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About Naajy SinghNaajy Singh, the fourth son of Marahajah Pratap Singh of the Jammmu and Kashir province in India, is a Sensitive ESP with a young tiger as his animal companion. Background:
As a member of the ruling family Naajy has been trained in the courtly graces. However his lowly position in the hierarchy means that he will almost certainly never rule and he has therefore been given a great deal of freedom to pursue his own interests.
For as long as he can remember, Naajy has had an almost preternatural awareness of the world around him. He has taken advantage of the wealth and status afforded to him by his birth to study under several wise men in order to better hone these abilities. His travels and studies in the exotic have taken him to Nepal, Tibet and China. He HAS managed to learn a fair bit about the occult and hidden nature of the world in his studies (Knowledge Arcana and Use Magic Device as class skills) It was a year ago, on a trip to Nepal, that he met what has become his best friend, a Siberian tiger. While studying at a Lammisary he woke one night, disturbed for no reason that he could fathom. Despite it being the middle of the night, despite the cold, he found himself leaving the monestary and going several miles. There in the snow he found a dead tigress who had apparently been hit by a bullet. She had managed to make it back to her lair and then died from her wounds. Sheltered by her body but in dire distress was a tiger cub that Naajy named Haamid. Since that day the two have been inseparable friends.
Appearance:
Naajy is a young man of 25 who is generally impeccably dressed and well groomed. A Sikh, he habitually wears his hair held back by a Kanga and concealed under his Dastar. He always carries an ornate Kirpan and a Kara. His Kachera is of fine silk.
Largely good natured and compassionate he doesn't realize how entitled he actually is. Its not his fault, really. He's always led a sheltered life, he's always been something of the spoiled baby.
He IS genuinely seeking knowledge about his powers and the world about him. Stats:
Human Sensitive 1
ESP Talents
Haamid (his Tiger companion):
N Medium animal
Bot me:
[dice=Shoot]1d20 + 3 + 1[/dice] for [dice=damage]1d10 + 1[/dice] [dice=bite]1d20+6[/dice] for [dice=damage]1d6+2[/dice]
Equipment:
I have no real idea how to handle this. What he has varies a lot by the circumstances a the campaign start.
If he is "roughing it" by being at a monestary or the like he'd have things like a flashlight with extra batteries, a pistol, good camping equipment, binoculars, etc. He'd frequently have a good riding horse. And, of course, a valet in civilized quarters. Together with lots of extra clothing. He does NOT travel light in general. He is virtually always carrying the 5K's of a Sikh. All very well made although probably not M/W in a game mechanical sense. There is a pack containing the equipment for his tiger. Extra food, a training harness, some toys and the like. Obviously how much of this he'd actually have on him is going to depend immensely on the circumstances of how he makes it to Golarion.
Psychometry:
You can touch an object and pick up echoes of ESP vibrations left by creatures that have interacted with it . This allows you to make an Appraise check to learn information about the object as if you had made an appropriate Knowledge check with the same total . If you exceed the DC of this check by 10, you learn the object’s ESP frequency. You can also determine the object’s true value and if it has any magic properties (as the rules for the Appraise skill) . You may also gain information about creatures that have been in physical contact with the object. You apply your psychometry check to the first creature you can gain information about (see below) . If you gain all the information possible about that creature, reduce your total check by 5 and apply it to the second creature you might gain information about (see the Table 4-3: Psychometry Information, below) When determining what creatures you gain information about, who you learn about, and in what order, is determined by their relationship to the object. You first gain information about the last creature to be seriously injured (down to 50% or less of its hit point total) when in contact with the item . If you make a check by enough to learn all the details you can about that person (or if no
Making multiple checks against the same object does not give you new information – whatever you pick up on your first psychometry attempt represents all the ESP impressions you can pick up . However if you successfully determine a creature’s ESP frequency, you recognize that creature’s impression on any other object it has touched . You can also attempt to make a distant viewing check
For example, Sylvia Deezy is a con artist who claims to be able to speak to the dead… but she truly does have the power of psychometry. A client gives her a hunk of rock to use as a focus to communicate
Since she learned everything about the first creature, she also has a chance to learn about the creature with the second most important
Any defense that is effective against, or prevents, magic scrying is also effective against, or prevents, psychometry . TABLE 4-3: Psychometry Information information Psychometry DC
Mesmerism (su):
You can send false information into the mind of a target, causing it to believe something that isn’t true . This allows you to make Bluff checks to deceive (rather than to feint or send secret messages) at range against a target you can see. You do not have to speak to or share a language with your target, though it must have an Int of 2 or greater . Using mesmerism is a standard action, regardless of how complex a lie you attempt to convince your target is true . If you attempt to convince a target of the falsehood of something it can directly observe (such as claiming you are holding a banana, rather than a gun), the target may choose to resist your Bluff check with a Perception check (rather than a Sense Motive check) . You suffer normal penalties for attempting to convince your target of unlikely or impossible lies, but gain no bonus for having proof of your lie . Mesmerism has no obvious visible or audible effects . Someone observing you may make a Perception check opposed by your mesmerism
While you are not dependent on language, trying to use mesmerism on a radically different mind is difficult. When attempting mesmerism on a creature of a different type than you, you suffer a -4 penalty . If your Bluff check against a target is successful, it is unaware that you influenced it (though a target can later contemplate its behavior, and how you benefited from it, and conclude you are somehow responsible) . If your Bluff check fails, the target
Sensitive Intuition:
Intuition (Ex): A sensitive has a very strong sense of how things are “supposed” to work, act, and relate to one another. As a result, the sensitive is often able to perform complex or specialized tasks without the background or training normally required to do so. A number of times per day equal to half her class level plus her Wisdom modifier, a sensitive may make an intuition check (1d20 + class level + Wisdom modifier +3) in place of a skill check. This acts as a skill check with the same DC for success as if the sensitive was trained in the appropriate skill. Only skill checks completed using a full round action or less may be replaced by an intuition check, and such checks still require the proper tools to perform them Alternatively, a sensitive can use intuition to get a hunch, an inexplicable feeling for how one event, creature, or item works.
*The sensitive learns information about one creature of object as if she had studied it for 3 rounds with any 2 of the following spells: detect chaos, detect evil, detect good, detect law, detect magic. This information should be given to the sensitive confidentially by the GM and not shared with other players. The sensitive cannot use specifics to explain this intuition to other characters or players, instead making vague statements such as “I don’t trust them,” or “I think this has some connection to dead people.” *Gain information about a creature or item as if the sensitive had made the appropriate Knowledge skill check with a result of 20 + level + wisdom modifier. If the sensitive is aware an object or effect is magic, this can be used in place of a Spellcraft check to
Intuition does not translate as a legal truth, and will not stand up in a court of law—it is obvious to the sensitive alone. Finding proof of an intuition requires additional work.
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