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Psais

SummaryEdit

Psais Player Fragsie
Deva Invoker (Unaligned) Level 2 (XP 1797)
Initiative +1
Passive Insight 15 Passive Perception 17; Senses Normal
HP 30 Bloodied 15 Surge Value 7; Surges Per-Day 9
AC 17 Fortitude 15 Reflex 14 Will 16
Resist [Necrotic 6] [Radiant 6]
Speed 6 Size Medium
Str 8(-1) Dex 10(+0) Wis 19(+4)
Con 16(+3) Int 15(+2) Cha 11(+0)
Racial Abilities Astral Majesty, Astral Resistance, Immortal Origin, Memory of a Thousand Lifetimes
Class Features Channel Divinity, Divine Covenant, Ritual Casting
Battack Basic Attack - Quarterstaff(Magic Staff) +2 vs. AC; 1d8 - 1 damage
Branged Ranged Basic Attack - Avenging Light +6 vs. Fortitude; 1d10 + 5 radiant damage; if a bloodied ally is adjacent + 3 radiant damage.
Feats Ritual Caster, Spirit Talker, Linguist
Skills Acrobatics +0 Arcana +8 Athletics -1, Endurance +3, History +10, Intimidate +6, Nature+ 10, Perception +7, Religion +10, Stealth +0, Thievery +0
Languages Abyssal, Allarian, Draconic, Elven, Supernal, Tsugo
Rituals Hand of Fate, Secret Page
Powers
Avenging Light (At Will Standard Ranged 10 ✦ Divine, Implement, Radiant)
Target: One creature
Attack: +6 vs. Fort
Hit: 1d10 + 5 radiant damage; if a bloodied ally is adjacent to the target, the attack deals an extra 3 radiant damage.
Special: You can use this power as a Ranged Basic Attack.
Grasping Shards (At Will Standard Area burst 1 within 10 ✦ Divine, Implement, Radiant)
Target: Each creature in burst
Attack: +6 vs. Fort
Hit: 4 radiant damage; and the target is slowed until the end of your next turn.
Call Spirit Companion (At Will Standard Close burst 20 ✦ Conjuration, Primal)
Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit 6 squares. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 or higher, the spirit disappears, and you take 5 damage. Otherwise, the spirit is unaffected by the attack.
Memory of a Thousand Lifetimes (Encounter No Action Personal )
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result.
Effect: You add 1d6 to the triggering roll.
Channel Divinity: Rebuke Undead (Encounter Standard Close blast 5 ✦ Divine, Implement, Radiant)
Target: Each undead creature in blast.
Attack: +6 vs. Will
Hit: 1d10 + 5 radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
Miss: Half damage.
Channel Divinity: Armour of Wrath (Encounter Immediate Reaction Close burst 5 ✦ Divine, Radiant)
Target: The triggering creature in burst
Trigger: An enemy within 5 squares of you hits you.
Effect: The target takes 3 radiant damage, and you push the target 2 squares.
Raven's Claw(Spirit Fangs) (Encounter Opportunity Action Melee spirit 1 ✦ Implement, Primal, Spirit)
Target: The triggering enemy
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting.
Attack: +5 vs. Ref
Hit: 1d10 + 4 damage
Thunder of Judgement (Encounter Standard Ranged 10 ✦ Divine, Implement, Thunder)
Target: One, two, or three creatures
Attack: +6 vs. Fort
Hit: 1d6 + 5 thunder damage, or 2d6 + 5 thunder damage if you target only one creature. In addition, the target is dazed until the end of your next turn; and you push the target 3 squares.
Shroud of Awe (Encounter Minor Personal ✦ Divine)
Effect: You can speak with a thunderous voice that allows creatures within 500ft of you to hear you clearly. Before the end of your turn, you gain a +3 power bonus to your next intimidate check.
The Lady's Aid(Speak With Spirits) (Daily Minor Personal ✦ Primal)
Effect: During this turn, you gain a +4 bonus to your next skill check.
Invocation of Ice and Fire (Daily Standard Close blast 5 ✦ Cold, Divine, Fire, Implement, Zone)
Target: Each creature in blast
Attack: +6 vs. Ref
Hit: 2d6 + 5 cold and fire damage.
Effect: The blast creates a zone of flaming hail that lasts until the end of your next turn. Any creature that starts its turn within the zone takes 5 cold and fire damage.
Item: Staff of the Warmage (Daily Free )
Effect: Use this power when using a power that has a blast or a burst effect. Increase the size of the blast or the burst by 1.



FluffEdit

BackgroundEdit

A thousand miles across the Shifting Seas, in a city that struggles to rebuild itself from the ruins of a once vast and powerful empire; a hidden temple reverberates with the chanting of a hundred loyal followers. Their many voices are filled with awe that they have lived to see this day, and hope that their deeds today will turn the tide in the battle against the darkness.

For millennia the vaulted ceiling above has been home to an untold number of ravens; filling the temple with their caws and barks, but today the dark birds are silent, as though they know what is about to happen.

The chanting quietens as the High Priestess appears, garbed in many layers of dark silks and feathers, a half mask obsures her face. She moves through the crowd affording small glances of respect for those that she knows and looks of appraisal for those that she does not (for that is the way of their church, even one such as she does not know everyone under her guidance). When she reaches the alter, the graceful woman turns and addresses the assembled faithful, an enormous statue of a winged goddess at her back:

"Long have we waited, long have we listened, long have we adhered to Our Lady's tenet; to maintain the balance of the world through the giving and taking of knowledge alone. Only once in all the ages that we have watched, have we raised our hands in action; when the balance was threatened so much that the guardians of the Glass Tower spoke the words of summoning entrusted to them at the beginning of time. For years now the balance has faltered; and we had thought the guardians lost when the Tower fell, but we were wrong. From across the sea a decendant of that order has returned to us!"

The High Priestess gestures to one of the hooded figures in the crowd, he steps forward and approaches the statue. The Priestess and all assembled kneel as the figure raises his arms in worship;

"As the world falls into disharmony, and the very essesnce of life is threatened. I call upon our Lady of Secrets to send to us her child.
One who will; by his every deed, change what is written and make the future unknown.
One who can; by his every word, change the fate of the world.
As we watch and listen, so he will act and speak."

The stone statue stirs, gasps fill the chamber as the colossus bends down so her ear is at the hight of the mans mouth. Nervously; but surely, he whispers the ancient words handed down through his family to the statue. There is a brilliant flash of light, and all in the chamber are momentarily blinded. When their vision clears the statue has returned to it's previous position, and stood before the alter with a nimbus of light still clinging to him, is a naked man; his purple skin is adorned with divine markings, and the pure white orbs that are his eyes look out across the room, He speaks with a voice that is quiet, but strong, and no one in the room misses a word that is spoken.

"I am Psais; child of the Elysian Raven, Hand of Fate. It has been countless centuries since I last walked in the mortal realm, and I have forgotten much of what knew then. But my mother; your Lady has told me where I must go to learn. She said to you; her flock of ravens, 'you have suffered greatly in the past years, but you must grow strong; for soon will come a time when the whole world teeters on the brink of destruction, and you will be needed. You must spread your wings, fly to those places where you have no ears to listen, or eyes to watch, for we no not where or when this threat will come.' I will return with he who summoned me; across the seas, there i will relearn what I have forgotten, and help to spread our influence in the new lands."


Psais soon travelled to Daunton with Ambassador Glasston; son of the eminent Lady Glasston, and his new fiancee Madame Ormous who the Screamer have fondly nick-named 'Madame Feathers'. He has lodgings at Glasston Manor.

DescriptionEdit

Psais is six feet tall with an average build, his skin is a vivid shade of purple adorned with divine glyphs of bright blue, one of which resembles a raven in flight. You would think that with such an outlandish appearance he would stand out from the crowd; but this could not be further from the truth. When he is silent he is barely noticeable, as though ones mind simply skips over the fact that he is there. When he speaks however, his quiet, purposeful voice holds the attention of all who listen. Those who are sensitive to the influence of the gods hear their will in his words, and see their watchful gaze in his eyes. Psais is a watchful person; he takes in all that he sees and hears, often hesitant to act, for he knows that the outcome of his actions cannot be predicted. But when he is moved to act, he does so with determination; and if heaven forbid he is moved to anger, one could feel the wrath of the gods flowing through him.

HooksEdit

  • Psais is a member of The Whispering Ravens. But he is not bound by their code of no action.
  • Psais is the son of the Elysian Raven; the (supposed) true form of Merkari, divine blood flows through his veins. This is something that if certain people learned of they would covet.
  • Psais' actions are free from prophecy, his deeds in the world can set it on a new path, or derail it from a path it was set upon.
  • Psais' divine mother speaks to him through a spirit avatar that is bound to his soul; the raven that shares his essence works with him (most times), but not for him. (read: DMs feel free to dictate his spirit companions actions)

KickerEdit

  • Psais is as yet unsure of his purpose in the world. He knows that he is here to restore the balance; to restore the many fallen civilisations to greatness. But how to go about that? He must learn how to fight the evils that beset the world, and learn about the people who fight beside him.



Wish List Edit

  1. *Received* Magic Armour +1
  2. Amulet of Mental Resolve (lvl 2; Adventurers Vault -148)
  3. *Received* Staff of the War Mage (lvl 3; PHB -242)
  4. Tattoo of Vengeance (lvl 5; Adventurers Vault 2 -85)
  5. Summoned Armour (lvl 6; Adventurers Vault -53)

Adventuring CareerEdit


Travelling Companions, Past & PresentEdit

MathEdit

Ability Scores Edit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 8 0 0 8 -1
Con 9 16 0 0 16 3
Dex 0 10 0 0 10 0
Int 3 13 2 0 15 2
Wis 12 17 2 0 19 4
Cha 1 11 0 0 11 0
Totals 25   8



Attacks Edit

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

-1

str 2Quarterstaff(Magic Staff)12AC
Basic Ranged

4

wisAvenging Light1Staff of the Warmage +116Fortitude


Defenses Edit

Astral Majesty: +1 to all defences against attacks made by bloodied foes.


Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 0/+2 dex/int 4 Hide Armour +1 1 17
Fortitude-1/+3str/con11 15
Reflex0/+2dex/int1 1 14
Will+4/0wis/cha1 1 16


Saving Throw Bonuses none

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 0 1 0 1
Passive Insight 4 0 0 0 0 0 0 0 1 0 15
Passive Perception 4 0 0 0 2 Background: Heretic 0 0 1 0 17


Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 10 16 4 0 0 0 0 30 15 7


Surges per Day 9 (Class 6 + Con 3)

Speed and Movement Edit

Speed: 6 (Race 6 - Equipment 0)

Racial Features Edit

Deva

  • Astral Majesty - +1 to all defences against attacks made by bloodied foes.
  • Astral Resistance - resist necrotic and radiant equal to 5 + 1/2 level (6).
  • Memory of a Thousand Lifetimes
  • +2 History, +2 Religion
  • +2 Intelligence, +2 Wisdom
  • Size: Medium
  • Speed: 6
  • Vision: Normal
  • Languages: Common + any 2

Class Features Edit

Invoker

  • +1 Fortitude, +1 Reflex, +1 Will
  • Divine Covenant: Covenant of Wrath - When you use a divine encounter or daily attack power on your turn, you gain a bonus to the damage roll equal to 1 for each enemy you attack with the power.
    Channel Divinity: Armour of Wrath
  • Channel Divinity: Rebuke Undead
  • Ritual Casting

Feats Edit

Skills and Languages Edit

Languages Abyssal, Allarian, Draconic, Elven, Supernal, Tsugo
Backround Heretic (Divine Power) - +2 Perception


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics0dex-1Hide Armour10
Arcana 5 2 int 1 8
Athletics-1str-1Hide Armour1-1
Bluff0cha11
Diplomacy0cha11
Dungeoneering4wis15
Endurance3con-1Hide Armour13
Heal4wis15
History52int2110
Insight4wis15
Intimidate50cha16
Nature54wis110
Perception4wis2Background17
Religion52int2110
Stealth0dex-1Hide Armour10
Streetwise0cha11
Thievery0dex-1Hide Armour10



Powers Edit

Powers KnownEdit

Powers to Hit Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Avenging Light +4 Wis 1 Staff of the Warmage +1 0 0 1 6 Fort
Grasping Shards +4 Wis 1 Staff of the Warmage +1 0 0 1 6 Fort
Channel Divinity: Rebuke Undead +4 Wis 1 Staff of the Warmage +1 0 0 1 6 Will
Channel Divinity: Armour of Wrath +4 Wis 1 Staff of the Warmage +1 0 0 1 6 Will
Spirit Fangs +4 Wis 1 Staff of the Warmage +1 0 0 1 6 Ref
Thunder of Judgement +4 Wis 1 Staff of the Warmage +1 0 0 1 6 Fort
Invocation of Ice and Fire +4 Wis 1 Staff of the Warmage +1 0 0 1 6 Ref


Equipment Edit

Equipment Name Price Weight
Hide Armour +1 360gp 25lbs
Fine Clothing 30gp 6lbs
Ritual Components 100gp
Standard Adventurer's Kit 15gp 33lbs
Staff of the Warmage +1 680gp 4lbs
Ritual Book feature 3lbs
Potion of Healing 50gp


Gold remaining 161 gp
Weight 71 lbs


RitualsEdit

Ritual Name . Lvl . Key Skill . Component Cost . Price
Hand of Fate 4 Religion 70gp feature
Secret Page 1 Arcana 10gp feature


5 / 128 pages

Tracking Edit

Treasure Edit

  • [Staff of the Warmage +1]: +1 attack & damage rolls; Crit: +1d6; (Daily): Free Action. Use this power when using a power that has a blast or a burst effect. Increase the size of the blast or the burst by 1.
  • 284 time gp awarded here
  • +1 Hide Armour awarded here
  • Quarterstaff sold for 1gp.
  • Hide Armour sold for 6gp.
  • Bought 80gp of ritual components.
  • Bought a potion of healing.

XP Edit

Changes Edit

  • 17/01/10 - Added Staff of the Warmage.
  • 31/05/10 - Added Hide Armour +1, increased 1/2 level bonuses to 1, increased HP, retrained Insight for Intimidate, added "Shroud of Awe" utility power, added the Linguist feat.

Judge Comments Edit

Level 1 Edit

Approval 1 Edit

Fragsie, your attributes start at 10, 10, 10, 10, 10, 8 and go up. They are not allowed to go down from there. So you can have ONE ability score lower than 10, but the rest must be above that. You cannot "gain" attribute purchasing points by lowering a 10 to a 9 or below (or an 8 to below 8). Please fix this and resubmit so that I can continue approving your character!

I can see that you made the updates both H.M. and I made suggestions on. Awesome backstory. I look forward to seeing Psais in action! 1 approval from Kalidrev.

Approval 2 Edit

Approved by--- H.M.Gimlord

Level 2 Edit

Approval 1 Edit

  • You should probably list the bonuses for the skills in the summary. This is minor.

Approved by ScorpiusRisk

Approval 2 Edit

Approval from TwoHeadsBarking:

  • Summary/Attacks: You're still missing the +1 to attack and damage rolls on your MBA from the staff.

Minor, so approved.


Status Edit

Approved for level 2 by ScorpiusRisk and TwoHeadsBarking

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