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Sumak Wildheart's page

103 posts. Organized Play character for Malinor..


Full Name

Sumak Wildheart

Classes/Levels

Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3

Gender

Skills:
Acrobatics +6 (4 w/Armor), Autohypnosis +3, Handle Animals +7, Intimidate +9, Geography +5, Psionics +5, Perception +3

Languages

Common, Orcish

Strength 11
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 8
Charisma 17

About Sumak Wildheart

Name: Sumak Wildheart
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Male Half Orc Wilder 1

NG Medium humanoid (Human, Orc)

Init +4; Senses (Darkvision) Perception +3

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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 Dodge)

hp: 13 (1d8+2+3)

Fort +4, Ref +4, Will +3

Defensive Abilities:

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Offense
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Speed: 30 Ft

Melee: Spiked Gauntlet +0 (d4; x3)

Ranged: Ranged Touch Attack +2 (By Spell ; x2)
Sling +2 (d4 ; x2)

Special Attacks:

Spells (CL 1; Concentration +4, Power Points 5)

Level 1 : [1] Energy Ray

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Str 11, Dex 15, Con 14, Int 12, Wis 8, Cha 17

Base Atk +0; CMB +0; CMD 12

Racial Abilities:
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Class Abilities:
Weapon and Armor Proficiency: Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).

Wild Surge +1: A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see psychic enervation, below).
A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.

This improvement in manifester level does not grant her any other benefits outside of the manifestation (she gains no higher-level class abilities, for instance).

She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.

At 3rd level, a wilder boosts her manifester level by two instead of one. At 7th level, she boosts her manifester level by three; at 11th level, by four; at 15th level, by five; and at 19th level, by six. The wilder always wild surges for the maximum amount possible, for unleashing emotions in the fashion of a wild surge does not lend itself to using finesse.

In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power by this additional amount; only the standard power point cost is subtracted from the wilder’s power point reserve. For example, if Alrik the 8th level wilder were to invoke his wild surge when manifesting a power, he would spend between 1 and 8 power points as normal, but the power would manifest at 11th manifester level and behave as if he had spent 3 more on it than normal.

The wilder can expend her psionic focus to manifest a psionic power without expending any power points, powering the manifestation with only her wild surge. She manifests this power as if all power points were paid by her wild surge ability. This results in the power being manifested as if the base power point cost of the power was paid, along with augmentation equal to her wild surge amount, but she may not augment the power beyond the amount of her wild surge, and when checking for psychic enervation, the chance to be overcome doubles to 30%. A wilder must wait 10 minutes after wild surging in this fashion before she can do so again. If the winder suffers psychic enervation and loses more power points than she has available, she instead loses 3 hit points for every power point lost.

Psychic Enervation: Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort, the effect of which is detailed in the specific surge type below. The chance of suffering psychic enervation is 15%.

Surge Blast: A wilder can channel her wild surge into a blast of uncontrolled phrenic energy. As a standard action and by expending psionic focus, the wilder can make a ranged touch attack (range 30’) that deals 1d6 points of force damage for every +1 to her wild surge.

Surge Bond: The wilder’s choice of emotional surge, as defined in psychic enervation, grants the wilder additional benefits through a surge bond. The wilder gains a unique benefit depending on the type of surge selected.

Someday:
Elude Attack +1 : Starting at 2nd level, a wilder’s intuition supersedes her intellect, alerting her to danger from attacks. She gains a +1 dodge bonus to her Armor Class. This bonus increases by 1 every 4 levels thereafter (+2 at 6th level, +3 at 10th level, etc).

Surging Euphoria +1: Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge. If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.
At 12th level, the morale bonus on a wilder’s attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.

Warrior’s Surge: Wild Surge and Psychic Enervation: A warrior wilder embraces the surge of adrenaline, the rush of combat and melee and thus her connection to her body is far more intense. When she rides the wave of her combat-driven emotions, rage and fear foremost, the strain can sometimes be too high for her body to bear. A warrior wilder overcome by psychic enervation is staggered until the end of her next turn and loses a number of hit points equal to her normal manifester level (the increase in manifester level from her wild surge does not increase the number of hit points lost). The warrior wilder may expend her psionic focus as a free action when she would suffer psychic enervation to convert this damage into power point loss, although she is still staggered as normal.

Surge Bond: The warrior wilder gains the Toughness feat as a bonus feat.
Improved Surge Bond: At 5th level, the warrior wilder gains the Hardened Body ability.

Hardened Body (Ex): A warrior wilder’s deep and intense connection to her body means that when her mind surges with power, her body grows more powerful. Beginning at 5th level, the wilder gains 5 temporary hit points whenever they gain the benefits of surging euphoria. These temporary hit points last for the duration of the warrior wilder’s surging euphoria. Every four levels beyond 5th (9th, 13th, and 17th level), these temporary hit points increase by 5 (to 10 at 9th level, etc.).

Traits
Fate’s Favored: Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Reactionary: +2 Initiative

Feats:
Toughness: Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Psionic Talent : Half Orc Alternate Racial Favored Class Bonuses: 2 points
Prerequisite: Having a power point reserve.

Benefit: When you take this feat for the first time, you gain 2 power points.

Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1.

Point Blank Shot:

Skills: Acrobatics +6 (4) [1], Autohypnosis +3 [1], Handle Animals +7 [1], Intimidate +9 [1], Knowledge: Geography +5 [1], Knowledge: Psionics +5 [1], Perception +3 [1]

Languages: Common, Orc, Giant

Combat Gear: Cold Iron Spiked Gauntlet (1 lb), Hide Shirt (18 lbs), Sling, 10 Sling Bullets (5 lbs)

Gold: Silver: Copper:
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Tracked Resources
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Traveler's Outfit 1/1 5

Total Weight 23 lbs light 38 lbs or less/ 39-76 medium / 77-115 heavy

GM Stat Block:

Name Sumak Wildheart AC:16 (FF:13/T: 13) CMD:12 HP:13/13 Saves-FO:+4 RE:+4 WI:+3
M Half Orc Wilder - Defenses: Sacred Tattoo
Spells: PP: 5/5 : 1st: Energy Ray [1]

Attacks:

[dice=Wild Surge]d100[/dice]

[dice=Touch Attack+PBS]d20+2+1[/dice]

[dice=Fire Damage+PBS]2d6+2+1[/dice]