Jarl of the North Wind

Verm's page

3 posts. Alias of hallowsinder.


Classes/Levels

Vigor 17/17 | Wounds 24 | AC 20 | T 20 | F 12 | CMD 19 | F +6 | R +4 | W +6 | Init +4 | Per +9 | HP 1/3

About Verm

Background:

Verm is a Jettur from the Eternal Desert, a member of the Sommaran Tribes. His wanderings following the flow took him to the Ophid Protectorate. For a time he joined the guard, thinking it a good way to see the world while making use of the prodigious size and strength of the Jettur. However, one too many moons in a boring post lead him to abandon it in disgrace. Now he seeks more true adventure to explore the Flow in different lands.

Statblock:
Verm
Male Psychic Warrior (Pathwalker) 1
NG Medium Humanoid (Human, Giant)
Init +4; Senses Perception +9, Low-light vision
XP: N/A
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DEFENSE
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AC 20, touch 20, flat-footed 12 (10 Base +6 Defense +2 Dex +1 Stance +1 Competence)
Wounds 24
Vigor 17
Fort +6, Ref +4, Will +6 [+2 vs Mind-Affecting]
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OFFENSE
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Spd 30 ft.
Melee
Large Ophid Glaive +9 (0 BaB +5 Str +1 Trait +2 Sacred +1 Stance) 2d8+9 (2d8 base +7 Str +2 Sacred)/x3 Slashing or Bludgeoning, Reach or Double
Ranged
. . .
Psionics
ML 1, PP 6/6
1st: Expansion, Offensive Precognition
Path of War
IL 1, 3 Readied
1st: Clockwatcher, Minute Hand, Panthera on the Hunt
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STATISTICS
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Str 20, Dex 14, Con 12, Int 13, Wis 20, Cha 12
Base Atk +0; CMB +6; CMD 19 (+Defense?)
Feats Basic Magic Training, Essence Focus, Psionic Talent
Traits Combat Training, Disgraced Guardsman, Gift for Magic, Psigifted, Sommaran Wanderer, Wary of Danger
Skills Autohypnosis +9, Knowledge (Geopgraphy, Psionics) +5, Perception +9, Profession (Herbalist) +9, Survival +14, Swim +9
Languages Somnese, Ophiduan
Combat Gear Large Ophid Glaive
Gear Vigilante Kit
Coin: 17
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SPECIAL ABILITIES
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Race: Half-Giant
Stats +2 Strength, +2 Wisdom, -2 Dexterity
Liberty or Death: +2 Racial bonus on saving throws against mind affecting.
Low-Light Vision: See twice as far as humans in dim light.
Half-Giant Psionics: Psi-like ability 1/day, Stomp, manifester level equal to half level, DC is based on Charisma.
Naturally Psionic: Gain Psionic Talent feat.
Powerful Build: Counts as one size catgeory for CMB/CMD and combat maneuvers if it is advantageous. Also gains this against special attacks such as grab or swallow hole. Can use weapons designed for a creature one size larger without penalty.
Psionic Aptitude: Can gain a power point with favored class bonus.
Survivor: +4 racial bonus to survival

Class: Psychic Warrior
Bonus Feats (Ex) Gains bonus feats at 1, 2, 5, 8, 11, 14, 17, and 20th level, they must be either combat or Psionic feats.
Psionic Proficiency (Ex) May treat BaB equal to his psychic warrior level for prerequisites of psionic feats.
Warrior's Path Gain a Ascetic Path, gaining one free power know from it. Can expend psionic focus to cast it unaugmented for no PP cost, or increase ML by 1. Also gain class skill.

Traits:
Combat Training (Combat)- Learn one 1st level maneuver, choosing Panthera on the Hunt, which is added to maneuvers known and used as normal. Cannot be swapped out for another maneuver.
Disgraced Guardsman (Campaign)- Proficiency with the Ophid Glaive, and +1 trait bonus to attack with it.
Gift for Magic (Magic)- +2 Trait bonus to caster level with Veilweaving sphere, not to exceed Hit Dice.
Psigifted (Psionic)- +1 ML for Expansion Psionic Power
Sommaran Wanderer (Regional)- +1 Trait bonus to Fortitude and Survival.
Wary of Danger (Race)- +2 Trait bonus to initiative.

Feats:
Basic Magic Training
Essence Focus You can invest essence in this feat as a move action to regain psionic focus. Essence used thus can't be reassigned for 3 rounds. While essence is invested in this feat, you may use two abilities that require you to expend your psionic focus as part of the same action. Gain one essence.
Psionic Talent +2 Psionic Power Points

Psionics:

ML 1, MM Wis +5 PP 6/6

Expansion (Lvl 1)
At base, it's Enlarge Person.
Augment: If you spend 6 additional power points, grow two size categories instead of one, +4 bonuses/penalty to stats.

Offensive Precognition (Lvl 1 Path)
1 Standard Action, Personal, Minute/Level, +1 Insight Bonus on your Attack rolls.
Augment: For every 3 additional power points you spend, +1 Insight Bonus.
If you spend 6 additional power points, you can manifest as a swift action.

Ascetic Path
Bonus Class Skill: Knowledge (Religion), Path Skills: Acrobatics, Autohypnosis, Knowledge (Religion)
3rd Level Trance: +1 Competence bonus to AC or Saves, chosen when gaining Psionic Focus while Psionic Focused, increasing by 1 every four levels after.
3rd Level Maneuver: Immediate action, expend psionic focus, gain +2 Dodge to AC until the beginning of your next turn. Increase by 1 for every 5 Psychic Warrior levels. If in response to an attack and it misses, may take a 5 foot step as part of the action.

Power Point Breakdown
1 Base, +2 from Feat, +2 from Wisdom, +1 from Sleeping Goddess

Path of War:

IL 1, IM Wis +5
1st- The Caged Sun (Stance), Panthera on the Hunt (Readied), Clockwatcher (Readied), Minute Hand (Readied), Ego Wounding Strike

The Caged Sun (Radiant Dawn, Stance, Lvl 1)
Cannot heal others, healing received increased by 50%, and gain excess as temp hitpoints up to twice hitpoints, lasting for 1 min, initiative, or stance switch.
Essence Investment (Currently 1): +2 Healing received (before increase), +1 Attack, AC, and Saves.

Clockwatcher (Riven Hourglass, Counter, Lvl 1)
Act in surprise round you would otherwise not get to act in (may use even when flat-footed).

Ego-Wounding Strike (Sleeping Goddess, Strike, Lvl 1)
Mind affecting, for one melee/ranged attack, make the target will save (DC 16), or -2 penalty on attack, ability, and skill checks for one round. Each time an ally hits them, duration increases by one round, up to a max of IL.
Augment: Spend Psionic Focus to have no save, for every 2 power points, penalty increases by 1.

Minute Hand (Riven Hourglass, Boost, Lvl 1)
Make a melee attack with -2 penalty to hit.

Panthera on the Hunt (Primal Fury, Strike, Lvl 1)
As a full round action, you perform a charge with a +2 Circumstance bonus to attack and damage, and ignore attacks of opportunity from moving through threatened squares.

Combat Stamina:

Not yet, as I'm not at BaB 1, yet.

Statblock Construction, only here so you know where the numbers come from, see Statblock for the nicely formatted final product:

Stats:
Str 20 18 Base +2 Racial
Dex 14 16 Base -2 Racial
Con 12
Int 13
Wis 20 18 Base +2 Racial
Cha 12

Basics:
BaB 0 (0 Psychic Warrior(Pathwalker))
Fort: 6 (2 Psychic Warrior +1 Con +1 Resistance +1 Stance +1 Trait)
Ref: 4 (0 Psychic Warrior +2 Dex +1 Resistance +1 Stance)
Will: 7 (0 Psychic Warrior +5 Wis +1 Resistance +1 Stance)
Wounds: 24
Wound Threshold: 12
Vigor: 17 (16 Double Max First Level +1 Con Mod)
Favored Class Bonus: +1/2 ML on Path Powers.

Race: Half-Giant
Stat: +2 Strength, +2 Wisdom, -2 Dexterity
Counts as Human and Humanoid (Giant)
Low-Light Vision: See twice as far as humans in dim light.
Languages: Common
Liberty or Death: +2 Racial bonus on saving throws against mind affecting.
Powerful Build: Counts as one size catgeory for CMB/CMD and combat maneuvers if it is advantageous. Also gains this against special attacks such as grab or swallow hole. Can use weapons designed for a creature one size larger without penalty.
Naturally Psionic: Gain Psionic Talent feat.
Half-Giant Psionics: Psi-like ability 1/day, Stomp, manifester level equal to half level, DC is based on Charisma.
Psionic Aptitude: Can gain a power point with favored class bonus.
Survivor: +4 racial bonus to survival

Skills:
Class- Acrobatics, Autohypnosis, Climb, Craft, Knowledge (Psionics), Perception, Profession, Ride, Spellcraft, Swim
Other- Diplomacy (Radiant Dawn), Knowledge (Religion)(Ascetic Path)

1 * (4 Psychic Warrior +1 Int +2 Background) = 7 Ranks to go around

Autohynosis 1 rank +3 trained +5 Wis = +9
Knowledge (geography) 1 rank +3 trained +1 Int = +5
Knowledge (psionics) 1 rank +3 trained +1 Int = +5
Perception 1 rank +3 trained + 5 Wis = +9
Profession (Herbalist) 1 rank +3 trained + 5 Wis = +9
Survival 1 rank +3 trained +5 Wis +4 Racial +1 Trait = +14
Swim 1 rank +3 trained +5 Str = +9

Feats:
Lvl 1
(Base): Basic Magic Training (Using to pick up Veilweaving)
(Psychic Warrior): Essence Focus
(Half-Giant): Psionic Talent

Traits:
Combat Training (Combat)- Learn one 1st level maneuver, choosing Panthera on the Hunt, which is added to maneuvers known and used as normal. Cannot be swapped out for another maneuver.
Disgraced Guardsman (Campaign)- Proficiency with the Ophid Glaive, and +1 trait bonus to attack with it.
Gift for Magic (Magic)- +2 Trait bonus to caster level with Veilweaving sphere, not to exceed Hit Dice.
Psigifted (Psionic)- +1 ML for ??? Psionic Power
Sommaran Wanderer (Regional)- +1 Trait bonus to Fortitude and Survival.
Wary of Danger (Race)- +2 Trait bonus to initiative.

Psychic Warrior:
Lvl 1:
Proficiencies
All simple and martial weapons, all types of armor, all shields (other than tower)

Bonus Feat
Gains bonus feats at 1, 2, 5, 8, 11, 14, 17, and 20th level, they must be either combat or Psionic feats.

Psionic Proficiency (Ex)
May treat BaB equal to his psychic warrior level for prerequisites of psionic feats.

Warrior's Path (Ex)
Gain a path, gaining one free power know from it. Can expend psionic focus to cast it unaugmented for no PP cost, or increase ML by 1. Also gain class skill.

Spellcasting and Veilweaving:
Modifier: Wisdom
Tradition: Akashic Magic, but swapping Essense Empowerment for one more Essence Pool. As I will never do anything with spherecasting other than access Veils, pretty much all the details of this tradition have no effect.
Essense Pool: 3 (1 Feat, 1 Tradition, 1 Radiant Dawn)
Heaven's Blessing (From Akashic Trinity Veils)
Good, Body Slot, Will Saving throw to negate.
+1 Sacred Bonus to attack rolls, weapon damage rolls, and Charisma-based skill checks to you and allies who can see you. Enemies take same penalty (swapping charisma for wisdom based skills) as long as they can see me, plus one round afterwards.

Essence: Each point of essence invested increases bonuses by 1 and penalties by 1.

Path of War and Maneuvers
Max Maneuver Level: 1, Maneuvers Known: 3+1, Maneuvers Readied: 3, Stances Known: 1, Initiation Modifier: Wisdom
Recovery Methods: May recover 1 maneuver as a swift action as part of an attack or full attack. May expend psionic focus to recover a number of maneuvers equal to Wisdom modifier (min 2) as a full round action. While doing so, may manifest a power at full ML without expending power points, if it is Personal, is 1/2 the maximum level of power he can cast (min 1), has casting time of 1 standard action or less, and its duration is shortened to 1+Wis or original duration, whichever is shorter.
All my maneuvers are Supernatural other than the Primal Fury ones taken by Trait/Feat.

Disciplines:
Sleeping Goddess
Skill: Autohypnosis
Weapon Groups: flails, heavy blades, monk, and spears, things created by form mind blade (or equivalent) or a Sleeping Goddess maneuver
Gained power points: 1

Radiant Dawn
Skill: Diplomacy
Weapon Groups: Bows, flails, hammers, polearms, and the Sun's Gleam Ability
Gained Essence: 1
Sun’s Gleam (Su): A Radiant Dawn disciple can choose to fire a ray of light as a ranged touch attack at a target within close range (25 feet + 5 feet per 2 initiator levels) in place of making a ranged weapon attack as part of initiating a strike from a maneuver the initiator could invest essence into. This does not require a free hand. The initiator can choose to use their Strength modifier in place of their Dexterity modifier when firing a ray in this fashion. The ray of light deals force damage equal to 1d6 plus the initiator’s initiation modifier on a hit, plus any effects of the strike (such as additional damage or conditions). The disciple may choose to deal nonlethal damage with this attack at no penalty.

As Sun’s Gleam can only be used as substitutes for attacks granted by maneuvers, an initiator cannot channel uses of it through weapons with the conductive weapon special property, or similar abilities.

Riven Hourglass:
Skill: Autohypnosis
Weapon Groups: flails, hammers, and light blades

Maneuvers Chosen:
Lvl 1: Clockwatcher (Riven Hourglass), Ego-Wounding Strike (Sleeping Goddess), Minutehand (Riven Hourglass)

Stances Chosen:
Lvl 1: The Caged Sun (Radiant Dawn)

From Trait:
Pathera on the Hunt (Primal Fury)

Equipment:
175 gp budget for 1st level Psychic Warrior
150 on Large Ophid Glaive.
Vigilante's Kit: 8 gp, 22 lbs, includes backpack, belt pouch, blanket, torches (10), trail rations (5 days), and a waterskin

Automatic Bonus Progression:
Level 3rd (1 Base +2 No Magic)
Resistance +1 - +1 Resistance bonus to all saves.