Files 1 (13)

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Roger Mortis Age: 24 Race: Human Class: Adventurer 6/Psion 6/Necromancer 12/Kindred 24 Level: 6/12 Prestige Class STR: 15 INT 21 +5 2/1/1/1/1 DEX: 15 WIS 22 +6 2/2/1/1/1 CON: 15 CHA 18 Eyes: Brown Hair: Blond Height: 6’1 Weight: 175lbs Movement: 30ft Languages Spoken Irish, Spanish, Drow,Elvish,Neko BAB +21 Melee Ranged Hit Points 21d6+90 DR Regeneratio n 1 AC +2 Dex, +4 Inertial Armor SR Initiat ive +2 Saving Throws Bas e Attrib ute Misc Total Fortitude +13 2 5 20 Reflex +13 2 5 20 Will +13 6 7 26 Investigativ4 Skills: +1: Investigate, Sense Motive. Bonus Feat: Firearms Proficiency SKILL POINTS AT 1ST LEVEL 216 skill pts [Investigate, Profession: Mortuary Science, Knowledge: Psionics] at Level +9= 33 + Skill mod (Climb, Jump Ride, Listen, Swim, Spot at Level + 3) = 27+Skill mod Hide +9 ,Move Silently +9, Tumble +9, Craft +20, Know (necrology) +20, Know (religion) +20, Know (the planes) +20, Spellcraft +20, Heal +20, Autohypnosis *+13, Diplomacy +19., Concentration- 19 ranks Special Abilities Gift of Necromancy - Roger was a powerful necromancer in his former life, and it has reawakened in him in this incarnation. Level 0 1 st 2 nd 3 rd 4 th 5 th 6 th 7 th 8 th 9 th Per Day 6 5+1 4+1 4+1 3+1 3+1 2+1 Bonus 2 2 1 1 1 Total 6 7+1 5+2 5+1 4+1 4+1 2+1 He is proficient in all simple weapons, armor and shields, as

description

.

Transcript of Files 1 (13)

Page 1: Files 1 (13)

Roger Mortis Age: 24Race: HumanClass: Adventurer 6/Psion 6/Necromancer 12/Kindred 24Level: 6/12Prestige Class

STR: 15 INT 21 +5 2/1/1/1/1DEX: 15 WIS 22 +6 2/2/1/1/1CON: 15 CHA 18

Eyes: Brown Hair: BlondHeight: 6’1Weight: 175lbsMovement: 30ftLanguages Spoken

Irish, Spanish, Drow,Elvish,Neko

BAB +21 Melee RangedHit Points 21d6+90 DR Regeneration 1AC +2 Dex, +4 Inertial Armor SRInitiative +2

Saving Throws Base Attribute Misc TotalFortitude +13 2 5 20Reflex +13 2 5 20Will +13 6 7 26

Investigativ4Skills: +1: Investigate, Sense Motive.Bonus Feat: Firearms Proficiency

SKILL POINTS AT 1ST LEVEL 216 skill pts[Investigate, Profession: Mortuary Science, Knowledge: Psionics] at Level +9= 33 + Skill mod

(Climb, Jump Ride, Listen, Swim, Spot at Level + 3) = 27+Skill mod

Hide +9 ,Move Silently +9, Tumble +9, Craft +20, Know (necrology) +20, Know (religion) +20, Know (the planes) +20, Spellcraft +20, Heal

+20, Autohypnosis*+13, Diplomacy +19., Concentration- 19 ranks

Special Abilities Gift of Necromancy- Roger was a powerful necromancer in his former life, and it has reawakened in him in this incarnation.

Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Per Day 6 5+1 4+1 4+1 3+1 3+1 2+1Bonus 2 2 1 1 1Total 6 7+1 5+2 5+1 4+1 4+1 2+1

He is proficient in all simple weapons, armor and shields, as well as the quarterstaff.Psion (Seer)Telepathy- 100ft. Free Uses of 0 level abilities = (Level) +6 23 psi-points per dayCombat Modes (D)- Empty Mind, Mental Barrier, Thought Shield (A)- Id Insinuation, Ego Whip (At Will)- Object reading, Sensitivity to Psychic Impression, Greater Concussion (5d6) Med range. 100ft + 10ft/levelAttack Mode- Psychic Crush (2d4 Wis) Mind Thrust (1d2 Int)

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Defense Mode- Intellect Fortress (Hardness 3), Tower of Iron Will (Hardness 1)0 Detect Psionics, Far Hand, Missive1st (D) Steadfast Gaze, Empathy, Control Object, Lesser Mindlink2nd (D) Detect Thoughts, Body Adjustment, Levitate3rd Fly

Domains: DEATH

Granted Power: You may make a death touch once per day. You must make a melee touch attack against a living creature and roll

1d6/cleric level. If the total is higher than the creature’s hp total, the creature dies with no save.

1. Cause Fear- Creature 5HD or less flees for 1d4 rounds.

2. Death Knell- Kill dying creature, gain 1d8 temp hp, +2 Str, +1 caster level

3. Animate Dead- Create undead, skeletons and zombies

4. Death Ward- Immunity to death spells and negative energy effects

5. Slay Living- Touch attack kills subject

6. Create Undead- Create ghouls, ghasts mumies or mohrgs.

7. Destruction- Kills subject, destroys remains

8. Creatre Greater Undead- Create shadows, wraiths, spectres or devourers.

9. Wail of the Banshee- Kill one creature per level.

PROTECTIONGranted Power: You can generate a protective ward (as a supernatural ability) that grants the touched subject a bonus equal to your

cleric level to their next saving throw. This is a standard action with 1 hour duration.

1. Sanctuary- Foes can't attack you , you can't attack them.

2. Shield Other- You take half of subject's damage.

3. Protection from Energy- Absorbe 12pts/level from one kind of energy

4. Spell Immunity- Immune to one spell per four levels.

5. Spell Resistance- SR 12 + your class level.

6. Antimagic Field- Negates all magic within 10ft

7. Repulsion- Creatures can't approach you

8. Mind Blank- Subject is immune to mental/emotional magic and scrying.

9. Prismatic Sphere- As prismatic wall but surrounds on all sides.

BESM 45 Power points(10) Enhanced Ability- Wis+2, Int +4, Con +6, Str +4, Dex +4, Cha +4

(14) Spirit Ward- Rank 14 14d8 damage, target -14 to Will Save- A character with this Attribute can create potent spirit wards against demons,

ghosts, or other supernatural spirits. A supernatural entity cannot pass through a doorway, window, or other portal with a ward on it unless the

entity expends great effort (spending 5 Energy Points per Rank of the ward and making a successful Will Save against DC 15 plus the Rank of the

ward). Repeated attempts are possible as long as the creature still has Energy Points to spend. If the entity does pass through, the spirit ward

might burst into flame or otherwise vanish, its power overcome by the intruder.

If a supernatural entity is struck with a spirit ward (this requires a successful attack in combat), it suffers 1d8 damage per Rank of the ward for

every round the ward is in contact with it. If a Spirit Ward is placed on a person who is possessed by or under the Mind Control of a supernatural

entity, the controlled character receives a chance to break free (see Mind Control, page 53).

(9) Telepathy- Rank 3-The character can, by concentrating, pick up a single subject’s surface thoughts and sensory impressions (i.e., see through

a subject’s eyes, feel what he or she feels, etc.). The character can choose to edit out some senses if desired. Alternatively, the character can

concentrate and read ‘loud’ surface thoughts from 2-6 people. The character can transmit sub-vocalized speech to a single non-telepath at normal

conversational speeds or send a single powerful image or word to 2-6 people.

(4) Regeneration- Rank 1

10pts left over to spend

VampireBite 1d4+11/2

Blood Potency x 3 (30BP, Spend 3/turn)

Dominate Group SAVE DC 10+HD+Cha mod (DC 38)

Command- 1 word command.

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Conditioning- Over time

The Forgetful Mind- Alter or erase memoriees

Mesmerize- Implant a suggestion with eye contact.

Possession- Crush your opponent's will and take over them.

Auspex

Heightened Senses- You magnify your senses to a superhuman level, giving you a +5 bonus on Perception

checks. At the GM’s discretion you may get this bonus on other skill checks as well (Sense Motive checks, for

example). When your sight is heightened, you have darkvision (60 feet) and your low-light vision range is doubled,

so you see four times as far as a normal human in low light conditions.

While your senses are heightened, you are vulnerable to attacks on those senses, taking a –4 penalty on saves to

resist such attacks and suffering whatever additional effect the attack has against vulnerable

creatures. You may selectively amplify only some of your senses (instead of all of them at once) to reduce the

number of possible sources.Adjusting which senses are magnifi ed is a free action

Aura Perception- Studying an aura requires 2 rounds, but is a free action each round. Concentration duration

Resilience x3- You give yourself a +4 enhancement bonus to Constitution and the benefi ts of the Diehard and Endurance feats per rank. (The extra hit points from the Constitution bonus are not lost fi rst the way temporary hit points are.)Action: Free Cost: 1 Vitae Duration: 1 minuteResistance to Damage: A critical hit against a vampiremmerely stuns him rather than dealing Con damage.

Vampires do not bleed. A vampire who takes enough damagento be in a dying state makes checks to recover but

never loses hit points from failed checks. Vampires do not need to breathe, and they are immune to normal poisons

and disease.

Low-Light Vision: Vampires can see twice as well as a normal human in conditions of poor light.

FEATS Aura of Life Energy- Standard Action, (1) Turn Attempt to inflict 1d8 + 1 / two levels damage on all Undead within a 20’ radius Burst (no save).

Vampire Hunter-As a Move Action, you can unfailingly determine if a Vampire or Vampire Spawn is within 30’. You are immune to the

Dominating Gaze ability of Vampires and Vampire Spawn.

Sacred Vengeance- Free action, spend a turning attempt to add +2d6 to all melee attacks against undead until the end of the round.

Extra Turning- You may turn/rebuke undead 4 more times per day.

Enhanced Turning- You may turn undead more efficiently, rolling 3d6 + Cleric level + Charisma modifier to determine damage.

Faithful Sustenance- You may go without food and water for a number of weeks equal to your Wisdom modifier. You must expend one turning

attempt per day to fuel your body for the coming day. You suffer no ill effects but must make faithful observances four times per day for one hour.

Inertial Armor- as long as Roger has 1 psi point left, he has a +4 to AC

Inner Strength- +1 psi point

Talented- 3 additional free uses of his 0 level abilities per day

Iron Will- +2 to all Will saves

Danger Sense- Wis mod to all saves

Heightened Turning- When turning or rebuking, may choose a number no higher than your cleric level. This is added to your turning check and

subtracted from your damage roll.

Know Thy Enemy Undead +7d6 damage . Sense ethereal and incorporeal creatures normally, and may detect such creatures by scent. Ghost

touch on all weapons. Creatures slain by you cannot be raised from the dead or animated as undead unless you wish it. If you are slain, your will

can no longer be an influence over these corpses until you are raised.You may now make critical hits and apply precision-based damage normally

to any creature that is normally immune to those effects

Master of Minds - Any creature that uses a [Mind-Affecting] ability on you that requires a Will save must make a Will save (DC 10 + 1/2 your

character level + your Wisdom modifier). If it fails, you are considered immune to this instance of the creature's ability. Your mind is so trained

that you can engage in a mental combat with another creature. This requires a full-round action, has a range of Medium (calculated as if your

caster level was equal to your ranks in Concentration), affects one creature and is a supernatural, mind-affecting ability. The creature must make a

Will save (as per the 4 rank ability) or become confused. This ability lasts a number of rounds equal to your ranks in Concentration. If a creature

saves successfully against this ability, it becomes immune for 24 hours. Using your legendary powers of focus, you can enter a state of

suspended animation before something would kill you. If you would die (for any reason other than natural causes), you can use an immediate

action to put yourself into suspended animation. This renders you unconscious, but you don't die. For all other purposes, you are considered to be

stable on exactly -9 hit points. In order to awaken from this trance, you must wait until natural (or other) healing restores you to 1 hit point or

higher.. You can use your mind to unleash terrifying visions upon others, which represent all the obstacles you've overcome in your mental

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training, but that they have yet to surmount. This requires a full-round action, and is identical to a weird spell, except that it is a spell-like ability.

Its caster level is equal to your character level, and its DCs are identical to those from the 4 rank ability of this feat.

Mindblade - As a free action usable once per round, you can call into being a mindblade. This mindblade can be any melee weapon in which you

are proficient, but once chosen it is set until you gain a level. It generally looks like a culturally appropriate version of said weapon made of

shimmering energy, but it may appear different in the hands of different feat takers. Mindblades deal [Force] damage.Your mental weapon gains

an enhancement bonus of +1/3 per character level. Qualities can be changed with an hour of meditation. You can strike any target within 30 feet of

yourself with your mindblade as if they were adjacent to you.( standard attacks/full attacks only ; no extra threatened area/ Attacks of

Opportunity. Your mindblade strikes targets as touch attacks, ignores hardness, and can take on any one quality from the Book of Gears weapon

qualities list.

Mindstaff 1d6+14,20x2 of Ruin (ignores hardness/DR/resistance to critical hits of any target it strikes.

2 feats

Gear+3 Wounding Beretta M92 of the Lion- (Targets struck bleed for 1 pt per round , +18hp to Roger)Ring of Protection +5Ring of EvasionBracelets of FriendsAmulet of Undead TurningCloak of Displacement, major (Tailored to be his trademark long coat)ItemItemEpic Item24 disposable/consumable items