Drace Krennit

Liberte''s page

27 posts. Alias of WreckTall.


Classes/Levels

AC 22 Touch: 14 Flatfoot 18 HP: 9 Fort 3 Ref 4 Will 2

About Liberte'

Name: Liberte'

Male, Human (Empty Vessel), Psychic Warrior 1
CG Medium Humanoid (Human Subtype)

Str 14
Dex 18 +2 Race
Con 12
Int 12
Wis 14
Cha 11

Languages: Riedran, Quor, Common
Speed: 30
Senses:

Initiative: +6

BAB +0 CMB +2 CMD 16

Fort 3 Ref 4 Will 2

AC 18(22) (Armor 4, Shield 4*, Dex 4) Touch: 14 Flatfoot 14(18)

HP: 9 (1d8+1)

Combat:

Ranged

Longbow +4 1d8 (x3) 75 gp

Melee

Primary:
Short Sword +2 1d6+2 (19-20 x2) 10 gp

Secondary:
Short Sword +2 1d6+1 (19-20 x2) 10 gp

*Bite -1 1d8+1 (x2)

Powers:

Power Points:5
Favored class power bonus x1
*Path Power

0 Level At Will
Detect Psionics
Far Hand
My Light

1st Level
Force Screen*
Bite of the Wolf

Traits:

Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

Beast Bond
You share a close bond with animals.

Benefits: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

Unabashed Gall
Your total indifference to the law even as you're breaking it is such that those watching you are stunned.

Benefit(s): Whenever you commit an unexpected and outrageously unlawful act (such as knowingly destroying or stealing something) that would elicit a hostile response from another creature, you may attempt a Bluff check opposed by the opponent's Sense Motive check. If you're successful, you and any allies who were willfully expecting your unlawful deed may act in a surprise round. For each ally willfully expecting your unlawful deed, you take a cumulative –2 penalty on your Bluff check. If your Bluff check fails, there is no surprise round. Regardless of whether your Bluff check succeeds, you and any allies willfully taking advantage of your unlawful deed treat your initiative checks for the duration of combat as though you had each rolled a 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.

Feats:

Psionic Talent [Psionic]
Benefit: When you take this feat for the first time, you gain 2 power points.
Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1.

Two-Weapon Fighting (Combat)

Weapon Finesse (Combat)

Skills:

Adventuring Skills:

Acrobatics (Dex) 8 +1 Rank, +3 Class, +4 Dex
Autohypnosis (Wis) 6 +1 Rank, +3 Class, +2 Wis
Knowledge (psionics) (Int) 5 +1 Rank, +3 Class, +1 Int
Perception (Wis) 6 +1 Rank, +3 Class, +2 Wis
Ride (Dex) 9 +1 Rank, +3 Class, +4 Dex, +1 trait
Bluff (Cha) 6 +1 Rank, +3 Class, +2 Racial

Background Skills:

Handle Animal 5 +1 Rank, +3 Class, +1 Trait
Profession (gambler) 6 +1 Rank, +3 Class, +2 Wis

Class Traits:

Weapon and Armor Proficiencies

Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Powers Points/Day

A psychic warrior’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 Psychic Warrior. In addition, he receives bonus power points per day if he has a high Wisdom 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.

Powers Known

A psychic warrior begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. Choose the powers known from the psychic warrior power list. (Exception: The feat Expanded Knowledge does allow a psychic warrior to learn powers from the lists of other classes.) A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points. A psychic warrior 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 psychic warrior powers is 10 + the power’s level + the psychic warrior’s Wisdom modifier.

Maximum Power Level Known

A psychic warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power’s level.

Bonus Feats

At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, etc.). These bonus feats must be drawn from the feats noted as combat feats or psionic feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements (like levels in another specific class). These bonus feats are in addition to the feats that a character of any class gains every two levels. A psychic warrior is not limited to combat feats and psionic feats when choosing these other feats.

Psionic Proficiency (Ex)

A psychic warrior treats his base attack bonus as equal to his psychic warrior level for the purposes of requirements for psionic feats. Base attack bonuses granted from other classes are unaffected and are added normally.

Warrior’s Path (Ex)

At 1st level, a psychic warrior chooses a path to adhere to (listed below). When first taking a path, the psychic warrior gains one of the two powers associated with that path. Powers gained from a path do not count against his number of powers known. When manifesting this power, called a path power, the psychic warrior can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal. At 3rd level, the psychic warrior gains the second power from his path. All of the above benefits apply to this additional path power.

In addition, the psychic warrior gains one additional class skill, as noted in the path description.

Dervish Path

You are a whirlwind in combat. Your blades strike out faster than the eye can perceive, sending enemies reeling from your twin-bladed attacks.

Powers: Force screen, metaphysical weapon

Skills: Acrobatics, Bluff, Perform

Bonus Class Skill: Bluff

Trance: Beginning at 3rd level, while maintaining psionic focus, you gain a +1 competence bonus on attack rolls made when you wield two weapons. This bonus increases by 1 every four psychic warrior levels thereafter.

Maneuver: Beginning at 3rd level, you can expend your psionic focus as part of a full attack when you fight with two weapons to take a 5-foot step between your attacks, even if you have already taken a 5-foot step, but not if you have moved normally (such as by using hustle). At 8th level and every five psychic warrior levels thereafter, you gain one additional 5-foot step, but each of these 5-foot steps must be made after an attack in your full attack.

Racial Traits:

Ability Score Racial Traits: +2 to any single ability score, chosen at character creation.
Size: Medium Size
Type: Humanoid (Human Subtype)
Base Speed: 30'
Languages: Riedran and Quor. Bonus Languages: Common, Draconic
Naturally Social: +2 racial bonus on Bluff, Diplomacy and Intimidate.
Human-Looking: +2 racial bonus to Disguise to appear human.
Easily Possessed (Ex): Should an Empty Vessel be willingly possessed, the invader can maintain the Controller mode indefinitely.
Resist Exorcism (Ex): Should an Empty Vessel be willingly possessed and the invader is subject to an exorcism, any d20 rolls involved are rolled twice and the result most beneficial to the invader is taken.
Naturally Psionic: Empty Vessels gain the Wild Talent feat as a bonus feat at 1st level. If an Empty Vessel takes levels in a psionic class, he instead gains the Psionic Talent feat. When an Empty Vessel takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. This ability replaces Bonus Feat.
Skilled: Empty Vessels gain one additional skill rank per level

Inventory:

8 gp

2x short swords 20 gp
Longbow 75 gp
20 arrows 1 gp
Chain Shirt 100 GP
Light Horse 75 gp
Bit and bridal 2 gp
riding Saddle 10 gp

Kit, Fighter's

Price 9 gp; Weight 29 lbs.

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

background:
Liberte' was born Riedra in Sarlona to the cult of the Inspired He was raised to worship the Inspired as gods. His parents always seemed devout. His father Troy Desperto ran a tavern with a gambling parlor in the basement. Liberte' was drawn to the skill married with luck. He found it mare satisfying than any hymn or sermon.
Slowly he began to question his beliefs. He did not dare speak it aloud to anyone for fear of execution, like so many heretics before him. Little did he know his father harbored similar tendencies. Two days after his 17th birthday, Enforcers raided the bar, and took his father away. He had heard that the Enforcers had found forbidden writings, not that they needed an excuse or even proof.

His father was publicly executed by being roasted to death inside a brass bull. Hours of screaming followed by stone silence was Liberte's last memory of his father. It wasn't until later that Liberte' had learned his Mother had turned him in. She had a strange air of satisfaction regarding her husbands death. A man she supposedly loved and cherished for over 20 years.

Liberte' ran that very night, fueled by alcohol and mushrooms. Liberte' never stopped running, while keeping his mind cloaked with hallucinogens.