Olivia Nadira | |
![]() |
|
Aliases: | ??? |
Age: | 18-22 |
Hair: | White |
Eyes: | White |
Height: | 4'6"-6'6" |
Weight: | Varies |
Race: | Changeling |
Class: | Psion 6 (8)/Psion-Uncarnate 3 |
Alignment: | Neutral |
Level: | 9 |
Experience: | 41,950 |
Hit Points: | 57/57 |
Gold: | 2,211 |
Current Status: | Active |
Played by Hopey |
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 10 | +0 | +0 | +0 |
Dexterity | 14 | +2 | +0 | +0 |
Constitution | 12 | +1 | +0 | +0 |
Intelligence | 18 | +4 | 22 | +6 |
Wisdom | 16 | +3 | +0 | +0 |
Charisma | 16 | +3 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Dexterity (+2) + Armour (+2) + Shield = 14 (12 + Inertial Armour and Force Screen) |
Flat-Footed 10 + Armour and Shield bonuses (+2) | 12 (10 + Inertial Armour and Force Screen) |
Touch 10 + Dex Modifier (+2) | 12 |
Saving Throws | Base | Bonus/Cloak | Total/Cloak |
Fortitude | +3 | +1/+3 | +4/+7 |
Reflex | +3 | +2/+3 | +5/+8 |
Will | +8 | +3/+3 | +11/+14 |
BAB | Mod | Total Range/Melee |
+4 | +2/+0 | +6/+4 |
Initiative |
Dex + Psicrystal = +4 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
C | Appraise (Int) | +0 | +6 | +0 | +0 | +6 |
X | Autohypnosis (Wis) | +1 | +3 | +0 | +0 | +5 |
X | Balance (Dex) | +3 | +2 | +0 | +0 | +5 |
X | Bluff (Cha) | +5 | +5 | +0 | +0 | +14* |
C | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
X | Concentration (Con) | +4 | +1 | +0 | +0 | +5 |
X | Craft (Int) | +0 | +6 | +0 | +0 | +6 |
C | Decipher Script (Int) | +0 | +6 | +0 | +0 | +6 |
C | Diplomacy (Cha) | +0 | +3 | +0 | +0 | +3 |
C | Disable Device (Int) | +0 | +6 | +0 | +0 | +6 |
X | Disguise (Cha) | +5 | +3 | +0 | +0 | +5 |
C | Escape Artist (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Forgery (Int) | +0 | +6 | +0 | +0 | +6 |
C | Gather Information (Cha) | +0 | +3 | +0 | +0 | +3 |
C | Handle Animal (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Heal (Wis) | +0 | +3 | +0 | +0 | +3 |
C | Hide (Dex) | +1 | +2 | +0 | +0 | +4 |
C | Intimidate (Cha) | +0 | +3 | +0 | +0 | +5* |
C | Jump (Str) | +0 | +0 | +0 | +0 | +0 |
X | Knowledge (Local) (Int) | +8 | +6 | +0 | +0 | +14 |
X | Knowledge (Psionics) (Int) | +8 | +6 | +0 | +0 | +14 |
X | Knowledge (Planes) (Int) | +8 | +6 | +0 | +0 | +14 |
C | Listen (Wis) | +0 | +3 | +0 | +0 | +3 |
C | Move Silently (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Open Lock (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Perform (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Profession (Wis) | +0 | +3 | +0 | +0 | +3 |
X | Psicraft (Int) | +8 | +6 | +0 | +0 | +14 |
C | Ride (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Search (Int) | +0 | +6 | +0 | +0 | +6 |
X | Sense Motive (Wis) | +4 | +5 | +0 | +0 | +11* |
C | Sleight of Hand (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
C | Spellcraft (Int) | +0 | +6 | +0 | +0 | |
C | Spot (Wis) | +6 | +3 | +0 | +0 | +9 |
C | Survival (Wis) | +0 | +3 | +0 | +0 | +3 |
C | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
C | Tumble (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Use Magic Device (Cha) | +0 | +3 | +0 | +0 | +3 |
C | Use Rope (Dex) | +0 | +2 | +0 | +0 | +2 |
Where C is Cross Class and X is a Class Skill
-* +2 from Race
Skill Tricks:
Assume Quirk [Interaction]
You can perfectly imitate a small habit or idiosyncrasy of a person you impersonate in order to throw off suspicion.
Prerequisite: Disguise 5 ranks.
Benefit: When impersonating a particular individual, you can eliminate the normal Spot bonus granted to a viewer familiar with that individual (PH 73). The effect extends to all viewers. Using this trick requires no special action, but you can maintain the deception for only 1 hour per day.
Languages: Common & Literacy
Sylvan
Trade Tongue
Terran
Feats:
Narrow Mind: You gain a +4 bonus on Concentration checks you make to become psionically focused.
Psionic Body: +2 hit points for each psionic feat you have
Psicrystal Affinity
Inquisitor: You know when others lie. Gan +10 to Sense Motive checks
Practiced Manifester: +4 to manifesting class.
Ghost Attack: Your deadly strikes against incorporeal foes always find their mark.
Class Abilities:
Psion-Uncarnate
Incorporeal Touch (Su):
Beginning at 1st level, a psion uncarnate can make up to three melee touch attacks per day that each deal 1d6 points of damage if they hit. The character’s Strength modifier is not applied to this attack, but it is effective against incorporeal creatures (and against corporeal creatures while the psion uncarnate is incorporeal) The character’s hand and arm seem to become slightly translucent when he makes these attacks. A miss still counts as a use of the ability.
While uncarnate (see below), a psion uncarnate can make melee touch attacks at will that do not count against his uses of this ability. For every four levels higher than 1st the psion uncarnate attains, the damage on these attacks increases by 1d6 points.
Uncarnate Armor
(Su): A psion uncarnate wearing armor (or using inertial armor or a similar effect) gets his armor bonus to AC even when he becomes incorporeal (see Shed Body, below). However, unlike other incorporeal creatures, a psion uncarnate does not gain a deflection bonus to Armor Class from his Charisma modifier. This ability works even if the armor being worn becomes incorporeal (such as through the use of the assume equipment ability described below).
Shed Body (Su):
Starting at 2nd level, a psion uncarnate can become incorporeal (or “uncarnate”) once per day as a standard action. The character can remain uncarnate for up to 1 minute. During this time, the character’s body fades into an immaterial form that retains the character’s basic likeness. While uncarnate, the character gains the incorporeal subtype (see below). He gains a fly speed equal to his land speed (perfect maneuverability). His material armor remains in place and continues to provide its armor bonus to AC (see Uncarnate Armor, above). His material weapons also remain corporeal. Losing his physical form allows the character to more easily access his mental abilities, and he gains a +1 bonus on all save DCs for powers he manifests while uncarnate.
He can use equipment normally, deriving benefits from items that enhance his capabilities; however, all his equipment remains material even when the character is uncarnate (but see the assume equipment ability, described below). Often, a psion uncarnate appears almost like a ghost wearing items of the material world. This doesn’t make his equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for the character to enter or pass through solid objects while wearing solid equipment. If he drops his material equipment, he can pass through solid objects at will as described below.
Incorporeal Subtype:
An incorporeal psion uncarnate has no physical body. He can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. He is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, he has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as concussion blast, or attacks made with ghost touch weapons).
An incorporeal psion uncarnate has no natural armor bonus—and, unlike other incorporeal creatures, does not gain a deflection bonus from his Charisma modifier. An incorporeal psion uncarnate can enter or pass through solid objects (subject to the restrictions described in the shed body and assume equipment abilities), but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than his own. He can sense the presence of creatures or objects within a square adjacent to his current location, but enemies have total concealment (50% miss chance) from an incorporeal psion uncarnate that is inside an object. To see farther from the object he is in and attack normally, the incorporeal psion uncarnate must emerge. An incorporeal psion uncarnate inside an object has total cover, but when he attacks a creature outside the object he only has cover, so a creature outside with a readied action could strike at him as he attacks. An incorporeal psion uncarnate cannotpass through a force effect.
An incorporeal psion uncarnate’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as force screen) work normally against him. He can pass through and operate in water as easily as he does in air. An incorporeal psion uncarnate cannot fall or take falling damage. He cannot make trip or grapple attacks, nor can he be tripped or grappled. In fact, he cannot take any physical action that would move or manipulate an opponent or its equipment, nor is he subject to such actions.
Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifi er applies to both its melee attack rolls and its ranged attack rolls. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
Assume Equipment (Su):
Beginning at 3rd level, a psion uncarnate can designate a number of pieces of his worn equipment (including armor and weapons) equal to his psion uncarnate level to become incorporeal when he uses his shed body ability. This has no effect on the equipment’s function, but now when the psion uncarnate is incorporeal, he can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when the character sheds his body, and it returns to corporeality when the character does. The character can change his designations as he desires.
Racial Abilities:
Changeling base land speed is 30 feet.
+2 racial bonus on saving throws against sleep and charm effects: Changelings have slippery minds.
Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect but a minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until he changes shape again. A changeling reverts to his natural form when killed. A true seeing spell reveals his natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Crossbow (Light) | +0 | +1d8 | 19/20 x2 | Piercing |
Crossbow (Heavy) | +1 | +1d10 | 19/20 x2 | Piercing |
Dagger | +0 | +1d4 | 19/20 x2 | Piercing or slashing |
MW Dagger | +1 | +1d4 | 19/20 x2 | Piercing or slashing |
+1 Dagger | +1 | +1d4+1 | 19/20 x2 | Piercing or slashing |
Rapier | +0 | +1d6 | 18-20 x2 | Piercing |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Leather Armour | +2 | +6 | 0 | 10% | 30ft | 15lb |
Slot | Item | Description |
Head | Headband of Intellect +4 | +4 to Intelligence Score |
Face | Item name goes here | Brief item description |
Neck | Psychometabolism Psionatrix | +1 to Psychometabolism Powers |
Shoulders | Cloak of Resistance +3 | +3 to All Saving Throws |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Healing Belt | 3 charges per day, heals 2d8 per charge |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Bolts (10) x3 (Total of 30 bolts)
Backpack
Courtier’s Outfit
Noble’s Outfit
(147gp spent)
MW Dagger
MW Crossbow (Heavy) 350gp
Rapier (20gp)
Healing Belt (750gp)
Psionatrix: Each of these multifaceted crystals is worn as an amulet. Unless noted otherwise, a psionatrix adds a +1 enhancement bonus to the save DC when the wearer uses powers of the discipline to which the psionatrix is keyed - Psionatrix of psychometabolism: Violet light glimmers in this crystal’s heart. Moderate psychometabolism, Price 8,000gp (Half 4,000gp)
Headband of Intellect +4 - +4 to Intellect, will not add to Skill points though, list price 16,000
Cloak of Resistance +3 - +3 to all saving throws, list price 9,000 (Half 4,500)
Items from Quests:
+1 Dagger: +1 to hit and damage dice, can hit incorporeal with 50% miss chance
Discipline: Egoist
Current Power Points: 74 (From High Intelligence)
Current Powers known: 17
Powers Known:
Level 1: DC 17
Conceal Thoughts: You conceal your motives.
Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
Force Screen: Invisible disc provides +4 shield bonus to AC.
Catfall: Instantly save yourself from a fall.
Mind Thrust: Deal 1d10 damage.
Level 2 DC 18
Chameleon: Gain +10 enhancement bonus on Hide checks.
Psychoportive Shelter: Create an extradimensional shelter.
Empathic Transfer: Transfer another's wounds to yourself.
Energy Push: Deal 2d6 damage and knock subject back.
Animal Affinity Psionic: Gain +4 enhancement to one ability.
Level 3 DC 19
Body Adjustment: You heal 1d12 points of damage.
Cerebral Phantasm: Terrifying internal horrors take shape and attack your opponent.
Share Pain, Forced: Unwilling subject takes some of your damage. (DC 20)
Energy Bolt: Deal 5d6 energy damage in 120-ft. line.
Level 4 DC 20
Metamorphosis: Assume shape of creature or object.
Ectoplasmic Swarm: Summon a swarm of crystalline spiders.
Death Urge: Implant a self-destructive compulsion.
Name: Keeva
Personality: Nimble - Quick and dexterous, a nimble psicrystal is the perfect companion in any situation where reaction must follow on the heels of action. If anything, this splinter personality is a little too prone toward seeing potential danger in every shadow.
Size/Type: Diminutive Construct
Hit Dice: 16/16
Initiative: +2
Speed: 30 ft., climb 20 ft.*
Armor Class: 19 (+4 size, +2 Dex*), touch 18, flat-footed 16
Base Attack/Grapple: +0/-17
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Construct traits, hardness 8, psicrystal granted abilities
(Rank 1 & 2: improved evasion, personality, self-propulsion, share powers, sighted, telepathic link; Rank 3 & 4: Deliver Touch Powers; Rank 5 & 6 Telepathic Speech)
Saves: Fort +2; Reflex +3; Will +10
Abilities: Str 1*, Dex 15*, Con 0, Int 9, Wis 10, Cha 10
Skills: Climb +14*, Listen +6, Move Silently +6, Search +2, Spot +6
- With Self-propulsion activated
Bonuses granted to Olivia: +2 to Init
Character History:
Olivia grew up in Avalon. That is pretty much all that is known about her except those that she knows, and trust. Those are few. Olivia is a very secretive person but she is learning the value of trust and honesty. Religion is also becoming part of her life.
Julia is the opposite of Olivia. She has dark hair, almost yellow eyes.
Ryuk is a traveler, and male.