Thrune Agent

Grea's page

143 posts. Alias of therealthom.


Race

Percept +10, Sense Motive +3, Init +5 //

Classes/Levels

HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10

Gender

Female Human

About Grea

Female, Human, Monk 2/ Egoist 2
Alignment: neutral (if allowed, else lawful neutral)

Description:Grea is a lithe, even skinny woman under the dirty animal skin robes she wears. Despite being crudely cropped close to her head, her hair still appears to be greasy. Her normal posture is a half crouch, with her arms curled in front of her, and her head swivels as her eyes dart left, right, up and down.

Statistics

Abilities: S 14 D 16 Co 12 I 14 W 16 Ch 8

Stats Calculations and HP:

5 + 7(and 4th level boost) + 2 + 5 + 5(and racial to Wisdom) -2 = 22 point buy
Level1-4 HP

Max hp 27 speed: 30 feet,
Initiative +5 ( 3 dex, 2 trait )
AC normal, flat-foot, touch : 16, 13, 16 monk wisdom,dex
Saves: F +4 (3+0)+1Co R +6 (3+0)+3D(evasion) W +9 (3+3)+3W

Attacks and Weapons:

BAB +2 CMB +4 CMD 17
Melee:
Improved Unarmed Strike, +2, 1d6 +2 dam?
Flurry of Blows, +1/+1, 1d6/1d6 +2 dam?
Spear, +2, 1d6+2,
Dagger, +2, 1d4+2, 19-20, X2

Ranged:
Dagger, +2, 1d4+2, 19-20, X2, 10'
Sling, +2, 1d4, X2, 50'

Skills and Languages:

Languages: Common and Thri'kreen and

Skills: Monk (4/level ), Psion(Egoist) (2/level), Int (2/level) +4 favored class = 24

Autohypnosis _________ 8 = 2 +3 W +3 class
Acrobatics ___________10 = 4 +3 D +3 class
Climb ________________ 7 = 2 +2 S +3 class
Craft (Weapons)_______ 6 = 1 +2 I +3 class
Escape Artist ________ 7 = 1 +3 D +3 class
Heal _________________ 9 = 3 +3 W +3 class
Know(Nature) _________ 6 = 1 +2 I +3 class
Perception ___________ 9 = 3 +3 W +3 class
Swim _________________ 2 = 1 +1 S +3 class(not in Dark Sun)
Stealth ______________ 9 = 3 +3 D +3 class
Survival _____________ 9+ = 3 +3 W +3 class (trait) + {(1/2 total level) to track}

The monk’s class skills are Acrobatics (Dex), Climb
(Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha),
Knowledge (history) (Int), Knowledge (religion) (Int),
Perception (Wis), Perform (Cha), Profession (Wis), Ride
(Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

The Egoist’s additional class skills are: Autohypnosis, Know(all) and Heal.

Untrained:

Acrobatics (D) Appraise (I) Bluff(Ch) Climb (S) Craft(I)
Diplomacy(Ch) Disguise(Ch) Escape Artist(D)
Fly (D) Heal (W) Intimidate(Ch)
Perception (W) Perform(Ch) Profession(W)
Ride (D)
Sense Motive (W) Stealth (Dex) Survival (W) Swim (S)

Feats and Traits:

Reactionary: +2 on Initiative
Survival Trait: class skill and +1 on checks.

Boon in lieu of 3k in wealth: Track, as the ranger skill based on total character level

Racial: Point blank shot
1st: Precise Shot
Monk1: Combat Reflexes
Psion1: Psionic Fist
While you maintain psionic focus, your unarmed strikes or attacks with a natural weapon deal an extra 1 point of damage. Additionally, if you expend your psionic focus as part of an unarmed strike or an attack with a natural weapon, that attack instead deals an extra 2d6 points of damage. You must decide whether or not to use this option prior to making an attack. If your attack misses, you still expend your psionic focus.

Monk2: Improved Grapple
3rd: Mantis Style Benefit: You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist. Activated in combat only as swift action, lasts until dropped or another style is activated.

Monk Features:
1: Wisdom Bonus to AC ; Flurry ; Stunning Fist (2*/day) {Fort DC 14 (10+W+L/2)} Target drops objects, no action, no AC Dex bonus, -2 AC for 1 round ; Unarmed strike
2: Evasion

Psion (Egoist) Features:
Metabolic Healing -- When maintaining psionic focus and manifesting, get fast healing 1 for a number of rounds = power level

Talents and Powers:

Psion (Egoist) Features:
Metabolic Healing -- When maintaining psionic focus and manifesting, get fast healing 1 for a number of rounds = power level

Talents (5 = Detect Psionics + 3 more , usable during psionic focus +1 Bonus Talent, DM's gift)
Detect Psionics, 60' Cone, concentration up to 1 min/level
Detect Poison
Distract, Target gets –4 bonus on Perception and Sense
Motive checks. 25+5'/level, concentration up to 1 min/level
Psionic Repair, repair damaged object 1d4 hp
Missive,

Powers (5) Power Points per day 10 = 6 +2 (I) +2 (Wild Talent, DM's gift)
Minor Metamorph, see next spoiler
Natural Healing, sound and visual display, heal 3 hp
Thicken Skin, material and olfactory display, +1 AC, 10 min/level, material and olfactory display
Offensive Precog, material and visual display, 1 min/level, +1 insight to hit
Sense Link, visual display, willing target, concentration up to 1 min/level, lose Dex to AC, one sense at a manifestation

Minor metamorphosis:

Discipline: Psychometabolism; Level: Egoist 1, psion/
wilder 2
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level (D)
Power Points: Egoist 1, psion/wilder 3
You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change, your abilities, powers or stats do not change beyond the options selected below. This grants you a +10 bonus on Disguise skill checks.
If you choose to imitate an existing person, you gain a an additional +2 circumstance bonus to Disguise checks to convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise imposing form, you gain a +2 circumstance bonus to Intimidate checks.
In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.
Enhancement Menu A
• +2 enhancement bonus to Strength
• +2 enhancement bonus to Dexterity
• +2 enhancement bonus to Constitution
• Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
• Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
• Increase your base land speed by 10 feet.
Abilities Menu A
• You gain 5 temporary hit points
• You gain the Cleave feat.
• You gain the Improved Trip feat.
• You gain a +1 natural armor bonus.
• You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).
• You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.
• You gain a swim speed of 20 feet.
• You gain a climb speed of 20 feet.
• You gain a burrow speed of 15 feet.
Augment: For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A. You may not choose the same option twice.

Background:
Daughter of a caravan, lost in desert when 6 years old. Found by Thri'kreen who didn't eat her because of an empathic bond. Exiled from the 'kreen clutch at 14 because puberty was driving everyone nuts. She was quickly captured and enslaved. After a year or two she escaped and ran into the desert. She survived largely because she stumbled on a hidden spring. When the spring soured she had to move. Ended up in the ex-slave village.

Among the Thri'kreen she began talking to herself so that she wouldn't forget how. Today she often maintains a low level running commentary on life.

She desparately misses the psychic comfort of the clutch and would like to find them.

Her outlook is very practical and short term. Water, shelter, food.

The slavers have made her very wary of humanoids. She doesn't want a repeat experience.

Monk Class
Psion Class
Racial Traits (Conversion)

Other traits:
Babbles continually. Extremely cautious. Likes shiny things. Loyal.

Gear:
35 gp average starting gold
Spear
Dagger 2 gp
Sling, 10 bullets. 0.1 gp

Traveller's Clothes - Rough Fur Robes and Drab cloak.

Backpack:
Blanket, bedroll.
2x Waterskin
3 days of food

Beltpouch:
shinies (coins)
flint and steel

Bandit gear: masterwork composite longbow (+2 STR bonus) and 20 arrows, a lance, a battleaxe, hide armour, and rations (including water) for the next few days.

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