Scrapwall Fanatic

Thraag the Elder's page

72 posts. Alias of Malinor..


Full Name

Thraag the Elder

Race

Attack:
[dice=15% or less is bad]d100[/dice][dice=Energy Bolt DC 18]5d6[/dice][dice=Mind Thrust DC 16]d10[/dice][dice=Energy Wall DC 18]2d6+10[/dice]

Classes/Levels

N Half Orc Wilder 7; Init +5; HP 66/66, Temps: 20; AC 24 (without shield), T 16 , FF 18; CMD 21; Fort +8, Ref +8, Will +8 (+2 vs fear, +1 All saves Surging Euphoria); 63/63 Power Points; DL 40/63 PP ; Perception (Darkvision) +17

Gender

Skills:
Acrobatics +13, Autohypnosis +9, Knowledge: History +8, Knowledge: Psionics +6, Linguistics +8, Perception +17, Spellcraft +9, Use Magic Device +15

Strength 10
Dexterity 16
Constitution 16
Intelligence 12
Wisdom 8
Charisma 21

About Thraag the Elder

Male Half Orc Wilder 7
N Medium humanoid (Human and Orc)

Init +5 ; Senses Perception +17

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Defense
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AC 24, touch 16, flat-footed 18 (+8 armor, +3 Dex, +3 Dodge, +0 Natural Armor, +0 Deflection, +0 Shield)

hp: 66 (7d8+ 21 Con + 7 FC)

Fort +8, Ref +8, Will +8 [+2 vs fear]

Defensive Abilities: Surging Euphoria +1,

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Offense
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Speed: 30 Ft

Melee: Spiked Gauntlet +5 (d4; x2)

Ranged: Spell

Special Attacks: Surging Euphoria +1,

Spells (CL 7; Concentration +12; PP 63/63)

Powers Known: Inertial Armor, Energy Bolt, Mind Thrust, Specified Energy Adaptation, Energy Wall, Force Screen, Vigor

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Statistics
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Str 10, Dex 16 Con 16, Int 12, Wis 8, Cha 21

Base Atk +5; CMB +5; CMD 21

Racial Abilities:
Unflinching Valor:Half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled. This replaces intimidating.

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:
Wild Surge +3: 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.

Elude Attack +2: 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.

Surge Type-Student’s Surge : Wild Surge and Psychic Enervation: A student wilder has received some formal training in psionics, but still uses raw emotions to empower her abilities. The student wilder uses any emotion much like a free wilder, but with more focus and control. A student wilder overcome by psychic enervation is dazzled for a number of rounds equal to the level of wild surge used and loses a number of power points equal to her normal manifester level (the increase in manifester level from her wild surge does not increase the number of power points lost). If the student wilder suffers psychic enervation again while still suffering from a previous psychic enervation, the penalties stack (-1 to attack rolls and sight-based Perception checks) and the duration resets.

Surge Bond: The student wilder gains the Psicrystal Affinity* feat as a bonus feat.

Improved Surge Bond: A student wilder gains the Expanded Knowledge feat as a bonus feat at 5th level and every four levels thereafter (9th, 13th, etc).

Traits
Resilient: Benefit: You gain a +1 trait bonus on Fortitude saves.

Twitchy: Your first thought upon awaking in the asylum isn’t confusion over why you can’t remember anything clearly—it’s a sudden urge to find safety. You feel like everything around you, aside from your companions, might threaten you and you’re always ready to react. You have a hard time staying still, and you’re constantly surveying your surroundings. Maybe you are paranoid, or maybe it’s just an overactive imagination, but whatever it is, you know that keeping these feelings honed will help you stay alive.

You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves.

Fate’s Favored: Double luck bonuses.

Feats:
Dodge:

Psycrystal Affinity (Meticulous: +3 Perception): This feat allows you to gain a psicrystal. Should your psicrystal be destroyed, you gain a new one after 24 hours. A new psicrystal must have the same personality as the original

Empower Power: To use this feat, you must expend your Psionic focus. You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1-1/2 times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables.

Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

Extended Knowledge:Mind Thrust

Extra Power: Energy Adaptation, Specified

Extra Power:Energy Wall

Skills: Acrobatics +13 [7], Autohypnosis +9 [7], Knowledge: History +8 (7), Knowledge: Psionics +6 [2], Linguistics +8 (7)Perception +17 [7], Spellcraft +9 (5), Use Magic Device +15 (7)

Languages: Common, Orcish, Auran, Giant, Ignan, Necril, Terran, Aquan, Celestial, Draconic

Combat Gear: Spiked Gauntlet (5 gp, 1 lb), Belt of Physical Might (Dex/Con) +2 [10,000 gp, 1 lb], Headband of Alluring Charisma +2 [4000 gp, 1 lb], Cloak of Protection +2 [4,000 gp, 1 lb], Eyes of the Eagle [2,500 gp, - lb], Haversack (2000 gp, 5 lbs)

Gold: 477 Silver: 4 Copper:

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Tracked Resources
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Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Bedroll 1/1 5 0.1 gp
*= Carried in Haversack.

Total Weight lbs lbs light or less/ medium / heavy

Background:
Thraag was the first of twins. He was born on the border of Belkzen and Lastwall. As a half orc, Thraag was not widely trusted by many of the humans in the area who had to deal with consistent orc, goblin or giant raids. As he came of age, he started to develop strange powers of the mind that helped him ward off the raids. But because his powers were so rare, many wondered if they might be a double edged sword and eventually turn against the locals. Eventually, Thraag grew tired of the constant strange looks and decided to depart the area. He left and began to travel Golarion acting as a wandering mercenary. He joined various groups at times and at other times acted as a guard on various caravans.