Height: 5'10"
Eyes: Black
Hair: Black
Skin: Pale
Sex: Female
Age: over 100
The elegant and always well dressed elf lady is well spoken with good manners, there is a practical hardness to her however. Here is an elf used to being in charge and ordering others about, in others words a noble. The items she carrys from weapons to clothing are all very well made. She seems and acts like the lady she says she is. In educated she seems well informed with a fast and keen mind, at times.
*NOTE Graft gives +2 AC on 1st attack each round [not when FF]
HP 20/20 (1d6) 6+4+4+4+2
Fort +2, Ref +3, Will +5
Race
Resistance
Fire Resistance 5 [elf race]
Powers Running
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Movement modes
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Land Speed 30 ft,
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OFFENSE
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Melee
BAB+2 / ABR+2/3* STR+1 Wep_F Feat
Ranged
BAB+2 / AB+3 Dex+2
Space 5 ft, Reach 5 ft
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SPECIAL ABILITIES
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Race:
Psionic powers + Must have Focus to use
1: Converse [As Comprehend languages] 1/day
2: Sustenance 1/day
3: Detect poison, 1/day
4: Read magic/Psionic tattoo 1/day.
5: Powers or other + Paid or at will see Class Spoiler.
*non are magic, Power like effects.
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STATISTICS
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[semi-advanced Elf DNA ]
Str 12,+1 [+2]
Dex 14,+2 [+2 Race] [2p]
Con 10,+0 [-2 Race] [2p]
Int 19,+4 [+2 Race] [+1Level] [10p]
Wis 12,+1 [2p]
Cha 12,+1 [2p]
1: Rich parents [Family] +900GP (Social)
2: Extremely Fashionable +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. (Equipment)
3: focused Mind +2 trait bonus on concentration (Magic/Psionic)
4:Planar Disjunction.
Benefit: you gain an additional 6PP, and choose two of your known powers - these powers can function normally even under the effects of an Antipsionic field. (Campaign)
Drawback
1: Paranoid
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
She is slightly Paranoid about Her Mortal Enemy Master Boris Bru-Vain being behind actions related to her.
Provincials [Setting]
You hold yourself to a strict code of behaviour that guides all of your decisions and actions.
Flaw: You take a –2 penalty on Bluff checks
Benefit: gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.
This flaw/Trait only works in regards to "Chaotic Magic users" It is Meta Science not MAGIC that explains things
Graft Traits:
Grafted Spine
Your back was broken in some horrific accident.
You take a -1 penalty to your CMD.
Ceramic: You gain a +1 dodge bonus to your armor class against the first attack aimed at you every round, which increases to +2 if you posses the abilities evasion or uncanny dodge. +2AC
Concentration +13 (4ML+4INT+3Item+2Trait)
Psionic Focus and taking 15
Autohypnosis*
**If no ranks are in a Knowledge skill, then highest you can get is DC 10 info.
< = Class feat other Skill
Race City Elf:
Race Elf
Racial Traits
Ability Score Racial Traits:
Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size:
Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type:
Elves are Humanoids with the elf subtype.
Base Speed:
Elves have a base speed of 30 feet.
Languages:
Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Elemental Resistance:
Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.
Fire Resistance 5 [From working in the foundry mills of the city]
Urbanite:
Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.
Envoy: [Spy School]
Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following
Psionic powers + Must have Focus to use
1: Converse [As Comprehend languages] 1/day
2: Sustenance 1/day
3: Detect poison, 1/day
4: Read magic/Psionic tattoo 1/day.
The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.
Weapon Familiarity:
Unlike most Elves who get trained to be proficient with longbows (including composite longbows), and shortbows (including composite shortbows), City Elfs instead trained in Fire Arms in there place, as well as longswords, rapiers and weapons with the word “elven” in its name as a martial weapon.
Senses Racial Traits
Darkvision:
Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
Class Psion (Telepath) L4:
Psion (Telepath)
Class Skills
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int). + Telepath (Telepathy) Skills: Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).
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.
BAB+1
Saves +1/+1/+4
Powers:
31pp/Day [17level + 8 Int +6 Trait]
9+1/power know
2st/max power level
Max PP spend per use 4pp
The Difficulty Class: 10+PL+4 DC14/15/16
for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.
Talents [All at will wile focused]
*Works in Anti magic/Power Field
1: Mind Thrust.
2: Metamorphosis Minor.
Discipline Talents (Ps) X2
1: Mind Thrust 1d6 *[+3pp=+4d6 or 3pp worth of D6's making = 5D6DMG]*
2: Mind link [one subject]
Talents Swap With Power Known: When a manifester picks a power known, he may opt instead to select five psionic talents. Using this option, the manifester will know one fewer psionic power.
Talents Swap 1-to-5*
1: Empathy +2 SM/ B/
2: Far Hand 5lb
3: Conceal Thoughts +2DC
4: Know direction and location
5: Energy Splash 1DMG
* only one at a time.PSIONIC
0 Level 1 [Focus]
1: Psionic Repair
1st Level
2: force screen +4AC 4mins
3: Inertial Armor +4AC 4 hours.
4: energy-ray 1pp = 1d6 DMG max x 4pp = 4d6 RTA.
5: call to mind 1pp = +4 one K roll.
2ed Level
6: Read Thoughts 4 Mins
7: Metamorphosis Minor 4mins
8: Defy Gravity 40mins
9:- Converted to Talents.
From Feat: Expanded Knowledge
1: Natural Healing Heal 3HP x1pp max 12HP 4PP
*Elf:
Choose one Discipline talent gained at 1st level. Add 1/3 to the number of power points that power is treated as being augmented by. This is an exception to the rule that discipline talents cannot be augmented.
Discipline Talents (Ps)
Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash.
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. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.
Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.
GEAR/POSSESSIONS:
Starting Gold 3900gp +2000gp
Location: On Persons
Body: Fine Travelers outfit [Leather] 10gp 7.5lb
Arms: Sleeves of many Garments PSIONIC not magic [200gp] --lb
Hands: Fine Gloves.
Feet: Fine Boots + sheaths for 3 small throwing daggers per boot, 3gp 1lb
Eyes: Shaded eye Glasses. 10gp --lb
Right Lower leg: Scabbard + Cold Iron Dagger 4gp 1lb
Head: Bollor hat + Hidden Sheath + flick Knife 2sp --lb
Belt: Gun belt +Pouchs
Right Side -> Fine Holster + MW Revolver 2300gp 4lb
weapon cord (revolver)1sp --lb
Left Side -> Adamantine Rope Dart [Fine Silk Rope] 61gp --lb
Revolver Cylinders (Loaded) X3 --Lb
Small Belt Pouch 5gp 1/2lb
>Small note book and water proof case + pen 5gp --lb
>Small Signal whistle 8 sp --lb
>Small Compass 10gp
>Wire Garrote 1gp --lb
Back:
Made to order Fine Leather Satchel. 100gp 2lb (with Back Straps/Back pack)
Mundane Area:
> Grooming Kit 1gp 2lb
>Glasses case --gp --lb
>Scarf/sling 2sp --lb
>Potions CLW x2 75gp 2lb
Hidden*: Miner Bag of Holding [DC25 to find] 3lb 1000gp
>Scabbard + Cold Iron Rapier 40gp 3lb
>Katana + scabbard 50gp 6lb
>Shaded Glasses + cases x2. 20gp --lb
>Fine Gun Kit 15gp 2lb
>Pen based Scriveners kit with notebook Map books and water tight bag4gp 1lb
Letters of introduction, and office + Royal Intelligence core uniform Badge.
>Metal Cylinders x6 [6 Shells/Rounds each] X6 60gp [Self Crafted] 2.5lb
>Powder Tins (Horns) X 3 12gp 1.5lb
>Bag of pre-crimped Lead Shells x120 30gp 2lb
>Bag of Percussion Caps x 120 20gp --lb
>Fine Bedroll 5sp 5lb
>Fine Tent, small 10gp 20lb
>MW survival kit 50gp 5lb
>Elf Brandy (Bottle)2gp
>Blue Brandy (Bottle)2gp
>Iron Spike Throwing belts x 4 [Spikes small x6 As Thin Small Daggers] DMG 1d3+1 Range 10' /20' 4gp 2lb
>Small Folding stool, wood fabric 1gp 1/2lb
>Silk Rope 5lb 10gp
>Elf Tea set + Teas 20gp
>Money
Her Ladyship:
She was not born a lady she married into a Family to get the Title. She is now a widow, she suspects nemeses Master Boris Bru-Vain was behind her husband’s so called accidental death.