Here is our OOC discussion. Let's continue character creation and any other questions that need to be asked here.<br/><br/><span class="bbc_size" style="font-size: 12pt;"><span class="bbc_u"><em><strong>Game Information</strong></em></span></span><br/><br/><span class="bbc_size" style="font-size: 10pt;"><span class="bbc_u"><strong>Party</strong></span></span><br/><br/><span class="bbc_u">Nyri</span><em>played by MarieReynolds</em><br/>A female Xeph   Soul Knife:2/ Cryptic:1<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=298035.msg14594575#msg14594575">Quote from: Marie Reynolds on 29-12-2018, 14:46:15</a></div></div><blockquote class="bbc_standard_quote">Hey Everyone here is my full sheet!!!<br/><br/>Overlap always creates great opportunities to have character ties and other fun stuff!<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> Usuall worn outfit Image</div><div class="spoiler_body">(https://i.pinimg.com/236x/4e/a3/2d/4ea32def356989cf3ffd17752bd5a91e.jpg)</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Portrait</div><div class="spoiler_body">(https://cdn.discordapp.com/attachments/505760587717017620/527171583031246858/MerrXmasJinichi.png)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Personal Info</div><div class="spoiler_body">Name: Nyri<br/>Gender: Female<br/>Age: 26<br/>Height:5'<br/>Weight:107<br/>Alignment: Neutral <br/>Class: Soul Knife:2/Cryptic 1<br/>Personality: Nyri is rather easy going and non judgmental. She takes people  in stride and accepts them for  there  positive traits and flaws. She is reserved and polite, yet when you get to know her she can be quite playful and lighthearted. She also has the  work hard play hard mentality.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body">Str: 12<br/>Dex: 15<br/>Con:13<br/>Int: 13<br/>Wis: 13<br/>Cha: 15<br/><br/>HP:25<br/>AC: 14=10+2+2<br/>FF:12<br/>T: 12<br/><br/>BAB: +2<br/>M:4<br/>R:4<br/><br/>Fort: 1=0+1<br/>Ref: 7=5+2<br/>Will: 6=5+1<br/><br/>PP: 4<br/>Languages:<br/>Common, Xeph, Elven<br/>Weapons:<br/><br/>Rapier MW<br/>20 gp<br/>1d4<br/>1d6<br/>18–20/x2<br/>—<br/>2 lbs.<br/>P<br/>finesse<br/>PZO1110<br/><br/><br/>Shortbow, composite +1<br/>150 gp<br/>1d4<br/>1d6<br/>x3<br/>70 ft.<br/>2 lbs.<br/>P<br/>—<br/>PZO1110<br/><br/><br/>Dagger x5<br/>2 gp<br/>1d3<br/>1d4<br/>19-20/x2<br/>10 ft.<br/>1 lb.<br/>P or S<br/>—<br/>PZO1110<br/>20 Common Arrows 3lbs<br/><br/>Armor:<br/>Lamellar Cuirass<br/><br/>Eastern Light Armor<br/>Cost 15 gp; Weight 8 lbs.<br/>Armor Bonus +2; Max Dex Bonus +4; Armor Check Penalty 0<br/>Arcane Spell Failure Chance 5%; Speed 30 ft./20 ft.<br/>Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though suits of iron and steel are the most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats. The properties of specific suits and pieces of lamellar armor are determined by their material.<br/>This armor consists of a light breastplate and shoulder guards made from lacquered leather plates bound together and fitted over a silk shirt.<br/>Equipment:<br/><br/>Kit, Disguise, Statue (This is here for reference,does not carry two disguise kits)<br/>Price 50 gp; Weight 8 lbs.<br/>This disguise kit includes metallic or stone-colored makeup and cloth that you can apply to appear to be a statue; it grants a +2 bonus only on Disguise checks to resemble metal, stone, or similar materials. You take a –5 penalty on Disguise checks when impersonating an inanimate object. A viewer can attempt a single Perception check opposed by your Disguise check upon viewing you, and an additional check each time a creature interacts with you. This kit is exhausted after 10 uses.<br/>Kit, Infiltration<br/>Price 140 gp; Weight 15 lbs.<br/>This kit is useful to adventurers who must practice guile and deception in order to acquire useful information, and includes a set of caltrops, chalk, a disguise kit, an ear trumpet, fake footprint shoes, a skeleton key, and a wrist sheath. For Small creatures, the weight of an infiltration kit is 9 pounds.<br/>Tools, Artisan’s MW ( one Set for Tattoos, One set for Trap making)<br/>These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.<br/>Masterwork Artisan’s Tools: These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.<br/>Concealable Thieves’ Tools: Price 190 gp; Weight 1/2 lb.; Smaller and made of stronger materials than most thieves’ tools, the items in this kit are much easier to conceal. You gain a +4 bonus on Sleight of Hand skill checks to conceal these tools on your body. They otherwise function as masterwork thieves tools (granting a +2 circumstance bonus on Disable Device checks). Source PZO1134<br/>Kit, Mess<br/>Price 2 sp; Weight 1 lb.<br/>This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.<br/>Kit, Grooming<br/>Price 1 gp; Weight 2 lbs.<br/>This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.<br/>Kit, Shaving<br/>Price 15 gp; Weight 1/2 lb.<br/>A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.<br/>Tent<br/>Source PZO1115<br/>Tents come in a variety of sizes and accommodate between one and 10 people. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it.<br/>Small/Normal: A small tent holds one Medium creature and takes 20 minutes to assemble.<br/>Bedroll<br/>Price 1 sp; Weight 5 lbs.<br/>This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.<br/>Blanket<br/>Source PZO1115<br/>Price 5 sp; Weight 3 lbs.<br/>This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.<br/>Donkey<br/>4 days  worth of animal feed<br/>Saddle Pack<br/>Outfit, Explorer’s free 8 lbs<br/>Source PZO1110<br/>This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.<br/>Outfit, Artisan’s 4lbs<br/>Source PZO1110<br/>This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.<br/>Outfit, Burglar’s<br/>Source PPZO94102<br/>Price 5 gp; Weight 5 lbs.<br/>This outfit consists of fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face mask, all in dark or neutral colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons.<br/>Outfit, Cold-Weather<br/>Source PZO1110<br/>This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.<br/>Back pack 7lbs<br/>bit and bridle 1lbs<br/>4 days of trail rations 4lbs<br/>100 ft of Hempen rope  The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check. This rope has 2 hit points and can be burst with a DC 23 Strength check. Price 1 gp; Weight 10 lbs. <br/><br/><br/>Racial Traits:<br/>Standard Racial Traits<br/>Ability Score Modifiers: Xephs are quick and outgoing, but not very strong. They gain +2 Dexterity, +2 Charisma, but suffer –2 Strength<br/>Size: Xephs are Medium creatures and have no bonuses or penalties due to their size.<br/>Type: Xephs are of the humanoid (xeph) type.<br/>Speed: Xephs have a base speed of 30 feet.<br/>Languages: Xephs begin play speaking Common and Xeph. Xephs with high Intelligence scores can choose from the following: Aquan, Draconic, Dwarven, Elven, and Goblin.<br/>Other Racial Traits<br/>Innate Resistance: Xephs receive a +1 racial bonus on saving throws against powers, spells, and spell-like effects.<br/>Naturally Psionic: Xephs gain the Wild Talent feat as a bonus feat at 1st level. If a xeph takes levels in a psionic class, he instead gains the Psionic Talent feat.<br/>Burst (Su): Three times per day as a swift action, a xeph can put on a burst of speed to increase his speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.<br/>Psionic Aptitude: When a xeph takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.<br/>Vision: Xephs have darkvision 60 ft. See Vision and Light for details.<br/><br/><br/>Traits:<br/>Influence<br/>Your position in society grants you special insight into others, and special consideration or outright awe from others.<br/>Benefits: Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Choice: Diplomacy.<br/><br/>Unshackled<br/>Benefit(s): You gain a +1 trait bonus on Escape Artist checks, and Escape Artist is a class skill for you. <br/><br/>Nimble Fingers, Keen Mind<br/>You have studied clockwork mechanisms and other mechanical wonders.<br/>Benefit(s) You gain a +1 trait bonus on Disable Device checks, and Disable Device is a class skill for you.<br/><br/><br/>Draw back:<br/>Meticulous<br/>You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned.<br/>Effect: You take a –2 penalty on skill checks for skills with which you’re untrained.<br/><br/>Feats:<br/><br/>Weapon Finesse (Combat)<br/>You are trained in using your agility in melee combat, as opposed to brute strength.<br/>Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.<br/>Special: Natural weapons are considered light weapons.<br/><br/><br/>Quick Draw (Combat)<br/><br/>You can draw weapons faster than most.<br/>Prerequisite: Base attack bonus +1.<br/>Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.<br/>A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).<br/>Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.<br/>Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.<br/><br/>SoulKnife:<br/>Weapon and Armor Proficiencies<br/>A soulknife is proficient with all simple weapons, with her own mind blade (regardless of form), with light and medium armor, and with shields (but not tower shields).<br/>Bonus Feat<br/>The soulknife may choose Power Attack, Two-Weapon Fighting, or Weapon Focus (mind blade) as a bonus feat at 1st level.<br/>1st level Feat: lost to take Cutthroat Archetype<br/>Form Mind Blade (Su)<br/>As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.<br/>A soulknife must choose the form of her mind blade at 1st level. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mind blade stays in this form every time the soulknife forms her mind blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms an appropriately-sized mind blade dealing the size-appropriate amount of damage. If the soulknife’s chosen form is a light weapon, she may choose to form two light weapons when forming her mind blade if she so chooses, but she suffers the standard penalties for two-weapon fighting.<br/>Regardless of the weapon form a soulknife has chosen, her mind blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.<br/>The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.<br/>A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. She can also choose her mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with her mind blade, but such feats only work on mind blades in a light weapon form.<br/>Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).<br/>The soulknife chooses the appearance of her mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.<br/>Shape Mind Blade<br/>The soulknife’s mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses. A soulknife can reassign the ability or abilities she has added to her mind blade; see below. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.<br/>Throw Mind Blade<br/>All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades cannot be thrown without the Two-Handed Throw blade skill. Whether or not the attack hits, a thrown mind blade then dissipates.<br/>Wild Talent<br/>The soulknife gains Wild Talent as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the Psionic Talent feat.<br/><br/>Blade Skills<br/>Beginning at 2nd level and every even soulknife level thereafter, a soulknife may choose one of a number of abilities to add to her repertoire. Some blade skills have prerequisites that must be met before they can be chosen. All blade skills may only be chosen once and require the soulknife to be using her mind blade unless otherwise stated in the skill’s description.<br/>Editors Note: A complete list of Blade skills can be found here, Blade Skills<br/>2nd Level Blade Skill:<br/>Psychic Toolkit<br/>By concentrating her mind blade down into tiny slivers of hardened thought, the soulknife can create tools with which to perform a variety of tasks that she otherwise would need to use specialized tools for. With this blade skill, the soulknife may manifest her mind blade into different tools (artisans tools, a blanket, a mess kit, a thief’s toolkit, a 10-foot. pole, the form of a 50-foot silk rope with grappling hook, or more with GM discretion) as a move action. These tools add the mind blade’s enhancement bonus as a competence bonus on skill checks when using these tools, and if relevant they possess the standard hardness, hit points, and break DC of items of these types. The soulknife must maintain contact with these tools for them to remain cohesive. Upon reaching 5th level, these tools can be generated as a swift action.<br/>Soul Knife Archetype:<br/>Cutthroat<br/>With the ability to create a blade from thin air, soulknives can be extremely effective assassins. Cutthroat soulknives work to be even better at infiltration as well as how to perfectly place strikes against their opponents. <br/>Covert Training (Ex)<br/>A cutthroat gains 6 + Intelligence modifier skill ranks at each level, instead of the normal 4 + Intelligence modifier skill ranks at each level.<br/>This ability replaces the medium armor proficiency and shield proficiency normally gained by soulknives.<br/>Cunning (Su)<br/>A cutthroat of 2nd level gains a +1 competence bonus on Bluff and Stealth skill checks made while maintaining psionic focus. Furthermore, Bluff is a class skill for the cutthroat. At 6th level and every four soulknife levels thereafter, this bonus increases by 1 (to a maximum of +5 at 18th level).<br/>The cutthroat can expend his psionic focus to double this bonus for a single Bluff or Stealth skill check.<br/>This ability replaces the bonus feat gained at first level.<br/><br/>Class Features<br/>The following are class features of the cryptic.<br/>Weapon and Armor Proficiencies<br/>Cryptics are proficient with all simple, plus the rapier and shortbow. Cryptics are proficient with light armor but not with shields. Armor does not interfere with the cryptic’s class features.<br/>Powers Points/Day<br/>A cryptic’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Cryptic. In addition, she receives bonus power points per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.<br/>Powers Known<br/>A cryptic begins play knowing one cryptic power of your choice. Each time she achieves a new level, she unlocks the knowledge of a new power.<br/>Choose the powers known from the cryptic power list. (Exception: The feat Expanded Knowledge does allow a cryptic to learn powers from the lists of other classes.) A cryptic can manifest any power that has a power point cost equal to or lower than her manifester level.<br/>The total number of powers a cryptic can manifest in a day is limited only by her daily power points.<br/>A cryptic simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.<br/>The Difficulty Class for saving throws against cryptic powers is 10 + the power’s level + the cryptic’s Intelligence modifier.<br/>Maximum Power Level Known<br/>A cryptic begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.<br/>To learn or manifest a power, a cryptic must have an Intelligence score of at least 10 + the power’s level.<br/>Pattern Designs (Su)<br/>Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos. The cryptic’s known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power’s level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear.<br/>When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic’s powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.<br/>Altered Defense (Su)<br/>A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.<br/>Absorb: The cryptic gains DR 1/-.<br/>Deflect: The cryptic gains a +1 dodge bonus to his AC.<br/>Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.<br/>Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).<br/>Disrupt Pattern (Su)<br/>All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic’s focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic’s Intelligence modifier. This attack deals half damage if the target’s type is not of the cryptic’s active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.<br/>Lesser Insights<br/>Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.<br/>Scribe Tattoo<br/>At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power she knows (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.<br/>Trapfinding<br/>A cryptic adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.<br/>Trapmaker<br/>A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.<br/><br/>Powers Known:<br/><br/>Level 1: <br/>Metamorphosis, Minor<br/>Discipline psychometabolism<br/>Level cryptic 1, egoist 1, psion/wilder 2<br/>MANIFESTING<br/>Display Material<br/>Manifesting Time 1 standard action<br/>EFFECT<br/>Range Personal<br/>Target You<br/>Duration 1 min/level<br/>Power Points cryptic 1, egoist 1, psion/wilder 3<br/>DESCRIPTION<br/>You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change, your abilities, powers or stats do not change beyond the options selected below. This grants you a +10 bonus on Disguise skill checks.<br/>If you choose to imitate an existing person, you gain an additional +2 circumstance bonus to Disguise checks to convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise imposing form, you gain a +2 circumstance bonus to Intimidate checks.<br/>In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.<br/>Enhancement Menu A<br/>+2 enhancement bonus to Strength<br/>+2 enhancement bonus to Dexterity<br/>+2 enhancement bonus to Constitution<br/>Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.<br/>Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.<br/>Increase your base land speed by 10 feet.<br/>Abilities Menu A<br/>You gain 5 temporary hit points.<br/>You gain the Cleave feat.<br/>You gain the Improved Trip feat.<br/>You gain a +1 natural armor bonus.<br/>You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).<br/>You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.<br/>You gain a swim speed of 20 feet.<br/>You gain a climb speed of 20 feet.<br/>You gain a burrow speed of 15 feet.<br/>Augment For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A. You may not choose the same option twice.<br/><br/><br/> Acrobatics (Dex):         6=1+2+3<br/> Autohypnosis (Wis):      5=1+1+3<br/> Climb (Str):            5=1+1+3<br/> Craft (Tattoo)(Int):         5=1+1+3<br/> Craft (Traps)(Int):         5=1+1+3<br/>Diplomacy (Cha):         8=2+2+3+1<br/> Disable Device (Dex):      7=1+2+3+1<br/> Disguise (Cha):         6=1+2+3<br/>Escape Artist (Dex):         8=2+2+3+1 <br/> Intimidate (Cha):         7=2+2+3<br/> Knowledge (psionics) (Int):   5=1+1+3<br/> Perception (Wis):         6=2+1+3<br/> Sleight of Hand (Dex):      6=1+2+3<br/> Spellcraft(Int):          5=1+1+3<br/> Stealth (Dex):         6=2+1+3<br/>  Swim (Str):             5=1+1+3<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">History</div><div class="spoiler_body">History:<br/>Neyri's Stay at  Valora's Stay at the prison was all because she was taking a vacation in the woods and with no signs warning her she was on private property in her sleep she was taken and woke up in this strange prision subjected to tests and torments for no reason the a honest mistake. They really should post signs for tourists more often.</div></div></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div></div></div><hr/><br/><span class="bbc_u">Murei Yuna</span>played by Roleplay Frog<br/>A Female Human (?) Slayer [Ankou's Shadow] 2, Spiritualist [Exciter]<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=298035.msg14587518#msg14587518">Quote from: Roleplay Frog on 25-12-2018, 14:31:01</a></div></div><blockquote class="bbc_standard_quote"><div class="floatright">(https://img.fireden.net/tg/image/1500/49/1500492726920.png)</div><strong>Name:</strong> Murei Yuna<br/><strong>Class(es):</strong> Slayer, Ankou's Shadow (https://www.d20pfsrd.com/classes/hybrid-classes/slayer/archetypes/paizo-slayer-archetypes/ankous-shadow-slayer-archetype/) 3<br/><strong>Alignment:</strong> NG<br/><strong>Description:</strong> Likely in a less well dressed and more disheveled state, see the introduction.<br/><strong>Fetishes:</strong> (gentle/erotic) force and humiliation, mind control, tentacles, sexy ghost posessions.<br/><strong>Dislikes:</strong> Nasty/Brutal mistreatments.<br/><strong>Backstory:</strong><br/><br/>Yuna is a good person. She knows this, because she's gone through an exensive ritual to banish the darkness posessing her and seal away darker urges she's been struggling with as part of an initiation ritual of her clan, actually designed to turn her into a proficient assassine. She never questioned the oddity of this, this was just how her clan did things. <br/>However, in her case the ritual was too effective, originally designed to only empower a feeble woman into a proper combattant, it gave her darker side a life of it's own. What happened after that, she refuses to speak about, but some would argue she ended up with a split personality.<br/>Yuna is an extreme pacifist, kind and gentle, but her hand, at least, when its seal weakens, spreads dark thoughts, desires and urges within it's owner, if not properly contained by ritualistic means.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">In truth, the rituals and prayers she goes through have no actual effect and are merely for Yuna's own benefit.<br/> Her hand is not hostile to her, infact, like all of her abilities it acts in her best interest of self-preservation and propagation. Which doesn't mean Yuna always agrees with it's motives, of course. <br/> The only reason her abilities don't fully obey her in the first place is her apprehension about them, due to the things she has done in the past. <br/></div></div>This has also lead to her arrest. Her hand saw it fit to slap a miss Valora's bottom. It was not worth it in the long run.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Statstuff</div><div class="spoiler_body"><strong>Ability Scores</strong>(+Modifiers)<br/>Str 20 +5<br/>Dex 10 --<br/>Con 14 +2<br/>Int 10 --<br/>Wis 9 -1<br/>Cha 10 --<br/><br/><strong>HP:</strong> 31 <strong>Armor Class:</strong> 16 <strong>Initiative Bonus:</strong> +0 <strong>Speed:</strong> 20 ft(Armored) <strong>CMD:</strong> 17<br/><strong>Saving Throws:</strong> Fort +6 Ref +1 Will +0<br/><strong>Class/Racial Feats</strong><br/>Racial: +2 Str, Heart of the Fields, Bonus Feat<br/>Favored class: +1/lvl<br/>Shadow Double, Track, Slayer Talent (Two Weapon Fighting), Sneak Attack (1d6)<br/><br/><strong>Chosen Feats:</strong><br/>Posessed hand (https://www.d20pfsrd.com/feats/general-feats/possessed-hand/), Hand's Autonomy (https://www.d20pfsrd.com/feats/general-feats/hand-s-autonomy/), Exotic Weapon Proficiency: Bastard Sword<br/><br/><strong>Traits:</strong> Trustworthy(Diplomacy go!), Vengeful (https://www.d20pfsrd.com/traits/combat-traits/vengeful/), Defy Madness (https://www.d20pfsrd.com/traits/faith-traits/defy-madness-old-cults/)  Drawback: Umbral Unmasking (http://aonprd.com/TraitDisplay.aspx?ItemName=Umbral%20Unmasking)(duh)<br/><strong>Skills:</strong><br/>Diplomacy +9<br/>Sense Motive +9<br/>Stealth +7(but terrible in armor.)<br/>Acrobatics +7<br/>Perception +6<br/>Climb +11<br/><br/>Backround:<br/>Knowledge History, Nobility +6<br/><br/><strong>Equipment and items:</strong><br/>Mountain Pattern Armor (250 gold)<br/>2x Masterwork Longswords (670 gold)<br/>1x Potion of cure light wounds (50 gold)<br/><br/>30 gold saved up!<br/><br/><strong>Attacks</strong> - Reflavouring Bastard-Swords into Dai-Katana IC<br/>+10 Mastework Bastard Sword (1d10 +7 19-20x2)<br/>or Dual Wield:<br/>+8/+7 Bastard swords (1d10 +6 / 1d10+2, 19-20x2)<br/><br/><strong>Spellcasting</strong> <br/>Grade 0:<br/>Mage Hand, Detect Magic, Telekinetic Projectile, Open/close<br/><br/>Grade 1: 1/day<br/>Burst of Adrenaline, Cure Light Wounds</div></div><br/>TL/DR: Gropey girl hits things good; Propably her fault.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div></div></div><hr/><br/>Drowdeviant<br/>Feral Hunter 3<br/><hr/><br/><span class="bbc_u">Black Hand, Etrigan</span>played by Waldham<br/>Human Male Shaman animist 3<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=298035.msg14592337#msg14592337">Quote from: Waldham on 28-12-2018, 11:59:33</a></div></div><blockquote class="bbc_standard_quote"><div class="floatright">(http://)</div><strong>Name:</strong> Black Hand, Etrigan<br/><strong>Class(es):</strong> Shaman Animist (http://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Shaman%20Animist) 3<br/><strong>Race :</strong> Human<br/><strong>Alignment:</strong> NG or NE<br/><strong>Description:</strong> A wan cruelty festers about this frail yet elegant figure, and the gaunt pride in his stance is utterly torn to shreds when glimpsing his eyes, which are dead, hollow, and devoid of hope or joy.<br/><strong>Fetishes:</strong> (coming soon)<br/><strong>Dislikes:</strong> (coming soon)<br/><br/><strong>Backstory:</strong><br/>Etrigan was a frail lad, adopted into a down-to-earth family after he was rescued from a dire situation on the Sozuari border involving his birth parents, and he long admired his brother Ilyssaar’s active lifestyle and zest for adventure. After their parents perished during an raid, Ilyssaar moved on to Vigil to petition to join the knights, taking his younger stepbrother with him. Etrigan was duly impressed with the knights’ armor, but their refusal to allow Ilyssaar membership in the order tarnished Etrigan view of Vigil. After this rejection, things didn’t get better—limited funds, bad luck, and poor choices resulted in destitution for the two brothers within 9 months of their arrival in Vigil. Come spring, a group of criminals tricked Ilysaar into serving as a patsy for their crimes. Etrigan could do nothing but watch and wail as the knights took Ilyssaar away in chains, found him guilty of a crime he didn’t commit, and hanged him by the neck until dead. <br/>Etrigan fled Vigil the night his brother was executed but it was not mere chance that he approached agents of Valora to emprison him for her experimentations .<br/><br/>But Etrigan still had the whispers to keep his company on lonely nights. He assumed the whispers were his friends, there to keep his safe and offer respite from the dull ache of life. Then one "trustworthy" stone crumbled beneath his feet, dropping his into darkness.<br/>The fall was short. His arm met stone with a wet crunch, but the ache from the shattered bone faded away as the whispers rose in deafening song.<br/>A single tuatara waddled forward as he cradled her limb. It borrowed a tongue from the whispers and spoke. "What are you?"<br/><br/>"I—" He opened her mouth to speak, borrowing too from those old, quiet chants. And although the whispers had a word for all things in creation, they had no words for the expectations of others. "I don't know."<br/><br/>From that day on, the whispers poured themselves through Etrigan's reptilian friend, speaking louder and more clearly with a mouth to form the words. He soon named the creature Lockee. And Lockee taught him how to speak to spirits and borrow their favor to mend his broken bones, and of dwarven faith from long before they mingled their worship. It taught her how to glean deeper secrets from the artifacts of the dead. Most precious of all, Lockee taught him of the rivethun—who drew great power by embracing the disjunction between their bodies and souls.<br/><br/><br/>He wanted nothing more than to see Vigil’s death and decay. <br/>Etrigan retains much of the paranoia and hypervigilance imparted by his years of abuse.<br/><br/><br/><strong>Ability Scores</strong>(+Modifiers)<br/>Str 13/+1<br/>Dex 12/+1<br/>Con 12/+1<br/>Int 14/+2<br/>Wis 16/+3<br/>Cha 13/+2<br/><br/><strong>HP:</strong> 19 (3d8 + 3) <strong>Armor Class:</strong> xx <strong>Initiative Bonus:</strong> +1 <strong>Speed:</strong> 30 feet <strong>CMD:</strong> 14 <strong>CMB:</strong> +3<br/><strong>Saving Throws:</strong> Fort +2 Ref +2 Will +6<br/><strong>Class/Racial Feats</strong><br/>Racial: +2 Wis, Bonus Feat, Skilled<br/><strong>Favored class:</strong> Shaman +1 skill rank / level<br/><br/><strong>Chosen Feats:</strong><br/>Posessed hand (https://www.d20pfsrd.com/feats/general-feats/possessed-hand/), Hand's Autonomy (https://www.d20pfsrd.com/feats/general-feats/hand-s-autonomy/), Hand's Detachment (http://www.aonprd.com/FeatDisplay.aspx?ItemName=Hand%27s%20Detachment)<br/><strong>Traits:</strong> <br/>Seeker (http://aonprd.com/TraitDisplay.aspx?ItemName=Seeker)<br/>Outlander (http://aonprd.com/TraitDisplay.aspx?ItemName=Outlander) : Lore Seeker<br/>Black Sheep (http://aonprd.com/TraitDisplay.aspx?ItemName=Black%20Sheep) : Bitter Nobleman [Sleight of Hand]<br/>Drawback: Paranoid (http://aonprd.com/TraitDisplay.aspx?ItemName=Paranoid)<br/><strong>Skills:</strong> 4 +2 (Int) + 1 (Human) + 1 (favored class)<br/>Diplomacy 3 + 2 + 3 = + 8<br/>Heal 1 + 3 + 3 = + 7<br/>Knowledge (Arcana) 3 + 2 + 3 + 1 = + 9<br/>Knowledge (Local) 3 + 2 + 3 +1 = + 9<br/>Knowledge (Religion) 3 + 2 + 3 = + 8<br/>Perception 3 + 3 + 3 + 1 + 2 = + 12<br/>Sense Motive 3 + 3 + 2 = + 8<br/>Spellcraft 3 + 2 + 3 = + 8<br/>Survival 2 + 3 + 3 = + 8<br/><br/><strong>Background skills:</strong><br/>Profession (Exorcist) 3+3+3 = + 9<br/>Sleight of Hand 3+3+2+1+3+1= + 12<br/><br/><strong>Class abilities :</strong><br/>Weapon and Armor Proficiencies: A shaman is proficient with all simple weapons, and with light and medium armor.<br/>Spells<br/>Orisons<br/>Spirit (Su) : Mammoth<br/>Spirit Animal (Ex) : rock tuatara, crawling hand<br/>Animist Spirit Magic: The animist adds the following spells to the list of spells he can cast using spirit magic: speak with animals (1st), skinsendUM (2nd), speak with plants (3rd), malfunctionUM (4th), dream (5th), speak with stone (6th), control constructUM (7th), trap the soul (8th), soul bind (9th). This ability replaces the spirit magic spells gained from the shaman’s spirit.<br/>Wrangle Condition (Su)<br/><br/><strong>Equipment and items:</strong> <br/><br/><strong>Attacks</strong> <br/>BAB +2<br/>Melee + 3<br/>Distance + 3<br/><br/><strong>Languages :</strong><br/>Common<br/>Giant<br/>Draconic<br/><br/><strong>Spellcasting</strong> <br/>Spells / day : 4/3/2<br/>DC : 13 + spell level<br/><br/><strong>Crawling Hand, Archetype Mauler :</strong><br/>Alignment (same that the Master) Diminutive (Outsider Native type ?)<br/>Init +0; Senses blindsense 30 ft., darkvision 60 ft.; Perception +4<br/>Defense<br/>AC 16, touch 14, flat-footed 16 (+4 size, +2 natural armor)<br/>hp 9 (3d8)<br/>Fort +3, Ref +2, Will +3<br/>Immune XXX traits<br/>Offense<br/>Speed 40 ft., climb 40 ft.<br/>Melee claw +4 (1d4+2 plus grab)<br/>Space 1 ft., Reach 0 ft.<br/>Statistics<br/>Str 14, Dex 11, Con 12 , Int 6, Wis 11, Cha 14<br/>Base Atk +2; CMB - 2 (+2 grapple); CMD 10<br/>Feats Toughness<br/>Skills Climb +10, Intimidate + 1, Perception +4, Stealth +12, Survival +4; Racial Modifiers +4 Survival<br/>Languages Common (can’t speak)<br/>Special Abilities<br/>Grab (Ex) A crawling hand can use its grab ability on a creature of up to Medium size. <br/><br/>Mauler Skills: A mauler treats Intimidate as a class skill.<br/><br/>Increased Strength (Ex): At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result of this ability, the familiar’s Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.<br/><br/>This alters the familiar’s Intelligence score advancement.<br/><br/>Battle Form (Su): At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back as a standard action three times per day. In battle form, the mauler’s size becomes Medium and it gains a +2 size bonus to its Strength score. Since many familiars are Tiny or Diminutive, be sure to check for any additional Strength and Dexterity adjustments for increasing in size from Tiny or Diminutive to Medium (Pathfinder RPG Core Rulebook 212). This is a polymorph effect.<br/><br/>This replaces deliver touch spells.<br/><br/>Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.<br/><br/>Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.<br/><br/>Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).<br/><br/>Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. <br/><br/>Giant Crawling Hand<br/>Alignment (same that the Master) Medium (Outsider Native type ?)<br/>Init - 3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +4<br/>Defense<br/>AC 9, touch 7, flat-footed 12 (+0 size, +2 natural armor, Dex - 3)<br/>hp 9 (3d8)<br/>Fort +3, Ref +2, Will +3<br/>Immune XXX traits<br/>Offense<br/>Speed 40 ft., climb 40 ft.<br/>Melee claw +10 (1d6+8 plus grab)<br/>Statistics<br/>Str 26, Dex 5, Con 12, Int 6, Wis 11, Cha 14<br/>Base Atk +2; CMB +10 (+14 grapple); CMD 17<br/>Feats Toughness<br/>Skills Climb +16, Intimidate + 1, Perception +4, Stealth +12, Survival +4; Racial Modifiers +4 Survival<br/>Languages Common (can’t speak)<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div></div></div><hr/><br/><span class="bbc_u">Kireen of the Four Winds</span>played by Triggvi<br/>Female Aasimar [Human Looking] Monk 3 (https://docs.google.com/document/d/1zk8NbpA4qoGZ0CguXiDEFqvo2zEjr6SJ9j4abqBhY4g/edit)