Mem and Es (The Toy Taker)
[sblock=Introduction]
The Toy Taker
There are many stories made for children. Some are witty and teach moral lessons while others, with beautiful princesses and magical kingdoms, are best saved till bedtime, when one is tucked in and half asleep, awaiting a way to stay awake.
But there are some stories, though very few of these are left, which are still told and passed down from grandparents to grandchildren to warn us. These stories are always the most interesting. They are the ones that keep your eyes open even when they are heavy. This is one of those stories. It is the story of a girl called Mem.
Mem And The Toy Taker.
[sblock=Into II]
She boasts no sword. But reaches down with two/
Fingers, touches her empty sheath and draws/
I hear the ringing of metal, see the/
Light, but cannot move. Her fingertips
Blush, like the sun, like the moon, like the stars/
She traces a line in the air somehow/
I know it cannot be real, it cannot/
Be true. But I swear I see it/
The treasure of my youth, a simple toy/
You might say. But it would still break my heart/
Taken from my hands, plucked from my breast/
[/sblock][/sblock]
Mem and an Uncrafted Astral Construct
[sblock=Mem Mechanics]
[sblock=Mechanics]
Mem
Female,
Half-Giant/
Elan
Medium Aberration/Giant(Psionic)
1Rogue/
Psion Erudite9
Lawful Neutral
Height: 9’0
Weight: 400lbs
Statistics
STR...20 [+5]…[18, +2 racial]
DEX...16 [+3]…[14, -2 racial+4 cat’s grace]
CON...17 [+3]…[15, +2 racial]
INT....22 [+6]…[20+2 level]
WIS...13 [+1]
CHA...14 [+2]…[16,-2 racial]
Hit Points58 [(6+3)(+22)
AC 13 [Base 10 +3 dex-1 aggressive+1haste]
Initiative: +7 [+2 aggressive+3dex+2nimble psi-crystal]
BAB+4 Grap:+12 (4BAB+3str+4size+1haste)
Speed: 60 [30+30 haste]
Power Points 108 [33+72+3]
Saves
Fort 6 [+3 +3]
Ref 7 [+3+3]+1 haste
Will 7 [+6+1]
Combat modifiers: From Es at will abilities
Haste
Cat’s grace +4 Dex
Entropic shield
Personality: Aggressive +2 Initiative -1AC
[sblock=Feats/Flaws]
Flaws
Insomnia
Brash
•[bonus from flaw] OVERCHANNEL
•[bonus from flaw]Resculpt Mind
[Resculpt Mind]•[Quicken Power]
1•Spellfire Wielder[sblock=spellfire wielder]
Mem's body is equivalent to a rod of absorbtion. ie her body acts as the item "rod of aborbtion"
Maximum Levels stored = Consitution score. (ie 17)
Spell fire (stored levels) can be released as damage = to 1d6 per level stored (released as touch attack ray, reflex dc 20 for 1/2 damage. Half damage is normal fire 1/2 dam and 1/2 is Spellfire and there is no fire resistence vs it.
Healing = to 2hp per level stored. [/sblock]
[1,5 Psion Erudite][Resculpt MindIII]/9/•Infused Construction
Metapsionic cap for Mem = manifester level + 12 for purposes of manifesting astral constructs.
3•Boost Construct
6•Enhanced Construction[/sblock]
[sblock=Skills]
Skills 128 (56+72)
Autohypnosis (Wis) 16 [13+1+2]
Bluff (Cha) 17 [5+10 [infusion]+2]
Concentration (Int) 19 [13+6]
Craft (sculpt) (Int) 18 [10+6+2 tools]
Diplomacy (Cha) 17 [11+2+2knowledge+2bluff]
DISABLE DEVICE (INT) 20 [12+6+2tools]
Intimidate (Cha) 17 [+9+2+4large+2bluff]
Knowledge (Int)
• Psionics 13[5+6+2] (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
• Architecture and engineering 11 [5+6] (buildings, aqueducts, bridges, fortifications)
• Local 11 [5+6] (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
• Nobility and royalty 11 [5+6] (lineages, heraldry, family trees, mottoes, personalities)
SEARCH (Int) 22 [12+6+2knowlege] Elf sight +2 bonus on Search and Spot checks. Mem is able to notice secret or concealed doors by merely passing within 5 feet of one, getting to make a Search check as if she were actively looking for it.
Psi Craft(Int) 21 [13+6+2knowledge]
Use Magic Device (Cha) 16 [10+6]
[/sblock]
[sblock=Infusions and Exp]
Power
Conceal thoughts 9th 500 XP
Detect psionics 9th 500 XP
Elfsight 11th 1,000 XP
Psionic tongues 11th 1,000 XP
Xp for Half Giant level adjustment 5000
Xp for items 1892
Xp for
incarnate 3000
Xp for
Psychic Reformation of feats 100
XP 45008[/sblock]
[sblock=Rogue]
•Weapon and Armor Proficiency: all simple weapons, plus the hand crossbow, rapier, sap, short-bow, and short sword. Light armor, but not with shields.
Sneak Attack 1d6
Trapfinding
Disable Device[/sblock]
[sblock=Erudite]
Erudite 9th level (11th when Overchannelling)
Psicrystal Affinity
Bonus Feats Level 1 and 5
Learn Any Disicpline Power
Power Points 108 [33bonus+72class+3race]
Psi Crystal in shape of a slow winding Crystal Unicorn Horn
Diminutive Construct
Hit Dice: 10 (hp 29)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft
Armor Class: 18 (+4 size, +4 Dex*+4 touch 16, flat-footed 14
Base Attack/Grapple: +0/-17
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Construct traits, hardness 8, psicrystal granted abilities
(improved evasion, personality, self-propulsion, share powers,
sighted, telepathic link)
Saves: As master’s saves
Abilities: Str 1*, Dex 19*, Con Ø, Int 10Wis 10, Cha 10
Skills: Climb +16*, Listen +6, Move Silently +8, Search +4, Spot +6
Feats: Alertness
Natural Armor Adj. +4(Ex), +4,Intelligence Adj. (Ex): +4Alertness (Ex) Owner gains the Alertness feat, Improved Evasion (Ex), Personality (Ex) Nimble +2 bonus on Initiative checks,
Self-Propulsion (Su), Share Powers (Su), Sighted (Ex) 40',Telepathic Link (Su) 1 mile
Deliver Touch Powers (Su), Telepathic Speech (Ex), 30 Flight (Su)50 feet (poor).
Power Resistance (Ex): Pr15 (level +5)
Unique Powers Per day 5 (ie the number of powers Mem can use each day. Much like a sorcerer the total list might be large but only 5 different powers are allowed per day.)
[/sblock]
[sblock=Powers]
Again as per Psionics is the same as Magic rule we are using, homebrew that Mem can use her erudite abilites to learn from magic sources (Cog you said you are still brushing up on psionics) otherwise she will have no way to learn new powers.
[sblock=Steelsteal]
Steelsteal
Es does not know this but whenever Es is out of Mem's physical view, Mem steelsteals into Es' Right Rapier hand. Mem commands her not to recall this information. Thus, Mem may cast spells as personal on the rapier, but effects affect Es since Es' rapier is really part of Es' body.
Es does not know this is the case. Es believe her magical gloves and crystal unicorn horn dagger communicate telepathically with her, telling her about traps, enhancing her abilites etc.
When using Steelsteal, Mem keeps her body in a greater stasis cocoon in one of the 900 underground cells of the Citadel, tethered to a 8hd Tether-hound. These special individual underground cells are located 20' below the lowest floor of the Citadel. Each cell is 20 by 20 and with no doors or openings can usually only be reached by teleport or similar means.
The Mem changes cocoons once every 8 hours, teleporting back and forth, using Es's crystal unicorn dagger (psi crystal) as a base for location. 4 hours meditation as Elan for the Tether group of powers. After manifested, another 4 hours of meditation for the powers listed here 1 thru 5.
Thus Mem only allows Es to leave her presence once every 12 hours, and under normal circumstances Es must return home to the Citadel after 8 hours.[/sblock]
Though Mem is not limited until she actually manifests a power, her usual picks include
1) Steelsteal(5th)
2) Greater Metaphysical body(5th) (On both Es' Rapier hands)
3) Empathetic Transfer (2nd)
4) Astral Construct(1st)
5) Expansion(1st)
List of all Powers
Powers
1st
Astral Construct,
Grease,
Call Weaponry,
Compression,
Conceal Thoughts,
Detect Secret Doors,
Detect Psionics,
Detect teleportation, Detect Snares and Pits,
Dimensional Pocket,
Call to mind,
Grip of Iron,
Comprehend Languages,
Control Flames,
Ecto Protection,
Expansion,
Metaphysical Weapon
2nd
Animal Affinity,
Body Adjustment,
Channel Power,
Dimension Slip, Quick
Find Traps,
Feat Leech Psionic Knock ,
Psionic Repair Damage,
Read Thoughts,
Damp Power,
Energy Adaptation Specified,
Hustle,
Dimensional Swap,
Body Purification,
Stygian Erasure,
Delay Poison,
Empathetic Transfer,
Psionic Lock,
Skill Knowledge,
Sense Link, Forced,
Targeted Mind
3rd
Dimensional Slide,
Empathetic Feedback,
Empathic Conduit
Dispel Psionics,
, Body Purification,
Ectoplasmic Form,
Stasis Cocoon,Create Tether Hound,Greater Stasis Cocoon
Eradicate Invisibility,
Microkinesis Telekinetic Thrust,
TelekineticForce,
Telekinetic ManeuverTouch,
Touch Sight,
Time Hop,
Vehemence
4th
Crystal LodgeDimensional Anchor,
Dominate, Detect remote viewing, Energy Adaptation, Fly, Freedom of Movement,
Greater Skill Knowledge,
Psychic Reformation, Remote Viewing, Schism, Mind Probe, Mind Thieving, Telekinetic Maneuver,Trace Teleport
5th
Adapt Body Change Fate
Catapsi,
Dimensional Strike, Empower Weapon(Complete Psi Handbook):Store a power in your weapon max pp=manifester level-4 (5pp for Mem).
Improved Body Adjustment ,
Incarnate, Immovability,
Greater Biofeedback,
Greater Metaphysical Body,
Major Creation,
Restore Extremity, Psionic Revivify,
Fiery Discorporation,
Second Chance, Plane Shift, True Seeing,
Steelsteal,
Teleport,
Teleport Trigger
[sblock=Astral Constuct Menus]
Astral Construct Menu
Construct Power Storing (at bottom of link)
Advanced Construction
[sblock=Astral Constructs made by Mem]
Infused Construction 12pp+Manifester Level 9pp+ 2pp Over Channel = 23cap
Over Channel damage taken 3d8 per manifestation for increased ML of +2
Power Points used = 17pp (Astral Contruct IX) + 6pp (Quickened) = 23pp
One level (IX)+ 1d3 Level (VII) (Enhanced Construction)
[sblock=Astral Construct IX Created as Ori's Original form of a Platinum Dragon]
Colossal Construct
Hit Dice: 19d10+80 (185 hp)
Initiative:-1
Speed:50 ft. (10 squares)
Armor Class: 30 (+25 nat, –2 size/-2 size/-1 Dex), touch 5, flatfooted 30
Base Attack/Grapple:+16/+53 (16+16size+20str+3psi body-2 attack)
Attack: Slam +37(16bab+20str melee+3psi body-2attack) (6d6+23)
Full Attack:2 slams+37 Melee (6d6+23)//1 tail (2d8+33)
Space/Reach:30 ft./30 ft.
Special Attacks

Constrict,Cleave,Meta +3,Poison Touch,Trip/per hit)
Special Qualities: 4 Menu C (Boost Construct/Amulet/2 standard), construct traits, damage reduction 15/magic, darkvision 60 ft., lowlight vision
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 51, Dex 7, Con —, Int —, Wis 11, Cha 10
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
(Menu A) Lesser Power Storing
Expansion pp7
You gain a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –2 size penalty on attack rolls, and a –2 size penalty to Armor Class due to your increased size.
(Menu A) Fly (Ex): The astral construct has physical wings and a fly speed of 20 feet (average).
(Menu A)Trip (Ex): If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.
(Menu A)Improved Natural Benefit: The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6
(Menu B) Metaphysical Construct (Menu B): The astral construct's body becomes a +3 psionic weapon. This provides a +3 enhancement bonus on attack and damage rolls made with its slam attacks. While the power is in effect, the construct's body shimmers and arcs with static electricity.
(Menu B) Poison Touch (Ex): The construct is covered in a shimmering purple liquid. If the construct hits with a melee attack, the target must make an initial Fortitude save (DC 15) or take 1d2 points of temporary Wisdom damage. A minute later, the target must save again (Fortitude save DC 15) or lose 1d4 points of temporary Wisdom damage.
(Menu C) Constrict (Ex): The astral construct has the improved grab ability with its slam attack. In addition, on a successful grapple check, the astral construct deals damage equal to its slam damage.
(Menu C) Tail Slap (Ex): The construct has a tail and gains one additional slam attack with an attack bonus equal to its highest attack bonus -2, and it deals damage of 2d8 + 1.5 times its Strength modifier (A construct cannot have a tail if it has extra arms.)
[/sblock]
[sblock=1d3 Astral Constructs VII Created As Mem's Origianl form: White Unicorn]
Gargantuan Construct
Hit Dice: 13d10+60 (132 hp)
Initiative:+0
Speed: 40 ft.(8 squares)
Armor Class:21 (-1 Dex, +17 natural, –1 size-2 size-2 size), touch 10, flat-footed 22
Base Attack/Grapple:+11/+39(11bab+15str+12size+3psi body-2 attacks)
Attack:Slam +27 melee (4d6+18)
Full Attack:2 slams +27 melee (4d6+18)
Space/Reach:20ft./20ft.
Special Attacks:Charge
Special Qualities:One ability from Menu C, construct traits, damage reduction 10/magic, darkvision 60 ft., lowlight vision
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 41, Dex 13, Con —, Int —, Wis 11, Cha 10
Feats: see below
Environment:Any
Alignment:Always neutral
(Menu A)Lesser Power Storage: Expansion pp7
(Menu A) Fly (Ex):
(Menu A)Trip (Ex):
(Menu A) Improved Natural Attack
(Menu B) Metaphysical Construct (Menu B): +3
(Menu B) Pounce (Ex): If the astral construct charges a foe, it can make a full attack.
(Menu C) Dimension Slide (Sp): The astral construct can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round.[/sblock]
[/sblock][/sblock][/sblock]
[sblock=RACE]
Half Giant: Half-giants are not subject to spells or effects that affect humanoids only
• Half-giant base land speed is 30 feet.
• Low-Light Vision:
• Fire Acclimated: Half-giants have a +2 racial bonus on saving fire spells and effects.
• Powerful Build: Functions in as if one size category larger except for reach.
• Naturally Psionic: 2 bonus power points at 1st level
• Psi-Like Ability: 1/day—stomp. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
ELANS AS CHARACTERS
Racial traits.:Abberation
–2 Charisma.
Naturally Psionic: Elans gain 1 bonus power point at 1st level.
Repletion (Su): By expending 1 power point, an elan does not need to eat or drink for 24 hours.
Resilience (Su): reduce the damage he is about to take by 2 points for every 1 power point spent.
Resistance (Su): 1 power point a +4 racial bonus on saving throws until the beginning of his next turn.[/sblock]
[sblock=Equipment]
Expended gold 48950
[Es] (Nimblewright) 33000 gp market
Manacles, masterwork 50gp
Medal of Gallantry:Silver brooch
Sanctuary, 3/day. Activated as a Swift Action. If the wearer attacks while
Sanctuary is in effect, he/she receives a –1 Morale penalty on that attack and all
subsequent attacks for the following hour.
+2 bonus on Diplomacy checks.
–2 penalty on Bluff checks. Remains for 24 hours after the Medal has been removed. 413gp
2 mirrors, 1 steel plate, 1 steel dagger (rt hand) 4gp[/B]
Crystal Unicorn Horn (left hand not held but floating as if almost held: Mem's Psicrystal)
[Mem]
15 platnium pieces
5gp
Silk Sorcerer's Robes and high boots 10gp
Artisan’s tools, masterwork55 gp (in hand as greatsword)
Rope, silk as part of robes (50 ft.) 10gp
Sap 1gp
Thieves’ tools, masterworks 100 gp
Hat of Disguise 675 gp
45 grey ioun stones (floating randomly around her)
(As per image posted of Mem & Astral Construct ie:normally not used)
Amulet of Advanced Construction: 3750 gp[/sblock][/sblock][/sblock]
[sblock=Mem's Tale]
[sblock=Mem: History]
She was a human once. Or was it twice. Even once seemed so very long ago. Mem had lived so many lives learning.
She remembers her first life, when the world was new and the snow was clean of humans. The earth was truly beautiful and Nature was its Law. She was the first to follow those laws, before even the dragons; then came the Elves, then the dwarves, then the people… so many people. And those people made new laws.
They moved into the beautiful garden she knew as the world. They took it. They changed it. They destroyed it. She died fighting for her home, for her children. She was strong, but there were simply too many of them. She had to abide by new laws.
There is one thing she still lives for, one thing she remembers by day and night, even afore her prayers; she remembers a girl named Ori.
Mem was Ori’s aid, her advisor, her protector, her best. Of the first, now the last, Mem was her mother. Mem watched her grow, watched her fight, watched her lead. In the beginning, her daughter was the second of dragons, and her people, all of nature, fought for their home against the Humans and against their “Law” and their Masters: Greed, Prejudice, Injustice; all who believed only in the “One Law” that “Might made Right”.
Mem listened to her daughter cry, to her pleas, to the news of her loss. The loss of her child, Ori…[/sblock]
[sblock=Personality Mem]
There are laws and they must be followed.
They must be enforced.
The many shall not bully the few.
If “Might makes right” then She will make things right. Those who steal must return. Those who kill must be hunted. Those who abandon the law must be brought to it.
The new man made “One Law” required Mem to adapt her thoughts, her life, her body. But with every generation, each new body weakened her. Now, like the light of a star long dead, she is old and tired. Reluctantly, her beauty remains and her coldness no less tall or terrible; no new body could take these from her. But her towering goddess like appearance, her flawless skin, is merely a slight reflection of the true age within her. She has survived by her faith in the old laws. Even this body should have passed beyond its time, beyond ashes. She prays daily for justice to justify her existence.
Obsessed with form and formality, Mem respects the stronger and instructs the weaker. Reminiscent of the past, She has taken to sculpting, often in her daughter’s image—the purest of white, an older image, that of the first dragon but sometimes in her own image, her original body, the first of magical beasts, the First of Unicorns.
Yet above all these mundane creations is Es. Though some have called this Daughter of Mem a mere toy (or toy taker for those who have had the misfortune of meeting her), even its hair is far and beyond any of Mem’s most painstaking creations. Es’s hair is part of Mem’s daily rituals. Set back meticulously and stone-tight, they reflect the hardness of her ways, in the exact flawless of form Mem demands.[/sblock]
[sblock=Mem: Descriptions]
Like a beautiful towering queen, terrible and silent, Mem’s faith in Her cause remains. She alone follows the order and standard of righteousness sought. Only the ones who had taken her away from them can return her. Human Laws had taken her away. Human Laws would return her. This is her calculated logic. Year after decade after century, this has been Mem’s purpose. She is so close she can touch it. She can see Ori coming back. She must prepare. She must prepare a home.
More than a hundred and fifty generations later, the greatest of all children will arise again. An eternity of training has accustomed her to the vastness of knowledge. She has taken on innumerable forms, countless bodies and faces, all to bide her time. Were there any left who knew of her, they would know the toys she collected from the ends of the earth were all for but a child. Using up lives and experience in a trade for magic or knowledge, knowing that the mystery of the unspoken will soon come to her. Mem’s life is simply that of loyalty, loyalty to Justice that is devotion--untainted by love or the weaker emotions thereof. Obsessed in her daughter, Mem’s life is like her. Elderly and bent, an old thin mask of her former self; bitter, callous, filled with rightfulness and pride, covered by nothing more than the wisp of beauty.
Of a higher calling; her ways unyielding, unforgiving, of one purpose of one thought: Justice. There would be new home for her child. That home would be called “Es”.
[/sblock][/sblock]
The Toy Taker
[sblock=Es Mechanics]
Nimble Wright: SRD excerpt
Medium Construct/Phernic
[sblock=Phernic srd exerpt] CREATING A PHRENIC CREATURE
“Phrenic” template that can be added to any nonmindless creature that does not already have the psionic subtype (referred to hereafter as the “base creature”). A phrenic creature uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type does not change. It gains the psionic subtype.
Psi-Like Abilities (Sp): A phrenic creature possesses the psi-like abilities indicated below, depending on its Hit Dice. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Manifester level is equal to the creature’s HD. The save DCs for a phrenic creature’s psi-like abilities are Charisma-based.
HD Abilities
1–2 3/day—defensive precognition; 1/day—force screen
3–4 3/day—empty mind, mind thrust
5–6 1/day—body adjustment, brain lock
7–8 1/day—aversion, blast
9–10 3/day—intellect fortress; 1/day—psychic crush
Special Qualities: A phrenic creature has all the special qualities of the base creature, plus the following special qualities.
Naturally Psionic: A phrenic creature gains 1 bonus power point.
Abilities: Increase from the base creature as follows: Int +2 , Wis +2, Cha +4.
Feats: A phrenic creature can take psionic feats, if it meets the prerequisites for such feats.[/sblock]
Hit Dice: 10d10+20 (75 hp)
Initiative:+10
Speed: 70 ft. (14 squares)
Armor Class:28 (+10 Dex, +7 natural+1 haste), touch 21, flat-footed 17
Base Attack/Grapple:+8/+29[8bab+10dex+5gloves+5nat weapon+1haste]
Disarm +29(+8bab,+10dex,+5gloves,+5meta weapon,-4 light weapon, +4 improved disarm, +1haste)
Attack:2 rapier +24 [+8bab +10wfinesse+1 haste+5 nat weapon](2d6+9/12–20 )
Full Attack:3 rapier (haste)
Space/Reach:5 ft./5 ft.
Special Attacks:Trip thrust attack DC 19 reflex
Special Qualities: Augmented Critical, Construct, SR 27, vunrabilities, (Ice effects slow 1/2 speed, Fire effects stun 1 round), rapiers are natural weapons, draw and sheath into forearms as free actions at will, Alter self to any humanoid form (as per text discription in MMII)
Spells at will Caster Level 6 (neg due to Mage Slayer feat) DC 14
Alter self/Cat's Grace/ Entropic Shield/ Haste/ Feather fall
Saves: Fort +3(immune), Ref +14, Will +6
Abilities: Str 19, Dex 30 (+4cg,+2level), Con —, Int 12, Wis 19, Cha 23
Skills: All (1/2 rank as per Jack of all Trades) Hide +20(10r+10), Gather Information 15(4r+6+3+2nk), Intimidate 18(7r+6+3cop+2nk), Move Silently 15(5r+10), Slight of Hand 19(9r+10), Tumble 20(10r+10), Perform 13(Dance 2r+6+3+2nk) 11, Spell Craft +3 (2r+1),
Feats/Flaws:
Brash[flaw], Dodge[bonus Nimblewright], Mobility[bn],
No time for book learning[flaw],
Nymph's Kiss[bn], Spring Attack[bn], Improved Disarm[bn],
Power Attack[fb],
Mage Slayer[bn],
Resounding Blow[fb], Weapon Finesse[b cog], 1st
Jack of all Trades, 3rd
Elusive Target, 6th
Cloak Dance, 9th
Urban Tracking Planned:
Quick Recovery
Environment:Any
Alignment:Chaotic Good
Treasure:
Gloves of fearsome grip +5 grapple/climb/disarm 5813 gp
Adamantine Rapier Hands 2250 gp
Manacles, masterwork 50gp
Scarab of Golembane (hidden in Alterself form) 938gp
Circlet of Persuasion 1688 (+3 to Charisma Checks)
2 mirrors, 1 steel plate, 1 steel sheath (rt hand) 4gp
Battering Ball: 1’ diameter sphere of metal weighing 15 lbs.
On command, the sphere launched itself up to 10’ into a solid object, where is makes a
Break Object check at +12, then it flies back to its starting point. This action is repeated
each round until the object breaks, the sphere is commanded to stop, or a creature
gets in its path. In the case of a creature, the sphere stops before hitting it and returns to
its starting location. 750gp
Crystal Unicorn Horn (left hand not held but floating as if almost held: Mem's Psicrystal)
A construct has the following features.
—No Constitution score.
—Low-light vision. —Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects, critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain, any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless),death from massive damage.
Immediately destroyed when reduced to 0 hit points or less.
—Cannot heal damage on their own. Since it was never alive, a construct cannot be raised or resurrected.
—Constructs do not eat, sleep, or breathe.
[/sblock]
[sblock=The Toy Taker's Tale]
[sblock=History Es]
Es does not remember her linage and does not care. And, while her figure has grown far beyond beautiful her emotions have remained indifferent and obstinate to her sole parent. Under her mother’s tutelage, she has excelled in warfare not for love of the art, but due to Mem’s unforgiving requirements to patience and form. Cold, self righteous, and silent, Es seems to simply follow the orders and standards Mem seeks.
Yet a higher calling or perhaps a fear of fear in Es, finds her mother’s ways unyielding and unforgiving. Though Es appears closer to her 17th year, a century of service has accustomed her to the strict high collared military uniforms of ceremony. Like a moving statue of a nymph, to faultless to seem a real, yet with glaring watery grey eyes. She often trains in silence, knowing that the mystery of the unspoken will one day overcome the uncaring, Mem. With a strict upbringing among clergy, Es’ only pastimes are of form and perfection. While her mother clearly favors and listens to her opinions, patiently, night after night, the only truth seems to lie in her mother’s pursuit of justice. [/sblock]
[sblock=Description Es]
Her robe remains unclasped, perfectly neat, perfectly white--like her posture, like her, an image of a girl, hooded, robed utterly white, modestly lowers herself before Mother Mem, most graceful of giantesses.
First to her hands, then, to her knees and finally to the ground, gently laying an empty white sheath before her queen. And like every night, after her prayers, her mother baptizes her. Under her concealing hood, the silver face of an Elvin goddess revealed, her braided hair weighed straight by her mother’s presence and saturation. They both run over her soft delicate form like water. She lowers her hood, looks to her reflection and peers into twin vials of innocent darkness. Once again, she carries her plain, empty white sheath. Wetness trickles from her thin locks like blood, covering her every feature, painting her every part.
And her eyes, though grey, seem to gleam red as water bleeds from her flawless brow, but she forces them open to glare at Mem with abhorrence. And the sweet faced daughter whispers, the adolescence’s voice purrs, like a choir of a thousand ancients.[/sblock]
[sblock=Personality Es]
Es does not know why she is here, nor why she obeys her mother so completely. She merely does. She never eats, never sleeps, never questions. That will all change one day, and Mem will pay dearly. She will break from her mother’s “Laws” and leave them empty. For now it is only a dream. But then there are other dreams, dreams where she is unattractive, repulsive, steeled and grossly distorted from her unblemished self. Dreams where she is ugly, where her arms are thick knots of muscle, all at the shoulders, and her hands hang down to her short bowed legs. Her delicate white arms ending in short, stubby iron fingers, her unspoiled neck gone, and her innocent face large broad flat, inhumanly featureless a cumbersome metal shield binding her. But like the others it is only a delusion, she looks in the mirror, and is her beautiful alluring self once more.[/sblock]
[sblock=Summary]
The Toy Taker's story (in case u don't have time for the read)
Mem's daughter Ori has been killed.
Mem wants justice.
Es' is believes herself to be Mem's daughter.
Es does not know she is a nimblewright (a beautifully crafted humanoid construct)
Mem is now preparing a new home for the return of her daughter.
That home is Es' body.[/sblock][/sblock]