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09:44, 23rd April 2024 (GMT+0)

Liberty

Liberty, level 1 Human Psion
Age: 10, Height: 5' 0", Weight: 90 lb.
Initiative +1, Perception 18, Insight 18, normal vision

Disciple of Freedom: You gain a +5 feat bonus to checks you make as part of the escape action. In addition, if you are immobilized, slowed, or restrained by an effect that a save can end, you can make a saving throw against that effect at the start of your turn as well as at the end of your turn.

HP 22; Bloodied 11; Surges 7; value: 5
AC 14; Fortitude 11, Reflex 15; Will 15
Speed 6
Power Points: 2
[M] Basic Melee (Standard; At-Will) * Basic Melee
+haha vs. AC; 1dsuck+sucktastic dmg
[M] Force Punch (Standard; At-Will) * Melee 1
+4 vs. Fort; 1d8+4 dmg and push the target and each enemy adjacent to you 1 square.
Augment 1:
As above, but push them wis mod (2) squares instead.
Augment 2:
1d8+6 dmg and you knock the target prone. In addition, you push the target and each enemy adjacent to you 1 square.
[R] Kinetic Trawl (Standard; At-Will) * Ranged 10
+4 vs. Reflex; 1d8+4 dmg and pull the target 1 square.
Augment 1:
Hit: 1d10+4 and you pull the target 2 squares.
Augment 2:
Hit: 2d10+4 and you pull the target 2 squares.
[R] Memory Hole (Standard; At-Will) * Ranged 10

+4 vs. Will; 1d6+4 psychic dmg and you are invisible to the target until the start of your next turn.
Augment 1:
As above, but until the end of your next turn.
Augment 2:
Area Burst 1 in 10
Target: Each creature in burst
2d6+4 psychic dmg and you become invisible to the target until start of your next turn.
[P] Sensing Eye (Minor; At-Will) * Personal
Effect: Choose one square you can see that is within 5 squares of you. Until the end of your next turn, you can determine your line of sight from that square.
[R] Telekinetic Grasp (Minor; At-Will) * Ranged 5
Target: One object that weighs 20 pounds or less and isn’t carried by another creature
Effect: You manipulate the target or move it 5 squares to a square within range.
[C] Thought Projection (Minor; At-Will) * Close burst 5
Target: One or more allies in burst
Effect: You convey either an image or a message of 10 words or fewer to each target.
[R] Far Hand (Minor; Encounter) * Ranged 5
Lift 20 lbs with your mind. And a bunch of nit-picky "keep you from power-gaming with this power" details.
Sustain Minor: Duh.
Feat: You can use this twice per encounter.
[R] Forceful Push (Free; Encounter) * Ranged 10
Target: One creature
You slide the target 1 square, but not into hindering terrain.
Feat: You can use this twice per encounter.
[P] Elan Resilience (Immediate Interrupt; Encounter) * Personal
Effect: Reduce the damage from the triggering attack by your intelligence modifier.
[R] Hand of Caution (Standard; Daily) * Ranged 10
+4 vs. Ref; 2d8+4 force dmg.
Miss: Half dmg.
Effect: Until the end of the encounter, you can use a minor action to push the target 1 square when they're within 5 squares of you. This effect ends if you end your turn adjacent to the target.
[R] Telekinetic Lift (Standard; Daily) * Ranged 10
Slide a 400 lbs target 3 squares any direction. (It target is an enemy, it must be helpless)
Sustain Minor: Duh.

Alignment: Good; Languages: Common, Deep Speech, Abyssal, Telepathy 5 (See Thought Projection)
(* = Trained in that skill)
1 Acrobatics, 4 Arcana, -1 Athletics, 1 Bluff, 1 Diplomacy,
7 Dungeoneering*, 0 Endurance, 3 Heal, 9 Hist*, 6 Insight*, 6 Intimidate*,
2 Nature, 7 Perception*, 4 Religion, 1 Stealth, 1 Streetwise, 1 Thievery
Str 08(-) Dex 13(1) Wis 15(2)
Con 10(0) Int 18(4) Cha 13(1)
Equipment: S.A.K.


Possible Level 3 powers:
Memory Hole (Level 1)



Rituals: None.

Feats:
00) Ritual Caster (Class)
01) Disciple of Freedom (Human)
01) Wild Talent Master
    (Sensing Eye, Telekinetic Grasp, Thought Projection)


Future Feats:
02) Superior Will
 Prerequisite: Wisdom 15 or Charisma 15
 Benefit: You gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level. In addition, if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn’t normally end on a save.
0?) Armor Proficiency: Leather?
02) Elan Heritage?
04) Discipline Adept
    Use Far Hand and Forceful Push twice per encounter.
04)

Background Benefit: Parentage - Cult Raised (Dragon 383)
An abyssal cult purchased you to raise as one of their own, possibly to use as a weapon someday. Did you resist your lessons, or did you only repent later?
Associated Skills: History, Religion
Associated Languages: Abyssal <-- Chose Abyssal


Character description/personality:
Hate. It burns in Liberty with all the ferocity of the hottest flames of the Abyss. This 14-year-old girl who would otherwise be just another peasant girl looking to get married is instead a viscious psychopath with an incredible will to temper her anger to be within reason. Most times anyone looking at her would just see a calm, collected person with perhaps annoyed overtones. But she can very easily wind up giving someone a death glare. Thanks to her past two years in Unity, Liberty is actually a whole lot more forgiving than she used to be and has even learned to tolerate the fact she may see drow once in a while (she still has yet to NOT hate one, though). Liberty made up her mind years ago that she will annihilate the Mind Flayers and every last demon or die trying.

http://rpol.creativelass.net/fcm068.jpg

Combat tactics:
Whether in a team or not, Liberty tends to enjoy weakening her enemy first. This means if thrust into battle, she uses "Dishearten" first thing. Of course, if she has time to sneak up on an enemy, she will use "Far Hand" to set things up nicely for her and then attack with "Dishearten" to open up the fight. All her powers reflect her heavy focus on telekinesis as she has a small arsenal of pushes and pulls for total control of the battlefield.

Character background:
Born as a part of an experiment being composed by a Mind Flayer cult who worshipped demons, Liberty was meant to be a weapon. She spent her infancy and childhood surrounded by frightful things and was often tormented by what githyanki slaves the mind flayers happened to have. The cult taught her to speak in their tongue, but also to speak in the language of the demons they worshipped. Fearful prayers to demons a dozen times a day to keep from being tortured and to send that torture elsewhere eventually became prayers and deeply hateful begging to permit her the ability to torture her keepers. The demons she prayed to could care less, of course, only wishing torment and destruction upon everything, including their worshippers.

The reason she was taken in as a potential weapon was because of her powerful will and psionic potential. Being human also meant her versitility for infiltrating most any culture was more vast than any other race. She was used for slave labor, of course, but the end purpose was to make Liberty a being of hate and destruction.

But her training towards that end was cut short when some brave men from Unity came and rescued her. She didn't know who they were and aided in the defense of her masters, but Unity's men knocked her unconscious, not desiring to harm a child. When she awoke, Liberty was in the city of Unity and given thorough counciling, along with a psionic master who made sure Liberty would have no ill intent to Unity left in her. Thankfully, her hate was directed towards those who brought her up. Liberty will forever keep mental scars, such as masocism and extreme bias towards certain races (Illithid, Githyanki and Drow for instance), but her realisation she is finally free is very quickly making her a patriot for Unity; the antithesis of all she used to know.




Disciple of Freedom
Prerequisite: Charisma 13
Benefit: You gain a +5 feat bonus to checks you make as part of the escape action.
    In addition, if you are immobilized, slowed, or restrained by an effect that a save can end, you can make a saving throw against that effect at the start of your turn as well as at the end of your turn.

Toughness
Diverse Focus

Elan Heritage (PP p142) - You are an elan. Your origin changes to immortal, and you are considered an immortal creature for the purpose of effects that relate to creature origin. You gain Telepathy 5. You can use the elan resistance power.
 Elan Resistance: Immediate Interrupt, Personal. Trigger: You take damage from an attack. Effect: Reduce the attack's damage by your intelligence modifier, (Level 11: 3 + Int mod. Level 21: 6 + Int mod.)

Diverse Focus (PP p142) - Prerequisit: Elan, psion, Discipline Focus class feature. Benefit: Choose and gain a Discipline Focus other than one you already posses. You can use any powers associated with that Discipline Focus as daily powers (instead of encounter).
 Discipline Focus powers:

Superior Will (DnD E; Forgotten Kingdoms p 319) - +2 will. Save throw at start of turn v dazed or stunned, even if not normally ended by a save.

Disciple of Freedom (DnD E; Forgotten Kingdoms p 312) - +5 to escape actions. If immobilized, slowed or restrained, roll save throw vs those effects at the start and end of your turn.

Path of Freedom [Divinity]

Prerequisite: Channel Divinity class feature, must worship a deity of the freedom domain
Benefit: You gain the Channel Divinity power path of freedom.

Power of Freedom [Domain]
Prerequisite: Any divine class, must worship a deity of the freedom domain
Benefit: You gain a +2 feat bonus to Acrobatics checks.
When you use a power associated with this feat and hit one or more enemies with it, you or an ally within 5 squares of you gains a +2 bonus to his or her next saving throw before the start of your next turn.

Feat PowerPath of Freedom
Through your prayer, you remind your friends that they are always truly free.
Encounter      Divine
Minor Action      Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each ally in the burst
Effect: Each target can choose to make an escape attempt against a grab as a free action or to make a saving throw against an immobilizing, restraining, or slowing effect that a save can end.

Martial Freedom
Heroic Tier
Prerequisite: Wis 13, any martial class, trained in Endurance
Benefit: You gain a +5 bonus to saving throws against the slowed and immobilized conditions.

True Freedom
Epic Tier
Prerequisite: 21st level, monk
Benefit: When you are grabbed, you can make an escape attempt as an immediate reaction.

Note:
If I want Avatar of Freedom, I will need to take the following feats:
-Divine Channeler (Multiclass) DP p144
-Path of Freedom (Divinity) DP p113

Possible feats:
AUTOHYPNOSIS
Prerequisite: Any psionic class, trained in Arcana
Benefit: You gain one healing surge.
While you are not bloodied, when you would
make an Endurance check, you can make an Arcana
check instead.

BLOODiED CONCENTRATiON
Prerequisite: Psion
Benefit: While you are bloodied, you gain a +1 bonus to attack rolls using augmented at-will psion attack powers.

HUMAN iNGENUITY
Prerequisite: Human, Psionic Augmentation class feature
Benefit: When you spend an action point to make an extra attack, you regain 1 power point.

POWER CASCADE
Prerequisite: Psion
Benefit: When you hit an enemy with a daily psion attack power, your next attack against that enemy made before the end ofyour next turn using an unaugmented psion attack power deals 1d6 extra force or psychic damage.

PSIONIC SKiLL [AUGMENT]
Prerequisite: Psionic Augmentation class feature
Benefit: Choose any skill. You gain a +2 feat bonus to checks with that skill. When you make a check with that skill, you can spend 1 power point to gain a +3 power bonus to the skill check.
Special: You can take this feat more than once. Each time you take this feat, choose a different skill.

PsioNic TOUGHNESS [AUGMENT]
Prerequisite: Psionic Augmentation class feature
Benefit: When you take this feat, you gain additional hit points. You gain 3 additional hit points at each tier of play (at 1st, 11th, and 21st level). In addition, when you use your second wind, you can spend 1 power point to regain 5 additional hit points. The additional hit points regained increase to 10 at 11th level and 15 at 21st level.

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Dominating Mind (Psion)
Predictive Defense (Psion)
Targeting Force? (Psion)
Pain Doesn't Hurt (Human)

ANCHORiNG PUSH
Prerequisite: 11th level, psion,forceful push power
Benefit: When you use your forceful push, you also slow the target until the end of your next turn.

EMPTY VESSEL
Prerequisite: 11th level
Benefit: The first time you drop to 0 power points during an encounter, you gain a +2 bonus to attack rolls and a +2 bonus to all defenses until the end of your next turn.

PRESCIENT DODGE [AUGMENT]
Prerequisite: 11th level, Psionic Augmentation class feature
Benefit: During each encounter, you gain a +2 bonus to all defenses until the start of your first turn. Whenever you hit an enemy with an unaugmented attack power, you can spend 1 power point to gain a +2 power bonus to all defenses until the start of your next turn.

PsIoNic RUSH [AUGMENT]
Prerequisite: 11th level, Psionic Augmentation class feature
Benefit: When you spend an action point to take an extra action, you can reduce the cost to augment any augmentable power you use during that action by 1 power point.

PSYCHIC WAIL
Prerequisite: 11th level, any psionic class
Benefit: When you reduce an enemy to 0 hit points with a psychic attack, one enemy you can see within 5 squares of the first enemy grants combat advantage to you until the end of your next turn.

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Perfect Recovery (Human)

BOUNDLESS ENTHUSiASM
Prerequisite: 21st level
Benefit: The first time you score a critical hit during an encounter, you regain 2 power points.

HosTiLE MiND
Prerequisite: 21st level
Benefit: When an enemy attack hits your Will, the enemy grants combat advantage to you for the first attack you make against it before the end of your next turn.

LiNGERING FORCE
Prerequisite: 21st level, psion, Telekinesis Focus class feature
Benefit: When you use a Telekinesis Focus power, you gain a +2 bonus to all defenses until the end of your next turn.

PURE MIND
Prerequisite: 21st level
Benefit: You gain resist 10 psychic and a +2 feat bonus to Will.