About Jimbli Willit----- ----- -----
Jimbli Willit
Melee Cela Fang Mind Blade +22 (1d4+23, 17-20 x2) P (attuned +2) Legendary Surge 2/2
Ranged Thrown Mind Blade +21 (1d4+32, 17-20 x2) P; 120' range
Feats Skill Focus (Bluff), Skill Focus (Stealth), Speed of Thought (bonus), Fast Step,
Languages Common, Halfling, Raamite, Elven, Draconic, Sylvan, Terran, Tyrian. Worn Gear Pickpocket's Outfit, Chameleon Cloak (+20/+10),
Racial and Class Features: Swift as Shadows - reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10 Irrepressible - +2 racial bonus on saves vs dominate and possession effects. Halfling Luck - +1 racial bonus on all saving throws. Keen Senses - +2 to perception checks Wild Talent Poison Use Evasion - take no damage instead of half on successful Ref saves. Nomad's Step - if focused, move action (with Fast Step and Mythic Fast Step feats) teleport 80' LoS. (carrying up to medium load) Nomad's Jump - Elocater stacks with levels of nomad for determining the range of nomad’s step. In addition, when you use nomad’s step, you may split your distance traveled into two steps and determine your line of sight at the end of the first step. The total distance traveled must not exceed your maximum range for nomad’s step and you may perform no other actions during the steps. Bonus feat - Speed of Thought +10 to movement if focused. Finesse Training (light mindblade) - weapon finesse plus use dex toward damage for chosen weapon type. Measure the Mark - mark rolls perception before steal attempt. may opt against attempt, bluff vs sense motive to avoid suspicion. Stab and Grab - full round action. free steal attempt with successful sneak attack. Rogue Talent - Canny Observer, Trap Spotter, Slow Reactions Scout’s Charge (Ex) - deal sneak attack damage when charging. Debilitating Injury (Ex) - when dealing sneak attack damage, also debilitate the target for 1 round (Bewildered, Disoriented, or Hampered) >Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. >Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. >Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. Rogue's Edge - Skill unlocks: Acrobatics War soul (7th level)
Alter Blade (blade skill) The soulknife gains the ability to shape her
Tempest Gale Trick (blade skill) (Su) While he maintains a Tempest Gale
Tempest Gale Style (Combat, Style Feat) You can make bull rush, dirty
Tempest Gale Haze (Combat, Style Feat) Ranged attacks against you suffer a 20% miss chance. Form Mind Blade
Stances
Magic is a fickle thing, influenced by time, and wanes in power as the sands glitter through the hourglass of existence. You halt this progression within yourself, sustaining abilities that would normally only last a few minutes. You can apply the effects of the Extend Spell metamagic feat (or Extend Power metapsionic feat) to a single beneficial extract, power, psi-like ability, spell, or or spell-like ability cast upon you for as long as you maintain this stance. Leaving this stance causes the duration to resume as normal (each round of the effect spent as half of a round while in this stance). Starting at initiator level 10, you may extend a second effect. In addition, you gain a +2 circumstance bonus on saving throws against harmful effects with a duration of longer than instantaneous. >Sniper’s Eye Stance
As a tempest gale disciple, distance is no obstacle to you. While you maintain this stance, you reduce the total penalty from attacking creatures beyond your weapon’s first range increment by 2, and you gain a +2 bonus on combat maneuver checks made with ranged attacks. For every four initiator levels you possess, the penalty to ranged attacks lessens by another 2, and the bonus to ranged combat maneuver checks increases by +2. >Internal Dominion of the Sleeping Goddess
The term “sleeping goddess” refers not to any tangible entity, but a state of being; by focusing your psionic might through the lens of true belief, you become something akin to a minor divine power whose realm lies within your physical form. Through this power, you can outright deny the world when it tries to exert such paltry concepts as “reality” on you. While you maintain this stance, you gain the following abilities:
>Tempest Gale Stance
DESCRIPTION
Maneuvers
Your careful training allows you to fire shots from an unexpected angle and strike opponents where they least expect it, their weapons. Make a ranged attack. If it hits, it deals weapon damage as normal, and you can make a disarm attempt against the target as a free action, using a Sleight of Hand check (d20+32) in place of your combat maneuver check. This disarm attempt does not provoke an attack of opportunity. >Deflecting Shot
You know well that a sudden shot can disrupt the enemy and remove a potential threat. You can initiate this counter in response to an attack being made against you or an ally within 30 feet of you. Make a ranged disarm attempt against the attacker, using a Sleight of Hand check (d20+32) in place of your combat maneuver check. If your disarm attempt is successful, the attack is negated (even if the weapon cannot actually be disarmed). This disarm attempt does not provoke an attack of opportunity. >Slipstream Strike
The most basic protection against an arrow is some form of cover, but you know many ways to negate this defense. Make a ranged attack, ignoring any cover bonuses to the target’s AC. If it hits, it deals weapon damage as normal. >Rapid Strike
You compress the time needed to strike twice within the span of a single blow. Make two melee attacks against the same creature. If an attack hits, it deals weapon damage as normal. >Sudden Gust
Your placed shot can knock an enemy to the ground as easily as a mighty sword swing. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, and you can make a trip attempt against the target as a free action, using a Sleight of Hand check (d20+32) in place of your combat maneuver check. This trip attempt does not provoke an attack of opportunity. >Adamant Will
Though armor can be pierced and shields can be broken, your will remains a final bastion, and those who witness this resolution of mind can be inspired to cultivate it within themselves. You can initiate this counter in response to a melee or ranged attack being made against you. You gain a +4 insight bonus to your AC against that attack, potentially causing it to miss. In addition, one of your allies within 60 feet gains a +4 insight bonus to their AC against the next attack made against them for one round.
>Time Skitter
By accelerating your personal time-stream, you speed up your movements and accelerate your blows for a few moments. After initiating this boost, you gain the benefits of a haste spell for a number of rounds equal to your initiation modifier (+1 to attack rolls, initiative, and Reflex saves, a +30-foot enhancement bonus to movement speeds, and one extra attack when making a full attack). Psionics: Talents (at will if focused) Catfall - reduce falling damage as if height were 20' less. Burst - Auditory, swift action, +10' movement for one round. Power points 74 (65/74 remaining) Concentration: +24 Sense Link - Visual, std action, Range Medium (170 ft.)Target One willing creature,Duration Conc, up to 7min, use one of target's senses.
Mythic: 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. 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 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. Surprise Strike (Ex) As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction. Titan’s Bane (Ex) You can move through the space of any creature two or more size categories larger than you without provoking attacks of opportunity, and you can share such a creature’s space. When sharing a larger opponent’s space, you gain cover against all melee and ranged attacks it makes, and it is considered flat-footed for the purposes of any melee or ranged attacks you make against it. Path Dabbling:Discipline Boost (Su) When determining the effects of your psionic discipline abilities, you’re considered 4 levels higher. This increases the effects of abilities you have access to, but doesn’t grant you abilities at a lower level than normal. If you have a discipline ability that can be used multiple times per day, such as ectoplasmic protection, you gain a number of extra uses of that power equal to half your tier (minimum 1). You must have the discipline class feature to select this ability. If you have more than one discipline, you must choose which discipline this ability uses when you select this ability. This ability can be selected once for every discipline you have. (adds 20' to nomad step) Path Dabbling: Armor of Force (Su) You surround yourself in psychokinetic energy that grants you protection like armor, but made of force. This grants you an armor bonus to AC equal to 3 + your tier. This ability is a psychokinetic effect with a power level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action. Mirror Dodge (Su) When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square. Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day. Legendary Item
>Intelligent: A legendary item with this ability becomes an intelligent magic item. When this ability is first selected, the legendary item starts with base Intelligence, Wisdom, and Charisma scores of 10. The item gains speech as a supernatural ability. It can speak Common plus a number of additional languages based on its Intelligence score. The additional languages can be any that the bonded creature wants, except for secret languages (such as Druidic). The item gains senses with a range of 30 feet. Furthermore, this item always has the alignment of the bonded creature who first selected this ability. An intelligent legendary item has an Ego score, just like a non-mythic intelligent item, but it can never become dominant in its relationship with its bonded creature as long as the bonded creature’s alignment corresponds to the item’s (using the normal rules for intelligent items). This is a persistent ability. An intelligent legendary item gains a +4 bonus to its Ego when interacting with non-mythic wielders. You can select this ability more than once. Each time you do, you can increase its ability scores (to a maximum of 20 each) and select one of the following special abilities. You can increase all three of its ability scores by 2 points, or one of these ability scores by 4 points and one other ability score by 2 points. The special abilities are listed below. Some have another ability as a prerequisite. -->Spellcasting (Silent Ray): This item allows its bearer to cast a limited number of spells as spell-like abilities. This ability can be taken more than once. Each time it’s taken, the bonded creature gains 5 points to spend on selecting what spells the item can cast. A spell costs a number of points equal to its level (minimum 1). The bearer can then activate the item to use each spell-like ability once per day. By spending double the cost, the bearer can use each spell-like ability three times per day. All spells must come from the same class’s spell list. No spell can have a level higher than the bonded creature’s tier. The caster level for these spells is equal to double the bonded creature’s tier. The save DC for these spells is equal to 10 + the spell level + the bonded creature’s tier. Elocater:
Aerial Acrobatics (Su) The elocater adds her ranks in Acrobatics as a bonus to any Fly checks, and her ranks in Fly as a bonus to any Acrobatics checks, due to her ability to control her personal gravity. She also treats all Acrobatics checks to jump as if she had a running start. Personal Gravity (Su)
Personal gravity is constantly active, even when unconscious, unless the
Scorn Earth (Su)
Scorn earth is constantly active, even when unconscious, unless the
>Gravitic Stability - Any time your movement speed would be reduced to
Terminal Velocity (Su)
Freerunning (Ex)
Spatial Awareness (Ex)
Background:
Jimbli's parents left their clan and lived as nomads - choosing hard life over the vicious ways of their upbringing. His stubborn and idealistic father had continually butt heads with the leaders enough to become unwelcome. They lived in a slave village near Raam for a time while his mother became pregnant, but did not feel accepted by the others who did not look kindly upon halflings. A few years after he was born, his sisters were killed and his father terribly wounded by raiders. They then decided to attempt integration with civilization in the nearby city-state of Raam. In his teens, he fell in with a band of thieves which eventually led to inroads with the black market and greater underworld network of Raam. He did well, and in time his powers and skills improved. They made sure to prey only on travelers to avoid relentless retribution of the templars... until they erred. Jimbli mistook a mark as an outsider who was in fact a young member of a reputable house. What's worse, the young man had considerable psionic abilities, and detected the attempted theft. He made moves to apprehend Jimbli, his eye was skewered by Jimbli's blade. Not long after, he was compelled to serve a Raamite merchant caravan. He stayed on for quite some time, until the caravan was beset by an overwhelming force of Dray. --- --- --- --- --- Jimbli has met very few other halflings, and has spent a good deal of time maintaining he is not like "those savages". As a result, he does not have the usual camaraderie halflings display to their fellow kin. He has a bit of a chip on his shoulder, and often acts like one with something to prove. He has a fearlessness stemming from never having had a bad situation he could not bamf away from.
Quickling Dunesage:
>Dunesage
Challenge Rating: As base creature +1 Type: A dunesage gains the earth subtype if it already did not have it. Initiative: Dunesages add their Intelligence modifier to their initiative as a competence bonus. Senses: The dunesage gains tremorsense +60 ft. Armor Class: The dunesage’s natural armor bonus is increased by +3. Speed: The dunesage gains a burrow speed equal to its base movement rate and the earth glide universal ability. Defensive Abilities: Dunesages gain acid resistance 5 and DR 5/—. Spell-like Abilities: A dunesage has a cumulative number of spell-like abilities depending on its total hit dice (see Table 2-18). Caster level equals the creature’s total HD (or the caster level of the base creature’s spell-like abilities, whichever is higher).
Special Qualities: A dunesage gains the following.
A dunesage can take the shape of an earth elemental the same size of the dunesage’s normal form. This ability functions as the elemental body class of spells as appropriate for the size of elemental that the dunesage can become. For dunesages larger than Huge size, use the statistics for the Huge Earth Elemental and increase its size as required. This is a polymorph effect. Abilities: –2 Dex, +2 Con, +4 Int, +2 Cha Skills: Dunesages gain any two additional Intelligence-based skills as class skills. Languages: Dunesages gain the ability to speak Terran. >Quickling Challenge Rating: Same as the base creature +3. Initiative: A quickling gains a +4 bonus on Initiative checks. Armor Class: A quickling gains a +4 dodge bonus to Armor Class. Defensive Abilities: A quickling gains fast healing 1 plus 1 for every 5 racial HD it possesses. Weaknesses: A quickling has the following weakness:
A quickling takes 50% more damage from aging effects, including the number of years aged. Speed: Each of the base creature’s speeds is quadrupled. If the base creature has a fly speed, its maneuverability increases two categories (maximum perfect). Special Attacks: A quickling retains all of the base creature’s special attacks and gains the following.
A quickling gains one extra attack or move action each round. This does not stack with other haste effects.
All spells and spell-like abilities a quickling creature has can be cast as a swift action if it has a casting time of 1 round or less. Those spells and spell-like abilities with longer casting times have their casting times reduced to 1 round and take an attack action to cast. This ability cannot be used with the Quicken Spell or Quicken Spell-Like Ability feats. Abilities: Dex +8. Skills: A quickling creature gains a +4 racial bonus on Perception checks and a +10 racial bonus on Acrobatics checks. Feats: A quickling creature gains Dodge, Mobility, Quick Draw, and Spring Attack as bonus feats. Special Qualities: A quickling gains the following.
A quickling ages 4 years for every 1 year that passes.
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