Droogami

Jack Iwamatsu's page

215 posts. Alias of Davachido.


Race

Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11

Classes/Levels

Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

About Jack Iwamatsu

Backstory:

Jack is a part of a hunter race that lives on Promethea. Known for their love of the hunt and nothing but they are prize amongst fighters for those that eventually kill them. Many of the Atlas Corps have hired them as assassins or trackers. They were easily recruited as they had little knowledge for the technology that was left behind in Promethea and the Atlas Corps just had to offer better hunts and more technology in far off places in the Galaxy. Jack has been left in Pandora for a reason unknown to him but as long as the fight is good he does not care.

Jack like many of his race was trained to hone his fighting skills and monstrous physique to peak performance. However Jack had something many of the other Imakandi revered. Jack used a device that imprinted itself to his mind, a very old piece of alien tech that has developed abilities that Imkandi would desire. This imprint gave Jack the ability to research and incorporate the creatures he hunts into his own body. This imprint also gives him the ability to change the world around with naught but the power of his mind. As befits his race he has been using this to take note of the best features of every creature he has ever hunted. Jack’s fighting techniques become powered by the strengths of these creatures. Always changing, ever shifting, it becomes hard to track how he fights because every time is different.

However the alien tech in his head is latent, it is waiting for a time to use him. The device has another purpose that Jack has no idea about and it’s motivations are unknown.

Imakandi:

Darkvision: 2RP
Advanced template: 4RP, +2 to physical stats, +4 Int -2 Wis.
Bonus feat: 4RP, this feat must be chosen from the fighter list as long as the prerequisite is not fighter (unless you are a fighter of course).
Stalker: 1RP, Stealth and Perception are class skills.
Cat's luck: 1RP, may reroll reflex save once a day.
Fleet footed: 3RP, +2 Initiative and Run feat.
Total 15RP.

Imakandi Culture:

The Imakandi are catlike creatures with large lion manes and are very robust physical features. They are not the wisest for they use the alien artifacts without much thought of the ramifications, though the alien tech has absorbed into their race, allowing quicker thinking, strange tattoos, and the increased breadth of knowledge.

The Imakandi are a proud and honorable as well as skillful hunters, they are not a greedy race usually hunting creatures to survive as they hunt targets for the thrill of the hunt and never for money.
Imakandi move around Promethea in Nomadic tribes. Since the first discovery of alien tech they continually search for more tech to improve their hunting skills and abilities. Due to these capabilities they are warlike people though oddly enough do not fight others of their kind. Instead they perform hunting contests, when two tribes meet and they start to impress each other with loud shouts. They move onto dances where they show off their strength (think “Hakka”). Once this ritual has been performed the tribe leaders will agree on an animal or target to hunt and the contest is away. They may use any technique to hunt as long as it doesn’t impede the other team. The winning tribe’s leader takes a claw from the losing tribe’s leader. The tribe leader wears this pridefully, it might be on a pendant, it might be on their guns. Wherever it might be it can be easily seen so other tribes can see how powerful a tribe is.

All Imakandi are pushed to their limits every day, they need to prove themselves to their tribes as warriors. Everyone works for their fill, it might feel odd or very alien to other races but if you don’t hunt your own food or find your own water, you die. Other Imakandi will not give each other food unless they were part of the same hunt. There are exceptions though, for example if an Imakandi is sick others will provide enough for him to survive. This exception strangely does not apply to age. There are only a few old Imkandi as most become weak and can no longer hunt. The few that are old and are capable survive into their elder years, usually are the greatest hunters or leaders.

Imakandi are often not adept in social situations as they are plain creatures. Imakandi aren’t trained to lie or don’t even think to do so. This has put them into many bad situations in their own history. As alien races trick them into doing things that they would not do otherwise. Since the Imkandi are sincere the alien races exploited them to know that the aliens would get the better end of the deal.

Even now the Atlas Corporation has tricked many Imkandi into joining their cause as The Atlas Corps has been able to reverse engineer more of the tech than the Imkandi ever dreamed off. The Atlas Corps has persuaded many of the Imkandi to become their Guinea Pigs as most of the time they are accustomed to use this tech. Any other race can look in between the lies and see the proud race has become nothing more than glorified lab rats. Many Imkandi have died in failed experiments, the Atlas Corps returning heroic tales to their tribes so that more will join them.

Crunch:

Permalinks: Aegis and Psion

All numbers in brackets are after I use metamorphosis to change size.

Male Imakandi Psion (egoist)/Aegis (Aberrant) 3
NG Medium Humanoid
Init +5, Senses: Perception +7 (Darkvision)
Favoured class: Aegis, +1/4 customization per level.

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STATISTICS
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Base stats: Str 18, Dex 14, Con 16, Int 16, Wis 12, Cha 12
+2 physical stats, +4 Int, -2 Wis
+2 Enhancement bonus.

Str 22 (24), Dex 16, Con 18, Int 20, Wis 10, Cha 12
BAB +3, CMB +10(+11), CMD 22(24)

Feats:
• Improved Metamorphosis (bonus): May choose another option from Metamorphosis.
• Power attack (Imakandi): -1 to hit, +3 damage
• Run (free): Can run 5x speed, may retain Dex while running.
• (Level 1): Multiattack
• (Level 3): Expanded knowledge (Psionic's Lion Charge)

Traits:
Campaign:
Vault hunter: +2 perception, can find hidden caches.
Jury Rigger: +1 to craft (mechanics) and can repair a gun quickly.

Normal:
Keeper of the Veil: +1 Disguise and is a class skill. +1 Bluff.
Bully: +1 Intimidate and always a class skill.

Skills (9 per level):
Acrobatics +8 (3 ranks, +3 class, +3 Dex, -1 penalty)
Autohypnosis +6 (3 ranks, +3 class)
Craft (mechanics) +11 (2 ranks, +3 class, +1 trait, +5 Int)
Disguise +8 (+18) (3 ranks, +3 class, +1 Cha, +1 trait)
Perception +8 (3 ranks, +3 class, +2 trait)
Stealth +8 (3 ranks, +3 class, +3 dex, -1 penalty)
Knowledge (Psionics) +11 (3 ranks, +3 class, +5 int)
Intimidate +9 (+11) (3 ranks, +3 class, +1 cha, +1 Trait, +1 class)
Spellcraft +11 (3 ranks, +3 class, +5 int)
UMD +5 (1 ranks, +3 class, +1 Cha)

Metamorphosis: +10 Disguise, +2 Intimidate.

Languages: Common, +5 languages
Gear: Backpack (2gp), Bedroll, 50ft rope (10gp), 2 sacks, 10 torches, waterskin (1gp), Flint + steel, Grappling hook, 4 empty vials (4gp), Large Masterwork Greatsword (350gp), Large Composite longbow (100gp) Masterwork Chain shirt (400gp).

Ring of swimming, +1 Cold longsword.

-Cash: 57gp

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OFFENSE
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Speed: 30 ft.
Melee (10ft reach): Greatsword +10 (2d6+12), Natural attack +7 (1d8+5), Tentacle +7 (1d4+4)
Ranged: Longbow +7 (1d10)

Buff: +2 Strength from size, -1 to hit from size, Power attack: -1 attack, +3 damage (+1 for secondary attacks).
Usual attack: +9/+6/+6/+6/+6, 3d6+16(18) damage, 1d10+6(8) damage, 1d6+5(7) damage

Power points (Psion): 18
Powers known; (Manifester level 2)
Talents – See special abilities.
Level 1 – Metamorphosis, minor. Prescience, Offensive., Catfall, Control light, Empathy.
Level 2 - Swarm of Crystals, Cloud Mind

Metamorphosis normal powers: +1 claw/bit/slam attack, +1 size category, +2 Dex, +1 Natural armour.

Power points (Aegis): 14

Level 2 - Psionic's Lion Charge

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DEFENSE
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AC 18(19) Touch 13 Flat-Footed 15(16) (Dex +3, Armour +4, +1NA)
HP = 36
Fort +7 Ref +3 Will +3

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ASTRAL SUIT
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Customization: 5 points

Brawn (free): +2 Enhancement to Strength

Hardened strikes (free): Lethal unarmed damage and can be any damage type.

Improved damage (2 points): +3 damage to two-handed weapons, +2 to a single handed weapon.

Tentacles (2 points): Gain 2 attacks of 1d4+1/2 Str.

Stinger (1 point): Gain 1 attack of 1d4+1/2 Str.

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SPECIAL ABILITIES
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Astral suit: Instead is Aberrant shapeshift.

Damage reduction: 2/-

Detect Psionics: As detect magic.

Discipline ability: synesthete, thicken skin.
As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. Synesthete, thicken skin, and vigor last for a number of rounds equal to your psion level.

Discipline ability: At 2nd level, as long as you maintain psionic focus, you gain fast healing 1 when you manifest any psychometabolism power on yourself. This fast healing lasts for a number of rounds equal to the level of the power manifested. The fast healing increases by 1 for every four psion levels thereafter

Vim: The aberrant gains vim as a psi-like ability usable at will at first level as long as he maintains psionic focus.

Invigorating suit:
An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.