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A:PC/Mauritius val'Emman

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Mauritius val'Emman
Occisor 5 (ECL 4)
Race: Val (val'Emman) - Western Marches
Alignment: N | Size: M
Patron Deity: Cadic
Abilities Str 16 +3 | Dex 14 +2 | Con 14 +2 | Int 14 +2 | Wis 8 -1 | Cha 12 +1 | BR 2 | PP 4 | AP 7

Defense

AC: 18(22) / Touch: 12, Flatfooted: 16(20)
(+2 Dex; +6 Shadow Armor; [+4 Tower Shield])

HP: 37 (Bloodied 18) / HD: 5d6+10+5

Initiative: +2 + 1d3/ Speed: 30'

Fort: 3 / Reflex: 6 / Will: 0

Attacks

  • MW Cold Iron Gladius +7 / 1d8+3 / 19-20x2 / p or s / cold iron
  • Shadow Gladius +7 / 1d8+4 / 19-20x2 / p or s / magic
  • Silver Gladius +6 / 1d8+2 / 19-20x2 / p or s / silver
  • Light Pila +6/+5 / 1d6+3 / 20x2 / p / 20' range
  • Morningstar +6 / 1d8+3 / 20x2 / pb
  • Touch +6 Ranged Touch +5
    • All attacks -2 when using tower shield
    • All attacks -3 except when I say I am using less combat expertise

Space/Reach: 5 ft./5 ft. Base Attack: +3

Feats

  • 1st: Combat Expertise (PHB, p92)
    When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
  • Oc1: Legionnaire Legion of the Creeping Asp (PU, p43)
    You have been, or still are, a Legionnaire. You are proficient with light and medium armor, and all shields, including tower shields. You gain Martial Weapon Proficiency (gladius) or if you have a class that grants proficiency with all martial weapons you gain Exotic Weapon Proficiency (gladius) instead. You gain Exotic Armor Proficiency (lorica segmentata) for free. You also gain access to the Military feat category and gain fighter as an additional favored class. You gain a +1 circumstance bonus to all Diplomacy skill checks when dealing with Coryani citizens, as you have gained the respect of your fellow countrymen. You begin play with a gladius, pilum, and tower shield in addition to the equipment you purchase with your starting funds. You have been tattooed with the symbol of your legion, and all Legionnaires can recognize the tattoos of most currently active legions (see Player’s Guide to Arcanis, second printing page 183, for a listing of some of the known legions, past and present). You may choose the legion of your service, with certain exceptions. Legion names with a line through them are not eligible choices.
  • Oc1: Wild Talent (PU, p45)
    Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.
  • 3rd: Path of Shadows (RoE, p110)
    You gain a +2 bonus on Tumble checks, and you can make a Perform (dance) check in place of a Concentration check to cast a spell or manifest a psionic power defensively.
  • 5th: Deadly Defense (CS, p76)
    When fighting defensively, you deal an extra ld6 points of damage with any light weapon or with any weapon to which the Weapon Finesse feat applies (such as a rapier, spiked chain, or whip). If you have the Combat Expertise feat, you also gain the benefit of Deadly Defense when taking a penalty of at least -2 on your attack roll from that feat.

Skills

ACP = -0/-8

Strength 16 +3
  • Athletics (8 ranks)
Climb +11
Jump +11
Swim +11
Intelligence 14 +2
  • Inspect (3 ranks)
Appraise +5
Search +5
  • Linguistics (0 ranks)
Decipher Script +2
Forgery +2
  • Mechanics (0 ranks)
Disable Device +2
Open Locks +2
  • Spellcraft (0 ranks)
Psicraft +2
Spellcraft +2
Other
Languages: High Coryani, Low Coryani, Kio, Altharin, Milandisian
Dexterity 14 +2
  • Acrobatics (7 ranks)
Balance +9
Tumble +11(+2)
  • Legerdemain (3 ranks)
Escape Artist +5
Sleight of Hand +5
  • Stealth (8 ranks)
Hide +10
Move Silently +10
Wisdom 8 -1
  • Heal -1 (0 ranks)
  • Notice (8 ranks)
Listen +7
Spot +7
Gather Information +5
Sense Motive +3
  • Survival (0 ranks)
Survival -1
Use Rope +2
Constitution 14 +2
  • Concentration (0 ranks)
Autohypnosis -1
Concentration +2
Charisma 12 +1
  • Animals (0 ranks)
Handle Animal +1
Ride +3(+1)
  • Deception (6 ranks)
Bluff +7
Disguise +7
  • Influence (3 ranks)
Diplomacy +4(+1 diplomacy with citizens; +2 with commoners; ±X with other Val)
Intimidate +4
Use Magic Device +1
Use Psionic Device +1

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.
  • Bloodline (2): Coursing through the veins of all Val is the blood of Valinor, celestial servants of the Gods. Each family so blessed holds a small portion of that God’s power. This legacy is, in turn, passed down through the generations. Val are never of mixed blood; they are either of one bloodline or another. If Val of differing bloodlines were to have children, their offspring would favor the legacy of only one of their Valinor ancestors. For example, a Val may be born to a mixed marriage between a val’Borda father and a val’Mehan mother. However, even though the offspring would take the father’s name, it is still possible to carry the val’Mehan powers and appearance. With any other genetically compatible race, a Val will always give birth to another Val.
None Shall Stand Who Oppose the Gods (Su): The Judgment of Nier is uncompromising, and His children often share His unsympathetic views when dealing with their enemies. The Val may smite an opponent exactly as an equivalent-level cleric with the Destruction domain. This may be done once per day, plus one additional time per day for every two blood ranks beyond 1st (twice at blood rank 3, three times at blood rank 5, and so forth).
The Dancing Flame (Su): Raw strength and unyielding conviction are not the only weapons of Nier. The val’Emman enter battle with an inner fire that is as swift and deadly as a brush fire sweeping the dry plains. Once per day, the Val may either charge without being restricted to a straight line of movement (for example, around a corner) or she may add her blood rank to her attack and damage rolls when charging an opponent. The latter form of this ability stacks with the +2 bonus already provided by charging.

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).
  • Sneak Attack 2d6 (Ex): If an Occisor can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Occisor’s attack deals extra damage any time her target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the Occisor flanks her target.
Unlike the rogue ability of the same name, an Occisor’s sneak attack may not be to make ranged sneak attacks, or sneak attacks that deal non-lethal damage.
  • Eyes of Darkness (Su): At 3rd level, the Occisor is sufficiently attuned to shadows that they can no longer conceal secrets. The Occisor gains darkvision with 30 foot range. Additionally, he retains the ability to distinguish color while in shadow.
  • Evasion (Ex): At 4th level and higher, an Occisor can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Occisor is wearing light armor, no armor, or Lorica Segmentata. A helpless Occisor does not gain the benefits of evasion.
  • Free Draw (Su): At 5th level, the Occisor may draw their shadow blade as a free action instead of a move action. The Occisor may still only make one such attempt per round.
  • Shadow Sculpting (Su): At 5th level, the Occisor gains the ability to control the primal forces of darkness. She may shape nearby shadows into solid objects that she can use and wield.
The Occisor may control a number of units of shadow material equal to double her class level. These units may be used to craft weapons, armor or other minor items. The latter may mimic anything that the minor creation spell can create and cost 1 unit each. All shadow-sculpted items dissipate immediately upon leaving the Occisor’s person. Sculpting a shadow object requires one full-round per unit of shadow material used to create the item.
The Occisor may create the following weapons and armor (with the number of units needed): drusus (5), gladius (4), longsword (5), bastard sword (6), lorica segmentata (8), tower shield (8) and pila (light-5 or heavy-6). Weapons and armor benefit from all enhancement bonuses to the shadow blade. Pila that are sculpted shadow blades do not dissipate until after striking their target. Tower shields still impose the same -2 penalty to attack. Shadow-sculpted weapons and armor are considered to be weapons and armor for the purposes of spells, powers, and other effects that target weapons and armor (such as the greater magic weapon spell). All shadow-sculpted items have hardness 10, and 2 hit points per unit used to create the item. Shadow-sculpted armor has no armor check penalty, and no maximum Dexterity bonus to Armor Class. Shadow-sculpted items weight the same as their normal counterparts.
Shadow-sculpted items may be carried into areas where magic and psionics work; however, they follow the same rules as the shadow blade does.


Plot

  • Blessing of Yaris: Gain improved toughness.