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About VermBackground:
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 -------------------- DEFENSE -------------------- 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] -------------------- OFFENSE -------------------- 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 -------------------- STATISTICS -------------------- 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 -------------------- SPECIAL ABILITIES -------------------- 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
Traits:
Feats:
Psionics:
ML 1, MM Wis +5 PP 6/6 Expansion (Lvl 1)
Offensive Precognition (Lvl 1 Path)
Ascetic Path
Power Point Breakdown
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)
Clockwatcher (Riven Hourglass, Counter, Lvl 1)
Ego-Wounding Strike (Sleeping Goddess, Strike, Lvl 1)
Minute Hand (Riven Hourglass, Boost, Lvl 1)
Panthera on the Hunt (Primal Fury, Strike, Lvl 1)
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:
Basics:
Race: Half-Giant
Skills:
1 * (4 Psychic Warrior +1 Int +2 Background) = 7 Ranks to go around Autohynosis 1 rank +3 trained +5 Wis = +9
Feats:
Traits:
Psychic Warrior:
Bonus Feat
Psionic Proficiency (Ex)
Warrior's Path (Ex)
Spellcasting and Veilweaving:
Essence: Each point of essence invested increases bonuses by 1 and penalties by 1. Path of War and Maneuvers
Disciplines:
Radiant Dawn
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:
Maneuvers Chosen:
Stances Chosen:
From Trait:
Equipment:
Automatic Bonus Progression:
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