About RamarAC: 14 (FF 12/T 12) [+2 armor, +2 dex]
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),
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.
Weapons:
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)
Powers Known: 5
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.
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. |