Graypelt

Grx'Tryn's page

41 posts. Alias of DEWN MOU'TAIN.


Race

Half-Ogre

Classes/Levels

1 Sorcerer (Psychic)/ 1 Psychic HP: 16 Perception +6

Stats:
Base AC: 12, mage armor 16

Gender

M

Size

Medium

Age

17

Alignment

CN

Strength 16
Dexterity 15
Constitution 15
Intelligence 13
Wisdom 13
Charisma 16

About Grx'Tryn

Base stats:

str 16
dex 15
CON 15
INT 13
WIS 13
CHA 16

HP 14 (d6/sorc + d6 psychic + con/lvl)

Saves total sorc psychic
Fort +0 +0 +0
Ref +0 +0 +0
Will +4 +2 +2

perception: +8

Base attack +0
Melee attack +3 (BA + str mod)
morningstar +6 1d8+3 x2 crit
[dice=morningstar attack]1d20+6[/dice]
[dice=morningstar damage]1d8+3[/dice]

Dagger: +6
[dice=dagger melee]1d20+6[/dice]
[dice=dagger damage]1d4+3[/dice]

Range attack +3 (BA + Dex mod)
Dagger +5 19-20 x2
[dice=dagger thrown]1d20+5[/dice]
[dice=dagger thrown damage]1d4+3[/dice]
crossbow +5 19-20 x2
[dice=crossbow attack]1d20+5[/dice]
[dice=crossbow damage]1d8[/dice]

wand of burst of insight 50 charges +8 enhancement bonus to int or wis or cha checks, dazed condition for next round.

MAGIC
Sorc spells known
0-4
1-2

psychic spells known
0-4
1-2

Spells per day
Sorc
0-unlim
1-4 (3 base +1 char bonus, 1st/2nd/3rd levels only)

psychic
0-unlim
1-4 (3 base +1 int bonus, 1st level only)

DC Saves (10+spell level+linked attribute modifier):
0- 13
1- 14

skills:

Adventuring Skills
Acrobatics
Bluff
Climb
Diplomacy +2 +3 + 3 =+8
Disable Device
Disguise
Escape Artist
Fly
Heal
Intimidate +2 +3 + 3 +3 =11
Knowledge (arcana)
Knowledge (dungeoneering)
Knowledge (local)
Knowledge (nature)
Knowledge (planes)
Knowledge (religion)
Perception +2+1+3
Ride
Sense Motive
Spellcraft
Stealth
Survival
Swim
Use Magic Device

Background Skills
Appraise
Artistry
Craft
:Stonemason +1+1+3=5
:carpentry +1+1+3=5
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Linguistics +1+1+3 =5
Lore
Perform
Profession
:Miner +1+1+3= +5
Sleight of Hand

bonus spells or abilities:
Sorcerer:Psychic Strike (Su)
At 1st level, you can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see;

that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes

1d6 points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this

ability a number of times per day equal to 3 + your Charisma modifier.

Psychic: Moment of greatness,

Weapons:
Shortbow
mace
dagger

Feats:
eschew materials (from being sorcerer)
skill focus: Intimidate

sorcerer special abilities:

Bloodline power: psychic

cantrips: 0 level spells

eschew materials: as per the feat found here

psychic special abilities:

Discipline power:Superiority
You know that you are far better than average creatures of your kind. The more you leverage your psychic talents to

prove yourself superior, the more powerful you become.

linked power: Self-Assurance (Su)
Overwhelming confidence in your success brings you closer to your goals, and you know that your superiority has destined

you for greatness. As an immediate action, you can gain a morale bonus equal to half your psychic level (minimum 1) on a

single ability check, attack roll, saving throw, or skill check. You must declare that you are using this ability before

attempting the roll in question. If you succeed at the check, you regain 1 point in your phrenic pool. You can use this

ability a number of times per day equal to your Charisma modifier.

discipline spell: moment of greatness, see up above

knacks: cantrips for the mind!

phrenic amplification: Defensive Prognostication (Su): When casting a divination spell, the psychic sees a glimmer of her

future. By spending 1 point from her phrenic pool as she casts a divination spell, she gains a +2 insight bonus to AC for a

number of rounds equal to the linked spell’s level. She can instead spend 2 points to increase the bonus to +4. This

amplification can be linked only to divination spells.

Phrenic Pool (Su)
linked to charisma stat
A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them.

The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma

modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or

meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in

additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.
psychic discipline

Known Spells:
Sorcerer:
0-level: read magic, detect magic, acid splash, message
1st level: Mage armor, true strike

Psychic:
O-level: Light, daze, mage hand, telekinetic projectile
1-st level: Command, Hidden Diplomacy

equipment:

monringstar
dagger x5
crossbow, light
bolts, x20
caltrops x4
bedroll
hammock
soap
fish tackle
hemp rope, 100 ft
oil x10
rations, 5 days
whetstone

4 hooks:

Cindress, a Drow elf mistress of the Gronzi forest. On again, off again girlfriend. Grx'tryn doesnt know when it's on or off, making it that much more of a surprise when she shows up or leaves.

Flynn: 1/2 orc storyteller commonly found at the faggetweld Inn. Tells really good stories

Temep: Dwarf stonemason who taught Grx'tryn masonry. Grx'tryn has only a couple months left in his apprenticeship. Temep is
nice enough to allow Grx'tryn to leave when he needs to, but sometimes, when the job is important to temep's business, he
demands Grx'tryn to participate.

Stael, Tiefling rogue who owes his life to Grx'tryn. Literally. Grx'tryn rescued the thief from a burning building, and when the tiefling made the offhand remark thanks, i owe you my life, grx'tryn broke the tieflings arm to ensure the thief remembers his oath.

crook, jasper:

jasper is the old man in his story. an old royal, who on a whim, can dispatch multiple someones to kill Grx'tryn.

back story
Grx'tryn held a resentment towards the civilized societies, the "higher" cultures that looked upon him, or rather, his existence, with disdain. He was the living personification of rape between his human mother, and a rampaging ogre that tore through her escort as they descended through a mountain pass enroute to his mothers upcoming arranged marriage with another kingdom's prince. Or that is what the story was told to Grx'tryn. His mother carried him to term, and gave birth to him.
However, his ogre features were discovered; heavy bones, large muscles, thick skin. He grew fast through, as Ogres are want to do. Grx'tryn was unaware of the importance of his blood until one night when he was 12, when he was visited by an old man.
Youre a bastard. An unwanted by product of violence. The family has no need of you. Never had. We just felt an obligation to raise you...just in case. However, the need of it has expired. A new child has been born, one of true noble blood, not this blend you bear. Because of this, because you share the blood of your mother, and of her father, and of me, I extend to you this one time at life. Tomorrow, you will be escorted to the borders of the kingdom, and from then on, you are exiled on pain of death. If you show up, if you write to us, if you make so much as a mention of being of a noble house in this kingdom, you will die.
The old man stood and left.

after that, Grx'tryn was expelled, and wandered.
He picked up the odd job here and there.
Mining stone deep underground.
building a house or a barn.
repairing a wall

He met Dravox in the shadow of Gallowspire. A brief exchange, sharing food over the camp fire, it was one of the best most
meaningful nights of the young Grx'tryn's life. People, human and demihuman alike, treated him with disdain, with disgust, with even abject horror. But Dravox was different. Was...unique. Was patient. Was kind. Grx'tryn liked him. And the next day, on impulse, invited Dravox to travel with him to Brevoy. I'm supposed to be a king, but all the kingdoms are too well established. However, i hear there's uncharted land south of Brevoy. Although there are strings, strings can be broken, and it's easier to take on royalty when youre royalty as well. Come on. It'll be fun!