Shadowcount Sial

Ramar's page

136 posts. Alias of Graynore.


Full Name

Ramar Mordain

Race

Human

Classes/Levels

Psion(telepath) 2

Gender

Male

Size

Medium

Age

20

Alignment

True Nuetral

Languages

Common

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

About Ramar

AC: 14 (FF 12/T 12) [+2 armor, +2 dex]
Saves: F +1, R +2, W +4
HP: (13)
Init: +2
Speed: 30'
Vision: Perception +1
BA/CMB: +1/+1
CMD: 13

XP: 0

Character Traits:

Spoiler:

Racial Traits: favored class(psion = +1 skill point), +1 skill point per level, bonus feat at first level

Class Abilities(Psion): Bonus Feat(overchannel), Detect Psionics (usable while focused),
Discipline(telepath),
Discipline Talents(expend focus to use: Mind Thrust(1d6), Conceal Thoughts(self only)),
Mental Intrusion (as long as focused, increase save DC of any mind-affecting power you manifest by 1 for every 2 pp you spend augmenting the power, provided the augmentation does not already increase the power's save DC; you may spend additional pp augmenting a mind-affecting power's save DC even on a power that normally does not have any augment options)

Class Skills: Autopypnosis(wis), Bluff(cha), Craft(int), Diplomacy(cha), Knowledge(all)(int), Profession(wis), Sense Motive(wis), Spellcraft(int)

Feats: Overchannel(b-psion), Martial Weapon Proficiency(Bastard Sw 2handed)(b-human), Talented [expend focus to overchannel power of 3L or lesss without damage]

Skills (ranks): Autohypnosis +6(2), Bluff +5(2), Diplomacy +5(2), Know(Psionics) +9(2), Know(Religion) +8(1), Know(Planes) +8(1), Know(nobility) +8(1), Know(arcana) +8(1), Sense Motive +6(2), Spellcraft +9(2)

Height/Weight: 6'0"/134 lbs.
Eyes/Hair: Violet glow/White with black hilights

Weapons:
Dagger +1(1d4)
Bastard Sw. +1(1d10;19-20/x2)
Ranged Touch +3 (by spell)
Light Crossbow +3(1d8; 19-20/x2)

Equipment (102gp start): Bastard Sw.(-35gp), Dagger(-2gp), Leather Armor(-10gp), Light Crossbow(-35gp), Quarrel with 10 bolts(-1gp), Backpack with bedroll(-2.1gp), Signet Ring(-5gp), Beltpouch(-1gp), Waterskin(-1gp), whetstone(-o.o2gp)

Money: 9gp, 8sp, 8cp

Active effects: Mindlink w/ Shari (20 mins)

Powers:

Spoiler:

Range: close (25'+5'/2 levels), medium (100'+10'/level), long (400'+40'/level)

Psionic Talents: (expend focus to use)
Mind Thrust Telepathy[mind-affecting], Disp: Auditory, MT:1SA, Range: close, Target: 1 creature, Dur: instant, SV: will negates, PR: yes. deals 1d6 damage. [not augmentable as psionic talent]
Conceal Thoughts Telepathy[mind-affecting], Displ: Mental, MT: 1SA, Range: close, Target: (self only as talent), Dur: 1 hour/level, SV: will negates(harmless), PR: yes(harmless). +10 bonus to bluff checks against those attempting to discern its true intentions with Sense Motive. +4 bonus on saves vs power or spell used to read its mind (such as read thoughts or mind probe).

Powers Known: 5
Power Points(10): -3
1L
Empathic Connection(Ag) Telepathy(charm)[mind-affecting], Disp: Mental, MT: 1SA, Range: close, target: 1 humanoid, Dur: 1 hour/level, SV: Will negates, PR: yes. Augment: (1) 2pp= affect animal, fey, magical beast, or monstrous humanoid; (2) 4pp= affect an abberation, dragon, elemental, or outside in addition to the creature types mentioned above; (3) 4pp= duration changes to 1 day/level. (in addition, for every 2 additional pp you spend to achieve any of these effects, this power's save DC increases by 1.)
Mindlink(Ag) Telepathy[mind-affecting], Disp: Mental, MT: 1SA, Range: close, Targets: you and 1 other willing creature within range that has an Intelligence score of 3 or higher, Dur: 10min/level, SV: none, see text, PR: yes(harmless). Not language dependent. Once established, works over any distance. Augment: (1) 4pp = can attempt to create a telepathic bond with a creature that is not willing (will save negates); (2) every additional pp, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
Inertial Armor(Ag) Psychokinesis[force], Disp: Visual, see text, MT: 1SA, Range: Personal, Dur: 1 hour/level(d). +4 armor bonus to AC (can be invisible or a colored glow at your option). Augment: for every 2 additional pp you spend, the armor bonus to AC increases by 1.
Force Screen(Ag) Psychokinesis[force], Disp: Auditory, MT: 1SA, Range: Personal, Dur: 1 min/level. +4 shield bonus to AC. Augment: for every 4 additinal pp you spend, the shield bonus to AC improves by 1.
Energy Ray(Ag) Psychokinesis[see text], Disp: Auditory, MT: 1SA, Range: close, Effect: ray, Dur: Instant, SV: none, PR: yes. deals 1d6 energy (cold, elec, fire, or sonic) [cold: +1 damage/die, elec: +3 att vs metal armor & +2 to PR rolls, fire: +1 damage/die, sonic: -1 damage/die & bypasses hardness]. Augment: (1) For every additional pp you spend, this power's damage increase by one die(1d6); (2) If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0) but the damage is reduced to 1d3 and it cannot be further augmented.

Displays

Spoiler:

Auditory A bass-pitched hum (a mornful, beastly cry) issues from the manifester's vicinity or in the vicinity of the power's subject (manifester's choice), eerily akin to many deep-pitched voices. The sound grows in a second from hardly noticeable to as loud as a shout strident enough to be heard within 100 feet. At the manifester's option, the instantaneous sound can be so soft that it can be heard only within 15 feet with a successful DC 10 perception check. Some powers describe unique auditory displays.

Material The subject or the area is briefly slicked with a translucent, shimmering substance. The glistening substance evaporates after 1 round regardless of the power's duration. Sophisticated psions recognize the material as ectoplasmic seepage from the Astral Plane; this substance is completely inert.

Mental A sublte chime rings once in the minds of creatures within 15 feet of either the manifester or the subject (at the manifester's option). At the manifester's option, the chime can ring continuously for the power's duration. Some powers describe unique mental displays.

Olfactory An odd but familiar odor brings to mind a brief mental flash of a long buried memory. The scent is difficult to pin down, and no two individuals ever describe it the same way. The odor originates from the manifester and spreads to a distance of 20 feet, then fades in less than a second (or lasts for the duration, at the manifester's option).

Visual The manifester's eyes burn like points of silver fire while the power remains in effect. A rainbow-flash of light sweeps away from the manifester to a distance of 5 feet and then dissipates, unless a unique visual display is described. This is the case when the Display entry includes "see text," which means that a visual effect is described somewhere in the text of the power.

Suppressing Displays To manifest a power without any display (no matter how many displays it might have), a manifester must make a concentration check (DC 15 + the level of the power). This check is part of the action of manifesting the power. If the check is unsuccessful, the power manifests normally with its display.
Even if a manifester manifests a power without a display, he is still subject to attacks of opportunity in appropriate circumstances. (of course, another concentration check can be made as normal to either manifest defensively or maintain the power if attacked.)

Background

Spoiler:

For the father, all.

Ramar had a happy childhood. He would play in the fields and imagine the day that he would become a noble knight like his father. That changed the day his step mother arrived.

Arusia was an uncommon woman. Eluring and seductive but possessing no quality that Ramar could believe his father would desire. At the summer lunar eclipse, Ramar found the terror that was his stepmother. He came upon her as she completed the ritual that took his father's life. The dark forces at work left an impression upon him that night. While he escaped with his life, he has been on the run ever since.

Ramar now travels from town to town, with his father's sword, learning more of the abilities that awoke that night. He plans to turn the powers upon them all: his stepmother, the other members of the cult, and ultimately the object that possesses his father's soul.