Mathus Mordrinacht

Greir's page

1 post. Alias of Zayne Iwatani.


About Greir

Greir
Male Canim Slayer 1/Psychic Warrior
CN medium Monstrous humanoid (???)
Init +2; Senses Darkvision, Scent Perception +6
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Defense
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AC 18, touch 12, flat-footed 16 (+6 Armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +2
+1 trait bonus on Will saves against mind-affecting effects
+1 trait bonus on Fortitude saves against drugs or poisons
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Offense
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Speed 40 ft. (30ft in armor)
Melee: +1 Large Falchion +6 (2d6+5 18-20 x2)
Ranged: Large Javelin +3 (1d8+3 x2 30ft)
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Statistics
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Str 17 (+2 racial), Dex 14, Con 14, Int 13, Wis 15 (+2 racial), Cha 10 (-2 Racial)
Base Atk +1, CMB +4, CMD 16
Feats: Power Attack (1), Weapon Focus Falchion (Class Bonus)
Traits: Resolute, Armor Expert
Languages: Common, Canish
SQ: Bonus feat, psionic proficiency, warrior’s path, Studied target, track
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Skills:

(6 class + 1 Int + 1 FC) = 8
ACP = -3

[1]Acrobatics (Dex) +6
[1]Autohypnosis (Wis) +6
[]Bluff (Cha)
[1]Climb (Str) +7 (+9)
[]Disguise (Cha)
[]Heal (Wis)
[1]Intimidate (Cha) +6
[1]Knowledge Dungeoneering (Int) +5
[]Knowledge Local (Int) +7
[]Knowledge (psionics) (Int)
[1]Perception (Wis) +6
[]Ride (Dex)
[]Sense Motive (Wis)
[]Spellcraft (Int)
[]Stealth (Dex)
[1]Survival (Wis) +6 (+7 follow tracks) (+8 various things)
[1]Swim (Str) +7

Background:
[]Artistry (Int)
[1]Craft (Carpentry) (Int) +5
[]Knowledge (nobility) (Int)
[]Linguistics (Int)
[]Lore (Int)
[]Perform (Cha)
[1]Profession (Farmer) (Wis) +6

Modifiers:
+2 racial bonus on Intimidate checks
1/2 level (minimum 1) to Survival skill checks made to follow tracks
+2 circumstance bonus on Climb
+2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.


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Gear:

--Equipped--
Breastplate 700
Pursuit +1 Large Falchion
Large Javelin (5) 50
--MW Backpack-- 50
Fighter's Kit (bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin) 6
Silk Rope 100ft 20
Grappling Hook 1
Climbing Kit 80
MW Survival Kit 50

42gp

Light 100 lbs. or less
Medium 101–200 lbs.
Heavy 201–300 lbs.
Current: 101


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Racial Abilities 15RP:

Monstrous Humanoid (3RP)
-Comes with Darkvision
Medium (0RP)

Base Speed: Normal Speed (0 RP)

Abilities: Standard (0 RP)
+2 Str, +2 Wis, -2 Cha

Language: Linguist (1 RP)
-racial language Canish (sounds like growling and alphabet is runic)

Fast (1 RP)
-Prerequisites: Normal speed.
-Benefit: Members of this race gain a +10 foot bonus to their base speed.

Skill bonus (Intimidate) (2 RP)

Scent (4 RP)
-Prerequisites: None.
-Benefit: Members of this race gain the scent ability.

Powerful Build (4RP)
-The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.


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Traits and Feats:

Resolute: You gain a +1 trait bonus on Will saves against mind-affecting effects, and on Fortitude saves against drugs or poisons.

Armor Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Weapon Focus (Falchion): You gain a +1 bonus on all attack rolls you make using the selected weapon.


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Psychic Warrior Special Abilities:

Weapon and Armor Proficiency: Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Powers Points/Day (2/Day): A psychic warrior’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 Psychic Warrior. In addition, he receives bonus power points per day if he has a high Wisdom 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.

Powers Known: A psychic warrior begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. Choose the powers known from the psychic warrior power list. (Exception: The feat Expanded Knowledge does allow a psychic warrior to learn powers from the lists of other classes.) A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points. A psychic warrior 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 psychic warrior powers is 10 + the power’s level + the psychic warrior’s Wisdom modifier.

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

Bonus Feats: At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, etc.). These bonus feats must be drawn from the feats noted as combat feats or psionic feats. The psychic warrior 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 psychic warrior is not limited to combat feats and psionic feats when choosing these other feats.

Psionic Proficiency (Ex): A psychic warrior treats his base attack bonus as equal to his psychic warrior level for the purposes of requirements for psionic feats. Base attack bonuses granted from other classes are unaffected and are added normally.

Warrior’s Path (Ex): At 1st level, a psychic warrior chooses a path to adhere to (listed below). When first taking a path, the psychic warrior gains one of the two powers associated with that path. Powers gained from a path do not count against his number of powers known. When manifesting this power, called a path power, the psychic warrior can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal. At 3rd level, the psychic warrior gains the second power from his path. All of the above benefits apply to this additional path power.

In addition, the psychic warrior gains one additional class skill, as noted in the path description.

Weaponmaster Path: You become one with your weapon and wield it with vicious strokes, cleaving enemies as if wheat before a scythe. Your weapon is an extension of your will and thus it is deadly.

Powers: Empty mind (3rd), metaphysical weapon (1st)

Skills: Acrobatics, Craft, Knowledge (nobility)

Bonus class skill: Knowledge (nobility)

Trance: Beginning at 3rd level, while maintaining psionic focus, you gain a +1 competence bonus on attack rolls made with a weapon (natural weapons do not count for this benefit). This bonus increases by 1 every four psychic warrior levels thereafter.

Maneuver: Beginning at 3rd level, you can expend your psionic focus as an immediate action when an enemy attacks you to make a single melee attack against that enemy and then take a 5-foot step. The enemy’s attack is resolved before you take your action. At 8th level and every five psychic warrior levels thereafter, you gain a +1 competence bonus on the attack and damage rolls made for this attack.


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Slayer Abilities:

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.


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Powers:

--Powers Known--
-1st Level (DC 14)-
Metaphysical Weapon (Path)
Biofeedback

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background:

Greir and his opponent slowly circled each other, weapons at the ready, eyes watching closely for some kind of opening. The eyes of many others watched the two from just outside the circle of the combat arena. Everyone stood in silent anticipation of the clash. The real clash. Already they had traded assessing blows to find a weakness, a gap. This was Greir's largest opponent yet. He only barely managed to defend against the half-strength testing blows. He seemed extremely confident. Good. His opponent made a false charge, blade low as if he was going to gut Greir. Greir pretended to go to block. Then his foe leapt high in the air for a powerful overhead chop. This is what he was waiting for. Greir brought the pommel of his curved blade up, resting the back of the blade against his back, and twisted sideways. His enemy came down on the slanted blade and slid all the way down to the ground, digging deep into the packed dirt. Greir continued to twist and brought his blade around, fast and hard. He impacted the other Canim's breastplate so hard it with a blunted practice blade that it dented the metal and knocked the Canim off his feet and the air from his lungs. The Canim around him howled in a mixture of surprise and excitement. They gathered around the winner and left the looser in the dirt.

Later that night, Greir stood alone in the ring, looking at the tracks in the dirt and imagining the many fights that had occurred there. He scoops a bit of loose dirt and watches it sift through his fingers. He stands slowly and looks up at the moon. "One step closer," he says to himself. He clenches his fist in victory. Then...he disappears. Greir got a mild sensation that he was being pulled upwards and then it was nothing but pressure and pain. He tried to squint out of at least one eye but the pressure was so great he was sure the eye would pop. He got a fleeting image of lights going by at tremendous speed. Then the pressure was gone. It was only after he felt the sensation of warm air and sand that he realized he had felt nothing but pressure on the journey. No air, warmth, gravity. He didn't have long to ponder this before being dragged by a force towards a stone spire. A force so great that even his considerable muscle did nothing to stop. It forced his hands open then closed upon a blade of no Canim design but certainly large enough for one. Thoughts invaded his mind. Knowledge he was sure he didn't have before coming here. But first and foremost was this:

"You are chosen."