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About Reine de ColèreReine de Colère
Appearance:
Senses:
Darkvision (60'), Perception +11, Init +6 DEFENSE:
AC 23; Touch 17; Flat-Footed 16 (Dex +5, Armor +5, Natural Armor +1, Dodge +2) CMD: 22 hp Max: 44 Saves: Fort +4, Ref +12, Will +8 (+1 to all saves vs. Inhaled Poisons or other airborne effects - Scarf) +2 vs. Disease, +1 vs. Abberations IMMUNE: Fear OFFENSE:
Speed 30 ft Melee:
Ranged:
Space 5 Reach 5
STATISTICS:
STR 10 DEX 20 CON 10 INT 10 WIS 12 CHA 18 Racial Features:
Racial features:
• Ability Score Racial Traits: Changelings gain +2 Wisdom, +2 Charisma, –2 Constitution. • Size: Changelings are Medium creatures and have no bonuses or penalties due to their size. • Type: Changelings are humanoids with the changeling subtype. • Base Speed: Changelings have a base speed of 30 feet. • Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc. • Natural Armor: Changelings have a +1 natural armor bonus. • Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each). • Darkvision: Changelings see perfectly in the dark up to 60 feet. • Heartstone Heritor (Night Hag): The changeling gains a +2 racial bonus on saving throws against disease. Favored class: Dread (+1’/Level to Aura Radius) Class Features:
Class Features
Hit Die: d8. Weapon and Armor Proficiency: All simple and martial weapons; light armor, not shields. Power Points/Day: A dread's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Dread. In addition, she receives bonus power points per day if she has a high Charisma score. Powers Known A dread begins play knowing one dread power of your choice. At every class level after 1st, she unlocks the knowledge of a new power. Choose the powers known from the dread power list. A dread can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers a dread can manifest in a day is limited only by her daily power points. The Difficulty Class for saving throws against dread powers is 10 + the dread's Charisma modifier + 1/2 the Dread’s Manifester level. Plus 1 for Fear Effects (Dead Man's Headband) Fearsome Insight: Fearsome Insight is Replaced by the Psi-Like Ability Lingering Touch Aura of Fear (Su):
Lingering Touch:
Discipline: psychometabolism; Level: Dread 1 MANIFESTING Display: Visual Reine’s eyes seemed to absorb light for a moment, making it appear darker around her.
EFFECT Range: personal
DESCRIPTION You charge your ability to channel fear and terror into your enemies, making it linger within them. Any devastating touch attacks made during the duration of this power linger for an additional round, automatically dealing damage the following round. Any additional damage or affect applied to the devastating touch is not repeated. When a Reine uses a psi-like ability, the power is manifested as if she had spent a number of power points equal to her manifester level, which may augment the power. Augment: For every 2 additional power points spent (levels above 1), this power lasts an additional round. (3 rounds at level 7) The DC of a saving throw (if applicable) is 10 + 1/2 Reine's manifester level + Reine's Cha modifier. Devastating Touch (Su): A dread is able to channel psionic energy from fear and nightmares into a touch that causes pain. To use this ability, a dread must make a melee touch attack on a living target. If the attack hits, it deals 1d6 points of damage plus 1 point per class level, plus her CHA Modifier (Touch of Terror Feat). – Reine can combine this power with her Natural Claw Attacks, but only one of the Claw Attacks will transmit the DT, and the attack is no longer a Touch Attack, and must hit the target’s AC. Talents
A manifester may also manifest a talent by paying one power point, regardless of whether psionic focus is held; these do not cause any other active talents to lapse and may be augmented if the power description indicates such. Talents can only be augmented if the manifester spends 1 power point on the manifestation in addition to any power points spent augmenting the power.
Terror (Su)
Some terrors can be augmented by spending power points, similar to manifesting powers, to increase their effect. When augmenting her terrors with power points, the dread cannot spend more power points than her manifester level on any single use of a terror. A dread can use her terrors a total number of times per day equal to her dread level + her Charisma modifier. All terrors may only be chosen once unless otherwise specified. (2nd Level): Terrified EscapeThe dread’s attack causes the target to flee from the dread on its next turn unless it makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). This is a mind-affecting fear effect. (4th Level): Mindlock
(6th Level): Horrible Strike
Channel Terror (Su):
Bonus Feat:
Immersed in Fear (Su)
Traits:
Traits
Memorable (Social) When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds. Bloody Minded (Combat)
Foe of The Strange (Campaign)
You gain a +1 trait bonus on saving throws against extraordinary, spell-like, and supernatural abilities of aberrations (for example, a gibbering mouther’s gibbering or an intellect devourer’s confusion). In addition, whenever you’re confused and roll to determine behavior in a given round, subtract 10 from the result. Feats:
Feats:
4 normal progression, 1 class, 0 bonus Weapon Finesse (House Rule – Not a Feat, Available as a choice to all PCs)
Combat Expertise (House Rule – Not a Feat, Available as a choice to all PCs >+1BAB)
Dodge (House Rule – Includes Mobility) 1st Level Feat
Touch of Terror [Psionic] 3rd Level Feat Your devastating touch deals additional damage. Prerequisite: Devastating touch class feature. Benefit: Your devastating touch ability deals 1d6 points of damage plus your class level and your Charisma modifier. Deadly Agility (Combat) 5th Level Feat
Open Door [Psionic] Dread Bonus Feat (Level 5)
Psionic Body [Psionic] Level 7 Feat
Skills:
Skill pts/lvl: (Dread) 6; (Background) 2 Total skill pts: 42/14 Skill/Key ability/Ranks/Stat mod/Misc.mod(s)/(Total):
*Subject to ACP
Powers/Talents Known:
Max Power Points:30 0-Level (Talents): Telepathic Lash
EFFECT Range Close (25 ft. + 5 ft./2 levels)
DESCRIPTION Your mind lashes out, overwhelming your target with raging emotions, flooding their mind with memories and impulses they are hard pressed to control, rendering them unable to take any actions. Humanoids of 5 or more HD are not affected. The target is dazed; a dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this power, it is immune to the effects of this power for 1 minute. Augment This power can be augmented in one or more of the following ways. 1. For every additional power point you spend, this power can affect a target that has Hit Dice equal to 4 + the additional points. 2. For every additional power point you spend, increase the duration of the effect by 1 round. If you spend 6 additional power points in this fashion, the target is instead stunned for 1 round. Additionally, for every two additional power points spent on either of the above options, this power’s save DC increases by 1. 3. If you maintain your psionic focus when manifesting this power, the cost of the power may be reduced to 0, but the power may not be augmented. Unearthly Terror
Manifesting Time 1 standard action EFFECT Range Close (25 ft. + 5 ft./2 levels)
DESCRIPTION You form a mental bond between yourself and an enemy, and use that bond to bombard their mind with horrifying images that incite fear. Targets of this power who fail their saving throws are shaken for the duration of the power. Augment: You may augment this power in one or more of the following ways. If you spend 4 additional power points, creatures that fail their save become frightened for the duration and those that succeed are considered shaken. If you spend 8 additional power points, creatures that fail their saves become panicked for the duration, and those that succeed are shaken. For every 2 additional power points you spend (including those spent on the above augment options) increase the save DC by 1. If you maintain your psionic focus when manifesting this power, the cost of the power may be reduced to 0, but the power may not be augmented. 1st-Level: Precognition, Defensive
Manifesting Time 1 standard action. EFFECT Range Personal
DESCRIPTION Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows. You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus isn’t applied to your Armor Class, this bonus to AC and saving throws does not apply. Augment: You can augment this power in one or both of the following ways. 1. For every 3 additional power points you spend, the insight bonus gained increases by 1. 2. If you spend 6 additional power points, you can manifest this power as a swift action. Prescience, Offensive
MANIFESTING Display (Material and visual): All sources of light seemed to flare for a second, and a Harrow card appeared in Reine's hand. (Card then disappears a few seconds later) (This does not cause any negative effects for those with light sensitivity) Manifesting Time 1 standard action; see text EFFECT Range Personal
DESCRIPTION Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your opponent. You gain a +2 insight bonus on your damage rolls. Augment You can augment this power in one or both of the following ways. 1. For every 3 additional power points you spend, the insight bonus on your damage rolls increases by 1. 2. If you spend 6 additional power points, you can manifest this power as a swift action. Untouchable Aura: Discipline: Telepathy [Fear, Mind-Affecting]; Level: Dread 1 MANIFESTING Display: Visual, Mental Reine's eyes seemed to glow bright purple, and a faint shimmer began to surround her head. Those near her felt as if their name was being called, although they did not hear any sound. Manifesting Time: 1 move action (or Immediate Action) EFFECT Range: Aura
DESCRIPTION You manifest an aura of nightmares around you which reacts to anyone trying to attack you in melee, forcing the assailant’s worst nightmares to consume their thoughts. Anyone trying to make a melee attack against you must succeed on a Will save or lose their attack action as they recoil in fear from the images inside their mind. If the save succeeds, the opponent can attack normally and is unaffected by that manifestation of the power. Power Resistance applies at the same time as a Will save. Augment: You can augment this power in one or more of the following ways. 1. If you expend your psionic focus, the manifesting time becomes 1 immediate action instead. 2. For every additional power point you spend, this power lasts for 1 additional round. 3. If you spend 4 additional power points, this power affects anyone trying to attack you, regardless of how (any targeted powers or spells, melee or ranged). In addition, for every 2 power points spent on the above augmentations, the save DC increases by 1. 2nd-Level True Terror Discipline: clairsentience [Fear, Mind-affecting]; Level: Seer 2, Dread 2 MANIFESTING Display: (Mental) A subtle chime rang once in the minds of creatures within 15 feet of (the subject.) At Reine’s option, the chime can ring continuously for the power’s duration. Manifesting Time: 1 standard action EFFECT Range: Medium (100 ft. + 10 ft./lvl.)
DESCRIPTION You cause the target to see horrible visions of future possibilities, stunning the target unless it makes a successful Will save. Augment: You can augment this power in any of the following ways. 1. If you expend your psionic focus, the range increases to Long (400 ft. + 40 ft./lvl.). 2. For every additional power point you spend, you can target another creature. 3. For every 2 additional power points you spend, the target becomes stunned for an additional round. 4. If you spend 2 additional power points, you can target creatures with an Intelligence of 1 or more, as well as non-living creatures. You still cannot affect creature’s that are immune to fear or mind-affecting effects. 5. If you spend 5 additional power points, this becomes an Area-effect (20 feet radius) centered on you, affecting all targets within range. In addition, for every 2 power points spent on the above augment options, the save DC increases by 1. Sidestep
MANIFESTING
EFFECT
DESCRIPTION
Concealing Amorpha
Thought Shield
Display Auditory: Suddenly, a chorus of disembodied, heavenly voices seemed to sing out. Manifesting Time: 1 immediate action EFFECT Range: Personal
DESCRIPTION You fortify your mind against intrusions, gaining power resistance 13 against all mind-affecting powers. Augment: For every additional power point you spend, this power’s duration increases by 1 round, and the power resistance it provides increases by 1 point.
Languages:
Common, Goblin Gear:
Carried/Worn Mithral Chain Shirt +1 Shortbow Explorer's Outfit Reversable Cloak Whetstone Small Knife Belt Pouch Bandolier Quiver (2) Backpack, Mwk Adventurer's Sash Rapier +1 Amulet of Mighty Fists +1 Cloak of Resistance +2 Belt of Incredible Dexterity +2 Filter Scarf Pockets
Bandolier
Quiver #1
Quiver #2 Trip Arrows x 4
Belt Pouch
Adventurer's Sash
Backpack
Consumables:
Wandermeal (2) Iron Rations (3) Waterskins (2) Thistle Arrows (7) Durable Arrows (5) Splintercloud Arrows (1) Blunt Arrows (5) Trip Arrows x 4 Smoke Arrows x 5 Barbed Arrows x 5 Whistling Arrows x 5 Wire Saw Uses (5) Poison Ward Salve (3) Soothe Syrup (4) Alchemist's Fire Valuables:
Magical Gear:
Potion CLW
Potion CMW Potion Pass Without Trace (2) Amulet of Mighty Fists (+1) Mithral Chain Shirt +1 Rapier +1 Cloak of Resistance +2 Belt of Incredible Dexterity +2 Dead Man's Headband |