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Difference between revisions of "LRC:Delirium"

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[[Category:PC]]
[[Category:PC]]
[[Category:Harpell School of Wizardry]]
[[Category:Harpell School of Wizardry]]
'''Delirium Harpell'''<br>
'''Wilder/Fighter''' | 1/2<br>
''Taking 2 more levels of fighter, then a level of Exotic Weapon Master, then the rest of the levels in Pryo. She's designed for frontline combat.''<br>
'''Race:''' Human<br>
Chaotic (Good or Nuetral) | Size: M | Type:Human<br>
Female | Height: --- | Weight: --- | Hair and eyes: Every color of the rainbow, naturally<br>
Patron Deity: --- <br>
'''Abilities'''
Str 14 +2 |
Dex 14 +2 |
Con 14 +2 |
Int 14 +2 |
Wis 10 +0 |
Cha 14 +2<br>
-----
'''AC''' 15, touch 12, flat-footed 13, Mobility 19  | ''(+2 Dex, +3 Armor, etc.)''<br>
''The Dodge feat adds +1 AC against a single foe''<br>
'''HP''' 26 (HD: 1d6+2d10+6)<br>
'''Init''' +2<br>
'''Speed''' 30'<br>
'''Fort''' +5, '''Ref''' +2, '''Will''' +2<br>
-----
'''Attacks'''
*'''Whip +5''' | '''1d3+2 nonlethal''' | 20x2 | Range: 0' | S <br>
Special: ''It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. ''<br>
*'''Weapon +0''' | '''damage''' | Crit | Range: 0' | P/S/B/other | 0 lbs.<br>Special: ''Other weapon details''<br>
*'''Weapon +0''' | '''damage''' | Crit | Range: 0' | P/S/B/other | 0 lbs.<br>Special: ''Other weapon details''<br>
''Please choose a melee and ranged weapon to use. Record the purchase in equipment below''<br>
'''Base Attack''' +2 | '''Grapple''' +0 (+2 BAB, +2 Str)<br>
-----
'''Feats'''<br>
*1st: Combat Expertise
*Human: Dodge
*F1: Exotic Weapon (Whip)
*F2: Mobility
*3rd: Weapon Focus (Whip)
''Eventually getting Spring attack and then Whirlwind Attack and able to hit all foes within 15' with the Pyro's fire lash!!''
-----
'''Skills'''<br> 
* [[srd:skills/bluff.htm | Bluff]] +6 (4 ranks)
* [[srd:skills/climb.htm | Climb]] +3 (1 ranks)
* [[srd:skills/concentration.htm | Concentration]] +8 (6 ranks)
* [[srd:skills/craft.htm | Craft Alchemy]] +3 (1 ranks)
* [[srd:skills/craft.htm | Craft Weaponsmithing]] +5 (3 ranks)
* [[srd:skills/intimidate.htm | Intimidate]] +3 (1 ranks)
* [[srd:skills/knowledge.htm | Knowledge Psionics]] +3 (2 ranks)
* [[srd:skills/knowledge.htm | Knowledge Local (LRC)]] +6 (4 ranks)
* [[srd:skills/listen.htm | Listen]] +6 (4 ranks)
* [[srd:skills/ride.htm | Ride]] +3 (1 ranks)
* [[srd:skills/senseMotive.htm | Sense Motive]] +6 (4 ranks)
* [[srd:skills/spot.htm | Spot]] +6 (4 ranks)
* [[srd:skills/swim.htm | Swim]] +3 (1 ranks)
'''Languages:''' Common, Draconic (Harpell family language), and another language <br>
-----
'''Psionic Powers Known'''
#Vigor: PP cost 1 <br>''You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones. Augment: For every additional power point you spend, the number of temporary hit points you gain increases by 5.''
'''Power Points per day:''' 3 (2 base, +1 bonus)
----
'''Possessions'''
*Studded leather | 25 gp | 20#
*Whip | 1 gp | 2#
'''Total Load:''' <add up equipment weight> | '''Load:''' 58 | 116 | 175<br>
'''GP: 134 left to spend ''' --<br>
-----
'''Notes:'''<br>
'''Wild Surge (Su)'''<br> A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).
A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.
In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.
'''Psychic Enervation (Ex)'''<br>
Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.
A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level.


[[Delirium Harpell:Logsheet]]
[[Delirium Harpell:Logsheet]]

Revision as of 20:56, 2 October 2005

Delirium Harpell
Wilder/Fighter | 1/2
Taking 2 more levels of fighter, then a level of Exotic Weapon Master, then the rest of the levels in Pryo. She's designed for frontline combat.
Race: Human
Chaotic (Good or Nuetral) | Size: M | Type:Human
Female | Height: --- | Weight: --- | Hair and eyes: Every color of the rainbow, naturally
Patron Deity: ---
Abilities Str 14 +2 | Dex 14 +2 | Con 14 +2 | Int 14 +2 | Wis 10 +0 | Cha 14 +2


AC 15, touch 12, flat-footed 13, Mobility 19 | (+2 Dex, +3 Armor, etc.)
The Dodge feat adds +1 AC against a single foe
HP 26 (HD: 1d6+2d10+6)
Init +2
Speed 30'
Fort +5, Ref +2, Will +2


Attacks

  • Whip +5 | 1d3+2 nonlethal | 20x2 | Range: 0' | S

Special: It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.

  • Weapon +0 | damage | Crit | Range: 0' | P/S/B/other | 0 lbs.
    Special: Other weapon details
  • Weapon +0 | damage | Crit | Range: 0' | P/S/B/other | 0 lbs.
    Special: Other weapon details

Please choose a melee and ranged weapon to use. Record the purchase in equipment below
Base Attack +2 | Grapple +0 (+2 BAB, +2 Str)


Feats

  • 1st: Combat Expertise
  • Human: Dodge
  • F1: Exotic Weapon (Whip)
  • F2: Mobility
  • 3rd: Weapon Focus (Whip)

Eventually getting Spring attack and then Whirlwind Attack and able to hit all foes within 15' with the Pyro's fire lash!!


Skills

Languages: Common, Draconic (Harpell family language), and another language


Psionic Powers Known

  1. Vigor: PP cost 1
    You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones. Augment: For every additional power point you spend, the number of temporary hit points you gain increases by 5.

Power Points per day: 3 (2 base, +1 bonus)


Possessions

  • Studded leather | 25 gp | 20#
  • Whip | 1 gp | 2#

Total Load: <add up equipment weight> | Load: 58 | 116 | 175
GP: 134 left to spend --


Notes:
Wild Surge (Su)
A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).

A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.

Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.

In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.

Psychic Enervation (Ex)
Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.

A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level.

Delirium Harpell:Logsheet