Grasilex

Xonti Ensk's page

58 posts. Alias of c c.


Race

Ophiduan Cryptic [Raveler] 1st | [Adaptive Gunner; Marksman]

Classes/Levels

| Wounds: 28 [14 Threshold], Vigor: 20 [10] | AC: 18 [TAC: 17, FfAc: 14] | Init: +4 | Percep: +6/+7 traps, 60' Darkvision | Fort: +3 Refx: +7 Will: +5 | Cmd: 15 | PP: 5/6 | HeroPts: 1 | Active Powers:

Gender

Neutral Good, Male

About Xonti Ensk

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Name: Xonti Ensk
Gender/Race: Male Ophiduan
Subtype: Medium Humanoid [Reptilian]; [Minor Metamorphosis: Size=Large/Small]

Alignment: Neutral-Good
Level/Class: 1st level Cryptic (Raveler)/(Adaptive Gunner; Marksman)
FCB: +1 PP/level

Initiative: +4
Movement: 30' [Minor Metamorphosis: 20' climb/swim, 15' burrow, or 40' move]
Vision: 60' Darkvision; Perception: +6/+7 vs. traps

Age: 21 years
Height: 5'9"
Weight: 152 lbs.

Languages: Ophiduan, Chemish, Ophic, Oroki, and Somnese; [Common language?]
Religion/Philosophy: the Flow
Hero points: 1

Str: 12 +1 [14 +2=Minor Metamorphosis, Str]
Dex: 19 +4 [17 base; +2 Dex]; [21 +5=Minor Metamorphosis, Dex]
Con: 14 +2 [16 +3=Minor Metamorphosis, Con]
Int: 18 +4
Wis: 14 +2 [12 base; +2 Wis]
Cha: 13 +1 [15 base; –2 Cha]
[Set 2=18/17/15/14/12/12]

Wounds: 28
Wound Threshold: 14
Vigor: 8; [d8 hit dice]; [Minor Metamorphosis: 5 temp hit points]

AC: 18; Def. Bonus=+3; NAC=+1; Dex=+4
TAC: 17; Def. Bonus=+3; Dex=+4
FfAC: 14; Def. Bonus=+3; NAC=+1
[Minor Metamorphosis: 5 Resistance vs. Cold, Acid, Fire, or Electricity]

BAB: 0 [+1 with Ophid Glaive; +1-2 Str/+4-5 Dex]
CMB: +1 [Str=+1][Minor Metamorphosis, Str=+2]
CMD: 15 [Str=+1/Dex=+4][Minor Metamorphosis, Str or Dex=16]

Fort: +3; Resist=+1/Con=+2/class0; [Minor Metamorphosis, Con=+4]
Refl: +7; Resist=+1/Dex=+4/class2; [Minor Metamorphosis, Dex=+8]
Will: +5; Resist=+1/Wis=+2/class2
[+2 Save vs. poison]

Psionic Powers Level: 0 level, 1st
Save DC: 14+Level
PP: 6 [1st=+1/Bonus=+2/Psi-Tal=+2/FCB=+1]

Cryptic Talents and Powers: Psionic Repair [0], Ectoplasmic Trinkets [0], Kinetic Legerdemain [1st], Minor Metamorphosis [1st], Prevenom/Prevenom Weapon (1/day;racial;1st)

Akashic Veil: Loyal Paladin’s Spear of Light [Hand; Good; Save vs. Reflex for 1/2 damage]; Swift action, 1d6 Akashic energy damage [1d4 vs. Good/1d8 vs. Evil]; Shortspear or Rapier form. Hand Cannons [Wrist]; Swift Action, 20' Range, 2d6 B/P damage.

Feats: Psionic Talent [Race], Extra Power Known=Kinetic Legerdemain [1st], Scribe Tattoo [Class]; [Minor Metamorphosis: Cleave/Imp.Gtr. Trip]

Traits: Flexible Forms=Rapier [Magic], Combat Training=Clockwatcher [Combat], Disgraced Guardsman [Campaign], Protectorate Educated= +1 Religion and Psionics [Regional]

Flaws: Impatient, Provincial=-2 Sense Motive/Diplomacy other than NG alignment or the Flow

Weapon Proficiency: All Simple plus Rapier, Shortbow, and Ophid Glaive [+1 to attacks with Ophid Glaive due to Disgraced Guardsman trait].

Armor Proficiency: All Light Armor; Defense Bonus [+3]

Skill Ranks per Level: 4 + Int modifier[4]; Background: 2/level

Class Adventuring Skills: Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (all else) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Trained Adventuring Skills: +6 Autohypnosis, +9 Disable Device, +6[+7 vs. trap] Perception, +6[+4 vs. other than NG/the Flow] Sense Motive, +8 Spellcraft, +9 Kn=Religion, +9 Kn=Psionics, +8 Escape Artist

Untrained= +4 Acrobatics, +1 Climb, +1 Disguise [+10/12 Minor Metamorphosis], +4 Stealth, +1 Swim, +1 Diplomacy [-2 vs other than NG/the Flow], +2 Heal, +4 Ride, +2 Survival, +1 Intimidation [+2 Minor Metamorphosis], +1 Bluff

Class Background Skills: Appraise (Int), Craft (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (nobility)

Trained Background Skills: +5 Appraise, +5 Sleight of Hand

Untrained= +4 Craft, +1 Perform, +2 Profession, +4 Lore, +4 Artistry, +1 Handle-Animal

Equipment:

Ophid Glaive=75gp/8-lb; 1d8+2 B/1d10+2 S, x2/x3, double, reach [S only]; +1 hit due to trait, [2-Handed=+2 attack total;+3=Minor Metamorphosis, Str only/1d8+3;1d10+3]
Sling=0/-; 1d4+1 B x2, 50'range
10 sling bullets=1sp/5-lb
Kunai=2gp/2-lb; 1d4+1-2 B/P, 10'range, usable as crowbar/piton, [Light]
Club=0/3-lb; 1d6+1-2 B, 10'range, [1-Handed=+2 attack total; +3=Minor Metamorphosis, Str only/1d6+2-3]
Haramaki=3gp/1-lb; [AC=1]

Backpack=2gp/2-lb
Poncho=5sp/2-lb
Bandolier=5sp/-
Speed sheath=10gp/1-lb
Thieves-Tools=30gp/1-lb
Waterskin=1gp/4-lb
Explorer-Outfit=free/8-lb
Mess-kit=2sp/1-lb

Ashtab's Payment Bag= undetermined amount of Protectorate currency.

Coins= 6gp;7sp left [rolled 140gp]; lots of Protectorate money?

Enc=38-lbs [Carry Cap: 43/86/130]

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Personal Background: A former Ophid Guardsman of Lirasse, Xonti Ensk found opportunities elsewhere within the City of Arbil as a private citizen. Wholly sensible, plausible, and rational in his outlook, he will defer to [or openly assist] those with greater psionic abilities. Those with lesser psionic potential, he believes in handling with a firm but fair guiding hand; he personally considers non-psionics to be "handicapped" in some form or another...

As a staunch believer in the Philosophy of the Flow [ie. "May your Patterns ever be within the Flow..."], Xonti possess some unusual abilities in Akashic manipulation; something that the Ophiduan Raveler Cryptic suspects to be some obscure and ancient form of Psionics pre-dating back from even before the Godminds existed- possibly even originating from a time before the Impact... although he'd be loathed to admit such a thing due to his upbringing within the Protectorate [ie. "Psionics are the end all, be all of all things"].

He is considered a part of the "middling caste" in a society defined purely by the strength of an individual's psionic cabilities, thus it is only rationably sensible that he follows his own path, wherever it may take him, the Flow willing and ever unfolding...

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Ophiduan Racial abilities [plus Alternate Racial Trait]:

+2 Dexterity, +2 Wisdom, –2 Charisma
Reptilian Blood: Ophiduans are of the humanoid (reptilian) subtype
Medium: Ophiduans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Ophiduans have a base speed of 30 feet.
Scaled Hide: An ophiduan’s skin is hardened scales and grants the character a +1 natural armor bonus to AC.
Naturally Psionic: Ophiduans gain the Wild Talent feat as a bonus feat at 1st level. If an ophiduan takes levels in a psionic class, he instead gains the Psionic Talent feat.
Poisonous Flesh: While most ophiduans are resistant to poison, some are capable of excreting a poison from their skin. Ophiduans with this racial trait can use prevenom or prevenom weapon as a psi-like ability once per day with a manifester level equal to character level. This trait replaces the serpent’s bite racial trait.
Darkvision: Ophiduans can see in the dark up to 60 feet.
Poison Resistant: Ophiduans gain a +2 racial bonus on saving throws against poison.
Psionic Aptitude: When an ophiduan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Weapon Familiarity: Ophiduans treat any weapon with the word “ophiduan” in the name as a martial weapon rather than an exotic one.

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Cryptic (Raveler) Abilities:

Note= Difficulty Class for saving throws against cryptic powers: 10 + the power’s level + the cryptic’s Intelligence modifier [4]. To learn or manifest a power, a cryptic must have an Intelligence score of at least 10 + the power’s level.

Pattern Designs (Su): The cryptic’s known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power’s level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear.

(Psionic Repair [DC 10], Ectoplasmic Trinkets [DC 10], Kinetic Legerdemain [DC 12], Minor Metamorphosis [DC 12])

When a cryptic manifests one of their powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic’s powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.

Altered Defense (Su): As a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + Intelligence modifier [4]. The cryptic can maintain this ability as long as the rounds are available, or dismiss it at any time as a free action.

Absorb: The cryptic gains DR 1/-.
Deflect: The cryptic gains a +1 dodge bonus to his AC.
Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.

Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).

Akashic Absorption: The raveler’s altered defense ability is tied directly into his veils, increasing the defensive properties of any veils he wears while sacrificing the standard benefit of the ability. Whenever a raveler activates his altered defense ability while he has a veil shaped which grants damage reduction, energy resistance, or a bonus to saving throws, he increases that bonus or defense by an amount equal to his altered defense bonus instead of gaining its normal benefits.

This modifies the altered defense ability.

Scribe Tattoo: At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power known (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.

Trapfinding: A cryptic adds 1/2 level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.

Veilweaving: At 1st level, the raveler may choose any one veil from the guru veil list. They know and can shape that veil, and are considered to have a veilweaver level of their class level –3 for the purposes of determining feats and other effects based on veilweaving level. Every four levels thereafter (5th, 9th, 13th, 17th) they may select one additional veil. This veil must occupy a different chakra than any of the previously selected veils. If the raveler does not have any levels in another veilweaving class, their total veils shaped is equal to the number of veils gained through this class feature. Characters with levels in a veilweaving class add their raveler veilweaving level that class to determine their total veils shaped. This replaces the disrupt pattern ability gained at 1st level and the enhanced disruptions gained at 5th, 9th, 13th, and 17th level.

Contemplation: The raveler gains the ability to fuel veils and other essence receptacles with psionic energy instead of essence. By spending 1 power point per receptacle as a swift action, the raveler may treat an essence receptacle as though it were invested with a point of essence for 3 rounds. This does not stack with, though it may overlap, standard essence invested in a given receptacle. At 6th level and every three levels thereafter, the raveler may spend an additional 3 power points per receptacle he wishes to invest to treat it as being invested with an additional point of essence.

This ability can be used to exceed the raveler’s normal limitation on the maximum amount that can be invested in a given receptacle. If the raveler has multiple receptacles available, he may choose to spend power points in this way to psionically invest any number of them with the same swift action, though he must still pay the normal cost for each.

This replaces the trapmaker ability and the insights gained at 6th, 10th, 14th, and 18th level.

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Loyal Paladin’s Spear of Light:

Descriptors: good
Class: Daevic, Guru, Helmsman, Nexus, Radiant, Vizier
Slot: Hands
Saving Throw: Reflex half

When this veil is shaped, the user gains a weapon forged from akashic energy and infused with the power of the upper planes. Treat this weapon as a shortspear sized appropriately for the wielder, except that it is a light weapon and the damage dealt results directly from sanctified akashic energy and is therefore not subject to being reduced by damage reduction or energy resistance. Treat the base weapon size as one category smaller if the target of an attack is good [d4], or one size category larger if they are evil [d8]; these size modifiers stack with all other size changes or virtual size changes. If the spear leaves your possession, it dissipates immediately and can be reformed in your hand again as a free action on your next turn, or whenever the veilweaver spends a swift action to invest essence. The wearer may choose to use their veilweaver level in place of their base attack bonus to determine their to-hit and other abilities of this veil.

Essence: For each point of essence invested in this ability, the spear deals an additional 1d6 damage; this bonus damage is not affected by size increases or multiplied on a critical hit. For every 2 points of essence invested in this veil, the spear’s reach increases by 5 feet.

Due to Flexible Forms trait, the shortspear may also take the form of a Rapier [Light-Blades category]

Hand Cannons:

Descriptors: none
Class: Daevic, Helmsman, Vizier
Slot: Wrists
Saving Throw: none

It’s said that this veil was developed after an adventuring akasha user witnessed the destructive power of a rampaging cannon golem.

Massive cylinders of whirling energy surround the arms of anyone wielding this potent veil. While the Hand Cannons are manifested you gain the ability to make a special ranged weapon attack with a range increment of 20 feet that deals 2d6 points of bludgeoning and piercing damage (1d8 for Small creatures, 3d6 for Large). You can attack with this ability as many times in a round as your base attack bonus allows, and this ability can be modified by feats and effects which normally affect ranged weapon attacks, like Deadly Aim, Point Blank Shot, and Rapid Shot. You must have at least one free hand to attack with this veil, and you cannot attack with this veil in the same round you attack with any other weapon. The wearer may choose to use their veilweaver level in place of their base attack bonus to determine their to-hit and other abilities of this veil.

Essence: For every 1 point of essence invested in this veil, the range increment increases by 5 feet. For every 2 points of essence invested, the Hand Cannons add a +1 enhancement bonus (maximum +5).

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Clockwatcher

Discipline: Riven Hourglass (Counter)
Associated Skills: Autohypnosis
Associated Weapon Groups: Flails, hammers, and light blades
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

By pulling your perception forward in time for the barest of moments, you are able to cheat fate and act when most would be caught unaware. Unlike other immediate actions, you can initiate this counter while flat-footed, and can use this maneuver at the beginning of a surprise round you otherwise would not be able to act in. You may act during the surprise round normally.

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Campaign Traits

Disgraced Guardsman: You were a member of the Ophid Guard of one of the nearby Protectorate cities, but lost a duel and chose to relocate to Arbil rather than pulling the worst patrols and shifts. You have spent your time since as a private guard, rather than an employee of the city. You gain proficiency with the Ophid Glaive, the weapon of the Protectorate and gain a +1 trait bonus to attack rolls made with it.

Regional Traits

Protectorate Educated: You were raised and schooled within the Ophid Protectorate, where all citizens are offered free education. You gain a +1 trait bonus to any two Knowledge skills of your choice and one of your chosen Knowledge skills is always considered a class skill.

Magic Traits

Flexible Forms: You have learned the secrets of manipulating akashic weaponry, and can reforge such weapons into new and unique shapes.Choose one weapon-like veil or constellation weapon form that grants a specific weapon (such as the cestus granted by the Lion’s weapon form). When shaping or manifesting that weapon, you may instead manifest it as one other weapon of the same type (light, one-handed, two-handed, or ranged) with which you are proficient, chosen when you first gain this trait. If the veil or constellation normally allows you to shape or manifest a pair of weapons, you may choose for one or both weapons to take the alternate form granted by this trait each time you shape or manifest them. [loyal paladin's spear of light: shortspear+rapier form]

Combat Traits

Combat Training: You learn one 1st-level maneuver from a discipline of your choice. If you are not a member of an initiating class, you can ready this maneuver by spending ten minutes practicing it, and can recover it by taking a standard action to focus. Your initiation modifier for this maneuver is the key ability of its discipline’s associated skill (for example, a discipline with Acrobatics as its associated skill would make Dexterity your initiation modifier), and your initiator level for this maneuver is 1. If you can already initiate other maneuvers or later gain the ability to, the maneuver granted by this trait is added to your list of maneuvers known, and you can recover it as normal for your class. You cannot exchange this maneuver for another maneuver as you level up, nor does it add its discipline to your list of available disciplines. [Clockwatcher]

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Flawed Traits

Provincial: You have only one way of looking at things: the right way. You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.

Impatient: You love leaping into battle at the earliest opportunity, and it frustrates you to wait for others to act. You can’t delay or ready actions, and if you are the last of your allies to act in a round of combat, you take a –1 penalty on ability checks, attack rolls, saving throws, and skill checks.

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Fighter Weapon Groups: [proficient]

Blades, Light: bayonet, dagger, rapier, sickle

Hammers: battle aspergillum, club, heavy mace, lantern staff, light hammer, light mace, mere club

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Equipment Descriptions=

Rapier: 20 gp, 1d6P, 18-20/x2, 2 lbs.

Shortspear: 1 gp, 1d6P, x2, 20 ft., 3 lbs.

Ophid Glaive: 75 gp, 1d8B/1d10S, x2/x3, 8 lbs., double, reach; If used as a double weapon, the Ophid glaive is no longer treated as a reach weapon; if only the bladed end of the weapon is used, the Ophid glaive is treated as a reach weapon.

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Oaths and Talents: tba [likely either loyalty to nation/Protectorate or faith/the Flow?]

Prospective Gestalt/Demi-Gestalt: Marksman [Adaptive Gunner]

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Adaptive Gunner abilities:

Hand Cannon: At 1st level, The adaptive gunner learns how to shape the Hand Cannon veil, and increases his total veils shaped by 1. The adaptive gunner uses his Wisdom as his primary veilweaving attribute and treats his veilweaver level as his class level –3 (minimum 1).

Starting at 7th level, he gains the ability to bind veils to his Wrist chakra, unlocking their most potent abilities.

Contemplation: The adaptive gunner gains the ability to fuel veils and other essence receptacles with psionic energy instead of essence. By spending 1 power point per receptacle as a swift action, the gunner may treat an available essence receptacle as though it were invested with a point of essence for 3 rounds. This does not stack with, though it may overlap, standard essence invested in a given veil or receptacle. At 6th level and every three levels thereafter, the adaptive gunner may spend an additional 3 power points per veil or receptacle he wishes to invest to treat it as being invested with an additional point of essence. This ability can be used to exceed the gunner’s normal limitation on the maximum amount that can be invested in a given veil or receptacle (for example, an 18th level adaptive gunner could spend 13 power points to treat a veil as being invested with 5 points of essence, even though he’d be limited to 4 points when investing essence normally). If the gunner has multiple receptacles available, he may choose to spend power points in this way to psionically invest any number of them with the same swift action, though he must still pay the normal cost for each.

Adaptive Gunner Style: The adaptive gunner must choose the adaptive gunner style for the combat style gained at 1st level.

This modifies the combat style and style skill class features.

Favored Weapon: The adaptive gunner does not choose a weapon group for his favored weapon class feature, but instead applies its benefits to his Hand Cannon veil. This alters the Favored Weapon class feature.

The adaptive gunner does not gain proficiency in light, projectile, or thrown martial weapons. This alters the standard marksman proficiencies.