Katapesh Sailor

Tariq and Baset's page

159 posts. Alias of GM Aarvid.


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Male Human. Hp 136/136. Ranger/Rogue 16

Tariq calls to Baset

”Stay! “

Then the ranger draws blades and moves to flank the undead.

if he can reach flank with enough to strike he will. Otherwise double moves.

flank+favored:
.

+3 flaming shamshir : 1d20 + 20 + 4 ⇒ (4) + 20 + 4 = 28 for dmg+fire+sneak: 1d8 + 4 + 1d6 + 4 + 3d6 ⇒ (7) + 4 + (1) + 4 + (5, 2, 1) = 24


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq looks around

”Once again the pyramid theme prevails. “

perception : 1d20 + 19 ⇒ (1) + 19 = 20 But is getting tired.


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq joins the dwarf if nothing is detected

”Come Baset! “


Male Human. Hp 136/136. Ranger/Rogue 16

”I do not envy having to enter that place. Ozy, what can you send down there to investigate?“


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq looks down.

”Something has happened at least.“

perception : 1d20 + 18 ⇒ (14) + 18 = 32


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq will place flowers from the collection into the empty bowl.


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq leaves the knowledge checks to the brain trust.

Master Ozymandius, please do not distract our poor dwarf's weak will power. He will need to stay focused for what may yet come.


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq will attempt to disarm

”Stand back. I need room to work. “

Disable : 1d20 + 34 ⇒ (9) + 34 = 43


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq will search again for magical trap at center of room
”Very well, Shad. But I already looked. “

Det traps : 1d20 + 18 ⇒ (17) + 18 = 35


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq and Baset look for movement or traps

Perception : 1d20 + 18 ⇒ (7) + 18 = 25


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq and Baset follow behind the noisy dwarf

”Ah.right. “


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq nods as well

Might as well, Dwalindor. This is not within my skill to open apparently.


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq scowls at Dwalindor

”Well, you can stop enjoying this and pick that heavy block up, Dwal! “


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq gets ready and opens it after Dwalindor is ready to whack anything that jumps out.

”When I nod my head, you hit it….not my Head this time! “


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq shrugs

”Anyone know who this is? “

like kn nobility for an old pharaoh or kn religion if cult of set or something?


Male Human. Hp 136/136. Ranger/Rogue 16

”STOP! Dwalindor don’t touch anything yet. We need to check it first. “

Perception vs trips : 1d20 + 19 ⇒ (14) + 19 = 33 the ranger rogue scouts the area around for traps.


Male Human. Hp 136/136. Ranger/Rogue 16

”This never goes well. “ Tariq pulls Baset away and keeps blade at ready.


Male Human. Hp 136/136. Ranger/Rogue 16

Sounds good, ancient one.


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq and Baset will jump across too.

Will save our flying magic boots for real flight!

Tariq jump: 1d20 + 22 ⇒ (4) + 22 = 26

Baset jump: 1d20 + 19 ⇒ (5) + 19 = 24


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq shrugs

”I suppose that would work too. As long as our dwarf does not sabotage your spell. “


Male Human. Hp 136/136. Ranger/Rogue 16

I guess even with the nat-1 is not an automatic failure…but still


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq will attempt to create a suitable liquid from a mixture of rust and copper powder combined with some rotgut he pilfered from Dwalindor when the dwarf was unconscious a few weeks ago.

”Ok, a bit of this and a dash of that…Lets try this… “

Disable trap : 1d20 + 34 ⇒ (1) + 34 = 35

lol

”DWALINDOR!!!“


Male Human. Hp 136/136. Ranger/Rogue 16

”Sacrificing any creature for the whims of an evil overlord is never something to make jokes about. “ Tariq retorts

”But Dwalindor is safe either way. “


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq steps up and cracks his knuckles before pulling out his tools and setting to work.

Dwalindor, please step back. You are crowding me.

With precise twists of his wrists and delicate precision he works...

disable device: 1d20 + 29 ⇒ (16) + 29 = 45 +5 more if considered a trap


Male Human. Hp 136/136. Ranger/Rogue 16

Hey Dwalindor, I found some headband that may make you merely 'highly intolerable'.


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq nods

”Dwal, that is not even close! Let us see what else she was hiding . “

Perception : 1d20 + 19 ⇒ (6) + 19 = 25


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq steps forward and stlabs

+3 flaming shamshir : 1d20 + 20 ⇒ (1) + 20 = 21 for dmg+fire: 1d8 + 4 + 1d6 ⇒ (3) + 4 + (5) = 12
+3 flaming shamshir : 1d20 + 15 ⇒ (16) + 15 = 31 for dmg+fire: 1d8 + 4 + 1d6 ⇒ (7) + 4 + (6) = 17
+3 flaming shamshir : 1d20 + 10 ⇒ (20) + 10 = 30 for dmg+fire: 1d8 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9
+2 adamantine kindjal : 1d20 + 18 ⇒ (16) + 18 = 34 for dmg: 1d6 + 3 ⇒ (5) + 3 = 8
+2 adamantine kindjal : 1d20 + 13 ⇒ (6) + 13 = 19 for dmg: 1d6 + 3 ⇒ (5) + 3 = 8
+2 adamantine kindjal : 1d20 + 8 ⇒ (14) + 8 = 22 for dmg: 1d6 + 3 ⇒ (6) + 3 = 9


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq moves up behind Shiberus with both blades ready.


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq decides for a more tactful approach, letting the two bruisers do their thing.

Baset - stand back.

He casts lead blades.


Male Human. Hp 136/136. Ranger/Rogue 16

”If she is willing to help us, what does it matter? “ Tariq looks to Shad questioningly.


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq raises a discerning eyebrow Sense Motive: 1d20 + 9 ⇒ (10) + 9 = 19


Male Human. Hp 136/136. Ranger/Rogue 16

”What my overzealous shaggy friend means to say is simply we arrived here with the purpose of stopping thr Sky Pharaoh and ending the menace of his pyramid. We have deduced some of the controls to operate the pyramid but any additional information would be greatly appreciated. “.


Male Human. Hp 136/136. Ranger/Rogue 16

We are indeed here to stop the Sky Pharaoh. How can we assist you or can you assist us with our task?

He looks for any signs of shackles or restraints.

perception: 1d20 + 19 ⇒ (6) + 19 = 25

Noonan, can you cure her of some of these burns at least?


Male Human. Hp 136/136. Ranger/Rogue 16

You speak of suffering, which we can see is significant. Who caused you suffering that we may bring them to justice?


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq follows and waves Shad to follow

”Alright then. And Ozy do not let Dwalindor run away. “


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq watches the painful sight with a grimace of pain for the old man

”If this works I will follow. I expect the rest of you to do likewise. “


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq studies the kingly man to see if it portrays the evil Pharoah or some benevolent king of years gone by.

Not so fast, my shaggy friend. It is wise to listen to the holy man, with his wisdom in such matters far exceeding your ability to eat.

kn:nobility: 1d20 + 17 ⇒ (6) + 17 = 23


Male Human. Hp 136/136. Ranger/Rogue 16

Was there a description of the new room? I may have missed it.

Just try and find something help, master dwarf. Your belly will have to wait.

perception+traps: 1d20 + 19 ⇒ (20) + 19 = 39


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq follows his two elders into the north passage as well.

”Come along, Shad. We cannot let them stir up hostilities. “


Male Human. Hp 136/136. Ranger/Rogue 16

I think that is all of them. But what are they here to protect? Treasure? Secrets? Tombs?


Male Human. Hp 136/136. Ranger/Rogue 16

Yes, Dwalindor would have followed Tariq into the room , giving about 10’ separation.


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq continues his search around the room, for other exits or hidden compartments or doorways.

Perhaps we and the Pharoah are not the only ones here?

perception: 1d20 + 19 ⇒ (16) + 19 = 35

survival: 1d20 + 19 ⇒ (18) + 19 = 37 for recent passage/prints?


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq shrugs

”You must be joking. It is not even a real cobra . “

Perception : 1d20 + 19 ⇒ (1) + 19 = 20


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq follow the dwarf through the north door.

”Those are not dolls. They are figurines as part of some complex puz….oh never mind. Where are you going now? “ he shrugs

”Baset , come. “


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq will pick up the eastern figure the arrow pointed to and look for any other open depression or missing spot where he could place it.

”Ah yes, now where to place it… “


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq will see if the figures or arrow will turn.


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq nods to the dwarf.

Aye. Let's check it out.

He will advance towards the platform...slowly.

perception, trapfinding: 1d20 + 19 ⇒ (3) + 19 = 22

Bleh


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq has had enough.

Alright, Noonan. We will remember to return without a keg. Where to now? Have we another pyramid we can still find?

He will head in the direction suspected to contain the next pyramid unless there is more to search here.


Male Human. Hp 136/136. Ranger/Rogue 16

doh - silly posting order again


Male Human. Hp 136/136. Ranger/Rogue 16

Tariq scowl but enters

”You are too kind, master dwarf.“

Looking ahead as he goes…

Perception : 1d20 + 19 ⇒ (3) + 19 = 22

Race

Warforged (Mindforged, Psiforged)

Classes/Levels

Dread 3

Gender

HP 30/30; PP 16/16(+3); Terror 9/9

Special Abilities

Terror 9/day; Aura

Occupation

10 Reputation; 400xp

Strength 8
Dexterity 15
Constitution 17
Intelligence 12
Wisdom 12
Charisma 21

About Unmarked

Max HP: 30
Resists:
Immunities: Paralysis, Sleep
Init: +2
AC: 18: 10 + 2 DEX + 2 NATURAL + 4 ARMOR

SAVES
FORT: 4 -------|1 Base + 3 CON|
REF : 6 --------|4 Base + 2 DEX|
WILL: 5 -------|4 Base + 1 WIS|
MISC: +2 racial bonus vs. disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, nausea, poison, stunning, sicken effects, checks to remove negative levels and stabilization checks.

COMBAT STATS
Devastating Touch; +3 Melee Touch, 1d6+2 damage
--Overwhelming Fear; DC 16 Fort or cower 1 rnd
Short Sword, +3 melee, 1d6, 19-20/x2
Dagger, +3 melee, 1d4, 19-20/x2
Mwk Longbow, +4 Ranged, 1d8, crit x3

+1 atk/dmg vs someone I have Demoralized

BAB +2
CMB +1
CMD 13

PSIONIC FOCUS:

Gain Focus: full-round action that provokes attacks of opportunity

While Focused:

Expend Focus to do one of the following:
concentration check is treated as if you rolled a 15

RACIAL ABILITIES:

The Mindforged, these warforged are strange they were never made by House Cannith and they have no life marks. They possess a remarkable intellect and force of personality, however they seem to suffer from something...alien perhaps it is the nature of the costruct mind?
  • Abilities: The Mindforged receive 2+ Int, 2+ Cha and -2 Wis
  • Humanoid (Living Construct Subtype)
  • Medium Size: Those that choose to be Medium Size do not get any size bonuses or penalties.
  • Base Speed: 30' for both Medium and Small.
  • Racial Traits:
    ------+2 natural armor bonus to AC. While this is usually provided by a combination of metal plating that covers the warforged body, it can also be done with darkwood plating as desired. It is still considered natural armor. Warforged can still wear normal armor as can other races. Once chosen, this material cannot be change. This does allow warforged druids or other classes that have a material based limitation.
    ------Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks.
    ------Immune to paralysis and sleep effects.
    ------+2 racial bonus vs. disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, nausea, poison, stunning and sicken effects.
    ------+2 racial bonus to checks to remove negative levels and stabilization checks.
    ------Do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities.
    ------Do not heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious warforged can repair itself.
    ------All applications of the Heal skill while used on a warforged is replaced with an appropriate Craft skill.
    ------Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.
    ------Can be targeted by spells and effects that affect objects objects made from metal, stone and wood.
  • Automatic Languages: Common. Bonus Languages: Draconic, Dwarven, Elven, Goblin, Gnome, Halfling and Orc
  • Age: ???
  • Base Height & Weight: 6'6", 302 lbs

    Favored Class: +4 Skill Pts

  • CLASS ABILITIES:

    Dread Class

  • 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. Her race may also provide bonus power points per day, as may certain feats and items.

  • 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. (Exception: The feat Expanded Knowledge does allow a dread to learn powers from the lists of other classes.) 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.

    A dread simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.

    The Difficulty Class for saving throws against dread powers is 10 + the power's level + the dread's Charisma modifier.

  • Maximum Power Level Known: A dread begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers. To learn or manifest a power, a dread must have a Charisma score of at least 10 + the power's level.

  • Fearsome Insight: The dread's connection to the fears and the subconscious grows and she gains a greater understanding of the mental faculties which regulate fear. This translates into an insight bonus to Intimidate equal to half her class level (minimum +1).

  • 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.

  • Talents: Dreads learn minor powers they can use at will to aid them in a variety of ways. The dread gains 2 talents from the dread talent list.

  • Terror (Su): Beginning at 2nd level, a dread learns to harness the power of fear in a variety of ways called terrors. Using a terror is a swift action. Some terrors are channelled through her devastating touch class feature. These terrors charge a dread's touch (and later her weapon) until her next successful attack that round.

    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.

    (Editor's Note: A complete list of dread terrors can be found here: Dread Terrors)

    ------Overwhelming Fear: The dread’s next attack stuns her target with overwhelming fear if the attack is successful. The target must make a Fortitude saving throw (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or cower for 1 round. If the attack misses, the effect is wasted. This is mind-affecting fear effect.
    ------Mindlock: The dread can invade the mind of an enemy through their subsconscious by making a melee touch attack that does not provoke attacks of opportunity. The target must succeed on a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier), or be mindlocked for 1 minute per dread level. A mindlock allows the dread to either channel her devastating touch ability at range as a standard action which automatically hits, or attempt an Intimidate check on the target, even though the target might be out of normal range or out of sight. The range of the mindlock is 10 feet per dread level, and the dread does not need line of effect or line of sight once a mindlock is established. This is a mind-affecting effect. A dread can only sustain one mindlock at a time. If the dread attempts to mindlock a new target while another mindlock is active, the active mindlock ends. The dread is aware if the mindlock fails or ends, although she does not necessarily know the reason. The dread must be at least 4th level to select this option.

  • Aura of Fear (Su): At 3rd level, a dread radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a dread with this ability. This ability functions only while the dread remains conscious, not if she is unconscious or dead.

  • Channel Terror (Su): At 3rd level, the dread learns how to channel her terrors through any melee weapon she is holding or through her devastating touch class feature, even if using devastating touch as a ranged attack (such as through the mindlock terror). If channeling a terror through a weapon, it does not gain the benefits of the devastating touch ability.

  • FEATS and TRAITS:

  • Psiforged Body: The composite plating of your body was made with dozens of crystals. These crystals act as a cognizance crystal, allowing you store 1 psionic power point within them. Every other level, you can store 1 additional power point into the crystals of your body. These crystals cannot be targeted separately from you and cannot be disenchanted or suppressed. In all other ways, these crystals act as a single cognizance crystal. You cannot take the Adamantine Body feat if you have this feat. Neither Wish, Miracle nor similar abilities within the reach of player characters can remove these side effects without removing the entire feat.
  • Weapon Finesse

  • Terrifying Focus: There is something in you that terrifies others, you have learned to use this to your advantage. You receive a 1+ bonus to attack and damage rolls against enemies that you have personally demoralized.
  • Nonchalant Thuggery
  • SKILLS:


    • Acrobatics: 2 =r+2 DEX+0
    • Autohypnosis: 10 =4+1 WIS+3 +2 Cs
    • Bluff: 12* =4+5 CHA+3 *+4 to keep others from noticing aggressive actions
    • Concentration: 1d20 + ML + CHA MOD vs DC = 15 + (Power Level x2)
    • Climb: 1 =r+1 INT+0
    • Craft: 10 =4+1 INT+3 +2 Cs
    • Escape Artist: 2 =r+2 DEX+0
    • Intimidate: 16 =4+5 CHA+3 +2I +2 Cs
    • Know: Psionics: 8 =4+1 INT+3
    • Perception: 10 =4+1 WIS+3 +2 Cs
    • Profession: 1 =r+1 WIS+0
    • Sense Motive: 11 =4+1 WIS+3 +2 Cs
    • Spellcraft: 1 =r+1 INT+0
    • Stealth: 11 =4+2 DEX+3 +2 Cs
    • Swim: -1 =r+-1 STR+0

      Misc Mod Codes: Cl = Class; R = Racial; Cm = Competence; Cs = Circumstance; I = Insight


    POWERS:

    Dread Power List
    Max Power Points: 16 = 6 class + x feat + 10 CHA
    Psiforged Body Max PP Storage: 3 PP


    EQUIPMENT:

    34gp

    2g Dagger
    10g Short Sword
    375g Mwk Longbow
    20g Arrows, Durable (20)
    250g Mwk Chain Shirt
    50g Tool, Masterwork, Craft (Tools)
    50g Tool, Masterwork, Stealth (Cloak)
    50g Tool, Masterwork, Perception (Lenses)
    50g Tool, Masterwork, Autohypnosis (Focus Crystal)
    50g Tool, Masterwork, Intimidate (Fanged Jaw Half-Mask)
    50g Tool, Masterwork, Sense Motive (Resonant Crystal)
    9g [url=http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Kit-Fighter-s]Fighter's Kit

    HISTORY:

    CAMPAIGN NOTES:

    Unmarked is a warforged who does not know his past. All he knows is that he does not have a name. Likewise, he has no purpose other than gleaning what he can from the brief flashes of memory that he gets from time to time.

    PLAYER NOTES:

    Dreads Terrors sorted by level they become available:

    2nd:

  • Chase Terror: Whenever an adjacent foe that is shaken, frightened, or panicked attempts to take a 5-foot step away from the dread, the dread can, as an immediate action, take a 5-foot step so long as the dread ends up adjacent to the foe that triggered this ability.
  • Incite Fear: The dread’s next successful attack incites fear in her target. The target must make a Will saving throw (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or become shaken for 1d4 rounds. This is a mind-affecting fear effect.
  • Invigorating Fear: If the dread’s reduces an enemy to 0 or fewer hit points this round, she gains temporary hit points equal to her Charisma modifier.
  • Overwhelming Fear: The dread’s next attack stuns her target with overwhelming fear if the attack is successful. The target must make a Fortitude saving throw (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or cower for 1 round. If the attack misses, the effect is wasted. This is mind-affecting fear effect.
  • Terrified Escape: The 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.
  • Weakening Fear: The dread’s attack causes the target to be fatigued for one round per dread level 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. This terror has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the terror’s duration expires.

    4th:

  • Horrible Strike: The dread’s attack deals an extra 1d6 points of damage as she empowers her attacks through her connection to the region of nightmares. For every 2 power points spent, this damage increases by 1d6. The dread must be at least 4th level to select this option.
  • Maddening Fear: The dread’s next successful attack imposes a -2 penalty to the struck creature’s Wisdom score in addition to its normal damage. This is mind-affecting fear effect. The dread must be at least 4th level to select this option.
  • Mind Rend: The dread’s attack deals 1d8 additional damage if his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). If the dread spends a power point when activating this terror, the damage increases to 1d10. This extra damage is not multiplied on a critical hit. The dread must be 4th level to take this terror. This terror can be taken one additional time every three levels thereafter (7th, 10th, etc). Each time, it increases the additional damage by one die.
  • Mindlock: The dread can invade the mind of an enemy through their subsconscious by making a melee touch attack that does not provoke attacks of opportunity. The target must succeed on a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier), or be mindlocked for 1 minute per dread level. A mindlock allows the dread to either channel her devastating touch ability at range as a standard action which automatically hits, or attempt an Intimidate check on the target, even though the target might be out of normal range or out of sight. The range of the mindlock is 10 feet per dread level, and the dread does not need line of effect or line of sight once a mindlock is established. This is a mind-affecting effect. A dread can only sustain one mindlock at a time. If the dread attempts to mindlock a new target while another mindlock is active, the active mindlock ends. The dread is aware if the mindlock fails or ends, although she does not necessarily know the reason. The dread must be at least 4th level to select this option.

    6th:

  • Mind Drain: The dread’s attack drains a number of power points equal to the dread’s level unless the target makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). When used against a target with spellcasting, the dread drains away one spell at random equal to 1/2 her dread level or the next lowest level available if none exist for the applicable level. If the target has both spellcasting and power points, the dread chooses which to drain. This is a mind-affecting fear effect. The dread must be at least 6th level to select this option.
  • Sickening Fear: The dread’s attack causes the target to become sickened unless it makes a successful Fortitude save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). This effect lasts for 1d6 rounds. This is mind-affecting fear effect. For every additional power point spent, the target also takes 1 point of damage per round the effect lasts. The dread must be at least 6th level to select this option.

    8th:

  • Haunting Steps: The dread’s attack slows the target (as the spell) for 1 round per dread level unless she makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). The dread must be at least 8th level to select this option.
  • Nightmare Form: The dread’s internal connection to the realm of nightmares allows her to take on the form of nightmares herself. The dread can use ectoplasmic form as a psi-like ability at a manifester level equal to her dread level. The dread is still able to use her supernatural abilities while in Nightmare Form, although she suffers all normal restrictions on attacks and targeting. Each use of this ability is considered a daily use of the dread’s terrors. The dread must be at least 8th level to select this option.
  • Steal Essence: The dread’s next devastating touch attack works as a conduit between the target’s subconscious and her own, turning some of the damage she does into healing energy, reinvigorating the dread. She heals an amount of damage equal to the damage she deals with her devastating touch. The dread must be at least 8th level to select this option.

    10th:

  • Lingering Fear: The dread’s attack causes a lingering fear in the target which prevents rest for one day unless it makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). Inability to rest means the target cannot regain spells or power points, nor heal normally. For each 2 power points spent, this fear lingers for an additional day. This is a mind-affecting fear effect. The dread must be at least 10th level to select this option.
  • Nightmare Step: When the dread is adjacent to a shaken target, she can teleport up to 40 ft. away into a square adjacent to another shaken target. The dread must be at least 10th level to select this option.
  • Nightmare Touch: The dread can use her devastating touch ability while using the Nightmare Form terror, even though she normally cannot make physical attacks. This terror is used when Nightmare Form is activated and does not take a separate use of terrors to activate. The dread must be at least 10th level and have the Nightmare Form terror to select this option.
  • Ranged Mindlock: The dread can initiate the mindlock terror at a range of 10 ft. per class level instead of as a touch attack as a standard action, but she still requires initial line of sight and line of effect. The target still gets a Will save as normal to resist the mindlock. The dread must be at least 10th level and have the Mindlock terror to select this option.
  • Shroud of Fears: The dread draws on the subconscious fears of those around herself while she is using the Nightmare Form terror, forming translucent shapes around herself representing the inner fears and terrors of those who view her. This grants her a deflection bonus to AC equal to her Charisma modifier. The dread must be at least 10th level and have the Nightmare Form terror to select this option.

    12th:

  • Soul-chilling Fear: The dread’s attack creates a conduit between her own subconscious and the mind of her target. The target must make a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or gain 1 negative level. This is a mind-affecting fear effect. For every 3 power points spent, the target gains 1 additional negative level. The dread must be at least 12th level to select this option.
  • Fear Incarnate: The dread’s connection to the realm of nightmares and her understanding of the fears of others gives her a terrible insight into how to shake people’s faith in themselves, granting her a bonus to Intimidate equal to her class level while using the Nightmare Form terror. The dread must be at least 12th level and have the Nightmare Form terror to select this option.

    14th:

  • Concealed Nightmare: The dread gains a shroud of materializing fears around her while using the nightmare form terror, giving her concealment (20% miss chance). The dread must be at least 14th level and have the Nightmare Form terror to select this option. This terror is used when Nightmare Form is activated and does not take a separate use of terrors to activate.
  • Paranoia: The dread’s attack causes the target to become intensely paranoid, making it fear even its friends. The target must make a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or treat all creatures as enemies. The target reacts violently to anyone who approaches and will use the most efficient means of disposing the enemy. The target also attempts a save against all effects he could, unless he makes a successful Spellcraft check to identify the effect. This condition lasts for 1 minute per dread level. This is a mind-affecting fear effect. The dread must be at least 14th level to select this option.

    16th:

  • Consuming Nightmare: The dread’s next attack infects the target with nightmare so overwhelming it threatens to strike the creature dead. The target must make a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or die. If the target succeeds, it becomes immune to this terror for 24 hours. This is a mind-affecting fear death effect. The dread must be at least 16th level to select this option.
  • Concealed Nightmare, Improved: While using the Nightmare Form terror, the dread gains total concealment (50% miss chance). The dread must have the Nightmare Form and Concealed Nightmare terrors to select this option. This terror is used when Nightmare Form is activated and does not take a separate use of terrors to activate.

    18th:

  • Persistant Nightmare Form: The dread can maintain her nightmare form inside areas of null psionics or dead magic areas. The dread must be at least 18th level and have the Nightmare Form terror to select this option.

    20th: