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Diantha val'Emman
Aristocrat 1, Aristocrat 1, Ardent 1 (ECL 3)
Race: Val (val'Emman) - Western Marches
Alignment: CN | Size: M
Patron Deity: Nier
Abilities Str 12 +1 | Dex 14 +2 | Con 14 +2 | Int 12 +1 | Wis 16 +3 | Cha 10 +0 | BR 1 | PP 5

Defense

AC: 19(21) / Touch: 12, Flatfooted: 19(21)
(+2 Dex; +7 Armor; [+2 Darkwood Heavy Shield])

HP: 24 / HD: 3d6+6+4

Initiative: +2 / Speed: 20'

Fort: 3 / Reflex: 3 / Will: 6

Attacks

  • MW Cold Iron Morningstar +4 / 1d8+2 / 20x2 / pb / cold iron
  • Light Crossbow / 1d8+3 / 19-20x2 / p / 80 ft.

Space/Reach: 5 ft./5 ft. Base Attack: +2

Feats

  • 1st: Psionic Body (PHB, p92)
    Benefit: When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points.
  • 3rd: Psionic Talent (RoE, p110)
    Benefit: When you take this feat for the first time, you gain 2 power points.

Skills

Strength 12 +1
  • Athletics (2 ranks)
Climb +3
Jump +3
Swim +3
Intelligence 12 +1
  • Inspect (0 ranks)
Appraise +1
Search +1
  • Linguistics (0 ranks)
Decipher Script +1
Forgery +1
  • Mechanics (0 ranks)
Disable Device +1
Open Locks +1
  • Spellcraft (0 ranks)
Psicraft +1
Spellcraft +1
  • Knowledge
Nobility +2 (+1 ranks)
Psionics +2 (+1 ranks)
Other
Languages: High Coryani, Low Coryani, Kio, Altharin, Milandisian
Dexterity 14 +2
  • Acrobatics (0 ranks)
Balance +2
Tumble +2
  • Legerdemain (0 ranks)
Escape Artist +2
Sleight of Hand +2
  • Stealth (0 ranks)
Hide +2
Move Silently +2
Wisdom 16 +3
  • Heal +4 (1 ranks)
  • Notice (3 ranks)
Listen +6
Spot +6
Gather Information +4
Sense Motive +4
  • Survival (0 ranks)
Survival +3
Use Rope +3
Constitution 14 +2
  • Concentration (6 ranks)
Autohypnosis +8
Concentration +8
Charisma 10 +0
  • Animals (0 ranks)
Handle Animal +0
Ride +0(+1)
  • Deception (1 ranks)
Bluff +1
Disguise +1
  • Influence (2 ranks)
Diplomacy +2(+1 diplomacy with citizens; +2 with commoners; ±X with other Val)
Intimidate +2
Use Magic Device +0
Use Psionic Device +0

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 equal 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.

Ardent

  • Weapon and Armor Proficiency: The Ardent is proficient with all simple weapons , with all types of armor (heavy, medium, and light), and with shields (except tower shields).
  • Mantles
    Similar to Cleric Domains. The first two mantles an Ardent selects are her primary mantles. All others gained are secondary mantles. An Ardent must maintain at least as many powers in her primary mantles as she takes her secondary mantles.
    • Life: Touch of Health: With a touch you channel positive energy to cure 2 points of damage to a target creature. If used against an undead creature, unstead deal 2 points of damage. For every additional power point you spend, you can cure 2 additional points of damage to a target, or deal 2 additional points of damage to an undead.
    • Energy: Energy Ray: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.