Amiri

Miho's page

28 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Miho

Race

Human

Classes/Levels

Psychic warrior 1

Gender

F

Age

26

Alignment

Chaotic good

Languages

Common,

About Miho

Max HP:8 Current HP:8
STR 9(-1) DEX 15(+2) CON 11 (+0) INT 10 (+0) WIS 15(+2) CHA 11 (+0)

Defense

AC: 15 =10+ dex (2)+ armor (2)+ Dodge (1)
Touch: 13
Flat footed: 12

Armor
Leather Armor

Offense
Speed: 30
BAB:+ CMB: + CMD: 1

Combat: (Metaphysical weapon +1 att/damage, magic/psionic)
Melee: Rapier +2 1d6-1 18-20
Melee: Punching dagger +2 1d4-1 19-20
Melee: War razor +2 1d4-1 19-20

Ranged: 3 Chakram +2 1d8 x2

Initiative +2

Fort: + 2 Reflex: + 3 Will: + 2

Special Abilities

Spoiler:

Psionic proficiency
Warrior's Path (Weapon master)
Bonus feat
Psionic Talent bonus
Sonic ray (1/day 1d6-1, ignores hardness, spend points to increase damage)
Outburst (-2 Int/Wis, +2 Str. 1point/rnd)
Inner rage (fuel outburst)
Flail Familarity
Psionic aptitude
Natural sailor

Languages: Common, Maenad

Skills: 4+Int+0=per level
Special: Concentration +
Acrobatics +6, Autohypnosis +6 , Climb -1, Craft +, Escape artist +2, Jump -1, Knowledge Nobility +, Knowledge Planes +, Knowledge Psionics +4, Linguistics +, Perception +6, Profession +, Sense motive +2, Ride +2, Spellcraft +, Stealth +2, Swim -1

Feats:
Dodge, Weapon finesse (Class bonus)*, Psionic Talent(race bonus)*,

Traits:
Deft Dodger

Growing up in a rough neighborhood or a dangerous environment has honed your senses.
Benefit: You gain a +1 trait bonus on Reflex saves.

Equipment (lbs)

Spoiler:

Wealth
pp gp sp cp
gems

Powers
Known: 1st-1 +path,
Metaphysical weapon (Path power), Biofeedback (DR 2/-)
Power points per day: 5

Used:

Capacity:

Spoiler:

Light: lbs. or less
Medium: lbs.
Heavy: lbs.

Background

Spoiler:

Personality

Spoiler:

Threnody's outer fascade is one of calm

Description

Spoiler:

either
Background

Spoiler:

Psionic feats

Spoiler:


Warrior's Path :
Spoiler:

Weaponmaster Path
You become one with your weapon and wield it with vicious strokes, cleaving enemies as if wheat before a scythe. Your weapon is an extension of your will and thus it is deadly.

Powers: Empty mind, metaphysical weapon

Skills: Acrobatics, Craft, Knowledge (nobility)

Bonus class skill: Knowledge (nobility)

Trance: Beginning at 3rd level, while maintaining psionic focus, you gain a +1 competence bonus on attack rolls made with a weapon (natural weapons do not count for this benefit). This bonus increases by 1 every four Psychic warrior levels thereafter.

Maneuver: Beginning at 3rd level, you can expend your psionic focus as an immediate action when an enemy attacks you to make a single melee attack against that enemy and then take a 5-foot step. The enemy’s attack is resolved before you take your action. At 8th level and every five Psychic warrior levels thereafter, you gain a +1 competence bonus on the attack and damage rolls made for this attack.

Details

Spoiler:

Inner Rage: Maenads are able to rage one additional round per day should they have the rage ability and they gain an additional round per day every odd character level. In addition to using these rounds for rage, maenads may use them to fuel their outburst, instead of power points.
Outburst: Maenads can dampen their mental processes for an increase in raw power called an outburst. As a result, they take a -2 penalty to Intelligence and Wisdom but gain a +2 bonus to Strength. The character must spend one power point at the beginning of each round during an outburst and may stop an outburst at any time.
Maenad Psionics: Maenad gain the following psi-like ability. 1/day—energy ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. The manifester level is equal to 1/2 Hit Dice (minimum 1st). The DC for this power is equal to 10 + the power’s level + the maenad’s Charisma modifier.
Autohypnosis
You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities.
Check: The DC and the effect of a successful check depend on the task you attempt.
Action: Typically none. Making an Autohypnosis check usually doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively).
Try Again: Yes, for memorize and willpower uses, though a success doesn’t cancel the effects of a previous failure. No for the other uses.
Ignore Caltrop Wound
If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Autohypnosis check removes this movement penalty. The wound doesn’t go away—it is just ignored through self-persuasion.
Memorize
You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.
Resist Dying
You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour), you can substitute a DC 15 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the Constitution check in later rounds if you are initially unsuccessful.
Resist Fear
In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your Autohypnosis check meets or beats the DC for the fear effect, you may make an additional Will save with a +4 competence bonus to shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.
Tolerate Poison
You can attempt to resist the effect of any standard poison. Every time you make a saving throw against the poison, you make an Autohypnosis check. If your Autohypnosis check exceeds the DC of the poison, you receive a +4 competence bonus on your saving throw against the poison. This skill has no effect on the initial saving throw against poison.
Willpower
If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a standard action while at 0 hit points without taking 1 point of damage (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell). You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as normal when disabled.