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Nelon Sal Da Qill's page

3 posts. Alias of Johnny_Panic.


Full Name

Nelon Sal Da Qill

Strength 13
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 12
Charisma 10

About Nelon Sal Da Qill

Nelon Sal Da Qill
Image here
Sex Male Race (Alien Elan)
Classes:- Pison [Nomad](L2)
Description

Ht: 5' 3"
Wt: 88 lbs
Age: 17 Local
Hair: White
Eyes: Orange
Skin: White

CRUNCH:

20 point Buy
Str=12 [+1] [13][3p]
Dex=12 [+2] [14][5p]
Con=12 [+0] [10][0p]
Int=18 [+4] [18][10p][+2Race]
Wis=12 [+1] [12][2p]
Cha=12 [+0] [10][0p]

Offence

Movement"
Land 30'
Init+2 Perception +2 [item]
Unarmed strike TH+2 DMG1d3+1 x2 B+NL
Dagger [Thrown] TH+3 DMG1d3+1 x2 P
Dagger TH+2 DMG1d4+1 x2 S+P
Sap TH+2 DMG1d6+1 2 NL
Energy Splash RTA+2 Range 30'
MW Alien Psi-Blaster - RTA+5 DMG1d10 Range 90' 20x2
6 shot lode per 1PP spent to Charge
[Full round action to charge, Rounds are Force Energy Rounds/Setting Kill Harm, B or Stun NL]

CMB +4

Defence

Senses perception +2/+4 [Item]
HP [09/09] 2x(6)

AC12 T12 FF10 [10+2Dex]

power-Internal Armor 1 Hours
AC16 T16 FF15 [10+1Dex+4Power]

CMD =13 [10+1+0+2]

Saves
F=1 [+0class+1Con]
R=2 [+0Class+2Dex]
W=4 [+3class+1Wis]

As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.

+2 racial bonus to
Constitution checks to become stable and you
automatically succeed on a natural roll of 19 or 20.

--Focused--Powers--
+4 bonus on its saving throw against any power or powers used to read mind (such as read thoughts or mind probe).
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.

Feats and Traits

Feats:
Levels
1:Access Psionic Talents
Class Pison
1:Psicrystal Affinity
Item Psicyrtal
Alertnes
Improved Evasion

Proficiency Weapon's
Weapon: Baton AKA club, Commando Knife AKA Dagger, *Rifle AKA heavy crossbow , *Pistol AKA light crossbow , Quarterstaff, and Duelling Spear AKA ShortSpear.
Proficiency Armor:
None
Armor does not, however, interfere with the manifestation of powers.
[/ooc]

Traits

1:Focused Mind [Psionic Trait]
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

2:

3:‎Rich Parents +900Cr

Drawbacks
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.

2:

Special Abilities

[spoiler=Skills]

Skill Points [2+4]x2=[12]
+7 Acrobatics(+2dex,+1rank+3class)<
+4 Appraise(+4int, 0rank)
+5 Autohypnosis (+1Wis +1Rank +3Class)<
+0 Bluff (+0Cha +0Rank +0class)
+1 Climb(+1str, 0rank)<
+4 Craft[All](+4int, 0rank)<
+9 Fly (+2dex, +1rank +3class)<
+4 Disable Device (+4int, +0rank)
+0 Diplomacy (+0Cha +0Rank +0Class)
+0 Disguise(+0cha, +0rank)
+2 Escape Artist(+2dex, +0rank)
+1 Heal (1wis 0rank)
+2 Intimidate (+0Cha +0Rank +2Power)
+4 Knowledge (Dungeoneering)(+4int, +0rank)<
+4 Knowledge (Engineering)(+4int, 0rank)<
+4 Knowledge (Geography)(+4int, 0rank)<
+4 Knowledge (History)(+4int, 0rank)<
+4 Knowledge (Local)(+4int, 0rank)<
+4 Knowledge (Nature)(+4int, 0rank)<
+4 Knowledge (Nobility)(+4int, 0rank)<
+4 Knowledge (Planes)(+4int, 0rank)<
+4 Knowledge (Psionics/Arcana)(+4int, 0rank)<
+4 Knowledge (Religion)(+4int, 0rank)<
+4 Knowledge (Mathematics)(+4int, 0rank)<
+4 Knowledge (Science)(+4int, 0rank)<
+8 Knowledge (Technology)(+4int, 1rank)<
+4 Linguistics(+4int +0rank)
+1 Perception(+1wis, +0rank)
+1 Ride (+1Str 0ranks)<
+0 Perform (+0Cha 0Rank)
+7 Sense Motive(+1wis, +1rank +3class+2power)<
+2 Sleight of Hand(+2dex, +0rank)
+4 Spell/Psionic craft(+4int, +0rank +0class)<
+2 Stealth(+2dex, 0rank)
+1 Survival(+1Wis 0rank)<
+1 Swim (+1Str 0rank)<
+0 Use Magic/Psionic Device(+0cha, +0rank)

Concentration +11 (2ML+4INT+3Item+2trait)

< = Classfeat other Skill
Languages::
The most common languages and their speakers are as follows.
1: 'Slave'er' A Tongue, spoken by the slaves, food stock and slavers with in the Blood clan's Space Habitats.
2: 'Tecknia', Spoken and communicated buy constructs, robots and there technicians, highly complex and condensed Language. programming
3: Earth Common

Alien Race Tazza Elan:

The Tazza are a slaver race that make Slaves to order, their Elans are made from their own and other races.
Racial Traits

Ability score Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.
Aberrant Blood: Elans are of the humanoid (aberrant) subtype.
Medium: Elan are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elans have a base speed of 30 feet.
Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
Naturally Psionic:
Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
Resistance (Su):
Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su):
When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
Repletion (Su):
An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
Psionic Aptitude:
When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Languages:
Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Psion -> Nomad:

psion - Nomad

Hit Die: d6.

1th
BAB+1
SAVES +0/+0/+3
Discipline Abilityx2
Bonus feats,x1
Detect Psionics,
Discipline Talentsx2

Skill Ranks at Each Level: 2 + Int modifier.

Skills
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int).
Nomad (Psychoportation): Climb (Str), Fly (Dex), Survival (Wis), and Swim (Str).

Weapon and Armor Proficiency:
Psions are proficient with the club/sap, Dagger, heavy crossbow Rifle, light crossbow Pistol, quarterstaff, and shortspear. They are not proficient with any type of armor or shield.
Armor does not, however, interfere with the manifestation of powers.

Telepathy Discipline:
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Psychoportation

A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.

Discipline Talents (Ps)

Choose two powers from the following list:
burst, catfall, decelerate, detect teleportation.

As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. In addition, the effect of catfall only treats your fall as 20 ft. shorter than it is, and decelerate only reduces the target’s movement speed by 5 feet.

Nomad’s Step (Su)
At 2nd level, as long as you maintain psionic focus, as a standard action you may teleport to a location up to 15 feet away. You must have line of sight to the location and you can bring along possessions that amount to as much as a medium load. The distance increases by 5 feet every psion level thereafter.

Powers

6+2int+2Feat+2FC [12/12] PP/day
Powers known 5
Power level 1th
Max power spend 2pp
DC14 [ML+10+4int]
Powers Known

A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion 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 psion powers is 10 + the power's level + the psion's Intelligence modifier.

Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.

To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

Psion Discipline ability x2+1
1:Detect Psionics [no pp cost]
2:Cat Fall 20' [no pp cost]
3:Bust 10' 2R [no pp cost]

Talents: 5 DC15
1:Empathy 1mins
2:Far Hand 8rounds
3:psionic-repair
4:Energy Splash 65'
5:Conceal Thoughts 1Hours [Self Only no pp cost]

1st level powers 1pp DC16
1:energy-ray [1d6] range 25'
2:Inertial Armor +4AC 1Hours
3:
4:
5:

psicrystal:

Single-minded +3 bonus on concentration checks
psicrystals

Base stats

Psicrystal
A small crystal, about the size of a hand, walks on spidery legs and glows with an inner light.

Psicrystal Basics

Use the statistics for a psicrystal, but make the following changes.

Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).

Abilities: When its self-propulsion ability is not activated, a psicrystal has no Strength score and no Dexterity score.

Psycrystal CR -
XP 0
Diminutive construct (alignment as master)
Init +2 Senses Sighted 40 ft., Perception +6

DEFENSE
AC 19, 16 touch, 17 flat-footed (+2 Dex*, +4 size +3NA)
[28/28] hp ½ master’s
Fort --, Ref 5, Will 6 - * as master’s
saves Hardness 8

OFFENSE
Speed 30 ft., climb 20 ft.*
Melee -
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1*, Dex 15*, Con -, Int 9, Wis 10, Cha 10
BAB +0; CMB -9; CMD +3
Feats -
Skills Climb +10*, Perception +6, Stealth +6

Psicrystal Granted Abilities
The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a Speed of 0 feet and has no Strength score and no Dexterity score.)

SPECIAL ABILITIES
See links

GEAR/POSSESSIONS: :

Location On Persons:
Clothing: Alien Tattoo, see Below
Armor: None
Body: Psionic Tattoo, see Below
Legs L: Advance Airgun 2lb holster. Cr100 1/4lb Gun Scope $25
Legs R:
Feet: Combat Boots + Sheath + Knife Cr0.2
Eyes Active Smart Shade Goggles. Cr30
Wrist:
Ring L:
Ring R:
Feet: Combat boots 1lb

Belt:
X4 Air Slug Mags Cr20 2 lb

Pouch [1] 5Cr
Small note book and water proof case + pen Cr2 --lb
Signal whistle x8 Cr0.54 --lb

Small Back pack
X6 Bolt Mags $30 3 lb
Air gun Kit $15 1/5lb
Box of Slug Rounds [Air Gun] [50] $50 5lb
Muti-utinsel for eating Cr4
Omin Cumpuss
Short range communicator
DPA Tablet + Software.
Spare Sun Glasses.

Total Weight: l7bs. Light.

Carrying Capacity
light 0-50 lbs. or less 38lb light
mid 51–100 lbs.
Heavy 101–150 lbs.

Alien Items <Integrated>
Aannraa has a number of Eridian items integrated into her body

Psionic Crawling tattoo 220Cr
A Crawling psionic Tattoo made of fine silver filaments that seem to go into her flesh as well as over it.
It holds her Alien Air gun and psicystal in place.
Powers Given:
1: Also acts at a Psionic sleeves of many Garments.

Background:

Notes: