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About 'Hawk' HargravesHawkren 'Hawk' Hargraves LN Male Human (Heldring)
Init +4; Senses Low-Light Vision; Perception +11 Daily Abilities:
Spell Points: 8
Psionic Rounds: 14 --------------------
Defensive Abilities
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Melee
Ranged
Special Attacks
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Mind Sphere:
Mind Sphere
Count as Enchantment (Compulsion) Mind-Affecting abilities. All Charms take a STAND action with a range of Close. Lesser Charms are at-will abilities, but you may not target an individual creature more than once per day with any individual lesser charm. Greater charms cost a spell point to use. Suggestion
Fear Charm - You may warp a target’s mind with fear.
Expanded Charm - Your charms may affect any creature with a mind susceptible to mind-altering effects. Creatures without living minds (constructs, undead, oozes, vermin) are immune. Telekinesis Sphere:
Telekinesis Sphere
Current TK Level: Tiny - Rapier As a STAND action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range. The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose. Sustained Force - As a FREE action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.). Hostile Lift - 1 SP to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained. If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air. Bludgeon - Once per turn when lifting an object with telekinesis, you can spend its remaining movement to strike a creature or object within its square. When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon.
Catch - If using telekinesis on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis. Dancing Weapon - When using telekinesis to lift an object, that object counts as a melee weapon under your control. Allies may use it to flank, and if you possess the Flair talent, you may apply melee feats such as Power Attack to your actions with that bludgeon (you cannot treat a bludgeon as both a melee and a ranged weapon at the same time; you may apply either melee attack feats or ranged attack feats to an individual bludgeon, but not both). In addition, you may also add your casting ability modifier to all damage rolls made with a bludgeon. Weaponize - You may attack your enemies with pure telekinetic force. By using your telekinesis as if you were lifting an object, you may make bludgeon attacks and deal bludgeoning or slashing damage, dealing damage as a bludgeon of the size you specify, up to your telekinesis size limit. If you possess the Dancing Weapon talent, you may treat this bludgeon attack as if it was made with a weapon with which you are proficient. ATT: 1d20+7
Divination Sphere:
Divination Sphere
You can gain information not available to the usual senses. You must spend 10 minutes meditating and spend a FULL rnd action concentrating, taking no other action. For 1 SP, reduce meditation time to a STAND action. You can detect the strength and location of all magic auras out to Medium range. To determine a spell school or sphere - roll K:Arcana vs DC of 15 +1/2 CL. To ID a magic item, use Divine + Spellcraft check. Divine Charm - You may divine the presence of Charm, Compulsion, Possession, or Mind sphere effects. No K:Arcana check needed to ID the school or sphere. Divine Density - You may divine the density and weight of nearby objects/creatures. Divine Force - You may divine the presence/absence of incorporeal subtype creatures and creatures of force (unseen servants, etc.) You don't get a specific location but would receive knowledge of the creature's aura (HD based). Sense As STAND action, get paranormal senses for 1 hour/lv:
Psionics (Su):
Psionic Rnds: 14
Activating power is STANDARD Action; maintenance is FREE Action Mind Link - Linked people may communicate via the link, regardless of distance.
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BAB +3; CMB +4 ; CMD 23 / Flat-Footed 19 (BAB +3, STR +1, DEX +3, INT +4, Untyped +1, Dodge +1) Feats
Traits Blood of Dragons (Low-Light), Arcane Temper (+1 Init & Concentration) Skills
Background Skills
* = Class Skill Languages Old Suli, Westerling (Common), Draconic, Dwarven, Erskin, Gasquen Gear:
Traveller's clothes
Thieves' Ring Belt of Tumbling[UE] MW Voidglass Rapier Spring-loaded Wrist Sheath
MW Backpack
Adventurer's Sash
Travel Load: 49.84 lbs (Light)
Special Abilities:
Battlefield Sense (Ex) When unarmored and unencumbered, the symbiat’s second mind may subtly push the symbiat, protecting him from danger. The symbiat adds his Intelligence bonus (if any) to his AC and CMD. These bonuses apply even against touch attacks or when the symbiat is flat-footed and increase by +1 for every 4 symbiat levels possessed to a maximum of +5 at 20th level. The symbiat loses this bonus when he is immobilized or helpless, when he wears any armor, or when he carries a medium or heavy load.
Psionics (Su) A symbiat may create psionic effects from the list below for a total number of rounds per day equal to 4 + his Int modifier. Every level gained beyond 1st grants him an additional 2 rounds he may create psionic effects. A symbiat may activate any psionic effect he possesses as a standard action, but need only spend a free action to maintain the effect each round. Changing from one psionic effect to another requires the symbiat to stop the previous effect and start a new one as a standard action. A psionic effect cannot be disrupted, but it ends immediately if the symbiat is killed, stunned, knocked unconscious, or otherwise prevented from taking a mental free action to maintain it each round. A symbiat cannot maintain more than one psionic effect at one time. At 7th level, a symbiat can start a psionic effect as a move action instead of a standard action. At 13th level, a symbiat can start a psionic effect as a swift action. ESP +2 (Ex) Symbiat is aware of more of his surroundings than his physical senses can account for. Beginning at 2nd level, he gains a bonus to Sense Motive and Perception checks equal to 1/2 his symbiat level. Pushed Movement (Su) At 3rd level, a symbiat gains the ability to unconsciously push their body to greater speeds through their telekinesis. The symbiat gains a +10 ft bonus to their base movement speed. This bonus increases by +10 ft for every 3 symbiat levels possessed beyond 3rd, to a maximum of +60 ft at 18th level. Share Expertise At 3rd level, the symbiat may create a psionic effect that allows him and his allies to share knowledge and capabilities. The symbiat chooses one skill he has at least 1 rank in. All allies within 60 ft may use the symbiat’s ranks in that skill in place of their own when making checks, if the symbiat has more ranks. If the skill to be shared is a class skill, the class skill bonus is also shared, although every creature uses its own ability score modifier. At 10th level, the symbiat may choose the skill ranks and class skill bonus from an ally within range instead of himself and grant those ranks to himself and his other allies. Trapsense (Ex) At 3rd level, a symbiat gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three symbiat levels thereafter. Trapsense bonuses gained from multiple classes stack. Mental Powers Gain Mind and Telekinesis spheres for free Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Improved Evasion (Ex) If fail Reflex save, take 1/2 DAM, otherwise take none. Improved Uncanny Dodge (Ex) Never caught flat-footed, can't be flanked, or lose DEX to AC from invisible opponent. Can't be sneak attacked unless opponent is at least 12th (or 8th) level. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Opportunities Aplenty +4 (Ex) +4 damage if your opponent suffers from any of the following conditions: Antagonized, Bleeding, Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Denied DEX to AC, Disabled, Dying, Entangled, Exhausted, Fascinated, Fatigued, Flat-Footed, Flanked, Frightened, Grappled, Helpless, Nauseated, Panicked, Paralyzed, Petrified, Pinned, Prone, Shaken, Sickened, Sinking, Stable, Staggered, Stunned, Unconscious. Trapfinding +2 Gain a bonus to find or disable traps, including magical ones. Trapspotting Automatically has a chance to spot a trap when coming within 10' of one. Finesse Training Use DEX for ATT and DAM. Debilitating Injury (Bewildered, Disoriented, Hampered) -2/-4 (Ex) Choose one on delivery sneak attack dam: (1) -2 to AC, -4 vs Hawk; (2) -2 on ATT rolls, -4 vs Hawk; (3) Target move 1/2 and cannot 5' step. Direct Allies (Ex) STAND action designate target w/i 100', allies get 1/2 Opps Aplenty damage for 1 rnd. Counterweight (Protokinesis) Able to walk on surfaces that won't support you - liquids, a thread, etc. Also gain INT as bonus to Acrobatics rolls. Description:
5'10" 175lbs ; 25 years old
Hair/Eyes: Brown Hawkren is a lean man. His sharp brown eyes shine out from a tan face framed by a goatee and laugh lines. His long brown hair ranges from 'free-roaming' to 'nicely combed but loose' when he's on the prowl for feminine company. But most of the time, it is pulled back into a serviceable - if unkempt - ponytail to keep it out of his face. His clothes peg him as a traveller, possibly a bravo. His worn leather boots give way to worn brown breeches which terminate at his one dash of flair. Slung around his hips is rumpled purple sash which sits below a faded leather belt to which the scabbard for a finely crafted rapier sits at a rakish angle. His hands are covered by threadbare black fencing gloves with the fingertips removed and the edges hemmed. Hawkren's shirt is of common white cloth and sits below a loose grey woolen vest which is neatly held in place by a well-crafted bandolier that runs diagonally across his frame. Over one shoulder, rides a finely constructed leather backpack. Personality:
Hawkren has a ready smile and an even readier wit. He is a bit of a reckless rascal, but a generally good-natured one. Curious to a fault when it comes to magical trinkets, monstrous creatures, or new magic and - given his vaguely larcenous heart - Hawk's not above trying to 'lift' something that really piques his interest. And shame on the wizard who doesn't properly secure her notes and goods. Backstory:
Hailing from Guildford in the shadows of Penmorgh, Hawkren had a relatively privileged childhood as the son of a minor member of the aristocracy. As children of means with little work sometimes do, Hawk occupied himself by courting more than his fair share of trouble. His earliest years were spent ignoring his studies in favor of cultivating unseemly friends and running minor errands for the Black Hand. Later, he was implicated in a series of break-ins, petty thefts, and other scandals that required his mother's influence to quiet. And that may have been the course of his life - in and out of trouble - had his psychic talents not emerged. But his powers did flower in his late teens and Hawk - were he to speak honestly of it - and his family were delighted. With zeal, he turned his attention from perpetrating crimes to studying mind-magic. Unfortunately, his family's attention also turned... from dealing with Hawk's youthful indiscretions to planning his political future and possible marriage alliances. The young man was less than pleased; this wasn't the life of adventures he now wanted.
Hawk determined the best way to improve his talents (and conveniently escape his family's marital machinations) was to seek out mentalists more like himself. To that end, he joined the next merchant caravan going anywhere. He traveled far and wide across the Sundered Kingdoms, researching occult matters and the history of the region as well as studying with different spellslingers. When the opportunities for learning were used up and Hawk grew restless, he would move on. This became his 'migratory' pattern - study then move on again, again, and again. Over a period of years he explored many corners of the Sunderered Kingdoms - from the fleshpots of Lowport to the bogs of the Lonely Moor - while pursuing his magical interests, shiny trinkets, and unconventional adventures. Of course, sometimes he got more than he bargained for. It was during an investigation along the periphery of the Lonely Moor that Hawk encountered 'The Other'. It was an discorporate aberration from the outer darkness that fed on psychic energy... and Hawk was a ready (if unwilling) supply. The battle was... 'unpleasant' as Hawk rent the creature's form and The Other siphoned hunks of Hawk's mind and soul. In the end, both sides lost as each being would live on only as an irredeemably crippled version of themselves. So the deal was struck. They would live as a single creature instead of the broken shadows of two. It has taken years for both parties to find the happy middle ground. Sometimes they argue, but mostly Hawk has learned to appreciate The Other's (sometimes called 'The O' or 'Theo' to irritate it) unique enhancements to himself. And what he'd be without Theo is the stuff of his nightmares. Hawk could never truly settle anywhere but he did put some tentative roots down in Oestre when he joined the School of Arcana as an 'Adjunct Researcher' - their polite euphemism for an 'acquisitions' specialist. His occasional habit of using those connections to discover an alumni's interesting occult project and then launching a one-man rival expedition in hopes of 'poaching' the rewards has made his relationship with the School a bit... 'tenuous'. But at least a few of the more academic mages like working with Hawk as he has the requisite 'fieldwork' skills and somewhat reckless attitude needed to get him in and out of trouble while working on their more questionable ventures. |