and targeting. Each use of this ability is considered a daily use of the dread’s terrors. The dread must be at least 8th level to select this option.
Steal Essence: The dread’s next devastating touch attack works as a conduit between the target’s subconscious and her own, turning some of the damage she does into healing energy, reinvigorating the dread. She heals an amount of damage equal to the damage she deals with her devastating touch. The dread must be at least 8th level to select this option.
10th:
Lingering Fear: The dread’s attack causes a lingering fear in the target which prevents rest for one day unless it makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). Inability to rest means the target cannot regain spells or power points, nor heal normally. For each 2 power points spent, this fear lingers for an additional day. This is a mind-affecting fear effect. The dread must be at least 10th level to select this option.
Nightmare Step: When the dread is adjacent to a shaken target, she can teleport up to 40 ft. away into a square adjacent to another shaken target. The dread must be at least 10th level to select this option.
Nightmare Touch: The dread can use her devastating touch ability while using the Nightmare Form terror, even though she normally cannot make physical attacks. This terror is used when Nightmare Form is activated and does not take a separate use of terrors to activate. The dread must be at least 10th level and have the Nightmare Form terror to select this option.
Ranged Mindlock: The dread can initiate the mindlock terror at a range of 10 ft. per class level instead of as a touch attack as a standard action, but she still requires initial line of sight and line of effect. The target still gets a Will save as normal to resist the mindlock. The dread must be at least 10th level and have the Mindlock terror to select this option.
Shroud of Fears: The dread draws on the subconscious fears of those around herself while she is using the Nightmare Form terror, forming translucent shapes around herself representing the inner fears and terrors of those who view her. This grants her a deflection bonus to AC equal to her Charisma modifier. The dread must be at least 10th level and have the Nightmare Form terror to select this option.
12th:
Soul-chilling Fear: The dread’s attack creates a conduit between her own subconscious and the mind of her target. The target must make a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or gain 1 negative level. This is a mind-affecting fear effect. For every 3 power points spent, the target gains 1 additional negative level. The dread must be at least 12th level to select this option.
Fear Incarnate: The dread’s connection to the realm of nightmares and her understanding of the fears of others gives her a terrible insight into how to shake people’s faith in themselves, granting her a bonus to Intimidate equal to her class level while using the Nightmare Form terror. The dread must be at least 12th level and have the Nightmare Form terror to select this option.
14th:
Concealed Nightmare: The dread gains a shroud of materializing fears around her while using the nightmare form terror, giving her concealment (20% miss chance). The dread must be at least 14th level and have the Nightmare Form terror to select this option. This terror is used when Nightmare Form is activated and does not take a separate use of terrors to activate.
Paranoia: The dread’s attack causes the target to become intensely paranoid, making it fear even its friends. The target must make a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or treat all creatures as enemies. The target reacts violently to anyone who approaches and will use the most efficient means of disposing the enemy. The target also attempts a save against all effects he could, unless he makes a successful Spellcraft check to identify the effect. This condition lasts for 1 minute per dread level. This is a mind-affecting fear effect. The dread must be at least 14th level to select this option.
16th:
Consuming Nightmare: The dread’s next attack infects the target with nightmare so overwhelming it threatens to strike the creature dead. The target must make a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or die. If the target succeeds, it becomes immune to this terror for 24 hours. This is a mind-affecting fear death effect. The dread must be at least 16th level to select this option.
Concealed Nightmare, Improved: While using the Nightmare Form terror, the dread gains total concealment (50% miss chance). The dread must have the Nightmare Form and Concealed Nightmare terrors to select this option. This terror is used when Nightmare Form is activated and does not take a separate use of terrors to activate.
18th:
Persistant Nightmare Form: The dread can maintain her nightmare form inside areas of null psionics or dead magic areas. The dread must be at least 18th level and have the Nightmare Form terror to select this option.