Description
Tinta-Tal-Ma is a massive 8'1"' tall, Female half-gaint Unarmed Fighter. A Bodyguard and masseuse to the Nobility. For all her size she is slim with a male-like massively muscular form. At 550lb in weight its best not to let her sit on you. On her arm is a slave brand, which she dose not hide. Her clothing just what is needed to cover her privet parts. Her belongings are well made but simple. In a fight she tends to be unarmed, or uses a few monk weapons she has.
Personality
Sold as a slave as a child, she was beaten as a baby and so suffered some brain damage. Her brute size and muscular form make up for this because if anyone calls her slow/dumb or an idiot, she has no problems breaking their necks with her bare hands. She is for want of better words a brooding brute of a female. Bad manners, a fowl mouth, and grumpy demeanor lead many to avid her.
STR [18][+4]=[14][10p][+2Race]
DEX [14][+2]=[14][10p][-2Race]
CON [14][+2]=[14][05p]
INT [08][-1]=[08][-2p]
WIS [14][+2]=[14][02p][+2Race]
CHA [10][+0]=[10][00p]
Traits and Feats:
Traits:
1:Desert Traveler: Whether you are a member of an elven tribe, a thri-kreen clutch, or a merchant caravan, you have spent a lot of time traversing the vast deserts of the Tablelands. As a result of being constantly on the move, you have learned how to shrug off fatigue and continue moving. You gain a +1 trait bonus to Survival checks in desert terrain and a +1 trait bonus to Fortitude saves to avoid nonlethal damage from hot environments.
2:Deft Dodger
Growing up in a rough neighborhood or a dangerous environment has honed your senses.
Benefit: You gain a +1 trait bonus on Reflex saves
CLASS Weapon and Armor Proficiencies
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and short spear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Athasian Half-Giant Racial Traits:
Standard Racial Traits
Ability Score Modifiers: +2 Wisdom, +2 Strength, –2 Dexterity: Half-giants are tough and intuitive, but not too nimble.
Size: Half-giants are Medium creatures and have no bonuses or penalties due to their size.
Type: Half-giants count as both human and humanoid (giant) for any effect related to race.
Speed: Half-giants have a base speed of 30 feet.
Vision: Half-giants have low-light vision (they can see twice as far as humans in conditions of dim light.) See Vision and Light for details.
Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, and Ignan.
Fire Acclimated:
Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.
Powerful Build:
The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.
Half-Giant Psionics: Half-giants gain the following psi-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant’s level (minimum 1st). The DC for this power is equal to 10 + the power’s level + the half-giant’s Charisma modifier.
Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Survivor: Half-giants gain a +4 racial bonus to Survival checks.
Wild Talent 2/day
Your mind wakes to a previously unrealized talent for psionics.
Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.
Wild Talent = Fortify, Lesser
Class Skills
The psychic warrior’s class skills are Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Int), Knowledge (psionics) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str).
Skill Ranks at each Level: 4 + Int modifier.
Table: Psychic Warrior
Weapon and Armor Proficiencies
Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Powers Points/Day
A psychic warrior’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psychic Warrior. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known
A psychic warrior begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. Choose the powers known from the psychic warrior power list. (Exception: The feat Expanded Knowledge does allow a psychic warrior to learn powers from the lists of other classes.) A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points. A psychic warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against psychic warrior powers is 10 + the power’s level + the psychic warrior’s Wisdom modifier.
Maximum Power Level Known
A psychic warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power’s level.
Bonus Feats
At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, etc.). These bonus feats must be drawn from the feats noted as combat feats or psionic feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements (like levels in another specific class). These bonus feats are in addition to the feats that a character of any class gains every two levels. A psychic warrior is not limited to combat feats and psionic feats when choosing these other feats.
Psionic Proficiency (Ex)
A psychic warrior treats his base attack bonus as equal to his psychic warrior level for the purposes of requirements for psionic feats. Base attack bonuses granted from other classes are unaffected and are added normally.
Warrior’s Path (Ex)
At 1st level, a psychic warrior chooses a path to adhere to (listed below). When first taking a path, the psychic warrior gains one of the two powers associated with that path. Powers gained from a path do not count against his number of powers known. When manifesting this power, called a path power, the psychic warrior can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal. At 3rd level, the psychic warrior gains the second power from his path. All of the above benefits apply to this additional path power.
In addition, the psychic warrior gains one additional class skill, as noted in the path description.
Expanded Path
At 3rd level, the psychic warrior expands his understanding of his chosen path. From this point on, he can use the Trance and Maneuver associated with his chosen path.
Weapon and Armor Proficiencies
Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Powers Points/Day
A psychic warrior’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psychic Warrior. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known
A psychic warrior begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. Choose the powers known from the psychic warrior power list. (Exception: The feat Expanded Knowledge does allow a psychic warrior to learn powers from the lists of other classes.) A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points. A psychic warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against psychic warrior powers is 10 + the power’s level + the psychic warrior’s Wisdom modifier.
Maximum Power Level Known
A psychic warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power’s level.
Bonus Feats
At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, etc.). These bonus feats must be drawn from the feats noted as combat feats or psionic feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements (like levels in another specific class). These bonus feats are in addition to the feats that a character of any class gains every two levels. A psychic warrior is not limited to combat feats and psionic feats when choosing these other feats.
Psionic Proficiency (Ex)
A psychic warrior treats his base attack bonus as equal to his psychic warrior level for the purposes of requirements for psionic feats. Base attack bonuses granted from other classes are unaffected and are added normally.
Warrior’s Path (Ex)
At 1st level, a psychic warrior chooses a path to adhere to (listed below). When first taking a path, the psychic warrior gains one of the two powers associated with that path. Powers gained from a path do not count against his number of powers known. When manifesting this power, called a path power, the psychic warrior can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal. At 3rd level, the psychic warrior gains the second power from his path. All of the above benefits apply to this additional path power.
In addition, the psychic warrior gains one additional class skill, as noted in the path description.
Expanded Path
At 3rd level, the psychic warrior expands his understanding of his chosen path. From this point on, he can use the Trance and Maneuver associated with his chosen path.
Equipment:
Starting cash 3,150cp
Weapons:
2xL Dagger 8cp [Boots]
Large Rope Dart Belt, 30cp
H Crossbow + 60 bolts
Pouch 1 2' 20lb
H Crossbow,
80 Bolts/Ceramic tipped
String or twine (50 ft.) 1cp 1/4lb
Bone Whistle, silent 1sp -lb
Healer Kit 10/10 1lb 50cp
Letters of refinance,
Small bag uncut Gems
Belt Pouch 2 2' 20lb
Grooming set 10gp 1lb
Small item bags --cp 1/4lb
Water flask x3 1cp
wine flask x1 4cp
Large White Fox Filter mask 2cp
Mian backpack Desert Clothing: 10cp Loose clothing in light colors reflects heat and retains the body's moisture. When wearing desert clothing, you gain a +1 bonus to Constitution checks against environmental dangers when out in the desert.
Distillation Kit: Desert travelers use a distillation device, which "boils" moisture out of the materials and collects it in a reservoir. Using a distillation kit for 6 hours produces 1 day’s worth of water.
Bed-Roll 5lb 2cp
Rope, silk (50 ft.) 5lb 20cp
MW-Survival Kit 25cp
Rations, trail Dayx10 50cp
Write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
1)She was captured as a child and sold into slavery.
2)She hates snakes, after being left in a cage with a number of them.
3)She wants to pay back her ladyship for showing her trust and affection.
4)She is not as hard as she sounds inside she can be very soft, but she knows the world is cruel and hates showing it.
5)She has a luck charm she takes everywhere with her. Its a small silver cup.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.
1)Telling Ebrill how she feels about her, but she is too scared too.
2)Win a big cage fight and become famous.
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1)[known] She did in deed cheat in the cage fight, by putting slow drugs on her fists.
2)[unknown] The local fighters' guild suspects her of cheating in cage fights and is secretly investigating her.
Step 4: Describe three people that are tied to the character through blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1)Lady Sol-Eet De-Ron-Xue, who bought her and then set her free, she dose not really understand Lady Sol-Eet, she is cold and inscrutable. always planning and scheming. She can be kind one moment and a devil in elf form the next.
2)Doctor Ebrill Dwynwen, she fell in love with Ebrill the 1st time she saw her, it was only after they she found out Ebrill for all her pretty cute doll-like looks, had a tung on her even worse than her own. Where she swears Ebrill cust to the quick, making jokes that make even her blush. That did it, she has been with Ebrill even since.
3)Borg-nach, a cage fighter she beat some mouths ago, who says keeps saying she cheated and wants vengeance.
Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1)Watching Lady Sol-Eet peal a mans skin off because she wanted some information from him. It took days to die. And only at the very end did the fool talk. She had to mop up his guts from the floor after.
2)Being with Ebrill for the 1st time, and feeling like the world would not stop spinning.
3)Standing in the desert with her ladyship and Ebrill, watching the sun come up.