Maril Graccen
Maril Graccen
Strength | 10 | +0 |
---|---|---|
Dexterity | 12 | +1 |
Constitution | 12 | +1 |
Intelligence | 10 | +0 |
Wisdom | 19 | +4 |
Charisma | 8 | -1 |
Skills
- Autohypnosis 5 (5)
- Concentration 7 (8)
- Psicraft 6 (6)
Skill trick: swift concentration
Class Features, Feats, and Abilities
Level | Class | Features | Feats |
---|---|---|---|
1 | Ardent | Primary Mantle 1: Creation Primary Mantle 2: Freedom | Level 1: Monastic Training: Ardent Human: Hidden Talent (Inertial Armour) |
2 | Monk (martial variant) | Improved Unarmed Strike Flurry of Blows Wisdom bonus to AC Monk Unarmed Damage Progression | Monk 1: Intuitive Attack |
3 | Ardent | Secondary Mantle 1: Guardian | Level 3: Tashalatora |
4 | Ardent |
Martial Monk variant
- Source: Dragon
- -2 skills/level
- May pick fighter bonus feats she qualifies for as her monk bonus feats
Monastic Training: Ardent
- May resume taking levels in the monk class after taking levels in the ardent class
Hidden Talent
- Must be taken at first level
- Grants knowledge of a power chosen from any list
- +2 power points
Intuitive Strike
- Needs BAB +1, good alignment
- Fighter bonus feat
- Add wisdom modifier instead of strength modifier to unarmed attacks or attacks with simple weapons.
Tashalatora
- Needs: Monastic Training, Autohypnosis 5 ranks, Concentration 5 ranks
- Character improves unarmed damage, AC bonus, and flurry of blows as if she was a monk when she takes levels in a class she has the monastic training feat for
Creation Mantle
- Grants one Ectopic Form Feat
- Ectopic Form (Amber Tunneler)
- Amber Tunneler astral constructs have burrow speed equal to their move speed
Freedom Mantle
- +10 foot movement speed while psionically focused
Guardian Mantle
- Granted Ability: You can expend your psionic focus as an immediate action to take the damage dealt to an adjacent ally by a single melee attack. You must declare the use of this ability after you know the result of the attack roll against your ally, but before damage is rolled.
Psionic Mantles
(approved)
Creation Mantle:
- 1 Astral Construct
- 1 Minor Creation
- 2 Amethyst Burst (Creates an amethyst that explodes)
- 3 Ectoplasmic Cocoon (Creates a cocoon around an enemy)
- 4 Fabricate
- 5 Major Creation
- 5 Hail of Crystals (Creates a better exploding crystal)
- 6 Fabricate, Greater Psionic
- 8 Astral Seed (Creates a new body if the old one dies)
- 9 True Creation
Conflict Mantle:
- 1 Metaphysical Weapon
- 1 Prescience, Offensive
- 2 Psionic Lion's Charge
- 3 Dimension Slide
- 4 Immovability
- 4 Shism (at conflict with yourself? This one is somewhat reaching)
- 5 Psychic Crush
- 5 Graft Weapon
- 6 Contingency, Psionic (Prepared for conflict. More reaching. Conflict is *hard*)
- 8 Spirit of War
Freedom Mantle:
- 1 Dimension Hop
- 2 Hustle
- 3 Time Hop (Escape a hazard with limited duration)
- 4 Fly, Psionic
- 5 Freedom of Movement, Psionic
- 5 Teleport, Psionic
- 6 Evade Burst
- 6 Inconstant Location (In keeping with the mobility theme, this is more teleporting around)
- 8 Teleport, Psionic Greater
- 9 Reality Revision (Not sure about this one. It's Wish, Psionic. As such, it grants Freedom from the laws of the world and follows the travel theme with its "move someone anywhere mode")
Guardian Mantle:
- 1 Deaden Blow
- 1 Thicken Skin
- 1 Vigor(More tanking! MORE!)
- 2 Damp Power
- 3 Dispel Psionics
- 4 Wall of Ectoplasm
- 5 Protection from Psionics
- 6 Mind over Energy
- 7 Energy Conversion (More protection from energy)
- 8 Iron Body, Psionic
Fate Mantle:
- 1 Precognition, Defensive
- 1 Precognition, Offensive
- 2 Clairvoyant Sense
- 4 Remote Viewing
- 4 Fate Link (See name)
- 5 Second Chance (tweak fate for better luck)
- 6 Precognition
- 7 Fate of One
- 8 Moment of Prescience (see the fated future and prevent it)
- 9 Metafaculty
Force Mantle:
- 1 Force Screen
- 1 Deflection Field
- 1 Inertial Armor (protective forcefield)
- 2 Concussion Blast
- 3 Telekinetic Force
- 3 Telekinetic Thrust (More violent telekinesis)
- 3 Ethereal Volley
- 4 Telekinetic Maneuver
- 6 Concussive Detonation
- 8 Telekinetic Sphere, Psionic
Physical Power Mantle:
- 1 Adrenaline Boost
- 1 Vigor
- 1 Claws of the Beast (improves the body's arsenal)
- 2 Animal Affinity
- 3 Graft Weapon
- 4 Metamorphosis (the penultimate in boosting physical power)
- 5 Psychofeedback
- 7 Oak Body
- 8 True Metabolism
- 9 Metamorphosis, Greater (the ultimate in boosting physical power)
Powers Known
Level 1
Inertial Armour
- +4 armor bonus
- cost: 1pp
- duration: 1h/level
- augment: +1 armor bonus per 2 additional pp spent
- can be invisible or glow, player's choice
Vigor
- grants 5 temporary hp
- cost: 1pp
- duration: 1min/level
- augment: +5 temporary hp per additional pp spent
Astral Construct
- creates an astral construct[1]
- cost: 1pp
- duration: 1round/level
- augment: construct level increases by 1 for every additional 2pp spent
Dimension Hop
- teleport 10 feet line of sight
- swift action to manifest
- cost: 1pp
- duration: instant
- augment: +5 feet per additional 1pp spent
Level 2
Amethyst Burst
- Range: 25 feet +5 feet/lvl/2
- Radius: 20 foot burst
- Saving throw: Reflex half
- SR: no
- Cost: 3pp
- damage: 2d6
- augment: 2pp for +1d6 damage +1 save DC
Background
Maril grew up as the daughter of a jeweller in [average Brelan city]. Her elder brother, Regar Graccen, is poised to take over the family trade once her father retires. This iss fine with Maril, since she doesn't really have the patience to sit still all day and cut lenses or polish gemstones.
Seeing herself destined for a more energetic lifestyle, she became fascinated with the graceful, acrobatic fighting styles of the local monks. She joined the cloister as a novice, expecting to soon pull off similar superhuman feats by blending their teachings with her own budding psionic powers.
She found herself less than enamoured with the strict discipline and the rigours of physical training required to attain such abilities.
After shirking her exercises one too many times in favour of exploring the cloister's archives, it was strongly suggested to her that she should consider a different career choice. Her father took her expulsion as a sign that he should take a firmer hand in the life of his now nineteen year old daughter, and he arranged a marriage with a minor scion of a Dragonmarked house.
Horrified by the idea, Maril searched for a way to talk him out of it. When it came to making her father back down, one person sprang to mind immediately: her grandfather. People tended to avoid arguing much with powerful wizards. Her own memories of him were a little unclear, since she had last seen him when she was eight. She mostly remembered him as a weird-smelling old man in gaudy robes who always had the most amazing toys when he appeared out of thin air unannounced – which didn't happen frequently. Clearly, she had to visit him and talk some sense into her father.
Maril saw the fact that gramps lived over in remote Salona as an opportunity to get lost, rather than get hitched. She would only have to save up enough money to pay for the journey overseas. Since she was reasonably fit, she decided to seek employment as a mercenary and fight in the War. Its sudden end put a bit of a damper on that plan, though. Fortunately, it seemed as if there was good money in the adventuring business, too.
Description
Maril has short brown hair that reaches about halfway down her neck. She is athletically built, but not overly so. She has sapphire-coloured eyes and tends to dress for easy movement.