A:PC/Mauritius val'Emman
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Mauritius val'Emman
Aristocrat 1, Expert 1, Occisor 1 (ECL 3)
Race: Val (val'Emman) - Western Marches
Alignment: N | Size: M
Patron Deity: Cadic, Larissa
Abilities
Str 16 +3 |
Dex 14 +2 |
Con 14 +2 |
Int 14 +2 |
Wis 8 -1 |
Cha 12 +1 |
BR 1 | PP 3
Defense
AC: 17(21) / Touch: 12, Flatfooted: 15(19)
(+2 Dex; +5 Armor; [+4 Tower Shield])
HP: 21 / HD: 2d6+1d8+6
Initiative: +2 / Speed: 30'
Fort: 3 / Reflex: 5 / Will: 0
Attacks
- MW Gladius +6 / 1d8+3 / 19-20x2 / p or s
- Shadow or Cold Iron Gladius +5 / 1d8+3 / 19-20x2 / p or s / psionic or cold iron
- Silver Gladius +5 / 1d8+2 / 19-20x2 / p or s / silver
- Light Pila +5/+4 / 1d6+3 / 20x2 / p / 20' range / OOO
- Morningstar +5 / 1d8+3 / 20x2 / pb
- Touch +5 Ranged Touch +4
- All attacks -2 when using tower shield
Space/Reach: 5 ft./5 ft. Base Attack: +2
Feats
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Skills
Languages: High Coryani, Low Coryani, Kio, Altharin, Milandisian |
Special Abilities
Racial
- Obligations of Rank: The Val bloodlines were created by the Gods with the express purpose of having these “super humans” lead humanity into a Golden Age. Val are expected to take on quests because it’s the right thing to do, not for monetary gain. The protection of humanity is a matter of honor and duty, although the assisted party may give a “token” of their appreciation.
- Naturally Psionic: Val gain a number of bonus power points eqaual to their bloodrank. These bonus PP cannot be accessed (and effectively do not exist for any purpose) until the Val is psionically awakened. There are only three ways for a Val to become awakened: taking at least one level in a psionic base class that grants a manifester level, gaining a Val bloodline power that represents a psi-like (Ps) ability, or gaining the Wild Talent feat. (Note that in the LIVING ARCANIS campaign, the Wild Talent feat is restricted and cannot be taken without campaign documentation, and that none of the Val bloodline powers in the Player’s Guide are psi-like.) A Val that has not been awakened does not have a power point reserve, is not considered a psionic creature, and cannot access the “bonus” PP granted by the racial ability. A non-awakened Val cannot take feats with the [Psionic] subtype and is not able to spend power points for any purpose (such as activating deep crystal weapons). Val are a small percentage of the total population of the Known Lands, and psionically awakened Val are a small percentage of the population of Val.
- Rank and Station: When dealing with commoners, Val gain a +2 circumstance bonus to all Diplomacy checks. When dealing with other Val, this bonus (or penalty) is equal to the difference in the Val’s blood rank. For example, if Lord val’Assanté with a bloodrank of 6 were using Diplomacy against Lord val’Tensen with a bloodrank of 9, Lord val’Assanté would receive a -3 penalty to his skill check.
Occisor
- Weapon and Armor Proficiency: The Occisor is proficient with all simple weapons and the following additional weapons: longbow, scimitar and shortbow. The Occisor is proficient with light armor and shields (including tower shields). The Occisor is also proficient with the Gladius, Pila (Light and Heavy) and with Lorica Segmentata. The Occisor is fully proficient with the Gladius and Lorica Segmentata, including the portions of those items that require exotic proficiency.
- Shadow Blade (Su): The trademark of the Occisor is the midnight-black gladii that they wield. As a move action, the Occisor may fashion a semi-solid blade of solid shadow and psychic energy. To do so requires a patch of shadow of sufficient size to hide his hand within while drawing forth the blade (suitable patches include those cast by the Occisor’s cloak). Once the blade is summoned it remains, regardless of subsequent changes in lighting.
The shadow blade is identical in all respects to a gladius of appropriate size for the Occisor, with the exception that it is crafted from solid shadow and psychic energy. If the Occisor changes size while his shadow blade is manifest, then his shadow blade also resizes to match. A shadow blade is considered a normal weapon for the purposes of feats and other abilities. An Occisor gains the usual benefit to attack and damage rolls from a high Strength score. Powers or spells that upgrade weapons can be used on a shadow blade.
The shadow blade can be broken (it has hardness 10 and 10 hit points), however, the Occisor can reform the blade as a move-action. The moment that a shadow blade leaves the Occisor’s grasp it instantly is returned to shadow, and becomes nothing. A shadow blade is considered to be magical for the purpose of bypassing damage reduction. An Occisor’s shadow blade improves as the Occisor attains higher levels. At 4th level and every four levels thereafter, the shadow blade gains a cumulative +1 enhancement bonus on attack and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level and +5 at 20th level).
Even in places where magic and psionic effects do not normally function (such as within an antimagic or null psionics field), an Occisor can attempt to maintain his shadow blade by making a DC 20 Will save. On a successful save, the Occisor maintains his shadow blade for a number of rounds equal to his class level. On an unsuccessful save, the shadow blade immediately dissipates. As a move action on his next turn, the Occisor can attempt a new Will save to rematerialize the shadow blade (lasting for a number of rounds equal to his class level).