Titansbane's page

No posts. Alias of Gobo Horde.


About Titansbane

Mugwort
Male Half-Orc Unbreakable Fighter 1
NG Medium Humanoid (Human, Orc)
Initiative +0, Senses, Darkvision 60ft, Perception +6 (8 vs hidden objects)
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Defenses
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AC 20, Touch 17, Flat Footed 14, (+0 Dex, +3 Armor) (-1ACP)
hp 10/10v, 42/42w, 20t
Special Defenses Diehard
Fort 8 Ref 2 Will 3
(+4 vs most environmental and non-lethal effects, +5 vs cold weather)
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Offenses
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Speed 30ft
Melee Spear +4 (1d8+4/x3)p
Ranged Spear +1 (1d8+3/x3) 20ft, p
Shortbow +1 (1d6/x3) 60ft, p
Modifiers +1/+0 BAB, +3/+4 Str
Combat Options || -1/+0 for +1 AC || -1/+2 to ranged attacks || -1/+2 to melee attacks || -1 AC for +0/+2 against huge targets ||
Combat Expertise, Deadly Aim, Lunge, Piranha Strike, Power Attack, Risky Striker, Bloody Assault, Dazing Assault, Stunning Assault

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Current Magical Effects
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Statistics
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Str 16, Dex 10, Con 18, Int 10, Wis 12, Cha 8
Base Atk +1 CMB +5 CMD +15

Feats Diehard, Endurance, Fast Healer
Traits Fates Favored, Savage, Seeker, Unlearned
Racial Traits Darkvision, Sacred Tattoo, Scavenger

Skills  x6
Climb +7 (1 Rank, +3 CS, +3 Str)
Handle Animal +3 (1 Rank, +3 CS, -1 Cha)
K: Nature +5 (1 Ranks, +3 CS, +1 Trait, +0 Int)
Perception +6 (1 Rank, +3 CS, +1 Trait, +2 Scavenger, +1 Wis)
Profession: Hunter +5 (1 Rank, +3 CS, +1 Wis)
Survival +8 (1 Rank, +3 CS, +2 Mwt, +1 Trait, +1 Wis)

Languages Common, Orc
Other Gear
Light Hide Armor (20gp, 18lb)
Shortspear (1gp, 3lb)
Dagger (2gp, 1lb)
Shortbow (30gp, 2lb)
20 Arrows (1gp, 3lb)

Animal Call Kit (.1gp, 0lb)
Fighters Kit (7.9gp, 19lb)
Fishing Kit (.5gp, 3lb)
Masterwork Survival Kit (50gp, 5lb)
Compass (10gp, 1/2lb)
Mead, 2lb (2gp, 2lb)
Cold Weather Outfit (-gp, 7lb)
5.5gp

*Kit contents*
*backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, trail rations (5 days), and 3 waterskins, very basic maps showing major landmarks, a small utility knife, compass, 2lb of Mead.
*simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).

*Trade Goods*
5 Fox Pelts (15gp)
10ftx10ft of Elk furs (5gp)
5ftx5ft of Bear furs (15gp)

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TRACKED RESOURCES
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Special Abilities
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Darkvision You can see 60ft in darkness.
Diehard You can continue to act below your Wound Threshold without making checks but you are staggered.
Endurance + to most Environmental and Non-Lethal effects.
Fast Healer recover 2 additional Wounds when you rest or are affected by magical healing.
Fates Favored Increases all Luck bonuses by 1.
FCB +2 Wounds before dying and increase your Wound Threshold by 2.
Sacred Tattoo +2 Luck bonus to all saves.
Savage +1 to K: Nature and Survival checks and K: Nature is a class skill.
Scavenger +2 on Appraise and Perception checks to notice hidden objects, determine if food is spoiled and to identify a potion by taste.
Seeker +1 to Perception and its a class skill.
Unlearned Cannot make Knowledge checks untrained, except for K: Nature.
Wounds/Vigor Vigor= Hit Die (10), Wounds= 2x Con score + Con mod, +2 FCB (42), Wound Threshold= Con score+FCB (20). 10v, 42w, 20t.

Combat Options
Combat Expertise: -1/+0 for +1 Dodge bonus to AC.
Deadly Aim: -1/+2 to ranged attacks.
Power Attack: -1/+2 to melee attacks (+50% for two-handed weapons).
Risky Striker: -1 AC for +0/+2 to melee attacks against Huge or larger foes.

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Encumbrance 64.5lb
Light 76lb, Medium 153lb, Heavy 230lb
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Eee.Peees 000
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Psion Telepath 19
Body Snatcher 6
Metamind 10

Wizard of the Veil/Controller 20
Arcane savant 10?
Veiled Illusionist 10?

Archemage/Trickster 6
6 Path abilities (Flexible School)
3 Mythic Feats (Dual Path, +2)
+6 Ability score
15/day MP
1d8 Surge
+6 Initiative

Inveigler Template

Str: (12 Base, +11 ABP)
Dex: (12 Base, +11 ABP)
Con: (12 Base, +11 ABP)

Int: (12 Base, +8 lvl, +6 Mythic, +4 Temp, +11 ABP)
Wis: (12 Base, +11 ABP)
Cha: (12 Base, +6 Temp, +11 ABP)
CMB: 10 (10 BAB, + Str)
CMD: 10 (10 Base +10 BAB, + Str, + Dex)

30pb

ABP
+5 Deflection to AC (Deflection)
+5 Enhancement to Natural AC (Toughening)
+5 Resistance to Saves (Resistance)
+6/+6/+6 Mental Stats (Mental Prowess, Legendary Mind)
+6/+6/+6 Physical Stats (Physical Prowess, Legendary Body)

Legendary Gifts: 36/163
3: Legendary Body
3: Legendary Mind
5: Legendary Str
5: Legendary Dex
5: Legendary Con
5: Legendary Int
5: Legendary Wis
5: Legendary Cha

Initiative: +0 (+ 0 Dex, +6 Mythic)
HP: 100/100 (20d6+)

AC: 10 (10 Base, + Dex)
T: 10 (10 Base, + Dex)
FF: 10 (10 Base, + )
Fort: 10 (6 Wiz, + Con, +5 ABP)
Ref: 10 (6 Wiz, + Dex, +5 ABP)
Will: 10 (12 Wiz, + Will, +5 ABP)
Special Defenses:

CL (Wiz): 22 (20 Wizard, +2 Knack)
CL (Psi): 33 (20 Psion, +4 Body Snatcher, +7 Metamind, +2 Knack)

Concentration (Wiz): 100/100 (1 Base, + ) (CL+Abil Mod)
Concentration (Psi): 100/100 (1 Base, + ) (CL+Abil Mod)

Spell levels:
Spells Known:
0:
1:
2:
3:
4:
5:
6:
7:
8:
9:
PP: 100/100 (896 Base, +9 Feats, )
(20th lvl Psion, 10th lvl Metamind, 4th lvl Body Snatcher)

Powers Known:
0:
1:
2:
3:
4:
5:
6: Mind Switch (bonus)
7:
8:
9: Mind Switch, True (bonus)
Feats: 1 (18 from levels, 3 from focused study, 4 from wizard, 5 from psion )
Extend Power, Extend Spell, Eschew Materials, Psicrystal Affinity

Static Feats: Scribe Scroll (w), Leadership, Imp Feint (t), Persuasive (t)
Traits: Magical Knack, Psionic Knack
Skills:
Bluff: +8 (+8 Comp (t))
Diplo: +8 (+8 Comp (t))
Slight of Hand: +4 (+4 Comp (t))
Languages: 1 ( Base, + )
FCB: +1 PP, +9 powers

Special Abilities
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Body Snatcher: Body Thief, Death is Only the Beginning, Extended Transfer, Melding Exchange (Greater), Mindleap Contingency, Mind Mimic, Rapid Transfer, Seal The Host, The Flesh Remembers, Traumatic Transfer, True Mind Switch
Psion: Discipline,
*Mindbender telepath: Discipline Talents: Conceal Thoughts/Mindlink, Enthrall, Guarded Thoughts, Impose Will, Telepathy,
Wizard:
Inveigler: Charming Falsehood, Hidden Enchantment, Taken to the Grave, Truth be Told, Undetectable Nature, Undetectable Thoughts
Mythic:

?????/??
Parry Spell
Mythic Flexible Counterspell

veiled illusionist 10

Virus
Psion Telepath 19, Metamind 10, Body Snatcher 6
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Wizard Controller/Mage of the Veil 20, +15
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Mythic Archmage Trickster 6

LE Medium Humanoid (Human) Initiative +2 Senses, Perception -1
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Defenses
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AC 12, Touch 12, Flat Footed 10 (+2 dex)
hp 8/8 (1d6+2)
Fort +1 Ref +2 Will +1
Special Defenses +2 Fort vs Cold conditions,
Immune: Severe Cold
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Offenses
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Speed 30ft
Melee
Ranged
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Spellcasting
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Concentration: +6 (+10 while grappled, pinned, entangled or in violent weather), CL: +1
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Current Magical Effects

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Statistics
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Str 12, Dex 14, Con 13, Int 14, Wis 8, Cha 20
BAB +0 CMB +1 CMD +13 (+2 vs trip)

Feats Rugged Northerner, Sphere Focus (Nature), Sphere Focus (Weather)
Talents Nature Sphere, Weather Sphere, Cold Lord, Create Water, Greater Weather
Sphere Drawbacks Easy Focus, Focused Weather (Cold), Magical Signs, Wild Magic
Traits Attempted Murder, Desperate Focus
Drawbacks Warded Against Nature

Skills 6/lvl
Intimidate +11 (1 Rank, +3 CS, +2 trait, +5 Cha)
K: Local +6 (1 Rank, +3 CS, +2 Int)
K: Nobility +6 (1 Rank, +3 CS, +2 Int)
Lore: Weather +6 (1 Rank, +3 CS, +2 Int)
Spellcraft +6 (1 Rank, +3 CS, +2 Int)
Survival +0 (1 Rank, -1 Wis)

Languages Common, Celestial, Elven

Other Gear
0gp

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TRACKED RESOURCES
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Charming Falsehood (1/day) (Inveigler)
Efficient Recharge (2/day) (Metamind)
Enthrall (1/day) (Psion)
Font of Power (1/day) (Metamind)
MP (15/15) (Mythic)
Sequestration (11/day) (Metamind)

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Mythic Options
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MP|Action|Effect
1|S|
1|I| add 1d8 to any d20 roll.
1|F| gain an additional standard action.
1|-| rest for 1 hour to gain 8 hours worth of rest.

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Special Abilities
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FCB +19 pp.

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Bodysnatcher:

*Body Snatcher*

Assimilation You gain additional knowledge during a Mind Switch, True. You immedeately learn: the subject's name, where he lives, and who his principle associates and enemies are.
You also gain knowledge of all of the subject's languages (written and spoken), treat any Knowledge check made with a skill with which the subject had ranks as a trained check and use the subjects Knowledge skill ranks as your own, learn any of its item's command words, and gain a +20 competence bonus on any skill check used to impersonate the subject, gain its weapon and armor proficiencies, use its skill ranks for Str, Dex or Con checks (skill ranks capped at 10+Int level) while you remain in its body. Additionally you may expend your focus to "ask" the subjects memories a question about its past or personality. (Flesh Remembers, Melding Exchange, Greater) ***ABILITY***
Body Thief Your CL for Mindswitch, True is 43.
CL Increase your Psion CL by 4.
Death is Only the Beginning as an immediate action an by expending focus when you are reduced to -1 hp or lower, or fail a saving throw against an effect that would kill you, you may cast True Mind Switch against your killer (CL 43, DC **) and switch places with them just before dying. ***DC***
Extended Transfer You can apply the Extend Power feat to Mind Switch, True without spending additional pp, but you must still expend focus.
Mimic Mind you can falsify your surface thoughts, memories and alignment while in anothers body if you succeed on the saving throw against the ability.
Traumatic Transfer you may make the target of a Mind Switch, True stunned for 1 round then dazed for 1d4 rounds after it enters your body.
Rapid Transfer You can manifest Mind Switch as a standard action.
Seal the Host Gain an augment for Mind Switch;
2 PP: The target must make a second will save or be dazed for as long as it remains in your body.

Mindleap Contingency Gain an additional Metapsionic effect;
At 5th level, a body snatcher unlocks the ability to use a unique metapsionic effect known as a mindleap contingency. Powers that specify a single target and can affect the body snatcher's current form can be made into mindleap contingent powers. A mindleap contingent power, once manifest, lies dormant, undetectable and undispellable, for up to five minutes (after which time it fades harmlessly), or until the body snatcher leaves her current body via mind switch (either to return to her original body or to possess another). Immediately after the switch occurs, the mindleap contingency triggers, and the linked power takes effect on the body she was in when she established the contingency. Any choices to be made about the effect must be made when the power is manifest, not when it triggers. Saving throws made against a mindleap contingent power suffer a -5 penalty due to the sudden shift in bodies.

For example, Valis the telepath/body snatcher has already mind switched with a subject and is about to shift her mind back to her body. She manifests memory modification (opting to erase the memory of her time in the body) on her current (host) body as a mindleap contingency, after which she returns her mind to her native body. The subject, upon return to its body, is affected by the memory modification power, and must make a Will save (at -5) or be forced to forget the experience.

Using this ability is akin to using a metapsionic feat – a body snatcher must expend her psionic focus when establishing a mindleap contingency, and establishing one increases the power's power point cost by 4.


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Inveigler:

Charming Falsehood 1/day you can tell a lie so convincing that it enchants a single creature that hears it. You need not see the target, it merely has to be able to hear you. The lie must be one that would make the target view you as a trusted friend or follow you, but it can be as outlandish as you like. The target must make a Sense Motive check vs your Bluff check. Failure by 5 or less causes the target to be effected by a Charm Monster spell (CL 35). Failure by 5 or more casts Dominate Monster on them (CL 35).
Charming falsehood is a sonic, mind-affecting charm effect.
Hidden Enchantment Any of the Inveiglers spells or effects that mimic charm monster, dominate monster or similar effects cannot be detected by Detect Magic or similar spells. Using Sense Motive against such targets take a -15 penalty. True Seeing and other magic that reveals magical effects or determines the truth of the situation work normally.
Taken to the Grave If targeted by a Speak with Dead after you have died, it will reveal nothing but lies. Only a Miracle spell can force it to tell the truth.
Truth Be Told Against magic used to determine if you are telling the truth, you may detect as lying or truthful, as you desire. This ability affects even spells such as zone of truth or wish/miracle.
Undetectable Nature any attempt to determine your true alignment or form automatically reveals it to be the same as the caster doing the detecting. If you are aware of this attempt, you may reveal your alignment as you chose. This is also effective against spells that detect only certain alignment components (Eg: Detect Evil). It defeats even true seeing, but not a wish or miracle spell.
Undetectable Thoughts You are immediately aware of any attempt to detect your thoughts, and can reveal any thoughts you wish. A wish or miracle spell will still reveal his true thoughts.

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Metamind:

*Metamind*

CL Increase your Psion CL by 7.
Cognizance Psicrystal Your Psicrystal can additionally store 13 pp.
Efficient Recharge 2/day, recharge your Psicrystal but only pay half the normal cost (rounded up).
Font of Power 1/day, for 1 minute, you can manifest any power without paying for it, and your powers cannot be interrupted. Gain DR 10/- during the effect. This has no effect in a metaconcert.
PP Increase your PP as if you were 10 Psion levels higher.
Psionic Talent gain the Psionic Talent Feat 3 times.
Sequestration You can lose access to up to 11 powers, gaining free pp equal to the power's cost. These are freed up when you regain pp.


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Mythic:

*Mythic*Archmage*Trickster*

Ability Score Increase your Int by 6.
Amazing Initiative +6 Init. Spend 1 MP to gain an additional standard action this round. You cannot use it to cast a spell and only once per round.
Dual Path
Hard to Kill you automatically stabilize below 0 hp and your death threshold is double your Con (36).
Mythic Power gain a pool of MP that is used to fuel mythic abilities.
Mythic Saving Throws If you pass a saving throw against a non-Mythic effect, you suffer no effects. Mythic effects are unaffected.
Mythic Spellcasting you can cast 6 Mythic spells by spending MP.
Recuperation Heal all hps after 8 hours rest or spend 1 MP to gain 8 hours worth of rest in only 1 (and healing half your hps).
Surge spend 1 MP as an immediate action to add 1d8 to any one d20 roll.
Archmage
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Trickster
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Psion Telepath:

*Psion*Mindbending*Telepath*

Discipline Talents As long as you maintain Focus, you can cast Conceal Thoughts, Detect Psionics, or Mind Link at will and without cost but they cannot be augmented and Conceal Thoughts is self only.

Enthrall 1/day, you can make one creature your thrall (DC 10+1/2 lvl+Int negates). The affected creature will follow any instruction you give, even harmful ones. Self destructive orders grant an additional save each round. The thrall gains an additional save to negate the effect every 24 hours.
This is a mind-affecting, compulsion effect. Max 1 at a time.
***STAT*** ***ABILITY***
Impose Will as long as you maintain focus, treat your psion level as 1 higher when manefesting charm or cumpulsion powers. You are additionally treated as mind linked with any creature currently charmed or dominated.
Telepathy Gain Telepathy out to 590 ft. You can communicate with any creature with an intelligence greater then 1. You also can detect other creatures attempting to communicate with telepathy, but not the content, as long as you maintain focus.


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3 feats, 6 abilities.

General:
Mythic Spellcasting

Feats:
Mythic Craft Staff, Dual Path, Deflect Arrows, Decietful, Fabulous Figments, Wind/Lightning Stance,

Quickdraw, Rhetorical Flourish, Scribe Scroll, Prophetic Visionary, silent Spell, sociable, spell focus, spell lore?, spell mastery, spontaneous metafocus, still spell, toughness?, voice of the sibyl,

Archmage:
Competent Caster, Flexible Counterspell, Flexible School, Perfect Preparation, Rapid Preparation, Arcane Metamastery, Infectious Spell,

Trickster:
Improbable Prestidigitation, No One of Consequence, Path Dabbling, Subtle Magic, Perfect Lie

Path Dabbling:
Demagogue, Don't Cross Me, Mob Ruler,

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Encumbrance 0lb
Light 43lb, Medium 86lb, Heavy 130lb
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Titansbane:
Name
Titansbane
Class
Aegis/Infiltrator, Trapper Ranger 1
Personality

Physical Description
Titansbane is a small goblin, standing just under 3 feet tall and weighing just over 30lb. Despite his small size he is framed with wirery muscle and very notably strong for what is known as a weak race. His most promenant feature however is not a characteristic of his birth, rather the weapon he uses. The 3 ft tall goblin swings around a massive hammer nearly thrice his height and weighing half as much as him, wielding it in a spinning, whirling frenzy, often fliping over it end for end and bringing its own inertia and mass to bear.
When hes not wielding the huge hammer, he wears it over his shoulder, the handle draging along the ground behind him.
History and Backstory

Goals and Reasons for Adventuring
Given the name "Titansbane" when he was born, he has struggled all his life trying to live up to his huge name. Firmly believing that one cannot bring down any large foe with something puny like a dagger, Titansbane seeks to train with and wield the largest of weapons he can get his hands on. He wishes to prove to his clan that he is fit for his name and gain respect and reknown as the strongest goblin in history, wielding a mighty Maul of the Titans!
Future Plans
Titansbanes ultimate goal is to wield a Maul of the Titans. Long ways down the line :)
At lvl 2 he will gain power attack from his ranger class and later on i anticipate he will take the sunder line of feats.
Greatest Fear
Titansbane fears not living up to his name. He fears that he will die before he can become famous and powerful. He also fears becoming "weak" either through old age or an accident or some other such method. If he cant fight and he cant prove his strength, what is he?
Uncrossable Line
Titansbane would never hide his Greenness. He is too proud as a gobln to do something like pretending to be a hummie or worse, a gnome.
Class Features, Traits, Drawbacks and Feats
Favored Enemy: Giants. While i doubt that this will come up much (if at all), it is a large part of his flavor and what i am basing the build on. Fun flavour :)
Trapper Ranger. I had taken this so that he would have a bit more OoC utility, but it seems like we have another trapper already, so i am unsure. The visual of the goblin swinging his massive hammer to demolish traps is fun tho ;)
Tree Climber. Acrobatics is the name of the game here, as he is a whirling, spinning ball of metal and green.
Goblin Foolhardedness. Titansbane is proud and arogant and loves to pit himself against larger creatures (which is most of them) and can be quite foolhardy at times, even though this will probably not work with his main weapon.
Acrobat. The whirling and spinning technique that Titansbane employs has honed a rather flexible body.
Pride. Titansbane is a proud goblin amd prone to arogance. He takes great offense to anyone calling him a "weak goblin."
Big Game Hunter. I wold have taken power attack but i get it at lvl 2, sooo...