Grand Necromancer

Urollain Hexqin's page

40 posts. Alias of Cap_Wombat.


Full Name

Urollain Hexqin

Race

Elan humanoid (aberrant)

Classes/Levels

Psion Telepath L1

Gender

Male looking

Size

5'4

Age

over 100

Alignment

TN

Deity

Ἑρμῆς

Languages

Common + Celestial + Sylvan + Elf

Occupation

Investigator

Strength 12
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 12
Charisma 12

About Urollain Hexqin

About Urollain Hexqin

Image here

HexQin looks at you throw a mask, who's features are styled like a sculptor formed him from living Marble, even his clothing seem to match this look of living Marble. This short human form stands in front of you. He voice is inhuman like the very stone itself is talking. His Silver orb eyes look out at you. His skin glows white at times. In the Dark he can even give of light. Yet he moves like any human. When you meet him, you can see he dos not seem to blink yet he breaths. If you spend more time with him, you may note he never seems to eat and when resting just sits for a time with his eyes fixed on a spot. He has simple items with him, and no Armour. On his Brest is a Small Scrub beetle made of Crystal and Steel.
Some times this to moves.

Andrew Scott actor 1
Andrew Scott actor 2

CRUNCH:

Stats:

Str 12 Mod +1 (+2)
Dex 12 Mod +1 (+2)
Con 12 Mod +1 (+2)
Int 18 Mod +4 (+10 +2 race)
Wis 12 Mod +1 (+2)
Cha 12 Mod +1 (+2)
20 point buy

Combat:
Hit Die: d6+1 = HP7 (7)
BAB +0
Millie +1
Range +1

AC 11/16*/20** 10 +2 +3 +1 (Tch 11/15* 10/14*FF)
(* can change with powers)

CMB +1
CMD 8/6FI
Init +1

*Power +4AC 1pp 1hours

Perf Combat +3
Speed 30'
Mid size

Fort Save +1/+5*
Refl Save +1/+5*
Will Save +3/+7*
*Elan Power = 1pp +4(At will)

1+4+2x1.5 =10 Concentration checks

Mind Thrust at will DC14 1d6D (free Power wile SF)
Dagger +1 D(1d6+1) 19/20
Iron Spike Throwing +1 (1d3+1) 19/20 range 10'
Quarterstaff +1 1d6+1/1d6+1 x2 reach 5' 4 lbs, double. (used as Stave)
Sling +1 1d6+1 25/50/75' x2

special Abilities:

+10 Concentration
Powers (That cost PP to use)
Autohypnosis skill
Senses: darkvision (60 feet.)
Racial power 1pp = Heal 2hp
Resistance 1pp = +4
Mind link at will. (free)
Dos not Sleep (4 Hours Mediate)

Skills:

Class Skills <
6 point spend 2+4

+2 Acrobatics(+2dex, 0rank)
+4 Appraise(+4int, 0rank)
+5 Autohypnosis* (+1Wis 1Rank)<
+4 Bluff(+1cha, 1rank -1Race)<
+1 Climb(+1str, 0rank)
+* Craft(+4int, 0rank)<
+4 Diplomacy(+1cha, 1rank -1Race)<
-- Disable Device (+4int, 0rank)
+11 Disguise(+1cha, 0rank +10 Item)
+2 Escape Artist(+2dex, 0rank)
+1 Heal (1wis 0rank)
+0 Intimidate(1cha, 0rank -1Race)
+4 Knowledge (Arcana) (+4int, 0rank)<
+4 Knowledge (Dungeoneering) (+4int, 0rank)<
+4 Knowledge (Engineering) (+4int, 0rank)<
+4 Knowledge (Geography) (+4int, 0rank)<
+4 Knowledge (History) (+4int, 0rank)<
+4 Knowledge (Local) (+4int, 0rank)<
+4 Knowledge (Nature) (+4int, 0rank)<
+4 Knowledge (Nobility) (+4int, 0rank)<
+4 Knowledge (Planes) (+4int, 0rank)<
+8 Knowledge (Psionics) (+4int, 1rank)<
+4 Knowledge (Religion) (+4int, 0rank)<
+4 Linguistics(+4int 0rank)
+1 Perception(+1wis, 0rank)
+1 Profession(all)(+1wis, 0rank)<
+1 Ride (+1Str 0ranks)
+1 Perform (1Cha 0Rank)
+8 Psionic craft(+4int, 1rank)<
+5 Sense Motive(+1wis, 1rank)<
+2 Sleight of Hand(+2dex, 0rank)
+4 Spell craft(+4int, 0rank)
+2 Stealth(2dex, 0rank)
+1 Survival(1Wis 0rank)
+1 Swim (+1 Str 0ranl)
+* Use Magic Device(+1cha, 0rank)

+15 Concentration <

Also
Concentration checks 1d20 +1.5x (1ML+ 1(Int mod) + 2trait +3 Item) = +15
When you make a concentration check, you roll d20 and add your manifester level and the ability score modifier used to determine bonus power points for that class.

Feats and Traits:

Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

Feats:
1ed Psicrystal Affinity [class]

Psionic Talent - Psionic (race feat)
You gain additional power points to supplement those you already had.
Prerequisite: Having a power point reserve.
Benefit: When you take this feat for the first time, you gain 2 power points.

Traits:

1: Focused Mind (magic)
Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

2: Rich parents [Family] (Social)
As an agent of the Edan Counsel +900GP starting gold.

Race Elan:

Racial Traits
Elans do not sleep as mortals do, instead entering a deep meditative trance for 4 hours a day. Resting in this fashion grants the elan the same benefits that other races gain from 8 hours of sleep. The elan spends the time in this trance renewing her body by suffusing it with psionic energy, repairing wounds, and keeping the tissues and organs healthy.

+2 to one ability score: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.

Aberrant Blood: Elans are of the humanoid (aberrant) subtype.
Medium: Elan are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elans have a base speed of 30 feet.

Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.

Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.

Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.

Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.

Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.

Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they
want (except secret languages, such as Druidic).

Class Psion Telepath:

Psion (Telepath)

Class Skills
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int). + Telepath (Telepathy) Skills: Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).

Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

BAB+0
Saves +0/+0/+2

Bonus feat (in Feats)
detect psionics (free Power)
discipline
discipline talents (free Power x 2)
Discipline Talents (Ps)

Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.

Discipline (Telepathy)
Two Powers (Talents) - mind link and Mind Thrust.

As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.

Mental Intrusion.
See Feats

detect psionics Free Power
See Powers

Powers Points:
7/7 Power points Per Day (Level 2 Int+2 FC+1 +2rave feat)

Powers Known 3 / Maximum Power Level Known - 1st / Max 1PP per Power USE.

The Difficulty Class: 10+PL+4 DC14/15
for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

Talents [All at will wile focused]

Discipline Talents (Ps) X2
1: Mind Thrust 1d6 [Free as long as Focus]
2: Mind link [one subject at a time 30'] [Free as long as Focus]

Talents Swap With Power Known: When a manifester picks a power known, he may opt instead to select five psionic talents. Using this option, the manifester will know one fewer psionic power.

Talents Swap 1-to-5*
1: Empathy +2 SM/ B/ [Focus or 1pp]
2: Far Hand 5lb [Focus or 1pp]
3: Conceal Thoughts +2DC [Focus or 1pp]
4: Know direction and location [Focus or 1pp]
5: Energy Splash 1DMG [Focus or 1pp]
* only one at a time.

0 Level 1 [Focus]

Level 1 Powers:
1: *Used for 5 talents.
2: empathic-connection
3: Inertial Armour [Max spend 1pp 1 hour +4AC]

Race Powers:
Resistance (Su)
Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.

Resilience (Su)
When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.

Repletion (Su)
An elan can sustain his body without need of food or water.
If he spends 1 power point, an elan does not need to eat or drink for 24 hours.

CLass & Discipline Talent powers (Ps):
detect psionics
EFFECT
Range 60 ft.
Area Cone-shaped emanation centered on you
Duration Concentration, up to 1 min./level (D)
Saving Throw None; Power Resistance No
Power Points 1
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

Urollain Psicrystal ->Remus:

Psicrystal looks like Tiny had sized insect, its sits in a fine cage and hangs on a chain around the neck. The chain and Cage are Mithral 20Sc It can get out and most of the time, or climes and hooks itself on the left best over the hart, it can talk and dos so.

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand

Crunch

Personalitis 1
Single-minded = (+3 bonus on Concentration checks)
Abilities:
Str 1*, -5
Dex 15* +2
Con Ø, **
Int 8, -1
Wis 10, +0
Cha 10 +0

F1
R1
W3

HP 7/7

*With self-propulsion ability activated.

Size/Type: Diminutive Construct**
Alignment: As master
Hit Dice: As master’s HD (hp ½ master’s)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.*
Armor Class: 16* (+4 size, +2 Dex*), touch 16, flat-footed 14 (*change with powers)
DR/8 (+1 N-Amor +8Hardness)
Base Attack/Grapple: +0/-17
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: Shared Powers.
Special Qualities:
Construct traits,
hardness 8
Psicrystal abilities
Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link.

Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).

Skills: A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Perception and Stealth. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own ability modifiers on skill checks.

Class Skills <
6 point spend

+6 Acrobatics(+2dex, 1rank)<
-1 Appraise(-1int, 0rank)
+4 Autohypnosis* (+0Wis 1Rank)<
-1 Craft (all)(-1int, 0rank)<
-- Disable Device (-1int, 0rank)
+2 Escape Artist(+2dex, 0rank)<
+0 Heal (0wis 0rank)
-1 Knowledge (Dungeoneering) (-1int, 0rank)<
-1 Knowledge (Engineering) (-1int, 1rank)<
-1 Knowledge (Geography) (-1int, 1rank)<
-1 Knowledge (History) (-1int, 1rank)<
-1 Knowledge (Local) (-1int, 1rank)<
-1 Knowledge (Nature) (-11int, 1rank)<
-1 Knowledge (Nobility) (-1int, 1rank)<
-1 Knowledge (Planes) (-1int, 1rank)<
+3 Knowledge (Psionics/Arcana) (-1int, 1rank)<
-1 Knowledge (Religion) (-1int, 1rank)<
-1 Linguistics(-1int 0rank)
+* Linguistics(-2int 0rank)
+7 Perception(0wis, 1rank)<
-5 Ride (-5Str 0ranks)
+0 Perform (0Cha 0Rank)
+4 Sense Motive(0wis, 1rank)<
-- Sleight of Hand(+2dex, 0rank)
+6 Stealth(2dex, 1rank)<
+1 Survival(1Wis 0rank)

A construct is an animated object or artificially created creature.

A construct has the following features.

D10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.
Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having

a score of 10 (no bonus or penalty).
Low-light vision.

Darkvision 60 feet.

Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.A construct cannot be raised or resurrected.A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table. Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no Armour. Constructs do not breathe, eat, or sleep.

Equipment:

Starting Gold 100Sc + 900Sc = 1000Sc

Cold Iron Dagger (On belt) 4Sc
Iron Spike Throwing belts x 4 [Spikes small x6 As Thin Small Daggers] 4Sc 2lb
Sling + 100 stone Bullets --d
Monks clothing 10Sc

**Key Item** Messenger Mask
Mask of Human Guise 800Sc
*This Item makes him look like a loving stute when in Eden form.

Signal Whistle 1Dc --lb
Grooming set. 2Sc -lb
Slate and Stiles (sliver Point) 1Sc 1.4 lb
Quarterstaff --Sc 3lb

Psicrystal (see Saxton Psicrystal) --Sc 1lb

gold = 68Sc

Key to Coins
Staters as GP, Sc
Drachma as SP, Dc
Obols as CP. Oc

Description:

Urollain Quinn Elan psion (Telepath) Level 1

Alignment: TN – Urollain really dos not understand what aliments means. There is the here and now, moments to live in, from moment to moment we can change actions but not set the course of our deeds before hand.

Physical Description

If you came across him you may think him odd, as all Elans seem to be, Silver orb eyes, no hair and pale shimmering skin that seems to sparkle at times, He short, 5'4", slim build in plain monk clothing, He is holding no insignia or holy signs., he seems exceptionally quiet, in fact through out all your time with him he never so much as uttered a single word. Odd that maybe you should talk to him. He has a staff but dos not seemed to be armed.

In action

Urollain seems a poor fellow form his simple clothing and never seems to join in meals with others. When he looks at you, you can not help but notice his eyes, for a moment he seems to be seeing more than just your appearance. But then again it could just have been the light. The other odd thing may be you he never seems to sleep just sit and look at some thing for hours. Then again when he talks (by means other than a voice) he was well spoken and polite once you find out hes a mute that can send words to your mind.

Ἑρμῆς God:

Hermes (/ˈhɜrmiːz/; Greek: Ἑρμῆς) is an Olympian god in Greek religion and mythology, son of Zeus and the Pleiad Maia. He is second youngest of the Olympian gods.

Hermes is a god of transitions and boundaries. He is quick and cunning, and moved freely between the worlds of the mortal and divine, as emissary and messenger of the gods,[1] intercessor between mortals and the divine, and conductor of souls into the afterlife. He is protector and patron of travelers, herdsmen, thieves,[2] orators and wit, literature and poets, athletics and sports, invention and trade.[3] In some myths he is a trickster, and outwits other gods for his own satisfaction or the sake of humankind. His attributes and symbols include the herma, the rooster and the tortoise, purse or pouch, winged sandals, winged cap, and his main symbol is the herald's staff, the Greek kerykeion or Latin caduceus which consisted of two snakes wrapped around a winged staff.[4]
In the Roman adaptation of the Greek pantheon (see interpretatio romana), Hermes is identified with the Roman god Mercury,[5] who, though inherited from the Etruscans, developed many similar characteristics, such as being the patron of commerce.