Erdrinneir Vonnarc

Kurt "NightCrawler"'s page

5 posts. Alias of Tenro.


Full Name

Kurt Wagner

Race

NEVER USED Tiefling || HP 88/88 || PP 74/74

Classes/Levels

Psion (Nomad/Jaunting) 8 || Rogue (Acrobat/Scout) 8

Age

26

Special Abilities

Darkness 1/1; Spider Climb; Inconstant Position 1/1; Second Chance 2/2;

Alignment

CN

Location

Absalom

Languages

Infernal, Abyssal, Draconic, Elven, Gnome, Celestial

Occupation

Acrobat/Pickpocket

Strength 12
Dexterity 20
Constitution 14
Intelligence 18
Wisdom 12
Charisma 10

About Kurt "NightCrawler"

Max HP: 88
Resists: Cold 5, Electric 5, Fire 5, Evasion, Inconstant Position 1/day
Immunities:
Init: +7
AC: 23: 10 + 5 DEX + 5 ARMOR + 1 NATURAL + 1 DODGE + 1 DEFLECTION plus Offensive Defense +4

SAVES
FORT: 5 -------|2 Base + 2 CON| +1 RESIST
REF : 12 -------|6 Base + 5 DEX| +1 RESIST
WILL: 8 -------|6 Base + 1 WIS| +1 RESIST
MISC:

COMBAT STATS
Dimensional Assault: Full-round action, Nomad Step then attack (counts as Charge)
Dimensional Dervish: full-attack action, must Nomad Step 5ft min between attacks, limited by total Nomad Step distance
+1 Deep Crystal Rapier, +12/+6 melee, 1d6+2 crit 18-20/x2 in Sheath of Bladestealth
+1 Umbrite Dagger, +12/+7 melee, 1d4+2, crit 19-20/x2
TWF: Rapier +10 / Dagger +10
Mwk Sap, +12/+7 melee, 1d6+1, crit x2
Slapping Tail, +11/+5 melee, 1d8+1, crit x2

Conditional Mods:
Sneak Attack: +4d6
Deep Crystal: spend 2 PP as a free action, get +2d6 damage on one hit
Offensive Defense (Rogue Trick)
Scout's Charge/Skirmisher: special sneak attack conditions

BAB +6
CMB +8
CMD 24

PSIONIC FOCUS:

Gain Focus: full-round action that provokes attacks of opportunity

While Focused:
Nomad's Step 45ft
+1 Dodge to AC

Expend Focus to do one of the following:
concentration check is treated as if you rolled a 15
Gain +4 Dodge to AC for 1 rnd
Manifest Talents

RACIAL ABILITIES:

  • Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
  • Type: Tieflings are outsiders with the native subtype.
  • Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Speed: Tieflings have a base speed of 30 feet.
  • Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
  • Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
  • Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
  • Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
  • Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
  • Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

  • At-will SLA: Spider Climb (4 RP)
  • Deeper Darkvision: upgrade Tiefling 60ft Darkvision to 120ft (1 RP)
  • Slapping Tail: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user's Strength modifier if Small, 1d8 points of damage plus the user's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the user's Strength modifier if Large. (3 RP)
  • Nimble Attacks: gain weapon finesse as a bonus feat (2 RP)

    Lv4, Lvl8 Ability Point: INT, DEX
    Favored Class:
    [x8] +1 HP
    [x0] +1 Skill pt

  • CLASS ABILITIES:

    Psion Class

    Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

    Power Points/Day: A psion's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

    Discipline: Psychoportation: Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can't even use such powers by employing psionic items.

    Powers Known: A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
    Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
    The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
    The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

    Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
    To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

    Bonus Feats: A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
    These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.

    Detect Psionics (Ps): All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

    Discipline Talents (Ps): Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.

    Discipline Abilities: At 2nd, 8th, 14th, and 20th level, the psion gains special abilities related to his choice of discipline, as detailed below.

    Nomad’s Step (Su): At 2nd level, as long as you maintain psionic focus, as a standard action you may teleport to a location up to 15 feet away. You must have line of sight to the location and you can bring along possessions that amount to as much as a medium load. The distance increases by 5 feet every psion level thereafter.

    Inconstant Position (Su): At 8th level, once per day as an immediate action when someone attacks you, you can force them to suffer a 50% miss chance. This ability can be used an additional time per day every two psion levels thereafter.

    Rogue Class

    Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

    Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
    The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
    With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
    The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

    Expert Acrobat (Ex): At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks.
    This ability replaces trapfinding.

    Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

    Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
    Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
    A rogue cannot choose a ninja trick with the same name as a rogue talent.
    Expert Leaper
    Fast Stealth
    Offensive Defense
    Superior Senses

    Second Chance (Ex): At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check she has just made. This reroll is made at a –5 penalty. She must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. She can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd.
    This ability replaces trap sense.

    Scout’s Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
    This ability replaces uncanny dodge.

    Skirmisher (Ex): At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.
    This ability replaces improved uncanny dodge.

    SKILLS:
    8+int/lvl

    • Acrobatics: +21 =8+5 DEX+3 +5Cm (Expert Leaper)(Expert Acrobat)
    • Appraise: +4 = +4 INT+
    • Autohypnosis: +12 =8+1 WIS+3
    • Bluff: +13 =8+0 CHA+3 +2R
    • Concentration: 1d20 + ML + INT MOD +4 vs DC = 15 + (Power Level x2) Dimensional Agility if applicable
    • Climb: +8 =4+1 STR+3 (Expert Acrobat)(Spider Climb)
    • Craft Metal: +4 = +4 INT+
    • Diplomacy: +4 =1+0 CHA+3
    • Disable Device: +5 = +5 DEX+
    • Disguise: +0 = +0 CHA+
    • Escape Artist: +16 =8+5 DEX+3
    • Fly: +9 =1+5 DEX+3 (Expert Acrobat)
    • Intimidate: +0 = +0 CHA+
    • K: Arcana: +8 =1+4 INT+3
    • K: Dungeoneering: +4 = +4 INT+
    • K: Engineering: +9 =2+4 INT+3
    • K: Geography: +4 = +4 INT+
    • K: History: +4 = +4 INT+
    • K: Local: +8 =1+4 INT+3
    • K: Nature: +4 = +4 INT+
    • K: Nobility: +4 = +4 INT+
    • K: Planes: +11 =4+4 INT+3
    • K: Psionics: +15 =8+4 INT+3
    • K: Religion: +11 =4+4 INT+3
    • Linguistics: +8 =1+4 INT+3
    • Perception: +12* =8+1 WIS+3 (Superior Senses +10)
    • Perform: +0 = +0 CHA+
    • Profession: +1 = +1 WIS+
    • Sense Motive: +1 = +1 WIS+
    • Sleight of Hand: +16* =8+5 DEX+3 (Expert Acrobat) *=+5 to conceal rapier
    • Spellcraft: +15 =8+4 INT+3
    • Stealth: +26 =8+5 DEX+3 +2R +5Cm +3Cs (Fast Stealth)(Expert Acrobat)
    • Survival: +1 = +1 WIS+
    • Swim: +5 =1+1 STR+3
    • Use Magic Device: +8 =4+0 CHA+3 +1T

      Misc Mod Codes: Cl = Class; R = Racial; Cm = Competence; Cs = Circumstance; I = Insight


    EQUIPMENT:

    Armor: +1 Glamered Mithral Chain Shirt
    Belt: Belt of Incredible Dexterity +2
    Body:
    Chest:
    Eyes:
    Feet: Boots of Elvenkind
    L+R Hand: Gloves of Reconnaissance (10rnds/day)
    Head:
    Headband:
    Neck: Amulet of Natural Armor +1
    Ring 1: Ring of Protection +1
    Ring 2:
    Shield:
    Shoulders: Cloak of Elvenkind and Resistance +1
    Wrists: Sleeves of Many Garments
    Slotless:

    460gp in coins

    +1 Deep Crystal Rapier
    +1 Umbrite Dagger
    Mwk Sap
    Traveler's Any-Tool
    Bag of Holding Type I
    Sheath of Bladestealth

    HISTORY and APPEARANCE:

    History: Born from the union of a fiendish Tiefling Chelaxian noble and his Changeling consort, Kurt was shunned at birth. Physically, he appeared much like his father, although considerably less fearsome. In addition to his father's disdain for his weak physical appearance, his mother also held no station, thus the boy was an unlikely choice to carry on the family's slave and narcotic business. His father was unduly hard on the boy, but put him through intensive fencing lessons and was determined to get some use out of his son, planning to put the boy to work in one of the gambling dens. Plans changed, however, when shy of his twelfth birthday, Kurt manifested strange powers. He had already taken to athletic pursuits, leaping through the air with fluid grace and climbing walls with supernal ease, but one day he teleported from the ground floor of the house to the second level. The boy hadn't shown much interest in spellcasting, nor had he received training. As such, this was indicative of something strange with the mixture of infernal and protean blood. Fearing that yet another reason to despise the boy would push his father over the edge, his mother fled Cheliax with Kurt, leading him eventually to Brevoy. It was here that they got by for awhile, barely making ends meet and living in the shadows of civilization and disguising Kurt to avoid persecution. Kurt's mother encouraged him to try to control his abilities, but it proved difficult for the boy. While it was tough to scrape by, the boy enjoyed the outdoors, exploring and making his own adventure. This went on for six years, or thereabouts.

    It was in Brevoy that they got complacent, and eventually his mother was spotted skin-changing and the guards were alerted. Two guards came to their small shack to arrest her. Upon seeing the boy without a disguise, one of the guards seized him in front of his mother, the other guard seizing her. She tried to seduce the watchman into letting his guard down, and got cuffed for her efforts. Kurt, mind focused in anger, teleported from one guards grasp and grabbed a dagger from the guardsman, stabbing him behind the knee and dropping him to the ground. He turned around in time to see the other watchman with a club in hand, then the point of his mother's dagger protruding from his throat. The guards now bleeding, his mother stripped the armor off of one of them and took his appearance as her own. They gathered their few belongings, set fire to their once-peaceful home, and Kurt left under the guise of having been captured by a guard. They fled on horseback, and once out of town, his mother explained to him that they needed to split up for awhile. News of a skin-changer woman was out, and any new woman appearing with a single child would draw too much suspicion. Kurt, being of an age to be considered an adult and confident that his mother could look after her own welfare, agreed with little issue. After a brief promise to meet up again in a few years, Kurt's mother left on horseback. Kurt traveled for a time, and with no parent to assist in his care, redoubled his efforts and found the focus necessary to perfect his ability to teleport short distances. After some time traveling, he found his way to Absalom.

    Happy to be in such a racially and culturally diverse city, Kurt wandered about without need of disguise. Having need of coin and knowing little other than fencing and theft, Kurt fell into disreputable company. He was paid to steal most often, and gained some notoriety in the Docks and the Coins for stealing from ships and merchant tents alike. For several years, he eked out a living in the Puddles, squandering his profits on failed relationship after failed relationship. As it would turn out, the fancy of a woman is hard to keep when you live in a shack and have no real job, he found himself renting small apartments short-term and buying clothes of a fashion above his station. Five years of this lifestyle later, Kurt found himself ill-able to afford such luxury. He got bolder and bolder until finally, he was caught by guards who were prepared for his ability to teleport away.

    One second he was reaching for the coinpurse of a swarthy merchant, the next moment the man had a hold of his wrist. He tried to teleport away, but in the buzz of the marketplace he hadn't heard the incantation of the man in the tent across the path. Kurt tried to teleport away, but found that he couldn't. In his moment of confusion, he was unable to dodge the sap that the "merchant" had brought to bear. Everything flashed white, and then he succumbed to darkness. His only visitor in jail was a man claiming to be from Doctor Xavier's School of the Learned. In exchange for agreeing to go there for confinement, he was given a reduced sentence. It was really something, how quickly the guards acquiesced to the man's request, Kurt recalled. Half a day's ride later, Kurt found himself in a strange "school" for others like him.

    The food wasn't bad, the people were nice enough. The chores they had him doing weren't going to get him sapped in the face, and even the training was slightly less likely to get him sapped in the face than his previous vocation. It was nice to be accepted and treated like a normal person, and after a year and a half of staying there, he was even teaching classes to some of the newly joined members. They often had him run errands to the city, where his past misdeeds had mercifully passed from the memory of most. From time to time, they even had him in attendance on difficult missions that took them far away from Absalom. Kurt loved to travel, so this place really had been a perfect fit for him.

    Today, he had just arranged for some deliveries to be made to the school, and decided to wander about the city for a bit before returning. He was grabbing some meat on a stick from a street vendor, when... Campaign begins

    Appearance: Kurt appears to be a lithe of a height similar to a human male. However, his skin is covered in short indigo fur and his eyes are bright yellow. His tail is his second-most obvious uncommon feature (after his fur) and he is known to grab things with it. He most commonly wears garish, fashion-forward clothing. However, when he is on a mission, his clothing becomes dark to better aid in stealth. He has a dagger of a strange metal, and is sometimes seen using it as an eating utensil. The blade is blacker than a moonless night, and seems to absorb light even in daytime. He has also been seen, at times, with a rapier whose blade is made entirely of a glass-like crystal.

    CAMPAIGN NOTES:

    PLAYER NOTES:

    wanna get:
    rod of balance 15000gp
    gloves of larceny 2500gp

    item math:
    Weapon 1:
    2000gp +1
    1000gp Mwk Deep Crystal
    20gp Rapier

    Weapon 2:
    1000gp +1 (GM ruled half cost on TWF secondary weapons)
    600gp Mwk Umbrite Dagger

    Weapon 3:
    300gp Mwk

    Armor:
    150gp Mwk
    100gp Chain Shirt
    1000gp Mithral
    1000gp +1
    2700gp Glamered

    250gp Traveler's Any-Tool
    2500gp Bag of Holding Type I
    5000gp Sheath of Bladestealth
    4000gp Belt of Incredible Dexterity +2
    2500gp Boots of Elvenkind
    2000gp Gloves of Reconnaissance
    2000gp Amulet of Natural Armor +1
    4000gp Cloak of Elvenkind and Resistance +1
    2000gp Ring of Protection +1
    200gp Sleeves of Many Garments