Maril Graccen

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Maril Graccen

[Maril Graccen]

Strength10+0
Dexterity12+1
Constitution12+1
Intelligence10+0
Wisdom19+4
Charisma8-1


Skills

Autohypnosis 5 (5)
Concentration 7 (8)
Psicraft 6 (6)

Skill trick: swift concentration

Class Features, Feats, and Abilities

LevelClassFeaturesFeats
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.