Chain Mauler

Harath's page

706 posts. Alias of Tenro.


Race

Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 |||

Classes/Levels

HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Gender

Active Effects:

Age

Concentration +11*(+4 defensively or grappled)

Special Abilities

  • PP 17/17
  • Fear Aura
  • Fear Made Flesh
  • Mythic Power 7/7; Surge 1d6
  • Terrors 8/8; Incite Fear DC 15
  • Legendary Power (Item) 2/2 (Surge:Saves)
  • Item Spell-like Abilities
  • Psychic Strike +2d8 (move action)

  • Alignment

    N

    Languages

    Common, Elven, Dwarven, Orc, Halfling

    Occupation

    7600xp

    Homepage URL

    scrolls of Call Animal, a Potion of Bear's Endurance, and 40 GP in loose coins. +1 composite (+5) longbow

    Strength 14
    Dexterity 14
    Constitution 14
    Intelligence 18
    Wisdom 10
    Charisma 17

    About Harath

    combat notes:

    COMBAT +5 BAB
    Melee
    +1 Psychokinetic Shock Unarmed Strike: +8 melee, 1d6+4+1d6 shock+1d4 force, crit x2, B
    +1 Shock Unarmed Flurry: +6/+6 melee, 1d6+4+1d6 shock+1d4 force each, crit x2, B
    Bite of the Wolf: +8 melee, 1d8+3+1+1d6 shock +1d4 force dmg, crit x2, P (-5 to hit if used with claws)
    Claws of the Beast: +8/+8 melee, 1d6+3+1+1d6 shock +1d4 force dmg dmg each, crit x2, S

    Ranged
    Psychokinetic Discharge, +8 ranged, same dmg as above, crit x2, B, 10ft (max 10 increments)

    calculated:
    +1/2 Tier to Unarmed Strikes, expend MP to bypass hardness up to 15

    not calculated (conditional):
    +1d4 bleed after first hit

    things done by hand:

    mythic stuff
    equipment
    bleeding attack
    soulknife stuff (HP, BAB, abilities)
    add divine bonus to AC to the CMD
    carefully hidden trait
    combat notes area because i cant keep track of all the BS in this format

    Harath
    Human dread 5 (fear made flesh) (Ultimate Psionics 40, 267)
    psychic 5 (Pathfinder RPG Occult Adventures 60)
    soulknife 5 (deadly fist)
    N Medium humanoid (human)
    Init +3; Senses Perception +9
    --------------------
    Defense
    --------------------
    AC 22, touch 14, flat-footed 20 (+2 Dex, +7 Armor, +1 shield, +2 divine)
    hp 104 (5d10 max *1.5 +15 CON + 6 Overmind + 8 FEAT)
    Fort +7, Ref +10, Will +9 (+1 will saves, +2 vs divination)
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee unarmed strike +5 (1d3+2)
    Dread Powers Known (power points 17, ML 5th; concentration +11)
    . . 2nd—sidestep, true terror (DC 15)
    . . 1st—biofeedback, untouchable aura (DC 14)
    . . 0 (at will)—conceal thoughts, create sound, unearthly terror (DC 13)
    Psychic Special Attacks dream leech (DC 16), mind heist (DC 16, 3/day), oneiromancy (6/day), phrenic amplifications (overpowering mind[OA], relentless casting[OA]), phrenic pool (5 points)
    Psychic Spell-Like Abilities (CL 5th; concentration +9)
    . . 1/day—detect thoughts (DC 14)
    Psychic Spells Known (CL 5th; concentration +9)
    . . 2nd (5/day)—knock, mind thrust II[OA] (DC 16), oneiric horror[OA] (DC 16)
    . . 1st (7/day)—charm person (DC 15), detect thoughts (DC 15), shield, sleep (DC 15), sow thought[ARG] (DC 15)
    . . 0 (at will)—detect magic, know direction, mage hand, mending, message, read magic
    . . Psychic Discipline Dream
    --------------------
    Statistics
    --------------------
    Str 14, Dex 14, Con 14, Int 18, Wis 10, Cha 17
    Base Atk +5; CMB +7; CMD 21
    Feats Additional Terror, Combat Manifestation, Improved Unarmed Strike, Psionic Body, Psionic Endowment, Psionic Talent, bleeding attack
    Traits lucid dreaming, perceptive talent, carefully hidden
    Skills Acrobatics +10, Autohypnosis +8, Bluff +11, Climb +6, Escape Artist +6, Intimidate +16, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (psionics) +12, Knowledge (religion) +8, Perception +9, Sense Motive +8, Spellcraft +12, Stealth +10, Swim +6, Use Magic Device +11
    Languages Common, Dwarven, Elven, Halfling, Orc
    SQ aura of fear, fear made flesh, fearsome insight, intimidating strike, manifestation points, ability scores, strengthened by fear (round, 1/day), terror, terrors (horrible strike, incite fear)
    Other Gear see below
    --------------------
    Special Abilities
    --------------------
    Additional Terror You have unlocked an additional form of fear.
    Prerequisite: Terror class feature
    Benefit: You gain an additional terror.
    Special: You may take this feat multiple times. Each time, you gain a new terror.
    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
    Combat Manifestation +4 to Concentration checks to manifest power while on the defensive.
    Fear Made Flesh (Su) The fear in flesh can spend 1 hour in meditation, preparing his body for a physical transformation into a frightening creature. Once the fear in flesh has finished his meditation, he can activate the transformation at any time as a standard action. O
    Fearsome Insight +5 Insight bonus to Intimidate.
    Horrible Strike Bonus 1d6 (+1d6/2pp spent) damage with attacks.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Incite Fear (DC 15) Target becomes shaken for 1d4 rounds if they fail a WillSave.
    Intimidating Strike (Su) A fear in flesh of 3rd level can expend his psionic focus after making a successful natural attack to gain a free Intimidate check against the creature struck. This ability replaces channel terror.
    Manifestation Points, Ability Scores ([none], 20/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
    Psionic Body Bonus HP +10
    Psionic Endowment +1 DC Expend your psionic focus to add 1 to the save DC of a power you manifest.
    Psionic Talent Gain 2 or 1 extra power points.
    Strengthened By Fear (Dexterity, 1/day) (Su) A fear in flesh of 4th level can channel the fear of those around him into a physical boost to his own form. Once per day as a swift action, the fear in flesh can gain a +1 insight bonus to his natural armor and a +2 insight bonus to one physical abi
    Terror (8/day) (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

    Combat Manifestation +4 to Concentration checks to manifest power while on the defensive.
    Detect Thoughts (Sp) Cast detect thoughts, or expend 1st or higher spell slot to do so.
    Dream Leech (3/day, DC 16) (Su) Siphon sleeping creature's dreams, granting +4 Bluff/Diplo/Intim to next check, and 1 pool.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Manifestation Points, Ability Scores ([none], 20/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
    Mind Heist (3/day, DC 16) (Sp) Glean information from a sleeping creature, as detect thoughts, or enhancing others spells.
    Oneiromancy (6/day) (Su) Attempt Diplomacy or Intimidate on sleeping creature to modify its behavior on waking.
    Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
    Phrenic Pool (5/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
    Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
    Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
    Psionic Body Bonus HP +8
    Psionic Endowment +1 DC Expend your psionic focus to add 1 to the save DC of a power you manifest.
    Psionic Talent Gain 2 or 1 extra power points.
    Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
    Relentless Casting (Su) 1 pool: roll twice and take better result to overcome SR for linked spell.

    Empowered Strikes (Su): At 1st level, the deadly fist can, as a move action, wreath his body in psionic energy distilled from his own mind. This energy lasts until the deadly fist chooses to dismiss it as a free action. When empowered strikes is active, the deadly fists's unarmed strikes deal 1d6 points of damage if Medium-sized (or your normal unarmed strike damage, if higher) and are considered to be magic weapons for the purposes of overcoming damage reduction. Adjust unarmed damage if the deadly fist is a size other than Medium.
    This effect is similar to a mind blade, except the deadly fist cannot change the form of empowered strikes, although he can change the damage type of his attacks between bludgeoning, piercing, and slashing, just like a normal soulknife. This effect cannot be broken like a mind blade, and it is still considered to be unarmed attacks instead of a weapon.
    In all other ways, empowered strikes functions as a mind blade, including using Psychic Strike.
    This replaces the Form Mind Blade class feature, but counts as Form Mind Blade for prerequisites or requirements.
    Enhanced Strikes: (+1) The deadly fist's empowered strikes are improved like a standard soulknife's mind blade, except the enhancement bonus or weapon special abilities apply to the deadly fist's unarmed attacks, rather than to a weapon.
    This replaces the Enhanced Mind Blade class feature, but counts as Enhanced Mind Blade for prerequisites or requirements.
    Unarmed Assault: At 1st level, the deadly fist gains the Improved Unarmed Strike feat as a bonus feat. In addition, the deadly fist gains the Flurry of Fists blade skill.
    This ability replaces the bonus feat gained at 1st level.
    Flurry of Fists: When making unarmed attacks and making a full attack, the soulknife can make one additional attack at her highest attack bonus, but all attacks in the full attack suffer a -2 penalty to the attack roll. This extra attack does not stack with abilities that grant additional attacks, such as Two-Weapon Fighting, Flurry of Blows, or other such effects. The soulknife must have the Improved Unarmed Strike feat in order to select this blade skill.
    Psychokinetic Discharge (Su): A deadly fist of 1st level learns how to take the energy he has charged into his unarmed strikes and release it as a blast of energy at an opponent. As a ranged attack, the deadly fist can make an unarmed attack at an opponent. The attack deals damage as normal for the deadly fist's unarmed attacks.
    The range increment of the attack is 10', but is considered to be a projectile instead of a thrown weapon, so the attack has a maximum range of 10 increments instead of 5. Whether or not the attack hits, the deadly fist's unarmed attacks are no longer empowered and he must take the normal time to empower them.
    This ability replaces the Throw Mind Blade class feature.
    Wild Talent: The soulknife gains Wild Talent as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the Psionic Talent feat.
    Blade Skills: Beginning at 2nd level and every even soulknife level thereafter, a soulknife may choose one of a number of abilities to add to her repertoire. Some blade skills have prerequisites that must be met before they can be chosen. All blade skills may only be chosen once and require the soulknife to be using her mind blade unless otherwise stated in the skill's description.
    - - Combat Slide: Upon successfully striking an enemy in melee, the soulknife may immediately make a 5-foot step (even if she’s already moved in the round, but not if she’s taken a 5-foot step). In addition, when someone misses the soulknife with a melee attack, she may spend an immediate actionto take a 5-foot step.
    - - Powerful Strikes: The soulknife’s psychic strike deals an additional 1d8 damage.
    Enhanced Mind Blade: +2 A soulknife's mind blade improves as the character gains higher levels. At 3rd level and every odd level thereafter, the mind blade gains a cumulative +1 enhancement bonus that she may spend on an actual enhancement bonus or on weapon special abilities. A soulknife's level determines her maximum enhancement bonus (see Table: The Soulknife). The soulknife may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as she meets the level requirements. A soulknife can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonus before assigning any special abilities. If the soulknife shapes her mind blade into two items, the enhancement bonus of her mind blade (if any) is reduced by 1 (to a minimum of 0). If this would reduce the enhancement bonus on the mind blades to 0 and weapon special abilities are applied, the soulknife must reshape her mind blade to make the options valid. Both mind blades have the same selection of enhancement bonus that does not exceed the total allowed by the soulknife's level, but she must assign at least a +1 and weapon special abilities (if any). This penalty does not apply when using the Mind Shield blade skill.
    +1 Psychokinetic base, +1 (from Nightmare Stone) [dice=http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/shock]Shock[/url]
    Psychic Strike (Su): (+2d8) As a move action, a soulknife of 3rd level or higher can imbue her mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage on any attack she wishes to activate it on (as long as the attack is made with her mind blade). A soulknife may hold the charge as long as she likes without discharging. It does not go off on any attack unless she chooses to use it, and the charge is not wasted if an attack misses. Mindless creatures are immune to this damage, although non-mindless creatures immune to mind-affecting effects are affected by this damage as normal. (Unlike the rogue's sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away.) A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue her mind blade with psychic energy again by taking another move action. Additionally, she may recharge it as a swift action by expending her psionic focus.
    Once a soulknife has prepared her blade for a psychic strike, it holds the extra energy until it is used (whether the attack is successful or not). Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown), it is still imbued with psychic energy when the soulknife next materializes it.
    If the soulknife forms her mind blade into two weapons, she may imbue each mind blade with psychic strike as normal. If she reshapes her mind blade into a single weapon form, the additional psychic strike imbued into the additional weapon is lost. At every four levels thereafter (7th, 11th, etc), the extra damage from a soulknife's psychic strike increases by 1d8.
    Quick empower At 5th level, the deadly fist can activate his Empowered Strikes ability as a free action instead of as a move action. He may only do so once per round.
    This replaces the Quick Draw class feature normally gained by a 5th level soulknife.

    Mythic:

    MYTHIC ABILITIES
  • Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.

  • Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.
    You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

  • Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

  • Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

  • Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

  • Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

    MYTHIC FEATS

  • Improved Unarmed Strike (Mythic)

    MYTHIC PATH ABILITIES (2 at each rank)

  • Pierce the Darkness (Sp): You gain permanent darkvision with a 60-foot range, as the universal monster ability. If you possess darkvision, the range increases by 60 feet.

  • Mythic Sustenance (Su): Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You're immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.

  • Durable Powers (Su): When determining the duration of psionic powers you manifest, treat your manifester level as 4 higher. This does not affect any other variables of the power, such as range or the amount of power points you can spend augmenting the effect.

  • Legendary Item: You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
    Legendary Power 2/day
    Legendary Surge: Saving Throws
    Senses: 30ft
    Intelligent x2: INT 14; WIS 12; CHA 10

    Spellcasting, (CL = Tier*2):
    3/day: Invisibility
    1/day: Expeditious Retreat

  • Divine Abilities:

    You have recovered the [Frightful Presence] Divine Ability. Prerequisites: Cha 24. Benefit: Whenever the deity attacks, they can activate this ability and all foes within a 30-foot-radius burst must make Will saves (DC 10 + deity’s Charisma modifier + deity’s divine rank). Foes within the burst, but not the deity’s immediate target, become shaken for 3d6 rounds if they fail their saves. Creatures the deity attacks when it activates the ability become panicked for 3d6 rounds if they fail their saves. Foes who make successful saving throws are unaffected by this ability for one day.

    Notes on Divine Abilities: In this game, Divine Rank and Mythic Tier are interchangeable terms. The cost to use any divine ability is 2 Mythic Power, +1 additional Mythic Power for every prerequisite you do not meet. Active abilities - such as this one - can be used as their description describes, while passive abilities typically activate as a free action and last for two rounds per mythic tier. Yes, this ability is a rather inefficient use of power at this time - though I suspect some of your Dread abilities (i.e. Aura of Fear) will make it more practical - and that's actually intended. Mortal bodies cannot easily handle divine powers, and most of them will show their true worth later in the game.

    Equipment:

    COINAGE:
    1589 gp, and 2 sp
    Black Pearl (worth about 500 GP, possibly used as a focus for psionic powers)
    Chrysoprase (55 gp)
    Coral (90 gp)
    Jasper (45 gp)
    Emerald, Qty 2 (200gp ea)

    CLOTHING:
    Dark blue/purple courtier's clothing
    Sleeves of many garments

    EQUIPABLES:
    masterwork mithral chain shirt
    masterwork heavy mithral shield
    +1 breastplate with armor spikes
    Minor Bag of Holding
    Cold Iron Dagger
    Periapt of Protection from Curses (not worn, since Nightmare Stone is worn)
    +1 studded leather
    two hand crossbows with 13 bolts remaining
    two masterwork daggers

    TOOLS:
    traveler's any-tool
    Skeleton Key
    barbarian's kit
    grooming kit
    Climber's Kit
    Hemp Rope 50ft
    Manacles, Masterwork
    Signal Horn
    compass
    20 feet of chain
    piece of charcoal
    a snapleaf
    an iron key.

    SPECIAL PURPOSE:
    Melina's Doll:

    Spoiler:
    This small, stuffed doll was built to resemble Melina, the daughter of a psionic madman. After being by her side for many years - including her formative phase as a psion in her own right - it's been imbued with a small amount of energy and tends to gather mental power from those around it. Anyone who carries this doll with their gear (it does not need to be displayed, merely nearby) can benefit from its altered nature and gains a bonus of 1 PP. This bonus stacks with any other bonuses to PP, and is lost if the owner is separated from the doll for more than 24 hours, but can be regained by carrying it for another full day.

    CONSUMABLES:
    POTION: Sanctuary
    POTION: Cure Light Wounds x8
    POTION: Cure Moderate Wounds x5
    POTION: Magic Weapon

    WAND: Cure Light Wounds; 8 charges

    FEATHER TOKEN: Bird, x2
    FEATHER TOKEN Whip

    SCROLL: See Invisibility
    SCROLL: Magic Missile, CL 1, x2
    SCROLL: Ray of Enfeeblement
    SCROLL: Remove Curse

    FLASK: Holy Water, x6
    ALCHEMICAL: Smokestick, x3

    FIGURINE: Silver Raven

    Legendary Item: Nightmare Stone:

    The Nightmare Stone

    This deep-hued, violet gem was first created by Harath when he encountered the demiplane known as the Dimension of Dreams, and the mysterious world of Leng beyond it. Set into a piece of black stone carved from the dreamscape of a sleeping god, it's said that the stone once offered the Lord of Nightmares the ability to observe - and control - the dreams of mortals. Though Harath's fall from power means it has lost much of its potency, the dormant power of the Nightmare Stone is just waiting to be awakened by its master...

    Description: The Nightmare Stone is worn as an amulet and takes up that magic item slot. In addition to its powers as a Legendary Item, it acts as an Amulet of Mighty Fists +1 and can have additional amulet abilities (such as those of a Psionatrix) crafted into it (following the normal rules for addition additional magic abilities to items).

    <Insert Legendary Item powers here>

    GM Tip: Legendary Items can take the 'Upgradable' ability. If you don't want to spend EVERY power on making it an intelligent item, you can grab that and upgrade its Mighty Fist-ness for half the GP cost and no feat requirement.

    Player Notes:

    Backstory

    Feats wanted:

    Disciple of Fear - if i lose any dread levels
    Endowed Mind - if my save DCs become an issue
    Extend Power +2 PP
    Extra Terrors
    Deep Focus - req Psionic Body and 4 ranks autohypnosis - gives a 2nd focus
    Fear Mastery - req Psionic Endowment, increases fear DCs
    Ghost Attack - if incorporeal enemies appear a lot
    Insightful Terror - so cool, req 9 ranks intimidate
    Mind over Body - if ability damage becomes an issue
    Penetrating Fear - req lv 10 - if people immune to fear a lot
    Persistent Power - +2 PP, enemies save again after success
    *****Psionic Meditation - req autohypnosis 4
    Rapid Metabolism - if healing is low
    Terror Mastery - good, req 8 terrors known, can use two at once