Sajan Gadadvara

Macawi Farstrider's page

80 posts. Alias of Pixie Rogue.


About Macawi Farstrider

Half-Giant Psychic Warrior (favored) 1

Description
40 years old
7' 9" tall
227 pounds

The man in front of you is remarkably tall, to the point that he has to duck through all but the tallest of doorways. His white teeth and bright green eyes stand out in stark contrast to his dark skin.

He is generally smiling, his emerald green eyes sparkling, but his expression turns grim when problems arise. When prepared for battle, he wears a massive sword at his side and has a large shield strapped across his broad shoulders. His large steel shield has the visage of a red-eyed jungle cat painted on it and small feather fetishes hung from the edges.

Some history:
The old medicine man bids Macawi to sit before him and hold the turtleshell bowl with both hands. "Hold it still, boy. I throw bones now." With that, the old man gathers small rods with carvings on their sides in his hands and tosses them into the bowl. "Don't move! Now I read!" He leans forward, his nose almost in the bowl, until Macawi begins to think he has fallen asleep.

The old man grunts, startling the boy. "You will not be as strong as your brothers, boy. You will not be as strong as your father was. But you will see much, do many things they cannot. Many lands you will see. I name you Farstrider.

Macawi left the old man's hut very proud of the reading, but his brothers soon beat that silly notion out of him and put him back to work carrying water - women's work. With no sisters, though, and with mother dead in childbirth, it fell to the least of the men - Macawi. Always Macawi.

The boy was angry. 'See much', he said. 'do many things they cannot', he said. It looks like I will carry water until I am too old to take a bride. I will always do women's work. I will uhnhn...

Macawi woke up in a tiny cage, strapped on the side of an elephant. Someone was in a cage on the other side, but he could not see who. In fact, he never did. He spent himself that first day trying to break out of the cage, trying to worry the ropes until they failed, trying to find a loose bar. There were other elephants, other cages, behind him and before him - too many to count because he could not see them all. His captors - humans wearing the same clothes, all looking alike - brought him water a few times and they spoke to him, but their words were like gnats, flitting around Macawi's ears but never stopping to rest. He could not understand - they have questions, but he did not know what. He had questions, but they did not know what. Finally, exhausted, he fell into a fitful sleep, the elephant keeping its plodding pace the entire time. All he knew is that the old man had lied. And he was very hungry.

When he awoke, he felt the sun hot on his face. He realized that the rhythm of the elephant's walk was no longer there. Opening one eye slowly, he saw that his cage was on the ground. In front of him were two men, one wearing the clothes like the ones that gave him water and a strange thing on his head with a tail growing out if the top. The other man wore shiny, sparkly clothes. The man with the head-tail seemed unhappy. The shiny man seemed to be calming the other man down. Then the shiny man made some strange shapes with his hands while he was speaking and the other man suddenly stood very straight and stopped talking.

Shiny Man asked a question and offered a small sack to Head-Tail Man, who nodded and walked away. Shiny Man walked over to Macawi's cage, squatted down and said something. Macawi just stared back at him. Shiny Man made more hand-shapes and said something else. Then he said, "What is your name, young man?" With a visible start, Macawi realized the man could speak to him! Hesitantly, he answered, "Macawi of the Flame Panthers. I was taken from my tribe."

Smiling, the man nodded, "Yes, I know. I cannot get you home, but I can get you from here. We need to leave quickly before that one regains his senses." As he begins to study the cage door, he adds, "Tell me, how old are you?" The man did something - Macawi later learned the strange hand-shapes and funny words were magic - and the cage door sprung open.

Cautiously pushing the door open, Macawi crawled out, stretching cramped muscles. Standing up straight, the boy was a full four inches taller than his rescuer. "Macawi not know. Remember 12 summers." The man stepped back in surprise at the boy's height. "Well! You are big one, aren't you? Macawi, is it? Pleased to meet you, I am called Anders. My magic will only let us speak for a short time, so let's get going, shall we? We need to get you some clothes, but first we must get away from here before the Aspis flunky returns." With that, he leads the boy into a chaotic bazaar of tents where the shouting of voices and bleating of animals was almost enough to overwhelm him.

Over the next couple of hours, Anders led Macawi through the marketplace, purchasing him some silk clothes so that he would look like Anders' personal porter and stopping to pick up Anders' trunk from the inn. Soon, Macawi found himself standing at the wharf, surrounded by bustle, staring at more water than he had ever seen in his young life.

When Anders indicated that he should walk up the narrow bridge to one of the floating buildings, Macawi nearly bolted into the crowds. Somehow, Anders convinced him that it would be all right - Macawi still thinks that he used more of his magic on him - and Macawi stepped aboard a ship for the first time in his life.

Over the following weeks, Anders used his magic often to speak with the boy and Macawi slowly learned to use Anders' words. All these years later, it's still obvious that it is not his first language, but part of that is Macawi's indifference - all he cares is to understand what others say, he's not terribly concerned with being understood.

Anders was associated with the Pathfinder Lodge in Absalom, the City at the Center of the World, but he rarely stayed there. His work and his Desnan devotion kept him on the road and, after their initial meeting at the market that day, kept Macawi on the road with him.

One day, Anders told Macawi, "You know, I did not find you at the market by accident that day. I was looking for you." At Macawi's confused look, he added, "Well, I did not know it was you, but who I sought turned out to be you. Oh, this is not making sense - let me start at the beginning, as I so often tell you to do. Two nights before I found you in the slave cages, I had a dream that felt like it came directly from the Song of the Spheres, may she always guide my path. In the dream, I was instructed to look for and purchase 'the caged panther' at the market. I spent the entire next day looking throughout the marketplace for a man that was selling a black panther - the dream did not say the panther was to be black, but I just knew in my heart that it would be so - but there was no one. Odd thing, I could not even find anyone selling animals more exotic than hounds and horses - there's always someone selling some creature you've never seen before!" He paused to sip his water, "Anyway, that night, I received a second dream. I saw a panther - black," he noted with some satisfaction, "watching me from some bushes. It's eyes burned like coals. As I watched, it changed, as things in dreams often do, to an image of the same cat on an enormous shield. Then the man behind the shield moved it aside and peered at me. That man, my friend, was you. Of course, I had no idea you were still little more than a child - you were so tall already! Then the seller, Guerren, did not want to part with you for the meager gold I had available because he knew he could fetch a great price for a giant-child. I 'convinced' him that what I offered was worth much more than he originally believed, and we hurried to get on the next ship possible before he realized he'd been duped.

"My friend, you have seen more of the world than most at my side, and you have been a valuable ally on many occasions, but I know little of you. I've never tried to take you to your original home because I feared we would meet Guerren and his memory would be stronger than his restraint. I'm becoming old and am nearly ready to retire - would you have me take you back to the Expanse before I do?"

Macawi looked at his old friend - his only friend - for a long time. Finally, when Anders began to ask again, he held up a huge hand to stop him. "Macawi understand. Macawi not tell Anders. There was nothing for Macawi in home. Was time for Macawi to leave, but Macawi did not know. Star-woman, your Desna, told medicine man that Macawi would travel far, see much. She send slaver, send Anders, so that Macawi could leave." The half-giant shrugs his big shoulders, "Not-home is where Macawi should be. I will stay with Anders."

Work in progress...

Initiative: +1 [DEX]
Senses: Perception +7, Low-light vision

Speed: 30' (20' in armor)

DEFENSE:

AC 18, touch 11, flat-footed 17 (dexterity +1, armor +5, shield +2)
Note: defensive precognition power provides +1 insight bonus to AC for 1 minute when not flat-footed

Scale Mail +5 armor, +3 Max Dex, -3 ACP = -4[armor]+1 [trait]

17 hp (8 [1d8, psychic warrior]+2 [CON]+6 [feat]+1 [favored])
Wounds 6 Temp hp 0
Note: vigor power grants 5 temporary hit points

Saves:
Fort +4 (+2 [psychic warrior]+2 [CON]
Ref +1 (+0 [psychic warrior]+1 [DEX]
Will +3 (+0 [psychic warrior]+3 [WIS]
+2 vs fire-based spells and effects [racial]
Note: defensive precognition power provides +1 insight bonus to saves for 1 minute when not flat-footed

OFFENSE:

Base Attack +0
CMB +4 (+0 [BAB]+3 [STR]+1 [size])
CMD 15 (10 [base]+0 [BAB]+3 [STR]+1 [DEX]+1 [size])

Melee Large longsword +3 (2d6+3, 19-20/x2) 8#, 30 go
Melee Large heavy shield bash +3 (1d8+3, 20/x2), 40 gp

Ranged Large javelin +1 (1d8+3, 20/x2) - 30' range, 4# each, 2 gp each

ABILITIES & LANGUAGES:

Ability scores: 20-pt buy: STR 16, DEX 12, CON 14, INT 9, WIS 16, CHA 11

Languages: Common, Polyglot

FEATS & TRAITS:

Feats: Psionic Talent [1st, racial bonus], Psionic Body [1st], Psionic Weapon [1st, class bonus]
Note:Psionic Proficiency (treat BAB as = CL for qualifying for psionic feats)

Traits: Armor Expert [combat], Budding Mentalist [campaign]

SKILLS:

Skill points: 4 [psychic warrior]-1 [INT]+0 [favored]

Class skills: Acrobatics, Autohypnosis, Climb, Craft, Knowledge (psionics), Perception, Profession, Ride, Spellcraft, Survival [path bonus], Swim.

Acrobatics +0 = 1 [rank]+3 [class]+1 [ability]-2 [armor ACP]-3 [shield ACP]
Autohypnosis +3 = 0 [rank]+0 [class]+3 [ability]
Climb -2 = 0 [rank]+0 [class]+3 [ability]-3 [armor ACP]-2 [shield ACP]
Craft -1 = 0 [rank]+0 [class]-1 [ability]
Knowledge (psionics) -1 = 0 [rank]+0 [class]-1 [ability]
Perception +7 = 1 [rank]+3 [class]+3 [ability]
Profession +3 = 0 [rank]+0 [class]+3 [ability]
Ride -4 = 0 [rank]+0 [class]+1 [ability]-3 [armor ACP]-2 [shield ACP]
Spellcraft -1 = 0 [rank]+0 [class]-1 [ability]
Survival +11 = 1 [rank]+3 [class]+3 [ability]+4 [racial]
Swim -2 = 0 [rank]+0 [class]+3 [ability]-3 [armor ACP]-2 [shield ACP]

POWERS:

Power Points: 5 = 1 [class]+1 [ability bonus]+2 [Psionic Talent feat]+1 [trait]
Powers Known: Vigor [path], Defensive Precognition [1st]

GEAR:

Starting funds 175 gp
Combat Gear none
Other Gear Large Longsword (30 gp, 8 lb), Large Heavy Steel Shield (40 gp, 30 lb), Scale Mail (50 gp, 30 lb, -3 ACP), 3 Large Javelin (3x4 gp, 3x4 lb), = total (132 gp, 80 lb)

Backpack and contents:
Waterskin (1 gp, 4 lb), Backpack (2 gp, 2 lb), Trail rations (4 days, 2.0 gp, 4 lb), Bedroll (0.1 gp, 5 lb) = total (5.1 gp, 15 lb)

Belt pouch and contents:
Flint and steel (1gp, 0 lb), Belt pouch (1 gp, 0.5 lb) = total (2 gp, 0.5 lb)

Encumbrance 95.5 lb + coin (35 gp, 9 sp, 0 cp)
Light Load 76
Medium Load 77 - 153
Heavy Load 154 - 230

Warrior's Path: Survivor Path

Proficient with simple and martial weapons, light, medium, and heavy armor, and shields (excluding tower shields)

====================================================

Racial traits:

Half-Giant on d20pfsrd.com
+2 Wisdom, +2 Strength, –2 Dexterity: Half-giants are tough and intuitive, but not too nimble.
Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race.
Medium: Half-giants are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-giants have a base speed of 30 feet.
Low-Light Vision: Half-giants can see twice as far as humans in conditions of dim light. See Vision and Light.
Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.
Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger.
Naturally Psionic: Macawi receives Psionic Talent as a bonus feat at 1st level.
Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant’s level (minimum 1st). The DC for this power is equal to 10 + the power’s level + the half-giant’s Charisma modifier.
Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Survivor: Half-giants gain a +4 racial bonus to Survival checks.
Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, and Ignan.

Psychic Warrior:

Psychic Warrior on d20pfsrd.com
Where the psion spends his days studying the intricacies of psionic power and unlocking the mysteries of the mind, others choose to use their internal power to augment their physical form. These psychic warriors use their psionic potential as a way to improve their natural abilities, becoming fierce and deadly in their chosen path.

Role: The Psychic warrior’s path determines his strengths and weaknesses within a party. Whether he is the epitome of unleashing the beast within, or a stealthy combatant who strikes from the shadows, the Psychic warrior’s primary focus is typically battlefield control and dealing or blocking damage.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 5d4 × 10 (average 125gp)

Class Skills
The Psychic warrior’s class skills are Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Int), Knowledge (psionics) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str).

Skill Ranks at each Level: 4 + Int modifier.

Table: Psychic Warrior
Level Base Attack Bonus Fort Save Ref Save Will Save Special Power Points/Day Powers Known Maximum Power Level Known
01 * BAB:+00 * Save:+02/+00/+00 * PP:001 * Powers:01 * Max Power:1st * Features:Bonus feat, psionic proficiency, warrior’s path
02 * BAB:+01 * Save:+03/+00/+00 * PP:002 * Powers:02 * Max Power:1st * Features:Bonus feat
03 * BAB:+02 * Save:+03/+01/+01 * PP:004 * Powers:03 * Max Power:1st * Features:Expanded path
04 * BAB:+03 * Save:+04/+01/+01 * PP:006 * Powers:04 * Max Power:2nd * Features:Path skill
05 * BAB:+03 * Save:+04/+01/+01 * PP:008 * Powers:05 * Max Power:2nd * Features:Bonus feat
06 * BAB:+04 * Save:+05/+02/+02 * PP:012 * Powers:06 * Max Power:2nd * Features:Martial power
07 * BAB:+05 * Save:+05/+02/+02 * PP:016 * Powers:07 * Max Power:3rd * Features:Path skill
08 * BAB:+06 * Save:+06/+02/+02 * PP:020 * Powers:08 * Max Power:3rd * Features:Bonus feat
09 * BAB:+06 * Save:+06/+03/+03 * PP:024 * Powers:09 * Max Power:3rd * Features:Secondary path (powers)
10 * BAB:+07 * Save:+07/+03/+03 * PP:028 * Powers:10 * Max Power:4th * Features:Path skill
11 * BAB:+08 * Save:+07/+03/+03 * PP:036 * Powers:11 * Max Power:4th * Features:Bonus feat, secondary path (trance, maneuver)
12 * BAB:+09 * Save:+08/+04/+04 * PP:044 * Powers:12 * Max Power:4th * Features:Twisting path
13 * BAB:+09 * Save:+08/+04/+04 * PP:052 * Powers:13 * Max Power:5th * Features:Path skill
14 * BAB:+10 * Save:+09/+04/+04 * PP:060 * Powers:14 * Max Power:5th * Features:Bonus feat
15 * BAB:+11 * Save:+09/+05/+05 * PP:068 * Powers:15 * Max Power:5th * Features:Pathweaving (1/day)
16 * BAB:+12 * Save:+10/+05/+05 * PP:080 * Powers:16 * Max Power:6th * Features:Path skill
17 * BAB:+12 * Save:+10/+05/+05 * PP:092 * Powers:17 * Max Power:6th * Features:Bonus feat
18 * BAB:+13 * Save:+11/+06/+06 * PP:104 * Powers:18 * Max Power:6th * Features:Pathweaving (2/day)
19 * BAB:+14 * Save:+11/+06/+06 * PP:116 * Powers:19 * Max Power:6th * Features:Path skill
20 * BAB:+15 * Save:+12/+06/+06 * PP:128 * Powers:20 * Max Power:6th * Features:Bonus feat, eternal warrior

Weapon and Armor Proficiency: 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).

Power 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.

Expanded Path: At 3rd level, the Psychic warrior expands his understanding of his chosen path. From this point on, he can use the Trance and Maneuver associated with his chosen path.

Path Skill: At 4th level, the Psychic warrior gains a +2 bonus to one skill associated with a path he is on. Every three levels thereafter, he can choose to increase the bonus to one of his path skills by +2 (to a maximum of +6 for any one path skill). This may be a skill he has already chosen or a new skill associated with a path he is on.

Martial Power: At 6th level, if the Psychic warrior makes a melee attack, he can manifest one of his path powers as part of that attack action. The power takes effect immediately after the attack has been finished. Touch range powers are transmitted through the melee attack to the attacked target.

Secondary Path (Ex): At 9th level, the Psychic warrior gets to choose a second warrior’s path. He chooses one of the path powers available from his new list. The Psychic warrior may only have two path powers in total from a single given path.

At 11th level, the Psychic warrior can choose to use the Trance and Maneuver from his second warrior’s path, but may only benefit from one Trance at a time.

Twisting Path (Ex): At 12th level, as a swift action while maintaining psionic focus and using a Trance, the Psychic warrior can change to the Trance of his other path.

Pathweaving (Su): At 15th level, as long as the Psychic warrior maintains psionic focus, once per day he can gain the benefits of both of his Trances for up to 5 minutes. Activating this ability is a free action. Every third level thereafter, the Psychic warrior can use this ability an additional time per day.

Eternal Warrior (Su): At 20th level, once per day as a free action, the Psychic warrior can enter into a very powerful Trance. As long as he maintains psionic focus, for up to 5 minutes the Psychic warrior adds his Wisdom modifier to his attack rolls, damage rolls, AC, skill checks, ability checks, saves, and initiative, and he increases his speed by +5 feet for every point of his Wisdom modifier. These benefits stack with those that might be granted by his active path’s Trance (or both paths, if using Pathweaving).

Survivor Path:
You are capable of surviving in harsh environments and enduring deadly assaults. You recognize the power of the body’s ability to overcome even the most deadly of afflictions.
Powers: Catfall, vigor
Skills: Autohypnosis, Heal, Survival
Bonus class skill: Survival
Trance: Beginning at 3rd level, while maintaining psionic focus, you gain DR 2/-. This damage reduction improves by 1 every four psychic warrior levels thereafter. In addition, you suffer no harm from being in a hot or cold environment. You can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. Your equipment is likewise protected. This doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Maneuver: Beginning at 3rd level, you can expend your psionic focus as an immediate action to be treated as having the Mettle ability until the beginning of your next turn. At 7th level and every four psychic warrior levels beyond, you gain a +1 competence bonus to Will saves when using this maneuver. In addition, at 11th level, when using this maneuver, you are treated as having the Improved Mettle ability.

Mettle (Ex): You are able to resist effects with great willpower of fortitude. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack.
Improved Mettle (Ex): You are incredibly resistant to affects that assault the body or mind. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack. If you fail the save, you instead suffer the partial effect.

Budding Mentalist trait:
You have discovered the latent potential of your own mind, but have yet to fully tap that power. The mysterious forces within the Red Redoubt might provide some means for you to further explore and advance that understanding – it is said that creatures from beyond the stars often have bizarre mental powers. You gain a reserve of one power point and are considered a psionic character. However, unless you have a psi-like ability, levels in a manifesting class or power points from some other source (such as the Wild Talent feat), your control over this ability is weak – you may only gain psionic focus once per day. If you do have a power point reserve already, this trait instead increases that reserve by 1.

Gear:

Starting Wealth 125 gp

Large longsword 30 gp
Large Heavy Steel shield 40 gp
Hide Armor 15 gp
Large javelin (x3) 6 gp total

Remaining gold: 34 gp

Rewards:

Experience points: 534

267 Augmented guards
267 Burning skeletons