The Sand Sage

Naajy Singh's page

246 posts. Alias of pauljathome.


Full Name

Naajy Singh

Race

Init +1 | Perception +8

Gender

Sensitive Esper | HP 18(9 NL) /22 | Fort +2, Ref +2, Will +7 :: Haamid HP HP 17 (6 NL)/17 AC 17

About Naajy Singh

Naajy 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.
He has led a life of great wealth, a life almost completely sheltered from the harsh realities affecting many of his countrymen. Educated at Eton and Oxford he returned to India at the outbreak of World War 1. Although a Major in the Dogra Regiment this position has been almost entirely honorary and he has essentially no actual military training or duties. He is officially in charge of a supply installation, a post that has made his lack of presence on the battlefield socially acceptable.

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.
Personality: Hide

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 does believe that he is leading the ascetic life that some of his teachers have prescribed but they likely wouldn't agree. Yes, he has given up alcohol and meat but he still eats fine meals generally prepared by his Gentlemans Gentleman.

He IS genuinely seeking knowledge about his powers and the world about him.

Stats:

Human Sensitive 1
Medium humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +9
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Offense
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Speed 30 ft.
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Statistics
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Str 7, Dex 12, Con 12, Int 16, Wis 21, Cha 12
Base Atk +0; CMB -2; CMD 9
Focused Study (Appraise)
Skills Appraise +12, Bluff +8, Diplomacy +8, Handle Animal +7, Knowledge (arcana) +9, K Nature +9, K Dung +9, K Planes +8, Linguistics +7, Perception +12, Sense Motive +11, Survival +11
Traits - reflavoured seeker (+1 trait perception, class skill)
Extremely Fashionable
Feat - Extra ESP ability. Bonus feat replaced by Focused Study, Extra ESP, Point blank shot, Precise Shot
Languages Hindi, English, Celestial, Nepalise, Tibetan, Chinese
SQ nature bond (tiger named Haamid)
Intuition 1d20+5+3+3 (+11), 4 times a day
Intuition for ESP = +13, no limit on number of times per day
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Special Abilities
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Sensitive Talents
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
faith (level 3) - Swift or immediate action add +5 to pretty much any D20 roll by self or ally within line of sight

ESP Talents
Most done off Intuituion at +13
ESP - Mesmerism (bluff check)
- Psychometry (appraise) - From feat.
Distant Viewing (L2)

Haamid (his Tiger companion):

N Medium animal
Init +3; Senses low-light vision, scent; Perception +2
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Defense
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AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 17 (3d8+3)
Fort +4, Ref +7, Will +3
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Offense
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Speed 40 ft.
Melee bite +6 (1d6+2), 2 claws +6 (1d4+2)
Special Attacks rake (2 claws +6, 1d4+2)
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Statistics
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Str 14, Dex 18, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +2; CMD 15 (19 vs. trip)
Feats Weapon Finesse
Tricks Attack, Come, Defend, Down, Heel, Perform, Stay
Skills Acrobatics +3 (+7 to jump), Climb +5, Swim +5
SQ attack, come, defend, down, heel, perform, stay
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Special Abilities
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Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perform [Trick] The animal will perform tricks.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stay [Trick] The animal will stay where it is.

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]
[dice=claw]1d20+6[/dice] for [dice=damage]1d4+2[/dice]
[dice=claw]1d20+6[/dice] for [dice=damage]1d4+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.
He normally wears very good clothing (including a good watch and some personal jewelry).

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
one was ever badly damaged when touching the object), you then gain information on the creature who has been in contact with it the longest over the past year . Then whoever touched the object last .
Then whoever created it . Then anyone else with a relationship to the object, in an order determined by the GM .

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
to gain a glimpse of that creature (see Distant viewing, above) .

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
with the client’s loved one . Sylvia makes an Appraise check to use her psychometry, and gets a total of 26. This gives her the same information about the rock she would gain with a Knowledge (dungeoneering) check, allowing her to identify the type of rock and
its geographic origin. She also has a chance to learn something about creatures who have touched the rock . The GM knows the rock was in a miner’s hand when he died, and that miner was a CR 1 commoner, so to learn about this creature is a DC 11 (10 +1 CR)
check, and an additional detail for every 5 she exceeds that . Sylvia learns the rock was held by a humanoid that was badly injured, knows she’d recognize the frequency of the humanoid if she
encounters his touch through psychometry with other objects, and that the creature had no special strengths or weaknesses .

Since she learned everything about the first creature, she also has a chance to learn about the creature with the second most important
relationship to the rock . To do this, she takes a -5 penalty to her original psychometry skill check (going from a 26 to a 21), and compares that to the DC needed to learn about that creature . As it
happens, for most of the time since the miner’s death, the rock has been in the possession of a monstrous CR 9 delver, who killed the miner . The check to learn about that creature is DC 19 (10 + CR
9), less than her new total of 21, so she discovers the creature that possessed the rock for most of the past year is an aberration, but she does not gain any additional information . This means she does not learn about any other creatures with relationships to the rock, and if she uses psychometry on another object touched by the delver, she won’t be sure the impression she is getting is the same aberration .

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
Identify object As appropriate Knowledge check DC
Identify object’s ESP frequency Knowledge check DC +10
First creature’s type, and its 10 +CR
relationship to the object
First creature’s ESP frequency 15+CR
One strength or weakness of the 20+CR
first creature
Each creature after the first -5 to check against above CRs

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
check to realize you are intently focused on your target (and if your target begins acting in an obviously unusual way, such observers may conclude you are responsible, even if they do not
know exactly how) .

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
makes a Will save (DC 10 +1/2 your total Bluff bonus) to realize you are somehow attempting to alter its perception of reality .

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 gets a gut assessment of the social situation, such as the feeling from another’s behavior that something is wrong, such as when talking to an impostor. Alternatively, the sensitive can get the feeling that someone is trustworthy. This acts as if the sensitive had made a successful Sense Motive check to gain a hunch.

*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
identify it. As with the above option, this information should be given to the sensitive confidentially by the GM and not shared with other players.

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.