Valeros

Nevharath's page

380 posts. Alias of Tenro.


Full Name

Nevharath

Race

Kalashtar

Classes/Levels

Psychic Warrior 6 / War Mind 5

Gender

Male

Size

Medium, 250lbs, 6'2"

Age

26

Special Abilities

HP 96/96, 58/80 PP

Alignment

LN

Deity

il-Yannah

Location

chains active (AC+2); Force Screen (+4 AC)

Languages

Action Points: 8/10

Occupation

+28261xp

Strength 20
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 22
Charisma 10

About Nevharath


  • Max HP: 96
  • Resists: DR 1/-
  • Immunities: Dream and Nightmare spells, etc.
  • Init: +1 (+1 competence while Psionically Focused)
  • AC: 20: 10 + 7 Armor + 1 DEX + 2 DEFLECTION

    SAVES
    FORT:13 -------|8 Base + 2 CON + 3 Resist|
    REF : 9 --------|5 Base + 1 DEX + 3 Resist|
    WILL:13 -------|4 Base + 6 WIS + 3 Resist|
    MISC
    +2 Racial bonus on saves vs mind-affecting spells, abilities, and possession.

    COMBAT STATS

    Basic Weapons to call: (assuming Chains active, not assuming psionically focused)

  • Called Greatsword, +15, 2d6+7, 19-20/x2, 2h(S)
  • Called Bardiche, +15, 1d10+7, 19-20/x2, 2h(S) brace/reach/+2 CMD vs sunder
  • Called Heavy Flail, +15, 1d10+7, 19-20/x2, 2h(B) disarm/trip

    Called Weapons are magic regardless of enhancement bonus
    +1 atk/dmg (from +2 STR) while chains active (+2 dmg to above totals since STR 5*1.5=7.5 => STR 6*1.5=9)
    +1 damage while psionically focused
    +2 atk/dmg with Called Weapons while psionically focused
    Double base weapon damage dice with Vital Strike
    Power Attack
    Large - Bardiche 2d8; Heavy Flail 2d8; Greatsword 3d6

    Action Points: 10 of 10
    BAB 9
    CMB +14
    CMD 25

    TACTICS

  • 1st Round: Free action activate Chains (see below), Call Weaponry or Inertial Armor (pay cost unless Power Points are low) as Standard action if necessary, Psionic focus as move if necessary.
  • If move action available 1st round (already Psionically Focused), move towards target (place self ideally for Sweeping Strike/Cleave).
  • If Standard action available first round (already have weapons and armor), manifest Expansion or Force Screen.
  • 2nd Round: continue buffing, move to attack, or continue attacking.
  • If damaged, manifest Body Adjustment, Vigor, or Vampiric Blade.
  • If energy damage is occurring more than once, manifest Energy Adaptation. If power points are low, tap a tattoo (see below).
  • If an AoO past the first of a turn presents itself, manifest Prowess if power points aren't too low.
  • If being flanked a lot, manifest Ubiquitous Vision.

    PSIONIC FOCUS
    Move action, Provokes AoOs
    Lasts until expended, asleep or unconscious
    While Focused:

  • Insight bonus of 10ft to speed (unless wearing Heavy Armor)
  • Attacks with melee weapon deal +1 damage
  • +1 competence bonus to Initiative
  • +2 attack and +2 damage to weapons from Call Weaponry

    Expend Focus to do one of the following:

  • Make a Concentration check as if I rolled a 15
  • Gain an Insight bonus of 30ft to speed for 1 turn
  • Deal +2d6 damage with one melee attack
  • Make a melee attack against three creatures adjacent to me
  • Manifest Call Weaponry or Inertial Armor with no augment for no cost

RACIAL ABILITIES
----------------
-KALASHTAR-
----------------

  • Medium Size
  • Base Speed: 30ft (+10ft while psionically focused)
  • +2 Racial bonus on saves vs mind-affecting spells, abilities, and possession.
  • +2 Racial bonus on Bluff, Diplomacy, Intimidate
  • +2 Racial bonus on Disguise checks to impersonate a human
  • Immune to Dream and Nightmare spells, as well as any other effect that relies on the target's ability to dream
  • Naturally Psionic: Gain 1 extra power point per character level, regardless of class
  • Psi-Like abilities: Mindlink (1/day), ML = 1/2 HD

    CLASS ABILITIES
    -----------------------
    -Psychic Warrior-
    -----------------------

  • Psionic Proficiency (Ex)
    A Psychic warrior treats his base attack bonus as equal to his Psychic warrior level for the purposes of requirements for psionic feats. Base attack bonuses granted from other classes are unaffected and are added normally.

  • Warrior’s Path (Ex)
    At 1st level, a Psychic warrior chooses a path to adhere to (Mind Knight). When first taking a path, the Psychic warrior gains one of the two powers associated with that path (Call Weaponry). Powers gained from a path do not count against his number of powers known. When manifesting this power, called a path power, the Psychic warrior can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal. At 3rd level, the Psychic warrior gains the second power from his path (Inertial Armor). All of the above benefits apply to this additional path power.
    In addition, the Psychic warrior gains one additional class skill (Diplomacy), as noted in the path description.

  • Expanded Path (level 10 effectively)
    At 3rd level, the Psychic warrior expands his understanding of his chosen path. From this point on, he can use the Trance and Maneuver associated with his chosen path.

    Trance: Beginning at 3rd level, while maintaining psionic focus, you gain a +1 competence bonus to your initiative. In addition, when wielding a weapon you gain through call weaponry, you gain a +1 bonus to attack and damage rolls with that weapon. All of these bonuses increase by 1 for every four Psychic warrior levels you gain thereafter.
    Maneuver: Beginning at 3rd level, you can expend your psionic focus as a standard action to make a melee attack against two creatures adjacent to you. For every five Psychic warrior levels you gain thereafter, you can make one additional attack against another enemy adjacent to you.

  • Path Skill
    At 4th level, the Psychic warrior gains a +2 bonus to one skill associated with a path he is on (Autohypnosis). Every three levels thereafter, he can choose to increase the bonus to one of his path skills by +2 (to a maximum of +6 for any one path skill). This may be a skill he has already chosen or a new skill associated with a path he is on.

  • Martial Power
    At 6th level, if the Psychic warrior makes a melee attack, he can manifest one of his path powers as part of that attack action. The power takes effect immediately after the attack has been finished. Touch range powers are transmitted through the melee attack to the attacked target.

    ---------------
    -War Mind-
    ---------------

  • Chain of Personal Superiority (Ex)
    At 1st level, a war mind learns the first principle of warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Strength and Constitution for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 7th level, the insight bonus to Strength and Constitution improves to +4.

  • Warrior’s Journey (Ex)
    If the war mind previously had manifesting in the Psychic warrior class, instead of gaining the war mind’s exclusive psionic manifestation abilities, he can choose to instead increase his Psychic warrior manifesting level. If he does so, the war mind gains additional power points per day and access to new powers as if he had also gained a level in Psychic warrior. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, improved trances and maneuvers, and so on). This essentially means that he adds the level of war mind to the level of Psychic warrior, then determines power points per day, powers known, and manifester level accordingly.

  • Chain of Defensive Posture (Ex)
    At 2nd level, a war mind learns the second principle of warfare for the individual combatant: the ability to avoid the enemy’s counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 8th level, the insight bonus to Armor Class improves to +4.

  • Enduring Body (Ex)
    At 3rd level, a war mind learns the third principle of warfare for the individual combatant: to unleash in oneself the spirit of the enduring body. The spirit of the ideal body transforms a war mind, granting him damage reduction 1/–. At 6th level, his damage reduction improves to 2/–. At 9th level, his damage reduction improves to 3/–.

  • Well of Power (Ex)
    At 4th level, a war mind can tap his psionic energy to use chain of personal superiority or chain of defensive posture more than would normally be possible. If he has already expended all of his daily uses of either chain of personal superiority or chain of defense posture, he may spend 4 power points to gain an additional use of either ability. He can do this as many times as he wants in a day, provided he has power points left. At 10th level, he can expend his psionic focus and pay 10 power points to gain an additional daily use of chain of overwhelming force if he has already expended his daily use.

  • Sweeping Strike (Ex)
    At 5th level, a war mind gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt.
    A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind hits one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he successfully hits more than one foe.

    FEATS

  • Speed of Thought
  • Power Attack
  • Cleave
  • Psionic Meditation
  • Psionic Weapon
  • Scribe Tattoo
  • Combat Manifestation
  • Vital Strike
  • Psionic Body (2hp x5 feats = +10hp)
    SKILLS:

    FORMAT:
    Skill name: ##=Rank+Ability Mod+(3 if class skill and trained)+Misc Mod+Conditional Mod

    • Acrobatics: 4 =01+1 DEX+3- 1ACP
    • Autohypnosis: 22 =11+6 WIS+3+2Cl
    • Bluff (CC): 2 =00+0 CHA+0+2R
    • Climb: 8 =01+5 STR+3-1 ACP
    • Concentration: 1d20 + ML + 4 + WIS MOD vs DC = 15 + Power Level x2
    • Craft: 6 =01+2 INT+3
    • Diplomacy: 16 =11+0 CHA+3+2R
    • Disguise (CC): 13* =03+0 CHA+0+10 (hat), +2 to impersonate Humans
    • Intimidate: 6 =01+0 CHA+3+2R
    • Know: History: 7 =02+2 INT+3
    • Know: Psionics: 16 =11+2 INT+3
    • Perception: 20 =11+6 WIS+3
    • Profession: 6 =00+6 WIS+0
    • Ride: 4 =01+1 DEX+3-1 ACP
    • Spellcraft: 3 =01+2 INT+0
    • Swim: 10 =01+5 STR+0+4 Cs, -0 ACP*2

      Misc Mod Codes: Cl = Class; R = Racial; Cm = Competence; Cs = Circumstance


    EQUIPMENT:

    5000gp

    Armor: +1 Floating Mithral Breastplate (+7 AC, +5 MD, -1 ACP, 15% ASF, Light 30ft, 30lbs; no ACP on Swim, +4 Circumstance to Swim)
    Belt: Belt of Giant Strength +4
    Body:
    Chest:
    Eyes:
    Feet: Boots of Landing (negate first two dice of fall damage)
    Hands: Gloves of Object Reading
    Head: Hat of Disguise
    Headband: Headband of Inspired Wisdom +4
    Neck:
    Rings:
    Shield:
    Shoulders: Cloak of Resistance +3
    Wrists: Warrior's Bracer
    Slotless: Psionic Tattoos (20 total, all Body Adjustment @ ML 5 (2d12))

    POWERS:

    Max Power Points: 80

    HISTORY:

    CAMPAIGN NOTES:

    We are looking for the khyber shards that used to be in the creation forge we just visited in the Mournland. Specifically the one containing Goshanan (?) the kalashtar / quori philosopher specialized in... preventing or subverting the cyclical nature of Dal Quor if I am remembering that half right.
    These guys might not have him, but the shards were last seen fenced to Jeboo (not totally sure on that part) and the aberrant lord here would want at least one of the shards because it houses some kind of khyber entity that presumably imprinted on Darkheart the warforged when the creation forge was active- as our guy imprinted on 606, the autistic warforged.

    PLAYER NOTES:

    Starting Gear:
    10200gp +1 floating mithral breastplate
    5000gp 20 psionic tattoos
    1000gp boots of landing
    3000gp gloves of object reading
    9000gp cloak of resist +3
    16000gp belt of giant STR +4
    16000gp headband of inspired wisdom +4
    1800gp hat of disguise
    15000gp Warrior's Bracer (Mind Knight) (treated as 4 levels higher for trance and maneuver)