About Le' Za-Deen, skulking menaceSpoiler:
Le' Za-Deen
Male, Zabrak, Inquisitor(sanctified slayer)_1 Dark, Medium, Humanoid Init +3; Perception +7 -------------------- Defense -------------------- AC 14, Touch 13, Flat-footed 11 [+3 dex, +1 armor] hp 8 wp 28 thr 14 Fort +6, Ref +3, Will +7* *+2 vs. charm and compulsion effects via focused disciple trait -------------------- Offense -------------------- Speed 30 ft. Melee Longstaff: +[2] (1d8/20x2), double, reach. Ranged Discblade: +[3] (1d6/19-20x2), 30ft [/b] -------------------- [b]Magic -------------------- Caster Level 0; MSB +1; MSD 12; Concentration +X Tradition (Easy focus, somatic, somatic); CAM (Casting Ability Modifier -Wis) Force Points 4 Telekenisis - CL 0; DC 13; Duration (As applicable, inc. Concentration, extended existence from class abilities, and length if a spell point is spent); Range (Long, Medium, Close, Touch in that order, inc. feet measurement); Talents (Powerful TK, Call to hand); Drawbacks (None sphere-related) - Telekinesis (Powerful Telekinesis, Call to hand) - Sustained force - Hostile lift (Powerful Telekinesis) - Bludgeon - Catch (Powerful Telekinesis, Call to hand) -------------------- Statistics -------------------- Str 12, Dex 16, Con 14, Int 14, Wis 17, Cha 07 Base Atk +0; CMB +2; CMD 15 Feats •extra talent (powerful TK) 1st •iron will race •great fortitude race Traits •poverty-stricken •focused disciple Languages •basic Skills •astrogation_+7 •pilotstarfighter/shuttle_+7 •force use_+7 •stealth_+7 •survival_+7 •heal_+7 •sense motive_+7 •knowledgelocal_+6 Other Gear -------------------- Special Abilities -------------------- Law Domain (Archon) Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Stern Gaze(Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). Monster Lore(Ex):The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Studied TargetA slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. Telekinesis [Core] As a standard 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.
Your telekinesis is simple and cannot perform dexterous actions (tying a knot, opening a book, turning a key, etc.). Any object you control with telekinesis has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier. You gain the following special uses of telekinesis when you gain this sphere:
You may, 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.).
You may spend a spell point 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.
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.
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.
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