About WhurzanderWhurZander (Zander)
Base Stats:
STR 14 +2 DEX 15 +2 CON 16 +3 (WF+2) INT 16 +3 (WF+2) WIS 12 +1 CHA 9 -1 (WF-2) SENSES Perception +3/+5 (Alertness) DEFENSE
OFFENSE
Melee
Stats – Astral Suit*:
STR 14 +2 DEX 17 +3 (15+2 Nimble) CON 16 +3 (WF+2) INT 16 +3 (WF+2) WIS 12 +1 CHA 9 -1 (WF-2) SENSES Perception +2/+4 (Alertness) DEFENSE
OFFENSE
Melee
Stats – Astral Armor**:
STR 16 +3 (14+2 Brawn) DEX 15 +2 CON 16 +3 (WF+2) INT 16 +3 (WF+2) WIS 12 +1 CHA 9 -1 (WF-2) SENSES Perception +2/+4 (Alertness) DEFENSE
OFFENSE
Melee
Ranged
BAB: +2 CMB: +5
Stats – Astral Juggernaut***:
STR 14 +2 DEX 15 +2 CON 18 +4 (WF+2) (16+2 Hardy) INT 16 +3 (WF+2) WIS 12 +1 CHA 9 -1 (WF-2) SENSES Perception +2/+4 (Alertness) DEFENSE
OFFENSE
Ranged
BAB: +2 CMB: +4
Concept: A curious Psiforged seeks to learn – and to fly. Personality: Like Most psiforged, Zander was let loose into the world with little direction, but an enormous curiosity. Innately curious, Zander is always seeking answers to questions. When he finds those answers, he seeks more questions. Zander seems to always desire to know “Why?” In his mind, every question has an answer, and understanding these answers leads to greater wisdom. Like most Warforged, Zander doesn’t quite have a handle on the finer points of social interaction, which means he will often ask the inappropriate question, or make an observation that some might consider rude. He means no harm, but sometimes it rubs others the wrong way. This is especially true when, like many Psiforged, Zander insists on being addressed as a sentient creature, not as an object or automaton. He isn’t rude about it, but he doesn’t accept this particular form of rudeness from others towards him, either. In most circumstances, Zander is calculating, pausing to contemplate the outcomes of his actions – especially when he is taking direction from J’r-V’zz, who does not like taking unnecessary risks – but also at times, he will feel that he has “enough” information to make a decision or take action, rather than (as J’r-V’zz prefers) waiting until he has all the data available. This is particularly true when the opportunity exists to experience speed, or if Zander believes he might get to fly, or get closer to learning how to do so. In addition to his fascination with flight, Zander has an inordinate fondness for the color red. The brighter, the better. If given the opportunity to choose, he will almost always select red. This, despite his eyes and the crystals in his body all glowing blue. Appearance:
The triangular crystal is, in fact, J'r-V'zz, Zander's Psicrystal companion. Background:
Two years ago, the nameless Psiforged that would become Zander stepped out of the secret Creation Forge, hidden in the bowels of Sharn. He was, unbeknownst to him, the last of the Psiforged to be created – or so Merrix d’Cannith has said. At that time, however, Merrix simply said, “You. You could have been something special. You perhaps, could have flown! But now we’ll never know, blast them all!” Then he turned and stalked from the room.
The Psiforged who would become Zander spent a few short weeks in the basic training that all Warforged received from their Cannith creators, and then, with little warning or guidance, he was set free. “You are your own person. Go where you like, but you cannot stay here.” He – for the Psiforged who would become Zander somehow knew he was a he – wandered through the lower reaches of Sharn for some months, with no companions of any length. Until, one night, the triangle in his chest began to itch. Over the course of the next day, the crystal triangle began slowly, faintly, to pulse with light. By the next night, the Psiforged who would become Zander had met the psicrystal who would become J’r-V’zz. Shortly after that, the two of them began to discover the magic of the Astral Suit that bound them together. Months later, the two of them fell in with some dwarves. The dwarves had been in the process of being mugged while transporting goods for House Kundarak, and the Psiforged, curious as to what would cause such a scenario, stepped in. Because of this, the dwarves were able to beat off their attackers. As a gesture of thanks, they invited the Psiforged who would become Zander to travel with them to their final destination. He proceeded to make them regret the offer, as he asked questions of them ceaselessly – seeking to understand all that he could of their race, culture, business, language, and anything else they had to teach him. Still, one of their number found him amusing, and decided to stay with the Psiforged and his crystal companion. In fact, he arranged for House Kundarak to provide a financial reward, and even hire the Psiforged to help guard another caravan. When he did so, however, the House had demanded a name, so that they could track the payment. The dwarf, speaking honestly, called the Psiforged, “an iron child, lacking wisdom, but adventurous.” In the language of the dwarves, the phrase is “whur-zander.” So, it was written. Zander, as he came to be called, once he had learned the Dwarven tongue, thought the name fitting, as he was something of a child, and had an adventurous streak within him. And so, that is who he was. For almost another year, Zander took jobs working for House Kundarak. Or, officially, for his dwarven friend, who took the jobs from House Kundarak, and then hired Zander to help him. During that time, Zander’s curiosity got him occasionally into trouble. It didn’t help that, in the back of his mind, he continually heard Merrix d’Cannith’s words – ”You… could have flown!”. If he wasn’t asking questions, Zander was talking about flying – or asking questions about how to fly (questions to which, his companion would often reply, “keep asking, and I’ll take you up the elevators and throw you off!”). But of course, that never happened – they rarely had the money to take the great magical elevators to the higher reaches of Sharn, and on the rare occasions they did, it was while they were working, and no one had the time or attention to spare to answer any questions about how things worked. And then, “the thing” happened. Zander never found out what “the thing” was. Just, one day, his dwarven companion said that they would need to take a job that would take them out of Sharn. For a long time – perhaps forever. “You – we – should not come back here,” his friend said. And so, they took a job guarding a car on the Lightning Rail. Not for House Kundarak this time, but for a client of the House. It was a quickly-taken job, and didn’t pay very well. But it got them out of Sharn. It also got Zander’s friend killed. Somewhere along the line, one morning, Zander’s friend did not come to the rail-car to relieve Zander, as he normally would. Zander could not leave the car unguarded, so he could only wait. He waited until the train arrived at its destination – 3 days later. At that point, a group of guards showed up to take charge of the contents of the car. They paid Zander and dismissed him. Relieved of his duties, Zander went to the cabin where he knew his friend slept. He found his friend’s body, lying in his sleeper bunk. It was clear that the dwarf had ben dead for at least three days, but there was no evidence of how he had died – at least, none that Zander could find. Alone, and with no idea what to do next, Zander went to the next car and sat down to think. “Where are you headed?” An older woman in the seat across from him had asked the question. “I do not know,” Zander had replied. “What is it you want to do,” the woman asked. “I want to fly,” Zander said, looking out the window, “I will do, someday. But until then, I want to learn.” “Learn about what?” “Everything,” Zander said, “people. I would like to know why people kill one another. Why they hate.” “Ah,” the old lady had replied, “if you want to see why people hate, then you need to go to Throneport. You will see it there. Hate, and fear. Hope and despair. The delicate beginnings of optimism. Perhaps,” she said, “perhaps, there will even be peace that lasts. But that will depend on the people.” “Thorneport,” Zander had said. Then he gave the woman a nod. “Thank you.” When the conductor came by, Zander had given the man some of the coins in his belt-pouch. “I am going,” he said, “to Throneport. I will need a ticket.” For the past few months, Zander has been in the town of Throneport. Mostly, he watches. Observing people and their behaviors. He occasionally takes jobs providing security, but usually only when J’r-V’zz reminds him that he needs funds to pay for maintenance of himself and his equipment. Zander is much too interested in what’s going on around him to remember to pay attention to things like income. Lately, he has noticed that two groups of people seem to be killing one another with an increased frequency. Zander has found himself curious as to why this is happening. So, for the past few days, he’s been following around a group of people with strange tattoos on their necks. He followed some of them to a warehouse on Candle lane. From his hiding-place, he watched them go in. It’s been more than a day now, and they have yet to come out. Religion:
Languages:
Race:
Warforged (Psiforged skin)
Ability Score Racial Traits: +2 Constitution, +2 Intelligence, -2 Charisma Size: Medium Size Type: Humanoid (Living Construct Subtype) Base Speed: 30' Languages: Common. Bonus Languages: Draconic, Dwarven, Elven, Goblin, Gnome, Halfling and Orc Construction Metabolism: Warforged have the following alterations to a normal humanoid's natural processes: Warforged do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities. Warforged do not heal hit points or attribute damage naturally but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious warforged can repair itself. All applications of the Heal skill while used on a warforged are replaced with an appropriate Craft skill. Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down. Warforged are not capable of procreation, having to rely on a Lifeforge to create new warforged. Warforged do not change size or appearance naturally over time. Construct Mind: Warforged get a +2 racial bonus to resist mind-affecting and stunning effects and are immune to paralysis and sleep effects. Construct Resistance: Warforged get a +2 racial bonus to resist disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels.
Psiforged Plating: The composite plating of the warforged was made with dozens of crystals. These crystals act as a cognizance crystal, allowing you store 1 psionic power point within them at 1st level. Every odd level thereafter, you can store 1 additional power point into the crystals of your body. These crystals cannot be targeted separately from you and cannot be disenchanted or suppressed. In all other ways, these crystals act as a single cognizance crystal. Warforged with this alternate racial ability can be targeted by spells, powers and effects that affect crystal, glass, wood and metal, but not stone. This racial trait replaces natural plating. Slam: Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks. Class:
Aegis - Crystal Warrior Archetype
Alignment: Any. Hit Die: d10. Starting Wealth: 2d6 × 10 (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class Skills
Skill Ranks per Level: 4 + Int modifier. Weapon and Armor Proficiencies
Power Points/Day: An aegis’s ability to manifest some of his abilities is limited by the power points he has available. His base daily allotment of power points is given on Table: The Aegis. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points), treating his manifester level for the purposes of bonus power points as equal to his class level. His race may also provide bonus power points per day, as may certain feats and items.
Psicrystal Affinity
This ability replaces one of the customization points gained at 1st level. Form Astral Suit (Su)
The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc. An astral suit can be dismissed as a free action. An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis’s class level, although the aegis can simply form his astral suit again on his next turn. To gain the benefits of some of the additional class features detailed below, the aegis’s psicrystal must be physically touching the aegis when the aegis forms his astral suit, and the psicrystal is consumed by the astral suit while the astral suit is active. When the psicrystal is consumed in this fashion, it still grants all the normal benefits for being within 5 ft. of the aegis (Alertness, etc), but the aegis does not gain any of the psicrystal’s special abilities (natural armor, hardness, etc.) The aegis may still form his astral suit normally, but he loses those abilities detailed below that rely upon the psicrystal being consumed by the astral suit. In addition, the aegis gains the ranged attack customization as a bonus customization. Missive (Ps)
Astral Suit:
Customization Points Available:3
Current Customizations: Speed (1pt)
Configurations Astral Skin*
Bonus Customizations Speed (x2) = 40’ Speed
Nimble
Astral Armor**
Bonus Customizations Brawn
Improved Damage
Flexible Suit
Astral Juggernaut***
Bonus Customizations Fortification
Hardy
Stalwart
Traits:
Natural Flyer (Combat) You gain a +1 trait bonus on Fly checks, as well as Acrobatics checks attempted while flying. Fly is always a class skill for you. Mechanical Expertise (Regional)
Feats:
Psicrystal Affinity (Bonus, Crystal Warrior) Alertness (Bonus, Psicrystal) Dodge (Level 1) Skills:
14+4 (7+2 bg/Lvl), ACP: 0/-3**/-6***)
~Acrobatics (Dex) R2: +7/+8* (+1 When Flying) ~Autohypnosis (Wis) R2: +6 ~Climb (Str) R2: +7/+8** ~Craft: Armor (Int) B2: +9 ~Craft: Carpentry (Int) B1: +7 ~Disable Device (Dex) R2: +8/+9* ~Fly (Dex) R0: +3/+4* Knowledge: Engineering (Int) B1: +4 ~Knowledge: Psionics (Int) R1: +7 Perception (Wis) R2: +3/+5 (Alertness) Sense Motive (Wis) R0: +1/+3 (Alertness) Stealth (Dex) R0: +2/+3* ~Swim (Str) R1: +6/+7** ~Use Magic Device (Cha) R2: +3 ~Class Skill
Power Points:
Power Points Available
PP Pool (2+3) : 5/5
J’r-V’zz:
Psicrystal (Targeting Array Archetype) - Modified
J’r-V’zz dwells most of the time, in the slot built for him in Zander’s chestplate. Whenever Zander forms his Astral Suit, if J’r-V’zz is within 5’ of him, J’r-V’zz becomes part of the Suit, which allows the Psicrystal to enhance and partially control the Suit. When in this configuration, it still grants all the normal benefits for being within 5 ft. of Zander (Alertness, etc), but Zander does not gain any of the psicrystal’s special abilities (natural armor, hardness, etc.). Init +2 Senses Sighted 40 ft., Perception +6 DEFENSE AC 16, 16 touch, 14 flat-footed (+2 Dex*, +4 size)
OFFENSE Speed 30 ft., climb 20 ft.*
STATISTICS Str 1*, Dex 15*, Con -, Int 10, Wis 10, Cha 10
SPECIAL ABILITIES Construct traits
Psicrystals do not have the usual construct traits of darkvision and low-light vision. Natural Armor Adj. (Ex)
Intelligence Adj. (Ex)
Alertness (Ex)
Improved Evasion (Ex)
Personality (Ex)
Self-Propulsion (Su)
Share Powers (Su)
Sighted (Ex)
Telepathic Link (Su)
Targeting Array Archetype
Tactical Assistance (Ex)
When it uses the aid another action, it may make an intelligence check against DC 10 in place of an attack roll to aid its master against a single enemy within 30'. This ability replaces the psicrystal’s personality bonus. Improved Tactical Assistance (Ex)
This ability replaces deliver touch powers. Pinpoint Weakness (Ex)
This ability replaces power resistance. Tactical Mastery (Ex)
In addition, the targeting array may select another bonus feat from the improved tactical assistance list. This ability replaces channel power.
Worn equipment:
Carried equipment:
25gp
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