Dwarf Spell

Transient.'s page

57 posts. Alias of JonGarrett.


Race

Aegis | Wounds: 32 | Wound Threshold: 16 | Vigour: 28 | AC: 21, T: 20, FF: 11 | Fort: +7, Ref: +2, Will: +6 | BAB: +1, CMB: +6, CMD: 18 | Init: +1 | Perception: +10 | Fortification 25%

Classes/Levels

| Powerpoints: 4/4 | Combat Stamina: 5/5 | Secondary Stamina: 3/3 |

About Transient.

Transient:

Male Duergar Aberrant (with Crystal Warrior)Aegis 1
Chaotic Good Medium Humanoid (Dwarf) OR Aberration, whichever is beneficial
Initiative; +1 Perception +10

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Defense
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AC 20, touch 19 flat-footed 11 (Base +10, Dex +0, Armour +8, Shield +2, Natural Armour +1)
Wounds 32
Wound Threshold 16
Vigor 28
Fort +7, Ref +2, Will +5 (Base Fort +2 | Ref +0 | Will +2 | Con+4 | Dex +1 | Wis +4 | Resistance +1)
Resistances: None

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Offence
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Speed 30 ft
Melee
Voidblade Waraxe - +7 to hit - 2d8+6 Slashing - x3 Crit
Power Attack Voidblade Waraxe - +6 to hit - 2d8+8 Slashing - x3 Crit
Shieldbash - +7 to hit - 2d6+5 Slashing - x2 Crit

Ranged

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Statistics
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Str 20 (18 +2 Enhancement)
Dex 12 (12)
Con 18 ( 14 +2 Racial - +2 Enhancement)
Int 14 (14)
Wis 16 (12 +2 Racial)
Cha 7 (9 -2 Racial)
Base Atk +1; CMB +6; CMD 17

Bonus Feats
Elephant in the Room - Gain the effect of Power Attack, Combat Expertise and other feats.
Psionic Talent - Gain +2 Power Points. Gained from Druegar.
Combat Stamina - Gain a combat stamina pool equal to BAB and Con modifier. Dropping to 0 causes the character to become fatigued. Gained as game bonus.
Push The Limits - Gain a second stamina pool equal to con modifier, but become exhausted if all are spent.. Gained as a game bonus.

Feats
1st -Shape Veil (Voidblade) - Form a single Akashic Veil, the Voidblade.

Traits
[url=https://www.d20pfsrd.com/traits/social-traits/student-of-philosophy/]Student of Philosophy
(Social) - Use Int for Diplomacy (bar Gathering Information) and Bluff (bar Feint).
Flexible Forms (Magic) - When forming a Weapon-like veil change it's shape to another form that the character is proficient with.
Wary (Regional) - Gain +1 to Perception and Sense Motive.
Illuminator (Religion) - +2 to Diplomacy.
Unnatural Presence (Faith) - Use Intimidate to demoralize animals and vermin.
Dwarvern Weapon Trained (Combat) - Add +1 to damage with any Dwarvern weapon.

Drawbacks
Scarred - Take -5 to disguise checks and -2 on Bluff
Entomophobe - -2 to hit swarms and -2 to save against nausea from there swarming ability.

Racial Traits - Duergar
Speed - 20ft Movement speed and never suffer penalities for weight and armour.
Darkvision - See in perfect darkness up to 60ft.
Light Sensitivity - Gain the Dazzled condition in full, direct sunlight and in the effect of a Daylight spell.
Dwarf Blood - Count as a Dwarf for the purposes of spells and traits.
Naturally Psionic - Gain the Psionic Talent feat.
Ancestral Voices - Gain +4 to intimidate and +2 to one skill.
Whispers of Insanity - +2 to Perception and Stealth, and the DC to awake from sleep is DC 5.

Skills

Acrobatics - +1 (+1 Dex - 0 Ranks - Class Skill)
Appraise - +2 (+2 Int - 0 Ranks - Class Skill)
Bluff - +0 (-2 Cha +2 Int - 0 Ranks - Class Skill - -2 Trait)
Climb - +9 (+5 Str - 1 Ranks - Class Skill)
Craft (Food) - +6 (+2 Int - 1 Ranks - Class Skill - Background 1)
Diplomacy - +11 (+-2 Cha +2 Int - 1 Ranks - Class Skill - +2 Trait - +3 Psicrystal - -3 to gather info)
Disable Device - +4 (+1 Dex - 0 Ranks - Class Skill)
Disguise - -2 (-2 Cha - 0 Ranks - Class Skill)
Escape Artist - +1 (+1 Dex - 0 Ranks - Class Skill )
Fly - +1 (+1 Dex - 0 Ranks - Class Skill)
Handle Animal - -2 (-2 Cha - 0 Ranks - Class Skill)
Heal - +3 (+3 Wis - 0 Ranks - Class Skill)
Intimidate - +6 (-2 Cha - 1 Ranks - Class Skill - +4 Racial Bonus) (If medium or smaller +4)
Knowledge (Psionics) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Dungeoneering) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Engineering) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Geography) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (History) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Local) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Nature) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Nobility) - +2 (+2 Int -0- Ranks - Class Skill)
Knowledge (Planes) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Religion) - +2 (+2 Int - 0 Ranks - Class Skill)
Linguistics - +2 (+2 Int - 0 Ranks - Class Skill)
Perception - +10 (+3 Wis - 1 Ranks - Class Skill - +1 Trait - +2 Race)
Perform (-) - -2 (-2 Cha - 0 Ranks - Class Skill)
Profession (Miner) - +7 (+3 Wisdom - 1 Ranks - Class Skill - Background 1)
Ride - +1 (+1 Dex - 0 Rank - Class Skill)
Sense Motive - +8 (+3 Wis - 1 Ranks - Class Skill - +1 Trait)
Sleight of Hand - +1 (+1 Dex - 0 Rank - Class Skill)
Spellcraft - +2 (+2 Int - 0 Ranks - Class Skill)
Stealth - +8 (+1 Dex - 1 Rank - Class Skill - Skill Superiority - +3)
Survival - +7 (+3 Wis - 1 Ranks - Class Skill)
Swim - +9 (+5 Str - 1 Ranks - Class Skill )
Use Magic Device +1 (-2 Cha - 1 Ranks - Class Skill)
Languages: Common, Dwarven, Undercommon, Draconic, Goblin, Celestial

Combat Gear Large Dwarf Waraxe, Heavy Wood Shield, Armoured Kilt
Gear Backpack, 50ft rope.
Collapsible Bathtub, Grooming Kit
Cooking Kit
Money 0pp - 13gp - 0sp - 0cp

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Special Abilities
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Automatic Bonus Progression
- Resistance - Add +1 to All saves.
Defense Bonus - When unarmored gain a bonus to AC.

Oaths

Oath of Offerings (Gain 7 Points) - Offer up at least half your wealth by level (or by party) to another source. If this is refused then lose all abilities gained.
Oath of Ritual (Gain 1 Point) - Perform a ritual spending at least 5gp each day or count all ability scores as 2 lower.
- Skillul (3 points) - All skills become class skills, gain 3 additional skill points a level.
- Skill Superiority (2 Points) - Add 2 + ½ character level to a skill chosen, 1 per point spent.
- Enhanced Attributes (2 Points) - At 4th level, and every eve level after, add a +2 Enhancement Bonus to an attribute.

Aegis Abilities

Astral Suits (3 Customization Points) - Form a suit of one of several kinds, which can be dismissed as a free action. These suits can be changed by 8 hours of meditation.
- [i]Astral Skin
- Suit has 0 AC - 0ACP - -Dex. Adds +10 to speed and +2 Dex.
- Astral Armour - Suit has 6AC - 5ACP - 2 Dex. Add +2 to Strength and +2 to damage.
- Astral Juggernaut - Suit has +8 AC - 7ACP - 0 Dex. It adds +2 Con and 25% Fortification.
Customization - Modifications to a suit, which remain present regardless of form. If the suit cannot use that customization then it becomes inactive until a new form is chosen.
- Powerful Build (2 Points) - Count as large for CMB, CMD, weapon size and other advantages, but space and reach remain the size.
- Shape Veil, Lesser - Gain the Rapture of the Gods Veil.
Bonus Power Points - Gain additional points per level based on Manifester attribute.
Form Astral Suit - Form a Astral Suit as a Swift Action for Astral Skin, a Standard Action for Astral Armour and a full round action for Juggernaut Armour.
Missive - Gain the Missive power as a Psi-Like ability.
Transformed Body - Transient can modify there body as well as there armour, gaining +1 Natural Armour along with the Brawn (+2 Strength) and Hardened Strike abilities.
Vim Use Vim as a psion-like ability so long as Psionic Focus is maintained.

Akashic Veils

Rapture of the Gods - Create a heavy shield that grants the Shield Bash and Two Weapon Fighting feats while in use. Any enhancement to it's attack as a weapon also enhances its defence. Every point of Essence invested adds +1d4 sonic damage.
Chakra Bind (Hands) - Use a Shieldbash as a free action. At +6 BAB gain Improved Two Weapon Fighting, and at +11 BAB gain Greater Two Weapon fighting.
Chakra Bind (Writs) - As Hands, but also counter attack as a free action vs one melee attack a turn. If the target takes Sonic damage then you can chose to burn Essence to try and stun them. If stunned they lose all other attacks.
Voidblade - Shape a weapon. When it inflicts damage to an enemy they take -1 to hit a ennui consumes them.
Each point of essence adds +1d6 cold damage. Every 4 points increases the penalty to targets hit by +1.
Chakra Bind (Hands) - Add a +1 Enhancement for every Essence invested to +5, then add +2 to CMB for Sunder and it's damage.
Chakra Bind (Body) - On a critical hit the target must make a Will Save of suffer 10d6 damage. Undead must make a Will save or be destroyed.

Favoured Class Bonus - +1/4 Damage Reduction

[spoiler=Clear]
Informant Psicrystal
Perception +7

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Defense
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AC 16 touch 12 flat-footed 14
hp 6
Fort -, Ref +4, Will +1
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Offence
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Speed 30 ft, 20ft climb
Melee -

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Statistics
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Str 1 Dex 14, Con -, Int 10, Wis 10, Cha, 10
Base Atk +0; CMB +0; CMD 12

Racial Traits - Construct
Immunity to All mind-effecting abilities
Immune to bleed, disease, death effects, necromantic effects, paralysis, poison, sleep and stunning.
Immunity to effects that required fortitude saves.
Do not breath, eat or sleep.

Skills
Knowledge (Psionics) - +5 (+0 Int - 1 Ranks - Class Skill - Class Bonus +1)
Knowledge (Dungeoneering) - +1 (+0 Int - 0 Ranks - Class Skil - Class Bonus +1l)
Knowledge (Engineering) - +1 (+0 Int - 0 Ranks - Class Skill - Class Bonus +1)
Knowledge (Geography) - +1 (+0 Int - 0 Ranks - Class Skill - Class Bonus +1)
Knowledge (History) - +1 (+0 Int - 0 Ranks - Class Skill - Class Bonus +1)
Knowledge (Local) - +5 (+0 Int - 1 Ranks - Class Skill - Class Bonus +1)
Knowledge (Nature) - +1 (+0 Int - 0 Ranks - Class Skill - Class Bonus +1)
Knowledge (Nobility) - +1 (+0 Int -0- Ranks - Class Skill - Class Bonus +1)
Knowledge (Planes) - +5 (+0 Int - 1 Ranks - Class Skill - Class Bonus +1)
Knowledge (Religion) - +1 (+0 Int - 0 Ranks - Class Skill - Class Bonus +1)
Perception - +4 (+0 Wis - 1 Ranks - Class Skill)

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Special Abilities
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Sighted - See everything within 40ft regardless of conditions, except for invisible objects.
Improved Evasion - On a successful reflex safe take no damage.
Information Data - Make Knowledge tests without training, add half of levels as a bonus, and gain 4 skill points a level.
Mechanical Intellect - Add +2 to Int, and again at 9th and 17th level.
Psicrystal (Friendly) - Add +3 to Diplomacy.
Telepathic Link - Share information, but not senses, up to a mile.

Appearance:
Transient is the perfect picture of the Druegar warrior - grinning, bald and covered in scar tissue. His skin is the colour of blue ash and has rippling muscle - often without him noticing - beneath it. The racial insanity of his people shines in his large, brass eyes which no one ever get to see thanks to the goggles of bronze and leather and smoked glass. Wide in the shoulder as any human, and tall for his kin at almost five feet, Transients ash-black beard is neatly combed and braided with bronze chains.

It is rare to see Transient out of his Astral Armour - he sleeps in the Skin form, lives in the Armour form and dreams of the Juggernaut form. Only when he bathes - which is surprisingly often, with a rigorous, almost fanatical regularity - does the suit come off. Heavy scars run across his rippling grey skin, and a large scar covers part of his head and the left side of his eye that makes the skin there pale and unhealthy.

The Skin form is a set of tight fitting leather, with strands of crystalline material running through them, creating a fairly impressive site. It takes the form primarily of trousers with an open vest, leaving his arms, hands, head and feet bare. Clear positions itself as his belt buckle.

The Armour form creates heavy opalescent plates in a dwarf style with gleaming ruby runes, forming a breastplate with a thick, heavy collar with bracers and shin guards that extend over the the top of his feet, a heavy leather kilt defending him the knees. Clear forms a shoulder pad on the left side.

The rarely seen Juggernaut form takes the form an entirely suit of opalescent plates that covers his entire form, with a heavy spectacle helmet with a mail skirt, his upper arms and legs being covered.

Transient is rarely seen without his axe and shield. The shield is a plane kite shield with bronze runes written in giant, dwarvern and draconic around its edges, nonsense words that make no sense tot hose who can read them. The same is true of his axe - when he takes it up - but the runes gleam and crackle with psionic power. In fact, any weapon he takes up gain these runes, so long as his armour is active in some form.

Wearing metal jewellry of bronze, silver and copper, studs in his left ear of all three metals and a brass stud with a ruby in his nose. Thanks to his fanatical self-cleaning Transient smells of whatever soap his happens to have bought this time, the scent of which doesn seem to especially matter to him. He talks in a deep baritone fitting of his barrel chest, and occasionally with another voice as he does.

Personality:
Madness is the Druegar’s nature, and Transient is no exception, bar when he is. He has heard the songs of his people, taken the knowledge given by his parents, and been changed by it in the womb before awareness and self could even be, the chants and prayers needed to keep the things below asleep running through his head but never escaping his lips, oh no, for to escape his lips is to pry the prison, and escape the void below.

This silence, compared to most Druegar, makes Transient seem far more stable than most of his kindred. That he doesn’t wear Druegar garb seems to help a bit as well - indeed, his opalescent armour often gives quite a different impression, to those who aren’t as familiar with his people. Transient is happy to allow this impression to stand. They need not know. They need not have their sleep filled with the things he does.

Although ugly and blunt, Transient is a talker, and surprisingly good at convincing people to do what he wants. The axe is almost always his second plan, except when violence is the best choice, or because it’s the fun one, or because the blood must flow to bind the seals. But not on him. It can not stain what is not there.

Backstory:
They say I am so insane that only the mad could disagree, but I don’t think they’re right. Madness is to ignore the realities of the world, to sleep deeply where the things below the bottom of existence watch your dreams and taste your nightmares.

It started for me as it does for my people, in the womb, as the songs of my parents sunk into my heart and the screams of the ancestors who looked with there own eyes upon things they could not see sank into my bones, there voice becoming mine as I screamed within.

The Druegar find this normal, and an introduction the world as it is.

I joined my people in the mines, searching for the crystals that we seek for the engines we must build to keep what must remain asleep in the deepest slumber, the thankless toil we endure so that others know peace. And you do know peace, burdened only by fears of war, or starvation, or disease. You don’t feel the claws in your souls, the rends and scratches they leave, seeping your being into the depths.

But there, I found clarity. A clear stone that knew life, psionic essence fused with mineral to give a form of existence beyond flesh. I took up my tools and carved it from the rock, and it whispered to me new truths, reformed old thoughts and added new lines to the songs to bind. It showed me the surface world, that perhaps the thing that slumbers could descend so far into the dark that it can emerge from the darkness above. It made things Clear, and so it was named as it was freed.

I spoke these truths to my brethren, but they would not hear them. I begged them to listen but they could not believe that the prison we sang could push the thing into other places, that its dreams could become so deep that they form an escape. They said I was mad. Yes, even the insane believed me mad.

I can see your confusion, but it is true.

There are paths to the upper world from the depths. Missions for resources we could not scavenge in the deep - slaves, for example. I joined one, and then left, journeying higher until I found the surface.

When I left the caves I saw the sky - infinite blackness, speckled with light - and i knew that what I had been told was true. In the depths of darkness is power and by forcing the thing below into the deepest slumber perhaps another door would open for it. Now I must journey, keeping pure and clean in this world of light, finding how to chain the sky as well as the depths, and how to prove it is needed.

- Extract from a burnt journal found at a campsite.