Classes/Levels |
Sage 1 | HP: 8/8, WP: 24/24 | AC: 18{19}, T: 17{18}, FF: 15 | Fort: +3, Ref: +5{+6}, Will: +6 | M. Touch: +3{+4} (1d6 + 1d6) | CMB: +3, CMD: 17{18} | Init: +3{+4}, Perception: +8, Pilot: +7{+8} |
Strength |
10 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
18 |
Charisma |
10 |
About Rhea Varn, the Hapan Sage
Rhea Varn
Appearance - Avatar
Female human sage 1
NG Medium humanoid (human)
Init +3 {+4}; Senses Perception +8, Concentration: +5/+9 Defensive
Resources:
. . Alchemy Formulae: 2/2 (at a time)
. . . Custom Medkit (Salve): 2
. . AoO's: 2/2 (per-round)
. . Ki Pool: 5/6 (per-day)
. . Meditation Dice: 1/1 (per 1-hour rest)
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Defense
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AC 18 {19}, touch 17 {18}, flat-footed 15 (+3 {+4} Dex, +1 shield, +4 untyped bonus)
hp 8 (1d6+2)
wp 24
Fort +3, Ref +5 {+6}, Will +6; +1 trait bonus vs. charm and compulsion effects
Defensive Abilities ac bonus (+4), shield: active defense (+2)
Weaknesses destructive touch, focus casting, magical signs, shape focus, somatic casting, somatic casting
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Offense
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Speed 30 ft.
Melee destructive blast +3 {+4} touch (1d6 S/B/P) or
. . force pulse (chi gong) +3 {+4} touch (1d6 (P) + 1d6 (S/B/P))
. . Special Destructive Blast (inc. when used with Force Pulse) does not provoke AoO's in melee.
. . Situational: Stone Blast effect ignores most anti-magic. Flavored as expert control of her Force strikes.
Special Attacks bers.: brutal strike, force pulse (chi gong)
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Statistics
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Str 10, Dex 16, Con 12, Int 10, Wis 18, Cha 10
Base Atk +0; CMB +3; CMD 17 {18}
Feats Agile Maneuvers, Combat Casting, Extra Magic Talent, Melee Blaster, Simple Weapon Proficiency - All
Traits Sharp Reflexes, Veiled Disciple
Skills Bluff +0 (+1 to pass secret messages), Craft (alchemy) +4, Diplomacy +4, Knowledge (history) +4, Linguistics +1, Perception +8, Pilot (Transport) +7{+8}, Profession (Hapan Intelligence) +8, Sense Motive +8
Languages Basic, Hapan
SQ alc. formulae: salve (craft dc 15/1d8+4/5 uses), alchemy sphere, alchemy: formulae package (max: 2 at a time), attacks of opportunity (2/round), bers.: berserking (-2 ac/+3 hp), berserker sphere, casting, destructive blast, energy blade, equipment: balanced defense (+1), esoteric training: enhancer (+2 | 4 rounds), ki pool (6 points), meditation (1d6), shield sphere, stone blast, style talent
Other Gear focus ring (rainbow gem of gallinore), comlink
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Special Abilities
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AC Bonus (+4) (Ex) When unarmored and unencumbered, the sage adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a sage gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four sage levels thereafter, up to a maximum of +5 at 20th level.
Agile Maneuvers Use DEX instead of STR for CMB
Alc. Formulae: Custom Medkit (Salve) (Craft DC 15/1d8+4/5 uses per creature per day) (Ex) You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier. You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier. You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.
Alchemy Sphere (Ex) Training in the Alchemy combat sphere teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects. When you gain the Alchemy sphere, you gain 5 ranks in the Craft (alchemy) skill, plus 5 ranks per additional talent spent in the Alchemy sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. You also gain your choice of the Formulae or Poison packages. (Chose: Formulae)
Alchemy: Formulae Package (Max: 2 at a time) (Ex) Some Alchemy talents have the (formulae) descriptor; these are improved or original versions of alchemical items you can only create once you’ve learned the talent. All formulae have a base crafting DC as noted in their descriptor, and their saving throw DCs, if any, are determined using the normal formula for combat sphere talents, using the practitioner’s ranks in Craft (alchemy) in place of their base attack bonus. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot prepare more formulae at one time than a number equal to 1/2 your ranks in Craft (alchemy) (minimum 1) + the number of formulae talents you possess. For every 4 ranks in Craft (alchemy) you possess, you may craft 1 additional formulae as part of the same 30/15 minute time period. Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half. Because formulae are more unstable than standard alchemical items, they expire and no longer work after 24 hours; it is relatively easy (DC 10 Appraise) to recognize the unstable and impermanent nature of these items so typically they have no monetary value; a potential buyer who fails their Appraise check assumes they are a standard item of their type (if applicable), or as a mundane item worth no more than 10 gp. In addition, the overly refined and unstable nature of formulae means that they cannot be further refined or enhanced by items such as focusing flasks or hybridization funnels. You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Craft (alchemy) ranks or having increased the crafting DC. When you first gain this package, you may learn any one (formulae) talent you qualify for. [Chosen: Salve]
Attacks of Opportunity (2/round) (Ex) This is the number of Attacks of Opportunity you can make each round.
Bers.: Berserking (-2 AC/+3 HP) (Ex) As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.
Bers.: Brutal Strike (Ex) As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.
Berserker Sphere (Ex) Berserkers are indomitable warriors with boundless reservoirs of endurance and unmatched destructive potential. Practitioners of the Berserker sphere gain the Berserking and Brutal Strike abilities.
Casting (CL 1, MSB +1, MSD 12, Concentration +5, DC 14) You can cast sphere effects.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Destruction: Destructive Blast 1d6 Ranged or melee touch attack deals 1d6 damage
Destruction: Energy Blade Add your destructive blast to a weapon attack
Destructive Touch You may only make a destructive blast as a melee touch attack
Equipment: Balanced Defense (+1) (Ex) While wielding a light or one-handed weapon and nothing in any other hand you possess, you gain a +1 shield bonus to AC. For every 4 points of base attack bonus you possess, this bonus increases by +1. Attacking with an off-hand weapon, making more than one natural attack on your turn, or using abilities such as a monk’s flurry of blows or a magus’ spell combat suppresses this bonus until the start of your next turn.
Esoteric Training: Enhancer (+2 | 4 rounds) (Su) The sage learns to reinforce his or an ally’s body with ki, granting increased strength, speed, and endurance. As a swift action, the sage may grant himself or an ally within his reach a +2 bonus to either their Strength, Dexterity, or Constitution score for a number of rounds equal to the sage’s Wisdom modifier, or for 1 minute if the sage spends a ki point when activating the ability. At 3rd level and every 3 levels thereafter, the bonus granted by this ability increases by an additional +2. The sage may apply all of this bonus to a single physical ability score, or divide it in units of +2 between multiple physical ability scores; regardless of how the sage assigns this bonus, he cannot add more than +10 to a given ability score. Sages with this ability may take (enhance) talents from the Enhancement sphere without possessing the Enhancement base sphere and use them as a swift action, though they may only be used on creatures or items within sage’s reach and their effects last for a number of rounds equal to the sage’s Wisdom modifier, or for 1 minute if the sage spends a ki point when activating the ability. The save DC for (enhance) talents used in this way is 10 + 1/2 the sage’s class level + his Wisdom modifier. For every 4 class levels the sage possesses, he gains one (enhance) talent as a bonus talent. {Stat improvements to Dexterity from Enhancer are marked in these brackets}
Extra Magic Talent (Destruction) You gain a bonus magic talent.
Focus Casting (DC 20) You must make a concentration check to use magic without your focus item
Force Pulse (Chi Gong) (Su) At 1st level, the sage learns the chi gong technique, which allows him to wield his ki as a precise instrument, thrusting it into an opponent and disrupting their physiology or reinforcing a wounded ally. A sage’s chi gong is measured in d6’s: the sage begins with 1d6 chi gong, which increases by 1d6 at 3rd level and every 2 levels thereafter. The sage gains a melee touch attack that is treated as a light weapon and can be used whenever the sage could make an attack (such as during an attack action or attack of opportunity) dealing piercing damage to the opponent equal to his chi gong dice; the sage may also apply this bonus damage to his unarmed strikes or natural attacks. In addition, the sage can use this ability to heal a creature instead of damaging them by sealing their wounds together with ki as a move action, but this patchwork healing cannot restore a creature’s hit points above half their normal maximum.
Ki Pool (6 points) (Su) At 1st level, a sage gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a sage’s ki pool is equal to his sage level + his Wisdom modifier. By spending 1 point from his ki pool, a sage can increase his speed by 20 ft. for 1 round. Alternatively, he can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. Many esoteries and esoteric training packages require the sage to spend ki points to modify an effect; unless specifically stated otherwise, the sage cannot spend more ki points on an esotery or esoteric training ability than 1 + 1 per 5 class levels he possesses. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. [Calculation: Lvl + Wis Mod + 1 + 1 for every 1.5 levels, thanks to casting drawbacks]
Magical Signs Your use of magic is obvious to all observers
Meditation (1d6) (Ex) The sage can spend 1 hour in quiet contemplation to gather and reinforce his mental and spiritual energies in preparation for the task ahead. When the sage meditates in this manner, he gains a pool of bonus dice equal to 1/2 his class level (rounded down, minimum 1) that can be spent whenever he makes an ability check, skill check, or saving throw to add 1d6 to the roll. The sage can also use this ability whenever an opponent uses an ability which targets the sage’s CMD to add 1d6 to his CMD against the attempt. The sage cannot gain more bonus dice at one time than half his class level using this ability.
Melee Blaster Melee attacks with destructive blast do not provoke AoO
Shape Focus (Energy Blade) You may only make a destructive blast of a single shape.
Shield Sphere (Ex) Practitioners of the Shield sphere master shields, bucklers, and tower shields, leveraging more power and utility out of such equipment than most warriors ever dream of. All practitioners of the Shield sphere gain the Active Defense ability. Thanks to her training, Rhea can use the Shield sphere with an empty hand, drawing on the Force to protect her from blows.
Shield: Active Defense (+2) (Ex) If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1. Talents with the (deflect) tag grant additional effects to this ability. Each use of active defense may only benefit from one (deflect) talent. You may expend your martial focus to use active defense in place of spending an attack of opportunity.
Somatic Casting x2 You must have at least 1 hand free to use magic, and may be susceptible to ASF
Stone Blast You may change the damage type of your destructive blast to slashing, piercing, and bludgeoning. A stone blast ignores spell resistance, spell turning, and can penetrate a globe of invulnerability, anti-magic field, or antimagic circle, and is not treated as a spell or magical effect for creatures or classes that gain a bonus to saving throws against magic. These stones disappear after 1 minute.
Style Talent (Ex) Every sage develops a unique combination of martial and mystical talents that form a unique and recognizable style. At 1st level and every 2 levels thereafter, the sage gains a bonus combat talent or magic talent of his choice. Sages who gain magic talents are treated as High-Casters when determining their caster level, use Wisdom as their casting ability modifier, and treat their ki pool as their spell pool when using magic spheres and talents. This does not grant the sage 2 bonus talents for gaining their first level in a casting class, though the sage may qualify for a casting tradition, applying any appropriate limitations to their ki powers (so a sage with a casting tradition that includes the Verbal Casting drawback would apply that limitation to all of their ki powers, not just those that use magic talents).
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Rhea Varn is a member of the Hapan Intelligence service, an organization serving under the Queen Mother to collect information useful to the cluster, remove particularly notable threats, and generally act as the cluster sees fit.
House Varn itself, to which Rhea belongs, is a prominent (but not ruling) family of Gallinore, and it's known for two things. First, the family has a long history of reverse-engineering technology to figure out how it works and how to produce Hapan variations. Second, it funds these through mining operations that have occasionally dug up rainbow gems (a rare, silicon-based lifeform native to Gallinore notable for its beauty and connection to the Force).
It was during a chance encounter with two gems being shipped that Rhea learned she was Force-sensitive enough to tap into a few minor powers. Picking up the gem for examination was enough to activate her abilities, and thorough testing by the family showed that she actually *needed* a catalyst to cast without extreme effort. After some consideration and weighing the relative values, the family set the gem into a ring for Rhea to wear.
(Rainbow gems had already been fairly costly, but the discovery that they were attuned to the Force - and thus capable of being used as lightsaber crystals, despite the Hapan dislike for Jedi - was one of the factors that would send their value drastically up over time.)
Over the next few years, Rhea underwent intense training with her family to master her abilities. Her power was never strong enough to let her simply concentrate and allow things to happen - she had to move her arms to use it at all, and she could only do so much with it. Even so, the gem on her hand tended to glow whenever she used serious power, making it hard to keep things secret.
The most notable manifestation of her power is her Force Pulse, which she can activate by touching a foe. She has more control over this than most of her powers, and can set it to trigger at several different levels. The low [Force Pulse] and medium [Force Pulse + Destructive Blast] settings can be done pretty much all day, but the high setting [Force Pulse + Empowered Destructive Blast] drains her energy, and she can only do it so many times each day. Rhea mostly avoids full-power strikes, preferring to push that energy into helping her dodge deadly attacks instead. Helpfully, regardless of power level, she's learned how to unleash her force pulse without putting herself at risk.
The low setting is also capable of healing people - to a point, and only when they're badly hurt. Rhea doesn't even pretend to understand this particular mystery of the Force, but she's grateful for it. However, said healing is less-effective than her training to gather materials and actually make healing salves for people, which usually ends up being her preferred method of taking care of them when she can spare the time.
Aside from these, Rhea is surprisingly capable at defense, and can use the Force to deflect attacks with her hands. She can also boost her endurance a bit, though the strain of doing so makes her a little more likely to be hit in the first place.
At the end of all this training, Rhea was dispatched to Hapes by her family for a position with Hapan Intelligence. Her primary job consists of going around the galaxy to locate useful technology and sending it back to her family for reverse-engineering. Hapes itself then buys the technology from her family for a tidy fee. (Hapan Intelligence would normally collect everything itself, but the Varn family's history of reverse-engineering stuff, and dedicated staff, mean that they're quite frankly better at it than the government. The family *does* want to be wealthier and more prominent, but they're nowhere near the throne, so the arrangement is mutually beneficial.)
Rhea has access to some funding from Hapan Intelligence - paid for in no small part by her family's sale of Rainbow Gems - in order to actually acquire technology. Her employer places strict limits on its use, however, and she can't draw on the funds for personal matters. [Translation: It's story only, and kicks in only when the GM permits.]
Personality-wise, Rhea is kind when circumstances allow her to be. She can be shrewd when bargaining, but she believes that staying on people's good side is the best way to continue benefiting from their relationship, so she tries to make sure other people always walk away feeling like they'd like to do business with her again. She finds it difficult to form truly close relationships with people from outside the Hapes Cluster - they can be friends, but she simply can't see them as "her people". This isn't usually a problem for her - when business is business, most people don't worry too much - but she can be a little off-putting if people try to pry too deeply into her personal life.