Duergar

Valrim Dalrek's page

2 posts. Alias of Darthrancor.


Full Name

Valrim Dalrek

Race

Duerger Tyrant

Classes/Levels

Psychic 6

Gender

Male

Age

77

Alignment

LN

Strength 13
Dexterity 16
Constitution 18
Intelligence 21
Wisdom 16
Charisma 10

About Valrim Dalrek

---===Statistics===---:

Valrim Delrak
Male Duerger Tyrant Psychic 6
LN Medium Humanoid (Dwarf)
Init +5; Senses Perception +12
-------------------------------=DEFENSE=-------------------------------
AC: 16/20, Touch: 16, Flat-Footed: 13/17 (+0/4 armor, +3 dex, +0 shield,+0 NA,+0 Magic, +3 Wis)
HP: 63 {+6d6,+24 Con, +6 Toughness}
Fort: +6, {+2Base,+4Con}
Reflex: +5, {+2Base,+3Dex}
Will: +8;+10/12,{+5Base,+3Wis};+2 v. Spells or +4 v. Psychic Spells
CMD 20 {+3 Base +1 Str +3 Dex +0 size +3 misc}
Immune paralysis, phantoms, poison; SR 17
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +2; {+3 Base +1Str +0 size +0 misc}
Base Atk: +3;
Melee:+4{+3Base,+1Str}
Ranged:+6{+3Base,+3Dex}

--Melee: +1 Distance Called Spear +5 (1d8+2 x3)

--Ranged: +1 Distance Called Spear +7 (1d8+2 x3) Range: 20 ft. Ammo: 1

-------------------------------=STATISTICS=-------------------------------
Str: 13, Dex: 16, Con: 18, Int: 21, Wis: 16, Cha: 10

-------------------------=Traits=----------------------
Reactionary: +2 Initiative
Bruising Intellect: Int on Intimidate instead of Cha
----------------=Drawbacks=-----------------

----------------=Race Traits=-------------------
Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They gain a +2 racial bonus on saves against spells and spell-like abilities.
Psychic Resilience (Ex): Duergar tyrants’ racial bonus against spells and spell-like abilities increases from +2 to +4 on saving throws against psychic spells and spell-like
abilities.
Stability: Duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
Daysighted: The cruel light of the sun harms some duergar less than others. Such duergar lack the light sensitivity racial trait.
Darkvision: 60 ft.
Telekinetic Adept: A duergar tyrant has access to
the basic telekinesis, kinetic form, telekinetic finesse,
telekinetic haul, and telekinetic invisibility kineticist wild
talents with an effective kineticist level equal to her total
character level.
Basic Telekinesis(This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.)
Kinetic Form(Burn 1: You are able to suspend your body in a large mass of elemental matter. Until the next time your burn is removed, you can change your size to Large or shift back to your original size as a standard action. This doesn't change your ability scores in any way. At 16th level, you can accept 1 additional point of burn to instead change your size to Huge. You cannot use kinetic form to decrease your size.)
Telekinetic Finesse(You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.)
Telekinetic Haul( When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn't increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.)
Telekinetic Invisibility(You weave strands of aether, bending light and dampening sound; This works as invisibility except that the aetheric bending is easier to notice than normal invisibility, so your bonus on Stealth checks is halved (+10 while moving and +20 while perfectly still). However, the dampened sound allows you to avoid automatic detection via sound-based blindsense and blindsight, but you do not receive the bonus on Stealth checks from this wild talent against a creature with such abilities.)
Psychic Magic: Duergar tyrants can cast ironskin (2 PE)
and mind thrust I (1 PE) as per the psychic magic universal
monster rule. The caster level is equal to the
duergar tyrant’s total character level. Duergar tyrants have
a reservoir of 5 PE per day.
Spell Resistance: A duergar tyrant has spell resistance
equal to 11 + her character level.
--------------=Feats=-----------------
1st: Toughness
3rd: Combat Casting
5th: Expanded Phrenic Pool
---------------=Skills=- (10 points; 2 class, 5 INT, 2 background, 1 Favored Class)---------------
Acrobatics*(Dex)____+0{+0rank,+0Dex}
Bluff **(Cha)____+0{+0rank,+0Cha}
Climb*(Str)____+0{+0rank,+0Str}
Diplomacy **(Cha)____+0{+0rank,+0Cha}
Disable Device____+0{+0rank,+0Dex}
Disguise (Cha)____+0{+0rank,+0Cha}
Escape Artist*(Dex)____+0{+0rank,+0Dex}
Fly* **(Dex)____+0{+0rank,+0Dex}
Heal(Wis)____+0{+0rank,+0Wis}
Intimidate **(Cha)____+14{+6rank,+5Int}
Knowledge (Arcana) **(Int)____+14{+6rank,+5Int}
Knowledge (Dungeoneering) **(Int)____+14{+6rank,+5Int}
Knowledge (Local) **(Int)____+0{+0rank,+0Int}
Knowledge (Nature) **(Int)____+14{+6rank,+5Int}
Knowledge (Planes) **(Int)____+0{+0rank,+0Int}
Knowledge (Religion) **(Int)____+14{+6rank,+5Int}
Perception **(Wis)____+12{+6rank,+3Wis}
Ride*(Dex)____+0{+0rank,+0Dex}
Sense Motive **(Wis)____+12{+6rank,+3Wis}
Spellcraft **(Int)____+14{+6rank,+5Int}
Stealth* (Dex)____+0{+0rank,+0Dex}
Survival(Wis)____+0{+0rank,+0Wis}
Swim*(Str)____+0{+0rank,+0Str}
Use Magic Device(Cha)____+0{+0rank,+0Cha}

Appraise(Int)____+14{+6rank,+5Int}
Artistry(Int)____+0{+0rank,+0Int}
Craft ** (Int)____+0{+0rank,+0Int}
Handle Animal (Wis)____+0{+0rank,+0Wis}
Knowledge (Engineering) **(Int)____+0{+0rank,+0Int}
Knowledge (Geography) **(Int)____+0{+0rank,+0Int}
Knowledge (History) **(Int)____+0{+0rank,+0Int}
Knowledge (Nobility) **(Int)____+0{+0rank,+0Int}
Linguistics **(Int)____+14{+6rank,+5Int}
Lore **(Int)_____+{+0rank,+0Int}
Perform(Cha)____+0{+0rank,+0Cha}
Profession **(Wis)____+0{+0rank,+0Wis}
Sleight of Hand*(Dex)____+0{+0rank,+0Dex}

ACP -0

*ACP applies to these skills
**In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-

-=Languages=- Common, Dwarven, Undercommon, Draconic, Celestial, Abyssal, Infernal, Aklo, Aquan, Auran, Ignan, Terran, Elven, Giant, Orc

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Knacks

Discipline: Self-Perfection
Discipline Powers:
AC Bonus: When unarmored and unencumbered, you add your Wisdom bonus (if any) to your AC and CMD. The bonus to AC applies even against touch attacks or when you're flat-footed. You lose these bonuses when you're immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Physical Push(Su): By channeling your psychic energy, You can make your body capable of greater physical feats. When you attempt a Strength-, Dexterity-, or Constitution-based ability check or skill check, you can gain a bonus on the check equal to your Wisdom bonus. You can use this ability a number of times per day equal to your Wisdom modifier. Using this ability is part of the action used to attempt the skill check (if any). If you succeed at the check, you regain 1 point in your phrenic pool.
Bodily Purge(Su): You can heal your own wounds and maladies with the power of thought alone. At 5th level, You gain access to a daily pool of healing energy. This pool starts with 3 d8 dice per day, and gains 1 additional d8 for every 2 psychic levels you possess beyond 5th. As a standard action, you can use up any number of these dice to regain a number of hit points equal to the result of rolling that many d8s. For example, at 5th level you could regain 3d8 hit points all at once, 1d8 hit points three separate times, or 1d8 hit points once and 2d8 hit points at a different time.
In addition, you can expend 2 dice from this pool to instead gain the benefit of lesser restoration (affecting yourself only). At 7th level, you can expend 3 dice from this pool to instead gain the benefit of neutralize poison, remove disease, or restoration (affecting yourself only). To use restoration to dispel a permanent negative level, you must expend 4 dice from this pool instead of 3.
Use your psychic level as your caster level for these effects.

Phrenic Pool: A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic's phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don't need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool's maximum are lost.

Phrenic Amplifications:
Mindtouch (Su): The psychic can spend 1 point from her phrenic pool to probe one target's mind if that creature is affected by the linked spell. If the target of the linked spell fails its saving throw or is hit by the spell, the psychic detects its surface thoughts (as the 3rd-round effect of detect thoughts). If the linked spell doesn't already require an attack roll or allow a saving throw, the target can attempt a Will Saving Throw to avoid the thought-detection effect only; the DC is calculated using the linked spell's level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to spells that affect a target or an area. If the linked spell can affect more than one creature, the psychic can attempt to detect more than one target's thoughts by spending 1 additional point per creature beyond the first. She must select these targets when she casts the spell and spends the points. This is a mind-affecting effect.
Undercast Surge (Su): When the psychic undercasts a spell, she can spend points from her phrenic pool to increase the spell's effective level, essentially using up a lower-level spell slot to cast a higher-level version of the spell. This costs 2 points per spell level increased. She can't use this ability to cast a version higher than the version she knows. For instance, a psychic who knows mind thrust III but not mind thrust IV could cast mind thrust II and spend 2 points to treat it as mind thrust III, but couldn't spend 4 points to treat it as mind thrust IV. This amplification can be linked only to spells that can be undercast.
Detect Thoughts(Sp): At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.

---===Spells and Abilities===---:

Psychic Magic (CL:6th Concen: +11)
5 PE---ironskin(2 PE), mind thrust I(1 PE)

(Sp): 1/day---detect thoughts

Telekinetic Adept:(Kinetisist Level: 6th)
Utility-Basic Telekinesis(5 lbs.)
Kinetic Form(Burn 1)
Telekinetic Finesse
Telekinetic Haul(600 lbs.; 1 Burn: 6000 lbs.)
Telekinetic Invisibility

Physical Push: 3/day: +3 on Str, Dex or Con Check
Bodily Purge: 3 d8/day

Phrenic Pool: 8
Phrenic Amplification:
Mindtouch: 1 PP
Undercast Surge: 2 PP/Spell Lv.

-------------------------------=Spells=-------------------------------
-----------------------------=0th (at will---DC: 15)=--------------------------------
Detect Magic, Detect Psychic Significance, Flare, Grave Words, Know Direction, Prestidigitation, Read Magic
-----------------------------=1st (7/day---DC: 16)=------------------------------
Burst of Adrenaline, Burst of Insight, Expeditious Retreat, Mage Armor, Magic Missile
-----------------------------=2nd (6/day---DC: 17)=------------------------------
Bear’s Endurance, Blindness/Deafness, Mental Block, False Life*, Inflict Pain*
-----------------------------=3rd (4/day---DC: 18)=-------------------------------
Haste, Mind Thrust III

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
+1 Distance Called Spear (6 lbs.)
Traveling Scholars Clothes
Backpack, Bedroll, belt pouch, flint and steel, prismatic crystal, tail rations (5 days), waterskin. (17 lbs.)
Potion of cure light wounds x8
Ring of Protection +1
Amulet of Natural Armor +1
Spell Lattices
-False Life
-Inflict Pain

-=Carrying Capacity=-
Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.
-=Current Load Carried=- 27 lbs.

-=Money=- 2,417 GP 0 SP 0 CP

---===Appearance and Personality===---:

Eyes: White
Hair: White
Skin: Grey
Height: 5’
Weight: 200 lbs.

This taller than average Dwarven looking man has ash grey skin, white hair that is kept in a high bun, braided white beard and pure white pupil less eyes. He wears robes of orange and yellows that drape across his body hiding an unusually lean form, giving him a very monastic scholar look.

Valrim likes order. He begins his day in a strict pattern of meditation and ritual “prayers” for about an hour after he wakes up and then proceeds to breakfast. Vlarim dislikes physical violence, relying mainly on his magic and resorting to using his spear only if he has to. Oddly he lacks the all-consuming hatred and xenophobic tendancies that people might expect from a Duerger.