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    Argul the Reticent - Psychic Lvl 8

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    MAS
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    Argul the Reticent - Psychic Lvl 8

    Post  MAS on Fri Nov 04, 2016 11:35 pm

    The Cryptic are a diminutive people of the Transitive Planes (Astral, Ethereal, and Shadow). Their clans, known as "Branches", inhabit a series of 12 ancient and well-hidden Libraries. These libraries house the secrets of kings, sorcerers, gods, and...others. The Cryptic are information brokers. They keep information hidden, for a price, or might reveal it, for and even greater price. They compete amongst each other to control information, sometimes warring between Branches over control of a single secret, and are known to take extreme measures to obtain, protect, or destroy information.

    3 RP:Outsider (native)
    0 RP: Small Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
    0 RP: The race has a base speed of 30 feet.
    2 RP: Flexible, Members of this race gain a +2 bonus to any two ability scores.
    0 RP: Common Language, Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
    1 RP:: Envoy Prerequisites: None; Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, detect magic, detect poison, read magic. The caster level for these effects is equal to the user's character level.
    1 RP: Spell-Like Ability, Lesser VANISH (Variable, see Special): Prerequisites: None; Benefit: Choose a 2nd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level. Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). This trait can be taken up to three times. Each time you take an additional spell, adjust the RP cost of this trait appropriately.
    1 RP: Spell-Like Ability, Lesser BURST OF INSIGHT (Variable, see Special): Prerequisites: None; Benefit: Choose a 2nd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level. Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). This trait can be taken up to three times. Each time you take an additional spell, adjust the RP cost of this trait appropriately.
    3 RP: Spell Resistance, Greater : Prerequisites: None; Benefit: Members of this race gain spell resistance equal to 11 + their character level.
    2 RP: Resistant : Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison.
    1 RP: Illusion Resistance: Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects.
    1 RP: Emissary Prerequisites: None; Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.






    Last edited by MAS on Mon Feb 20, 2017 8:57 pm; edited 1 time in total
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    Re: Argul the Reticent - Psychic Lvl 8

    Post  MAS on Fri Feb 10, 2017 7:39 pm



    Argul the Reticent
    Race: Cryptic
    Class: Psychic (Favored Class: Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank.)
    Level: 10



    ABILITIES
    STR: 10
    DEX: 11
    CON: 10
    INT:  18/+4 (Base 15, +2 Racial trait = Flexible, +1 Ability score increase Lvl 8 )
    WIS: 14/+2  
    CHA: 18/+4 (Base 15, +2 Racial trait = Flexible, +1 Ability score increase Lvl 4 )



    PRIME STATS
    Phrenic Pool: 1/2 Psychic Lvl + WIS + Feat#1 = 9
    Phrenic Amplifications:
    Lvl 1- Overpowering Mind (increase the Will save DC of the linked spell)
    Lvl 3- Focused Force (Increase the die size for the spell's damage by one step)
    Lvl 7- Intense Focus  (Buff concentration check for linked spell)
    AC: 13
    HP: 60
    BAB: +6 (+5lvl, +1 Small size racial adjustment)
    FORT: +3
    REF: +3
    WILL: +7
    +2 racial bonus on saving throws against illusion spells or effects
    +2 racial bonus on saving throws against mind-affecting effects and poison.
    Telepathic Bond

    SKILLS: 63 Skill Points @ 9th lvl.  2 per lvl (Class) +4 (Int mod) +1 (favored class) = 7 points per level.

    Appraise (Int) +2 (ranks) +4 (INT) = +6
    Bluff (Cha) +3 (class skill) +8 (ranks) +4 (CHA) = +15
    Diplomacy (Cha) +3 (class skill) +8 (ranks) +4 (CHA) = +15
    Fly (Dex) +3 (class skill) +1 (ranks) = +11
    Intimidate (Cha) +3 (class skill) +4 (ranks) +4 (CHA) = +11
    Knowledge (Arcana) +3 (class skill) +6 (ranks) +4 (INT) = +12
    Knowledge (History) +3 (class skill) +6 (ranks) +4 (INT) = +12
    Knowledge (Planes) +3 (class skill) +7 (ranks) +4 (INT) = +14
    Perception (Wis) +3 (class skill) +8 (ranks) +2 (WIS) = +13
    Sense Motive (Wis) +3 (class skill) +8 (ranks) +2 (WIS) = +13
    Spellcraft (Int) +3 (class skill) +5 (ranks) +4 (INT) = +11

    FEATS:
    Feat #1: Expanded Phrenic Pool; phrenic pool total increases by 2 points
    Feat #2: Skill Focus, Diplomacy; +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6
    Feat #3: Signature Skill, Diplomacy;
    5 Ranks: The time required to influence a creature's attitude or gather information is halved.
    10 Ranks: You can attempt to adjust a creature's attitude in 1 round by taking a –10 penalty. If you take 1 minute to adjust a creature's attitude, add your Charisma bonus to the number of hours that attitude change persists.
    Feat #4: Skill Focus, Sense Motive; +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6
    Feat #5: Spell Penetration; +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.



    SPELLS Known/Per-Day
    ZERO LVL: 9/
    arcane mark, detect magic, detect psychic significance, ghost sound, light, lullaby, message, read magic, stabilize

    FIRST LVL: 5/6+1 (Ability Score)
    charm person, forbid action,  magic missile, psychic reading, sow thought
    Bonus Spell: telempathic projection

    SECOND LVL: 4/6+1 (Ability Score)
    mental block, object reading, suggestion, mage Armor

    THIRD LVL: 3/6+1 (Ability Score)
    force punch, mental barrier II, vampiric touch

    FOURTH LVL: 2/4+1 (Ability Score)
    mind thrust IV, overwhelming presence
    Bonus Spell: silence

    FIFTH LVL: 2/3+1
    wall of force



    Psychic Discipline: Tranquility
    Psychic magic flows through you when you attain a peaceful mental state. Regular meditation expands your mind, allowing new powers to develop.

    Phrenic Pool Ability: Wisdom.

    Bonus Spells: telempathic projection* (1st), silence (4th), mantle of calm (6th), mass daze (8th), serenity (10th), psychic surgery * (12th), mind blank (14th), euphoric tranquility (16th), time stop (18th).

    Discipline Powers: Your stable mind protects you and your allies.

    Mental Placidity (Su): As an immediate action, you can gain a +2 bonus on a Will saving throw you are about to attempt. This bonus increases to +4 against an enchantment spell or effect. Any ally who attempts a saving throw against the same effect gains a +1 bonus on the Will save, or a +2 bonus if the effect is an enchantment. If you succeed at the saving throw, you regain 1 point in your phrenic pool. You can use this ability a number of times per day equal to your Wisdom modifier.

    Calming Presence (Su): At 5th level, you become a calming force. You can use calm emotions as a spell-like ability a number of times per day equal to your Wisdom modifier.




    MYTHIC Path: Marshal/Archmage
    Tier: 1
    Mythic Power (Su): 5

    Mythic Feat:
    Dual Path: Gain abilities from a second mythic path

    Marshal's Order:
    Advance (Ex): As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character's choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can't take an action). The action granted by this ability doesn't count toward the number or type of actions a creature is allowed to take on its turn.

    Decisive Strike (Su): As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn't count toward the ally's actions on its turn.

    Archmage Arcana:
    Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

    Tier 1 Path Ability, :
    Additional Order (Ex): You learn an additional marshal's order ability. You can select this ability twice.

    Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

    Surge (Su): You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

    Magic Items:


    275 gp "walking around money"

    Instant Fortress
    Scroll of Heroism
    Scroll of Steal Power
    Scroll of Stoneskin
    Scroll of Greater Invisibility
    Scroll of Wall of Sound
    Scroll of Wall of Blind/Deaf
    Potion of Cure Moderate Wounds x4
    Ring of Protection +2
    Elixir of Love x3 (450)
    Elixir of Truth x2 (1000)
    Hat of Disguise (1800)
    Chime of Opening
    Type 2 Necklace of Fireballs
    Necklace of Adaptation (9,000)
    Broom of Flying / Walking Cane of the Crow(17,000)


    Last edited by MAS on Mon May 29, 2017 11:20 pm; edited 24 times in total
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    Re: Argul the Reticent - Psychic Lvl 8

    Post  Chris on Sun Feb 12, 2017 3:33 pm

    looks like a good start!

    I am not familiar with either cryptics or psychics, so this will be a learning experience for me too study
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    Re: Argul the Reticent - Psychic Lvl 8

    Post  MAS on Sun Feb 12, 2017 7:10 pm

    Chris wrote:looks like a good start!

    I am not familiar with either cryptics or psychics, so this will be a learning experience for me too study


    The Psychic is a pretty straightforward spellcaster. Like most of PF splat classes, it has its own power point pool/economy. Shouldnt be too much that a casual read through wont prepare you for.

    As far as the Cryptics, their libraries, and the secrets the keep - we'll make that up as we go!
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    Re: Argul the Reticent - Psychic Lvl 8

    Post  Chris on Sun Feb 12, 2017 8:49 pm

    MAS wrote:
    As far as the Cryptics, their libraries, and the secrets the keep - we'll make that up as we go!

    Indeed!

    Some questions to help flesh this out....

    How would a buyer contact a Keeper? (of secrets)
    ie: do they deal in the libraries or are those total hidden? do they deal somewhere else?

    What do the Cryptics value in exchange?
    other secrets? magic items? something else?

    Do the Cryptics get involved in any other politics?
    ie only deal with Good\Evil, Lawful\Chaotic? factions of whatever world?

    What tech level are you thinking?
    fantasy libraries of magical books? cyber-space virtual libraries? something else? varies per Branch?
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    Re: Argul the Reticent - Psychic Lvl 8

    Post  MAS on Mon Feb 13, 2017 11:29 pm

    How would a buyer contact a Keeper? (of secrets)
    ie: do they deal in the libraries or are those total hidden? do they deal somewhere else?


    The location of "THE" 12 Libraries themselves are very well kept secrets! For those that seek to do business with a Keeper - they can be communicated with through magic items and spells, typically performed in mundane libraries in a petitioner's own Prime Material Plane. More commonly, there are small groups of Keepers assigned to act as brokers/agents that are assigned to work a Branch's territory.

    What do the Cryptics value in exchange?
    other secrets? magic items? something else?


    Other secrets. Sometimes, the information needed to destroy or expose a rival's secret. That being said - a secret can be many things! An item, magic or mundane. A person? A sound?

    Do the Cryptics get involved in any other politics?
    ie only deal with Good\Evil, Lawful\Chaotic? factions of whatever world?


    Without a doubt! Some Branches have toppled Empires to protect secrets, and some have probably covered up worse. Each Branch has its own moral and ethical standards and alignment (so to speak). I'll tell you more about Argul's Branch ASAP.

    What tech level are you thinking?
    fantasy libraries of magical books? cyber-space virtual libraries? something else? varies per Branch?


    The Cryptic have a dwarven look about them and are small creatures. I'm thinking that they have a Steam-Punk feel to their culture across the board. I'm seeing Victorian England with weird tech. Both advanced and obsolete at the same time. Common classes found amongst them -

    Psychic
    Gunslinger
    Alchemist
    Occultist




    Agrul's moniker "the reticent" is a playful jibe. For a Keeper of Secrets, he is extremely amiable and talkative. Downright friendly! His Psychic discipline being "tranquillity" - he is a calming presence and skilled negotiator, always seeking to de-escalate tense situations and smooth out frictions. But make no mistake, Argul is as manipulative as they come!

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    Re: Argul the Reticent - Psychic Lvl 8

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