The Divine Mind CS.   Posted by The Professor.Group: 0
The Professor
 GM, 52 posts
Mon 9 Sep 2019
at 22:16
The Divine Mind CS
Character Sheet
The Divine Mind
 Divine Mind, 14 posts
Mon 16 Sep 2019
at 22:45
The Divine Mind CS
If we are going to have character themes, as Divine Mind of Fharlanghn, I take dibs on "It's a Long Road"

https://www.youtube.com/watch?v=9rMUsVq4o_E
The Divine Mind
 Divine Mind, 18 posts
Sun 6 Oct 2019
at 03:29
The Divine Mind CS
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 PC Name : Abenton Tefkas
 Race : Human
 Class : Ectopic Ally Hidden Talent Divine Mind 20
 Level : 20
 Align : True Neutral
 Size : Medium
 Gender : Male
 Height : 1.76 mts
 Weight : 86 kgs
 Age : 25
 Hair : Black
 Eyes : Brown
 Speed : 50 ft land speed/40 ft fly
 HP : 224/224
 XP : 190000/210000
 Next Level : 21
 SHEET UPDATED : October 6th 2019

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 ABILITIES
                                         Final
      Base  Level  Racial  Magic  Misc  Ability / Modifier
            Bonus  Bonus   Item          Score

 STR : 10     --     --     +6     --      16 / +3
 DEX : 14     --     --     +6     +4      24 / +7
 CON : 14     --     --     +6     --      20 / +5
 INT : 12     --     --     +6     --      18 / +4
 WIS : 16     +5     --     +6     +5      32 / +11
 CHA : 08     --     --     +6     -2      12 / +1

 --------------------------------------------------------------------------------
 COMBAT STATISTICS

 BASE ATTACK BONUS
   MELEE         RANGED
   Total: 16     Total: 26
   Base:  15     Base:  15
   STR:   +3     WIS:   11
   Misc:  -2     Misc:  --

 ARMOR CLASS
 AC Total :            32
 AC when Flat-Footed   25
 AC vs Touch Attack    27
 Base:                 10
 Armor:                10
 Natural:              --
 Shield:               --
 Dexterity:            +7
 Size:                 --
 Magic:                --
 Misc.:                +5

 INITIATIVE
 Total:  +13
 DEX:    +7
 Misc.:  +6

 --------------------------------------------------------------------------------
 SAVING THROWS

             Total   Base  Ability    Misc   Magic
 Fortitude  : +33 =   12 +    5    +   11  +   5
 Reflex     : +29 =   6  +    7    +   11  +   5
 Will       : +39 =   12 +   11    +   11  +   5

 --------------------------------------------------------------------------------
 RACIAL TRAITS

Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.



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 FEATS                                      Indicate for level, class, race, etc.

Flaw: Noncombatant
You take a -2 penalty on all melee attack rolls.

Flaw: Pathetic (-2 to Charisma)
Reduce one of your ability scores by 2. (Charisma)

By Flaw: Point Blank Shot [General]
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

By Flaw: Precise Shot [General]
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Human: Psionic Shot [Psionic]
To use this feat, you must expend your psionic focus. Your ranged attack deals +2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

Lvl 1: Rapid Shot [General]
You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

Divine Mind 1: Hidden Talent [General] (Precognition Offensive)
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 you can take psionic feats, metapsionic feats, and psionic item creation feats. If you have or take a class that grants power points, the power points gained from Hidden Talent are added to your total power point reserve.
When you take this feat, choose one 1st-level power from any psionic class list. You know this power (it becomes one of your powers known). You can manifest this power with the power points provided by this feat if you have a Wisdom score of 11 or higher. If you have no psionic class levels, you are considered a 1st-level manifester when manifesting this power. If you have psionic class levels, you can manifest the power at the highest manifester level you have attained. (This is not a manifester level, and it does not add to any manifester levels gained by taking psionic classes.)

Lvl 3: Zen Archery [General]
You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll

Lvl 6: Psionic Meditation [Psionic]
You can take a move action to become psionically focused.

Lvl 9: Practiced Manifester [Psionic]
Your manifester level for the chosen manifesting class increases by four. This benefit can't increase your manifester level higher than your Hit Dice. Even if you cant benefit from the full bonus immediately, however, if you later gain levels of nonmanifesting classes, you might be able to apply the rest of the bonus. For example, a human 5th-level psion/3rd-level fighter who selects this feat would increase his psion manifester level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus, and his psion manifester level would become 9th (since he now has 9 Hit Dice). A character with, two or more manifesting classes (such as a psychic warrior/psion) must choose which class gains the feats effect. This feat does not affect your powers per day or powers known. It only increases your manifester level, which helps you overcome power resistance and increases the duration and other effects of your powers.

Lvl 12: Manyshot [General]
 As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).
Damage reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

Lvl 15: Fell Shot [Psionic]
To use this feat, you must expend your psionic focus. You can resolve your ranged attack as a ranged touch attack.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

Lvl 18: Serenity [General]
Use your Wisdom bonus in place of your Charisma bonus for purposes of divine grace, lay on hands, smite evil, and turn undead.


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 CLASS ABILITIES                                  Indicate current abilities only

Weapon and Armor Proficiency: Divine minds are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Hidden Talent:  You gain the Hidden Talent feat, but with the following modifications. The 1st-level power gained must come from your first mantle's list and the power is manifested using your Wisdom instead of your Charisma.

Ectopic Ally 10/day: You gain the ability to manifest a single type of ectopic construct as an ally to aid you in your cause. You must choose a single type of ectopic construct that represents you and your faith, and this cannot be changed once chosen. You can manifest the astral construct power as a psi-like ability once per day for every two levels. You may sacrifice an additional daily use to augment the power one level per use/day that is sacrificed. The power manifests at your class level.

Psychic Aura (Su) 45ft, 3 active auras: All divine minds know three basic auras: attack, defense, and perception (see below). In addition, your chosen mantle adds a specialized aura to your options. You chose one aura to manifest, and its benefits take effect in a radius around you as given on Table 1—3. Most auras affect either you and your allies or just your enemies. As you become more powerful, your aura spreads to encompass a wider area. If you know multiple mantles, you chose which aura to manifest when you meditate. You can spend an hour in meditation to change your aura.

At 10th level, you can have two auras active at the same time; at 20th level, you can have three active auras.

Attack: You and all allies within your aura gain a +5 morale bonus on attack rolls and damage rolls.
Defense: You and all allies within your aura gain a +5 morale bonus to Armor Class.
Perception: You and all allies within your aura gain a +6 morale bonus on Initiative, Listen, and Spot checks.
Fate: You give your allies insight into the battle being waged around you, allowing them to bend fate to their will. While the aura of fate is active, you and your allies gain a +5 insight bonus on any one d20 roll. Once a particular ally chooses to use her bonus, the aura ends for that ally, but not for any other ally who has not yet used the insight bonus.
Freedom: You and allies within your aura gain a +7 bonus on Escape Artist checks and grapple checks made to resist or escape a grapple.
Time: You give allies within your aura the ability to see just a moment into the future, increasing their reaction time. Anyone affected by your aura gains a +2 bonus on initiative checks and a +1 bonus on Reflex saves. This bonus on initiative checks stacks with the bonus provided by the Time mantle's granted ability.

Divine Grace (Su) with Serenity: Beginning at 4th level, you gain a bonus equal to your Wisdom bonus (if any) on all saving throws.

Change Aura (Ex): At 18th level you can change your aura as a swift action.

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 PRESTIGE CLASS ABILITIES




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 LANGUAGES

 Common
 Undercommon

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 SKILLS                      Fill in skills you have ranks in AND skills that
                             can be used untrained.  Mod is the final score, Rnk
 Sill Point Total:           is the number of ranks attained in the skill, Abl
 Max Class ranks:            is the related Ability Modifier, and Msc is for any
 Max Cross-Class ranks:      miscellaneous bonus from feats, race, synergy, etc.

                                                         Related
       Mod = Rnk Abl Msc  |  Skills:                     Ability  Untrained?
       +36 = 23  +11 +2   |  Autohypnosis                (WIS)       Yes
       +4  =  0  +4  +0   |  Appraise                    (INT)       Yes
       +7  =  0  +7  +0!  |  Balance                     (DEX)       Yes
       +1  =  0  +1  +0   |  Bluff                       (CHA)       Yes
       +3  =  0  +3  +0!  |  Climb                       (STR)       Yes
       +21 = 16  +5  +0   |  Concentration               (CON)       Yes
       +4  =  0  +4  +0   |  *Craft:                     (INT)       Yes
       +?  =  0  +4  +0   |  Decipher Script             (INT)       No
       +1  =  0  +1  +0   |  Diplomacy                   (CHA)       Yes
       +?  =  0  +4  +0   |  Disable Device              (INT)       No
       +1  =  0  +1  +0   |  Disguise                    (CHA)       Yes
       +7  =  0  +7  +0!  |  Escape Artist               (DEX)       Yes
       +4  =  0  +4  +0   |  Forgery                     (INT)       Yes
       +1  =  0  +1  +0   |  Gather Information          (CHA)       Yes
       +?  =  0  +1  +0   |  Handle Animal               (CHA)       No
       +11 =  0  +11 +0   |  Heal                        (WIS)       Yes
       +7  =  0  +7  +0!  |  Hide                        (DEX)       Yes
       +1  =  0  +1  +0   |  Intimidate                  (CHA)       Yes
       +5  =  0  +3  +2!  |  Jump                        (STR)       Yes
       +20 = 14  +4  +2   |  *Knowledge: Psionics        (INT)       No
       +11 =  0  +11 +0   |  Listen                      (WIS)       Yes
       +7  =  0  +7  +0!  |  Move Silently               (DEX)       Yes
       +?  =  0  +7  +0   |  Open Lock                   (DEX)       No
       +1  =  0  +1  +0   |  *Perform:                   (CHA)       Yes
       +?  =  0  +11 +0   |  *Profession:                (WIS)       No
       +20 = 16  +4  +0   |  Psicraft                    (INT)       No
       +7  =  0  +7  +0   |  Ride                        (DEX)       Yes
       +4  =  0  +4  +0   |  Search                      (INT)       Yes
       +11 =  0  +11 +0   |  Sense Motive                (WIS)       Yes
       +?  =  0  +7  +0!  |  Sleight of Hand             (DEX)       No
       +?  =  0  +4  +0   |  Spellcraft                  (INT)       No
       +21 =  0  +11 +10  |  Spot                        (WIS)       Yes
       +11 =  0  +11 +0   |  Survival                    (WIS)       Yes
       +3  =  0  +3  +0!  |  Swim                        (STR)       Yes
       +30 = 23  +7  +0!  |  Tumble                      (DEX)       No
       +?  =  0  +1  +0   |  Use Magic Device            (CHA)       No
       +7  =  0  +7  +0   |  Use Rope                    (DEX)       Yes

 ! = Armor Check Penalty applies (double for Swim)
 * = Requires specialization

+6 morale bonus on Listen and Spot checks when Perception Aura is activated
+7 bonus on Escape Artist checks when Freedom Aura is activated


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 WEAPONS                 ATT is your final attack modifier when using the weapon.
                         Monks should also list bare-handed attacks here.

 NAME : Energy Bow +5 Splitting Seeking
 ATT  : +37
 DMG  : 2d6+8
 CRIT : x3
 RNG  : 110 ft
 WGHT : 3 lb
 TYPE : Force
 SIZE : Medium
 COST : 176600
Energy bow acts as a +5 composite longbow that accommodates a user of any Strength. Although unstrung, it fires arrows of pure magical force that deal 2d6 points of damage. As they are force effects, the arrows do not suffer a miss chance when used against incorporeal creatures.The bow can be used to fire normal or magic arrows, but in such cases the bow does not confer its damage due to force.When drawn, the energy bow sheds light like a torch.

In addition, Hank can use the bow to make power shots.To do so, before making attack rolls, choose a number to subtract from your attack rolls up to Hank’s base attack and add this same number to the damage dealt by the bow with any attack that hits. The penalty on attack rolls and bonus on damage rolls last until Hank’s next turn.

http://archive.wizards.com/def...?x=dnd/ask/20061227a

 NAME : +1 Dagger Spellblade (Greater Dispel Magic)
 ATT  : +14
 DMG  : 1d4+1
 CRIT : 19-20/x2
 RNG  : 10 ft
 WGHT : 1 lb
 TYPE : Piercing or Slashing
 SIZE : Medium
 COST : 8302

The wielder of a spellblade weapon is immune to a single spell chosen at the time the weapon is created. The selected spell must be one that is targeted against the wielder, not one that affects an area or creates an effect. When the wielder is next subjected to the chosen spell, the weapon absorbs it. On his next turn, he can opt to either let the spell drain harmlessly away or direct it at a new target as a free action.

 NAME :
 ATT  :
 DMG  :
 CRIT :
 RNG  :
 WGHT :
 TYPE :
 SIZE :
 COST :


 GRAPPLE BONUS: BAB 15 + STR 0 + SIZE -- = 15

 --------------------------------------------------------------------------------
 PROTECTION

 ARMOR
 NAME : Mithral Reinforced Segmented Chainshirt +5 Ghostward
 TYPE : Light
 AC BONUS : +10
 MAX DEX  : +7
 CHECK PENALTY : 0
 SPELL FAILURE : 10%
 SPEED: 30 ft
 WGHT : 12.5 lbs
 PROPERTIES: +5, +5 to Touch AC
 COST: 38100
Reinforced: Dragon 358 pg 42
Segmented: Dragon 358 pg 42
Ghostward: Magic Item Compendium Pg 11

 SHIELD
 NAME :
 TYPE :
 AC BONUS :
 CHECK PENALTY :
 SPELL FAILURE :
 WGHT :
 PROPERTIES:
 COST:

 --------------------------------------------------------------------------------
 EQUIPMENT          Indicate in notes which item(s) are bonus regional equipment.
                    Don't forget to add weapon, armor, magic items, and treasure
                    weights to total weight carried.

 Item				#	Cost	Weight	Location	Notes

Tome of Understanding +5	1	137500
Manual Quickness of Action +4	1	110000

Third Eye Awareness		1	10000		Face
Vest of Resistance		1	25000	1 lb	Torso
Belt of Magnificience +6	1	200000		Waist
Ring of Sustenance		1	2500		Finger
Boots of Unending Journey	1	4000	1 lb	Feet

Energy Bow +5
Splitting Seeking		1	176600	3 lb	Held
Revelation Crystal Greater	1	5000		Energy Bow

Dagger +1
Spellblade Greater Dispel Magic	1	8302	1 lb	Belt

Mithral Reinforced Segmented
Chainshirt +5 Ghostward		1	38100	12.5 lb	Body
Restful Crystal			1	500		Armor
Greater Crystal of Adaptation	1	3000		Armor

Orange Ioun Stone		1	30000		Floating around head


Handy Haversack			1	2000		Back
Whetstone			1	0,02		Haversack
Bedroll				1	0,1		Haversack
Everburning Torch		3	330		Haversack

Psionic Tattoo Touchsight	1	750
Psionic Tattoo Capacitor	1	1250
Psionic Tattoo Transducer	1	1250




 --------------------------------------------------------------------------------
 MAGIC ITEMS      List items weights, costs, location, number of charges (if any)

Tome of Understanding +5	1	137500
Manual Quickness of Action +4	1	110000

Third Eye Awareness		1	10000		Face
Vest of Resistance		1	25000	1 lb	Torso
Belt of Magnificience +6	1	200000		Waist
Ring of Sustenance		1	2500		Finger
Boots of Unending Journey	1	4000	1 lb	Feet

Energy Bow +5
Splitting Seeking		1	176600	3 lb	Held
Revelation Crystal Greater	1	5000		Energy Bow

Dagger +1
Spellblade Greater Dispel Magic	1	8302	1 lb	Belt

Mithral Reinforced Segmented
Chainshirt +5 Ghostward		1	38100	12.5 lb	Body
Restful Crystal			1	500		Armor
Greater Crystal of Adaptation	1	3000		Armor

Orange Ioun Stone		1	30000		Floating around head

Psionic Tattoo Touchsight	1	750
Psionic Tattoo Capacitor	1	1250
Psionic Tattoo Transducer	1	1250


 --------------------------------------------------------------------------------
 TREASURE                                                      List where carried

 PP:
 GP: 4247
 SP: 8
 CP: 8

 MISC.:

 GEMS:

 --------------------------------------------------------------------------------
 PSIONICS                                 If this is not a spell-casting PC feel
                                          free to cut this section out.  If this
                                          PC casts both arcane and devine spells,
                                          cut and paste tables as needed.

AURAS activated
Attack: You and all allies within your aura gain a +5 morale bonus on attack rolls and damage rolls.
Defense: You and all allies within your aura gain a +5 morale bonus to Armor Class.
Perception: You and all allies within your aura gain a +6 morale bonus on Initiative, Listen, and Spot checks.

AURAS not activated
Fate: You give your allies insight into the battle being waged around you, allowing them to bend fate to their will. While the aura of fate is active, you and your allies gain a +5 insight bonus on any one d20 roll. Once a particular ally chooses to use her bonus, the aura ends for that ally, but not for any other ally who has not yet used the insight bonus.
Freedom: You and allies within your aura gain a +7 bonus on Escape Artist checks and grapple checks made to resist or escape a grapple.
Time: You give allies within your aura the ability to see just a moment into the future, increasing their reaction time. Anyone affected by your aura gains a +2 bonus on initiative checks and a +1 bonus on Reflex saves. This bonus on initiative checks stacks with the bonus provided by the Time mantle's granted ability.

Hidden Talent: 2
Base: 62
Bonus: 115
Total PP: 179


Manifester level 21

 Mantle: Fate
 Granted Power: Once per day, you can expend your psionic focus to add a bonus on one d20 roll equal to your level in the class that allowed you to access this ability.
1)
Precognition, Defensive A: Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive A: Gain +1 insight bonus on your attack rolls.
2)
Clairvoyant Sense: See and hear a distant location.
4)
Remote Viewing: See, hear, and potentially interact with subjects at a distance


 Mantle: Freedom
 Granted Power: While psionically focused, you gain a +10-foot bonus to your speed. You can expend your focus to add your manifester level to a roll made to resist being grappled or to escape from a grapple.

1)
Dimension Hop: Swiftly teleport a short distance.

2)
Hustle: Instantly gain a move action.

4)
Fly, Psionic: You fly at a speed of 60 ft.

5)
Teleport, Psionic: Instantly transports you as far as 100 miles/level.

 Mantle: Time
 Granted Power: You gain a +2 bonus on initiative checks. In addition, once per day, you can expend your psionic focus as an immediate action to delay the onset of one damaging attack or effect. Instead of taking the damage immediately, as normal, you take it 1 round later. If, in the intervening turn, you gain some immunity that would have protected you from the damage, it does not protect you from the delayed damage.
You are subject to the damage as if you had taken it when the blow or effect was struck.

3)
Time Hop: Subject hops forward in time 1 round/level.

6)
Temporal Acceleration: Your time frame accelerates for 1 round.



Psionic Tattoo:

Psionic Tattoo Touchsight (5 minutes)
You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 60 feet. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to make Spot or Listen checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.

Capacitor [C]: This psionic tattoo uses ink made from finely ground and distilled crystal. A capacitor can be linked to a psionic tattoo, or to tattoos linked via a relay. Tattoos linked to a capacitor do not fade away after being tapped provided the capacitor is at full power; otherwise they fade away as normal. Capacitors do not fade away when used. A capacitor recharges at a rate of 1 power point per day and is fully charged when the power points reach the amount needed to manifest the power of the tattoo it is linked to. You start the day with 1 fewer power point per day per capacitor that is charging. Newly scribed tattoos can be attached to an existing capacitor, provided it is not already attached to another tattoo or relay. Capacitors move along with the tattoo they are linked to but instantly fade away if moved off your body. A capacitor takes a single slot and is created as though it were a tattoo of a 3rd-level power. Only manifesters of 7th level or higher can create this tattoo. Capacitors cost more than a standard psionic tattoo because of the special ink involved.

Transducer [T]: This psionic tattoo uses ink made from finely ground and distilled crystal. A transducer can be linked only to a capacitor and it allows you to spend power points to recharge the capacitor. The capacitor can be recharged at a rate of 1 point for every 2 power points spent this way. Newly scribed tattoos can be attached to an existing transducer, provided it is not already attached to another tattoo or relay. A transducer does not fade away when used. Transducers move along with the capacitor they are linked to but instantly fade away if moved off your body. A transducer takes a single slot and is created as though it were a tattoo of a 3rd-level power. Only 7th-level or higher manifesters can create this tattoo. Transducers cost more than a standard psionic tattoo because of the special ink involved.

Ectopic Ally:

9th-Level Astral Construct
Size/Type: Huge Construct
Hit Dice: 19d10+40 (144 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 33 (+25 natural, -2 size), touch 8, flat-footed 33
Base Attack/Grapple: +16/+40
Attack: Slam +30 melee (2d6+18)
Full Attack: 2 slams +30 melee (2d6+18)
Space/Reach: 15 ft./15 ft.
Special Qualities: Blindsight 60 ft, Improved Fly 40 ft (Wings), Muscle (+4 to STR) construct traits, damage reduction 15/magic, darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +6, Will +6

Abilities: Str 47, Dex 11, Con Ř, Int Ř, Wis 11, Cha 10