PC's for Gnomework's "Psionicle" Game

Hand of Vecna

First Post
Nathan Lee
CG Human Psion (Telepath) 3 (Secondary Discipline is Psychokinesis)
5'9" tall, 208 pounds, blue eyes, long red/blonde hair, fair complexion

Strength == 8 (-1)
Dexterity == 14 (+2)
Consitution == 14 (+2)
Intelligence == 12 (+1)
Wisdom == 10 (0)
Charisma == 16 (+3)
Perception == 12 (+1)

Hit Points: 16 (1d6+2+2d4+4)
AC: 16 (+2 Dex, +4 Inertial Armor)

BAB: +1 (+0 Melee, +3 Ranged)
PAB: +2 (+1 Id Insin, +3 Mind Thrust)

Fortitude Save: +3 (+1 Base, +2 Con)
Reflex Save: +3 (+1 Base, +2 Dex)
Will Save: +3 (+3 Base, +0 Wis)

+2 Quarterstaff (+2M, 1d6+1/1d6+1, crit x2, Bludgeoning)
Light Crossbow (+3R, 1d8, crit 19-20/x2, range 80 ft., Piercing)
Dagger (+0M/+3R, 1d4-1, crit 19-20/x2, range 10 ft., Piercing)

Skills
Animal Empathy +7 (4 ranks, +3 Cha)
Bluff +7 (4 ranks, +3 Cha)
Concentration +6 (4 ranks, +2 Con)
Diplomacy +7 (4 ranks, +3 Cha)
Disguise +3 (+3 Cha) cc
Gather Information +7 (4 ranks, +3 Cha)
Handle Animal +3 (+3 Cha) cc
Intimidate +3 (+3 Cha) cc
Knowledge (Psionics) +6 (5 ranks, +1 Int)
Listen +1 (+0 Wis, +1 Per) cc
Perform +3 (+3 Cha) cc
Psicraft +6 (5 ranks, +1 Int)
Remote View +3 (2 ranks, +1 Int)
Search +2 (+1 Int, +1 Per) cc
Sense Motive +7 (4 ranks, +0 Wis, +1 Per, +2 from Sympathetic Psicrystal)
Speak Language (Common, 1 Other)
Spot +1 (+0 Wis, +1 Per) cc

Feats/Special Abilities
Free telepathic communication with 1 creature/round out to 10'/class level (as Lesser Mindlink except requires common language)
Spell Resistance of 5+Psion Level (SR 8)
Encode Stone
Extend Power
Inertial Armor
Inner Strength
Talented


Psionic Powers
Power Points: 10
Free Talents/Day: 9

Psionic Attack Modes: Id Insinuation, Mind Thrust
Psionic Defense Modes: Empty Mind, Mental Barrier, Thought Shield, Tower of Iron Will

Talents: 2+d (Far Hand, Missive, Telempathic Projection)
1st Level: 2+d (Biocurrent, Charm Person, Lesser Concussion)
2nd Level: 0
3rd Level: 0
4th Level: 0
5th Level: 0
6th Level: 0
7th Level: 0
8th Level: 0
9th Level: 0

Displays
Auditory (Au) -- faint energy crackling sound
Material (Ma) -- Nathan's skin takes on a metallic sheen briefly
Mental (Me) -- buzzing within the minds of all living creatures within 30 feet
Olfactory (Ol) -- a whiff of ozone
Visual (Vi) -- eyes flash with purple energy

Equipment
60 gp
Psicrystal (Amber; AC 13, Hardness 8, 20 hp, regenerates 2d4 hp/day; Sympathetic -- +2 to Sense Motive; Intelligence 7, Empathic Link, Sighted, Telepathic Link)
Clothing (dark brown boots, dark blue pants, dark orange shirt/tunic, dark green hooded cloak)
Quarterstaff +2 (1d6/1d6, crit x2, 4 lbs., Bludgeoning, Large Simple)
Light Crossbow (1d8, crit 19-20/x2, range 80 ft., 6 lbs., Piercing, Small Simple)
25 crossbow bolts (3 lbs.)
Dagger (1d4, 19-20/x2, range 10 ft., 1 lb., Piercing, Tiny Simple)

Power Stones
  • 2 Charm Person
  • 3 Conceal Thoughts
  • 1 Fly
  • 3 Lesser Concussion
Psionic Tattoos
  • 1 Body Adjustment
  • 2 Invisibility
  • 2 Lesser Body Adjustment
  • 2 Levitation

History/Roleplaying Notes
- Nathan's father was a powerful Psychokinetic, and his mother an equally powerful Telepath. Raised in a fairly loving home, his parents were delighted when he manifested both sets of powers.
- Their joy would not last long, though, for they were soon taken by Illithid Slavers (young Nathan was able to hide from the Slavers at a neighbor's house, then later leaving the village to try and resuce his parents).
- It has been a few years since that day, and Nathan still seeks them, hoping they are safe and yearning to free them.
- Most of his gear he has collected as payment for various 'odd jobs' he's done as he travels from village to village, helping people here and there to the best of his abilities.

[[ equipment edit ]]
 
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Hand of Vecna

First Post
I saw someone else had done this, thought I'd go ahead and post one, to...

Nathan Lee's Power Progression List

1st: Attraction, Biocurrent, Charm Person, Control Object, Empathy, Lesser Concussion
2nd: Aversion, Concussionn, Control Body, Detect Thoughts, Glide, Suggestion
3rd: Charm Monster, Fly, Greater Concussion, Lesser Domination
4th: Domination, Mass Concussion, Telekinesis
5th: Clairtangency, Greater Domination, Mind Probe
6th: Greater Biocurrent, Improved Fly, Mass Suggestion
7th: Improved Telekinesis, True Concussion
8th: Improved Clairtangency, Telekinetic Sphere, True Domination
9th: Detonation, Monster Domination, Thrall, True Telekinesis

Of course, this is subject to change, depending on what actually happens in the game ;)
 

Zhure

First Post
Osius

Osius (NG) 5th level
Race: Human
5'0"; 120 lbs; Age 24
Level: Psion 5 (Egoist)

16 STR* +3
14 DEX +2
16 CON +3
10 INT +0
10 WIS +0
10 CHA +0
10 PER +0

Saves:
Fortitude: +4 (Base 1 + 3 CON)
Reflex: +3 (Base 1 + 2 DEX)
Will: +4 (Base 4)

Armor Class:
Normal: 16 (10+ 4 Inertial Armor +2 DEX)
Flat-footed: 14 (10 + 4 Inertial Armor)
Touch: 12 (10 + 2 DEX)

Proficiencies:
Armor: Light, Medium; Weapons: All Simple; Languages: Common

Skills:
Autohypnosis 4 (=4 Ranks +0 Wis)
Balance 5 (=3 Ranks +2 Dex)
Climb 9 (=6 Ranks +3 Str)
Concentration 11 (=8 Ranks + 3 Con)
Jump 7 (=4 Ranks +3 Str)
Knowledge (Psionics) 3 (=3 Ranks + 0 Int)
Psicraft 3 (=3 Ranks + 0 Int)
Stabilize Self 8 (=5 Ranks +3 Str)
Swim +0 (=2 Ranks +3 Str -5 Weight)
Tumbling 13 (=1 ccRank +2 Dex +10 Psychoactive Skin)

Special Abilites:
Psicrystal (Observant, +2 on Spot checks) [Sighted, Telepathic Link, INT 7]
Spell Resistance = 10
Secondary Discipline: Clairsentience

Feats:
Light Armor (Egoist), Medium Armor (Egiost), Florentine Fighting (Egoist), Power Attack (Human), Encode Stone (Bonus-Egoist 1), Inertial Armor (1st), Cleave (3rd)

Powers:
8 free Talents per day 3+d
0- Talon (Str) Vi (hands glow with silver light)
0- Inkling (Wis) Ol (burnt incense), Au (deep hum)
0- Catfall (Dex) Au (deep hum)
0- Burst (Dex) Au (deep hum)

1st/1 PP 2+d
1- Lesser Body Adj (Str) Au (deep hum), Ma (astral goo)
1- Stomp (Con) [DC d20+4] Au (ground shaking), Vi (feet glow with silver light)
1- Vigor (Str) Ma (astral goo), Ol (honeysuckle)

2nd/3 PP 1+d
2- Sustenance (Str) Ma (astral goo)
2- Animal Affinity (Str) Ma (astral goo)

Defense Modes:
Empty Mind 1 PP, 0 MH
Thought Shield 1 PP, 1 MH
Mental Barrier 3 PP, 2 MH
Intellect Fortress 5 PP, 3 MH

Attack Modes:
Mind Thrust (Int (+0)) 1 PP, 1d2
Ego Whip (Dex (+2)) 5 PP, 1d4
Id Insinuation (Str (3)) 3 PP, 1d2

POWER POINTS: 21 (= Base 12 + 9 STR)
HIT POINTS: 30 (= 10+4d4+12)

Weapons (BAB = +2):
+2 Mindfeeder Mace (2h), +7 to hit, 1d8+6 damage, 12 lb
Morningstar (2h), +5 to hit, 1d8+4 damage. 20/x2, 8 lb
Sling, +4 to hit, 1d4 damage, 20/x2, Range 50
20 bullets, 10 lbs

Experience:
Goal: 15,000
Current: 10,531
Item Creation Spent: 3

Magic:
The Amethyst (grants all 0th and 1st Psychokinetic abilities)
2000 gp Psychoactive Skin of Nimbleness
750 gp Dorje of Identify (1st level): 40 charges
encoded stone (blue-green, 1st level: Vigor
encoded stone (white, 1st level): LBA
encoded stone (jet, 1st level): LBA

Platinum: 0
Gold: 243
Silver: 13
Copper: 0

Other: Explorer's Outfit, Bedroll (5 lbs), Flint Steel, Waterskin (4 lbs)

History: The son of a farmer, Osius expected little growing up. He foresaw a future with him one day behind the plow, a bleak and not so distant future. He didn't want to be a farmer.

By candlelight he taught himself to read from the few scraps of written works he could find. The common tongue was all that was available, so it was that he learned. Street signs, jotted notes on outhouse walls, any writing he consumed.

But rural communities lacked books in any great numbers, so Osius wanted to go out into the world, to learn more, to become rich, famous, worldy -- anything but a farmer.

Osius, as many of his lineage, has great psionic potential, but he isn't as bright as he likes to think. What he considered the brilliant feat of learning to read, was commonplace to more intelligent or more learned members of society. Because of his limited intellect, despite his vast power, he's typically relegated to the role of muscle in any group.

Osius, likes to travel light. The only gear he feels is irreplaceable is his psicrystal. The psychoactive skin of nimbleness (a dusky gray skin) he found in a ruined temple... or maybe it was a monastery. He couldn't read any of the inscriptions. The crawling tattoos were part of a payment for helping out a caravan beset by bandits. The rest of his gear is not well cared for, usually second-hand or badly repaired, as he hasn't yet moved past a peasant mentality regarding wardrobe.

Notes: given gift of Dorje of Identify: 50; power stone: Darkvision

Power projection:
Talents (7+d)
d- Talon (Str)
1- Inkling (Wis)
2- Catfall (Dex)
3- Burst (Dex)
4- Detect Psionics (Wis)
5- Float (Dex)
6- Know Direction (Wis)
7- Elfsight (Str)

1st (4+d)
d- Lesser Body Adjustment (Str)
1- Stomp (Con)
2- Vigor (Str)
3- Skate (Dex)
4- Steadfast Gaze (Wis)

2nd (4+d)
d- Sustenance (Str)
1- Animal Affinity (Str)
2- See Invisibilty (Wis)
3- Chameleon (Str)
4- Knock (Dex)

3rd (4+d)
d- Claws of the Vampire (Str)
1- Improved Biofeedback (Str)
2- Fly (Dex)
3- Cone of Sound (Con)
4- Time Hop (Dex)

4th (3+d)
d- Natural Armor (Str)
1- Fate of One (Wis)
2- Inertial Barrier (Con)
3- Freedom of Movement (Dex)

5th (3+d)
d- Adapt Body (Str)
1- Power Resistance (Wis)
2- True Seeing (Wis)
3- Sense Psionics (Wis)

6th (3+d)
d- Suspend Life (Str)
1- Shield of Prudence (Wis)
2- Breath of the Dragon (Str)
3- Greater Biocurrent (Str)

7th (2+d)
d- Energy Conversion (Str)
1- Emulate Power (Wis)
2- Sequester (Wis)

8th (2+d)
d- Shadow Body (Str)
1- Foresight (Wis)
2- Iron Body (Str)

9th (1+d)
d- True Metabolism (Str)
1- Greater Emulation (Wis)
 
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Jarval

Explorer
Jansson Monachorum

Jansson Monachorum
Halfling Level 5 Psychic Warrior, Lawful Good

STR 15 (+2)
DEX 16 (+3)
CON 14 (+2)
INT 14 (+2)
WIS 10 (+0)
CHA 8 (-1)
PER 10 (+0)


Combat Stats:
Base Attack Bonus: +3
Melee: +6 [+3 BAB, +2 STR, +1 size]
Ranged: +7 [+3 BAB, +3 DEX, +1 size]
Hit Points: 34 [8 + 4 + 4 + 4 + 4(levels) + 10 (CON)]
Armor Class: 20 [10 + 3 (Studded leather) + 2 (Shield) + 3 (DEX) + 1 size, +1 Dodge]
Initiative: +7 (+3 DEX, +4 Improved Initiative)
Movement Rate: 20 feet

Attacks per round:
1 Masterwork short sword (+8 to hit, 1d6+2 dmg)
or 1 Masterwork mighty composite shortbow (+2 STR bonus) (+8 to hit, 1d6+2 dmg)
or Dagger (+6 Melee, +8 Ranged, 1d4+2 dmg)

Weapons and Armor:
Armor: Masterwork studded leather (+3 AC)
Shield: Masterwork large wooden shield (+2 AC, -1 Penalty)
Weapons: Masterwork short sword (1d6 dmg, Crit 19-20/x2)
Masterwork mighty composite shortbow (+2 STR) (1d6+2 dmg, Crit 20/x3, Rng 70 ft)
Dagger (1d4+2 dmg, Crit 19-20/x2, Rng 10 ft)


Saving Throws:
Fort: +7 [+4 base, +2 CON, +1 race]
Ref: +5 [+1 base, +3 DEX, +1 race]
Will: +2 [+1 base, +0 WIS, +1 race]


Feats:
Armor Proficiency (Light) (Free for Psychic Warrior)
Armor Proficiency (Medium) (Free for Psychic Warrior)
Armor Proficiency (Heavy) (Free for Psychic Warrior)
Martial Weapon Proficiency (All) (Free for Psychic Warrior)
Shield Proficiency (Free for Psychic Warrior)
Simple Weapon Proficiency (Free for Psychic Warrior)
Dodge (1st level feat)
Mobility (bonus psychic warrior feat)
Improved Initiative (bonus psychic warrior feat)
Combat Manifestation (3rd level feat)
Weapon Focus (Short Sword) (bonus 5th level feat)


Skills:
Balance +9 (6 ranks, +3 DEX)
Climb +4 (0 ranks, +2 STR, +2 race)
Concentration +10 (8 ranks, +2 CON)
Jump +4 (0 ranks, +2 STR, +2 race)
Knowledge (psionics) +4 (2 ranks (cross-class), +2 INT)
Listen +2 (0 ranks, +0 PER, +2 race)
Move Silently +5 (0 ranks, +3 DEX, +2 race)
Psicraft +4 (2 ranks (cross-class), +2 INT)
Spot +0 (0 ranks, +0 WIS)
Stabilize Self +4 (2 ranks, +2 STR)
Tumble +11 (8 ranks, +3 DEX)


Languages:
Common, Halfling, Goblin.


Special Abilities:
+2 racial bonus on Climb, Jump and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear.
+1 racial attack bonus with thrown weapons.
+2 racial bonus to Listen checks.
Spell Resistance: 10 (5 + 5 for levels)


Psionic Powers:
Power Points/day: 8 (8 for level)
Free Talents/day: 7 (7 for level)
Powers Known: 3/3/1/0/0/0/0/0/0/0
Lvl 0 = Burst (DEX), Talons (STR), Valor (STR)
Lvl 1 = Vigor (STR), Chrysalis (Int), Biofeedback (STR)
Lvl 2 = Animal Affinity (STR).

Displays:
Auditory (Au): The sound of crackling flames
Material (Ma): Warm ash covers a 10' area around Jansson. It vanishes after a few moments
Mental (Me): A brief feeling of uncomfortable heat
Olfactory (Ol): The smell of burning wood
Visual (Vi): Flames appear to burn under Jansson's skin in a rather unnerving fashion

Psychic Combat:
Psionic Attack Bonus: +1
Attack Modes: Mind Thrust (INT).
Defense Modes: Empty Mind, Thought Shield.


Equipment:
Backpack
- Bedroll
- Blanket
- 3 days' Trail Rations
- 50' Silk Rope
- Grappling Hook
- Empty Sack
- Candles (10)
- Tindertwigs (10)
- Everburning torch
- 8 'kreen throwing wedges
- 3 vials of antitoxin
- 2 potions of Cure Light Wounds
Belt Pouch
- Flint and Steel
- Chalk (3 pieces)
- Dorje of Biofeedback (49 charges)
- Dorje of Ectoplasmic Missile (49 charges)
- 2 Power Stones of Spider Climb
- 2 Power Stones of Call Weaponry
- Shard of Jumping +5
- Shard of Tumbling +6
- 5 packets of scentbraker
- 52 gp
Wearing / Carrying
- Explorer's Clothes
- Masterwork studded leather armor
- Masterwork large wooden shield
- Masterwork shortsword
- Masterwork mighty (+2 STR) composite shortbow
- 20 arrows
- 3 daggers
- Pistol
- 1 psi tattoos of Lesser Body Adjustment
- Psi tattoo of Feather Fall
- Waterskin

Total Weight Carried: 40.875 lb
Load: Light


Current XP:
Current: 10952
Next Level: 15000



History

Jansson's tribe knew little of psionics, and their only psion (Jansson's father, an elderly telepath) taught Jansson as much as he could. As soon as he was old enough Jansson joined the village's militia and proved a surprisingly skilled fighter. However, he quickly grew frustrated by his psionic powers. He could feel power inside himself, but could not access it well. His father's teaching, while useful, did little to help with this. Jansson's talents were just too different to his father's. So Jansson decided to leave village to try to discover more about his abilities. His father gave him what aid he could, including several minor psionic items and tattoos to help him along his way.

He has been wondering the country for a several months since he left, and has only found hints and fragments of knowledge about psionics. But Jansson has taken well to the life of an adventurer, and is enjoying his travels. He has come to the frontier partly in the hope of finding knowledge from other peoples, and partly to see more of the world.

Jansson is (like many of his people) a friendly and outgoing soul. He is highly energetic, and is rarely idle. He is 3 foot 7 inches tall, with shoulder length blond hair bound back into a ponytail.
His thirst for knowledge about psionics is strong, and he is easily diverted from the task at hand if the opportunity to learn more arises. He is easily impressed by displays of psionic power, finds technology amazing and has little regard of magic.


[Edited to include Displays. Edited to add XP. Edited to pay for food and sleeping on the floor :) Edited to add more XP. Edited to add more XP and stuff taken from 'kreen plus added Dodge feat to AC total. Edited to add XP, more 'Kreen wedges, and the hp and PP from going up a level . Edited to add XP and loot from the duel with Jirlai. Edited to add full leveling (added point to Str; +1 to BAB, Fort save; +0.5 ranks to Knowledge (Psionics) and Psicraft; +1 ranks to Concentration and Tumble; +1 to SR; gained Chrysalis power). Edited to add XP. Edited to add Tori'shel's equipment. Gave a potion of cure light wounds to Nathan. Added XP. Removed Tori'shel's equipment. Added yet more XP, leveling (+1 ranks to Concentration and Tumble, +2 ranks to Stabilize Self, added Biofeedback and Animal Affinity, upped PP to 8). Added XP from the Tests.]
 
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Sahgrim-CG Human Male
Telepath 3
Description:
Age: 22
Height: 5'2''
Weight: 122 lbs.
Hair Color: Dark Brown
Eye Color: Sky Blue

Clothing: Sahgrim perfers to wear a dark gray cloak over him to detract attention away, he also sometimes uses a mask (in actuality a hat of disguise) when not wanting to be identified.
Background-Had Sahgrim not discovered his metaphysical powers, he might have pursued the career of a thief, or at least for his case, a lying one. Well, even with his mental powers, Sahgrim still became a thief, at least in his mind, he enjoys the prospect of telling half-truths and such to trick people-good humor and all for him of course, though he always was strict about not letting a joke go too far, since it happened once.
Sahgrim originally lived in his hometown of Ashfelt, a small, quiet village. He found it too boring for his tastes there (he was an orphan himself, and had grown up not doing too much work, which normally would earn the disrespect of the hard-working villagers who were farmers, yet his charm and youth had them tame), which was when he first started to lie, or just color the truth (in his mind), one time it went too far, the city had been robbed by several nonhumanoids, and when the villagers asked if he had seen them, he had thought it was a joke--and played along, telling them to go somewhere else--though apparently after the bandits escaped with much of the town's treasury the villagers didn't seem so happy, so he left, with mixed feelings of sadness and excitement for the world around him. Which is where the adventure to the recently raised floodplains was discovered...a place of his own, a new place to call home...

Statistics:
Str 8
Dex 14
Con 12
Int 14
Wis 12
Cha 16
Per 10

AC 17 (+2 Leather, +3 Shield, +2 Dex)
or: AC 19 (+2 Leather, +5 Shields, +2 Dex)
HP 15
Silver Dagger: -1 Melee/+3 Range, 1d4-1 piercing
Quarterstaff: -1 Melee, 1d6-1 bludgeoning
MW Heavy Crossbow: +3 Range, 1d10 piercing

Skills:
Bluff +9 (+11), +13 (Psicrystal)
Concentration +7
Diplomacy +7 (+9) (Bluff synergy)
Disguise (cc) +6 (Bluff synergy) (+16 using hat)
Gather Information +7
Knowledge (Psionics) +6
Sense Motive +6
Spot(cc) +4
Listen(cc) +3
Note-Intimidate-no ranks: +5 (+7) (Bluff synergy)
Parenthesis is adding in the bonuses for Psychoanalyst.

Feats-Craft Universal Item, Encode Stone, Power Penetration, Psionic Focus: Telepathy, Psycho Analyst, Psycho Inquisitor

Languages-Common, Draconic, Sylvan

PP: 10, 3 free 0-level powers per day

Displays:
Vi Sahgrim's image seems to distort a little.
Ma A small pulse of blue static electricity crackles around Sahgrims body for a moment, while his eyes seem to light up, further intensifying his blue pupils.
Au Sounds of whispering surround the area.
Ol People's noses breath unnatural cold air.
Me People have a unnerving feeling like someone is watching them.

Psi Modes/Defenses-
Ego Whip, Mind Blast, Mind Thrust
Empty Mind, Thought Shield

Psi Powers Known (2+d/2+d)
0-Daze, My Light, Telempathic Projection
1-Charm Person, Conceal Thoughts, Lesser Body Adjustment

Items:

Liar Psicrystal
Quarterstaff-On Donkey
Heavy Crossbow-On Donkey
Large Wooden Shield-On Donkey
Bedroll-On Donkey
Winter Blanket x2, 1 on Donkey, 1 in the chest
Chest (Lock-Good)-On Donkey with:
Manacles, MW
Silk Rope
Courtiers, Peasants, Scholars, and Travelers Outfit
6 Bags of Caltrops
Crossbow Bolts (40)
1 Steel Dagger
1 Silver Dagger
143 gold (the excess amount).

In Pouch:
1 Steel Dagger
1 Silver Dagger
Small Steel Mirror
Crossbow Bolts (10)
Holy Water Flask
50 Gold

Wearing:
1 Silver dagger
Leather armor
+1 Large Shield of Thought Bastion

Magic Items: Hat of Disguise
Psionic Items: None
Excess Gold: 193
Items Worn-24 lbs.
Encumbrance-Light
 
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Jarval

Explorer
Shrugs. I'm good with either option, but I'd rather wait a few days for Dalamar to show. It'd seem a bit unfair to start without him.

OK, this is my projected power progression. The powers in italics are the ones I alread have. The underlined powers are ones that are reliant on a stat increase.

Lvl 0: Burst (DEX), Talons (STR), Valor (STR)
Lvl 1: Vigor (STR), Chrysalis (INT), Biofeedback (STR), Call Weaponry (DEX)
Lvl 2: Animal Affinity (STR), Levitate (DEX), Sudden Minor Creation (INT)
Lvl 3: Improved Biofeedback (STR), Claws of the Vampire (STR), Displacement (STR)
Lvl 4: Polymorph Self (STR), Inertial Barrier (CON), Dimension Door (DEX)
Lvl 5: Adapt Body (STR), Psychic Vampire (CON), Energy Barrier (STR)
Lvl 6: Breath of the Dragon (STR), Improved Vigor (STR), Ethereal Jaunt (DEX)

[Edits: Edited to replace Bite of the Wolf with Chrysalis. Edited due to increased STR]
 
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Dalamar

Adventurer
Syld
Chaotic Good Blue Shaper 5th level, Secondary Discipline Telepathy
Experience: 10684/15000

STR 8 (-1)
DEX 14 (+2)
CON 13 (+1)
INT 18 (+4)
WIS 13 (+1)
CHA 10 (+0)
PER 12 (+1)
Age: 25, Height: 3' 0", Weight: 35lb.
70ft. Darkvision
Charm Person, Far Hand and Finger of Fire 1/day each (manifester level 1)
+4 racial bonus to Move Silently
Languages: Common, Goblin, Undercommon, Giant, Orc

AC: 16 (+1 size, +2 Dex, +3 Studded Leather) Init: +2 (Dex)
HP: 21/21 Saves: Fort: +2 Ref +3 Will +5

Masterwork dagger +3 melee (d4-1, 19-20/x2)
Masterwork light crossbow +6 ranged (d8, 19-20/x2)
-or with Masterwork bolts +7 ranged
Ranged touch +5 ranged

Masterwork Studded Leather
Dorje of Lesser Body Adjustment
Dorje of Feather Fall

Given a Drilbu of Lesser Ectoplasm (45 charges left, manifester level 3), it can be used to manifest:
--Astral Construct I (1 charge)
--Whitefire (2 charges)
--Lesser Ectoplasmic Missile (2 charges)

Found Powerstones in the 'Kreen tunnels:
Jet Black contains the following powers, each manifested at 5th level - Detect Thoughts, Concussion, and Clairaudience/Clairvoyance.
Amethyst - Daze (0th)
Moss Agate - Control Object (1st) (manifest 1); Cone of Sound (3rd) (manifest 6)

The Eye of Imzil
Abilities: It's wielder gains access to all 0th-level and 1st-level powers from the Clairsentience discipline. These are as though they were manifested normally by the wielder, although they take up no power points to use and take up no "known power" slots. If the wielder loses physical contact with the Eye, he/she instantly loses the ability to manifest the powers granted by the Eye.

In addition, the wielder gains all the subclass abilities of a seer - other than hit dice, skill points, and class skills - including uncanny dodge (as the rogue ability) and a bonus feat (Extend Power in Syld's case). The bonus feat is chosen by the wielder once the Eye is touched, and cannot be changed even if the wielder drops the Eye and picks it up again. The wielder loses the feat and uncanny dodge ability if the wielder loses contact with the Crystal (these abilities are found at www.custoscogitatum.com, under the Psionics section, under the Psion).

Backpack with:
-28 bolts
-5 MW bolts

Beltpouch with:
-10 bolts
-5 MW bolts
-the dorjes
GP: 74
SP: 5

On horse:
-Bedroll
-Rations, trail (for 4 days)
-waterskin
-whetstone

Total weight carried: 19.5lb. (not correct I don't bother to count)
Light weight allowance: 19.5lb

Feats
Psionic Body (Shaper Bonus)
Encode Stone (Psion bonus)
Inner Strenght
Augment Construction
Speed of Thought (3rd level Mode)
Empower Construction (5th level Mode)

Skills
Concentration 9
Craft (Sculpture) 10
Hide 9,5(cc)
Knowledge (Illithids) 6,5(cc)
Knowledge (Psionics) 8
Knowledge (Religion) 5
Move silently 9,5(cc)
Psicraft 11
Speak Language 1(cc)
Stabilize Self 5(cc)

Powers 21/21 PP, 11/11 Free Talents
0th level
Burst (Dex)
Detect Psionics (Wis)
Finger of Fire (Int)
Missive (Int, sec.disc.)

1st level
Astral Construct I (Int)
Grease (Int)
Identify (Wis)

2nd level
Astral Construct II (Int)
Brain Lock (Int, Sec.disc.)

Displays:
Vi Light seems to run away from Syld, leaving him in darkness.
Ma There appears a thin layer of ash on Syld, which disappears as quickly as it came.
Au The sound your ears make when they pop open.
Ol Well, if there are more of them they can only plame each other (fart).
Me The feeling that makes the hair in your neck stand up.

Attack/Defense Modes: (PAB: 2)
Ego Whip, Mind Thrust / Empty Mind, Mental Barrier, Thought Shield

HISTORY
Syld was the other of the two blues of his tribe; the other being his mentor, an elderly savant. The Elder (That's what Syld calls him) taught him much. He also predicted that the dreaded mind flayers would some day return to claim their slaves

Not long after Syld finished training, the Elder died. He left Syld his notes regarding the illithids. Among the notes was a message for Syld. It told him to memorize the information and then go the village (meaning the village where the campaign starts), for the tribe did not trust blues and a single, young psion couldn't do much.
 
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dkoz

First Post
Here are Desimus's combat stats:

4th level, Human Sorcerer
Str 10 +0
Dex 14 +2
Con 10 +0
Int 14 +2
Wis 12 +1
Cha 17 +3
Pre 10 +0

HP: 11
AC: 16
Fort: +1
Ref: +3
Will: +5

PR: 9
TR: 9

BAB: +2
Melee: +2 (+2 BAB, +0 Str)
Range: +3 (+2 BAB, +2 Dex) [+4 to hit, +1 damage within 30ft]
Firearms: +1 (+2 BAB, +0 Pre)
Arcane failure: 10%.
Armor Check: 0

Feats (not all listed):
Point Blank Shot
Precise Shot
Alertness (Rostrum must be within 5ft)
spell focus (enchantment)

Languages:
Draconic
Goblin
Eleven
Dwarven
Celestial

Weapons, Attack Bonus, Damage:
Daggers (2), +2, 1d4
Short spear, +2 melee, 1d6
+4/+5 (30ft) ranged 1d6 (+1 within 30ft)
+1 Light crossbow, +5/+6 (30ft) ranged, 1d8+1(or +2 within 30ft)

Diplomacy: +6
Intimidate: +6
Concentration: +7
Knowledge (Arcana): +7
Spellcraft: +7
Ride: +3
Listen: [+2 alertness (familiar within 5ft)]
Spot: [+2 alertness (familiar within 5ft)]

Spells Known:
0:
Resistance
Read Magic
Detect Magic
Mage Hand
Daze
Prestidigitation
1:
Sleep
Charm Person
Burning Hands
2:
Invisibility

And here are Rostrum's stats:

Rostrum (Hawk)
Tiny Animal
5 hp
Initiative: +3 (Dex)
Speed: 10 ft., fly 60 ft. (average)
AC: 19
Attacks: Claws +5 melee
Damage: Claws 1d4-2
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Saves: Fort +2, Ref +5, Will +2 (it uses my will of +4 since it is higher)
Abilities: Str 6, Dex 17, Con 10,
Int 7, Wis 14, Cha 6
Skills: Listen +6, Spot +6*
Feats: Weapon Finesse (claws)
Skills: *Hawks gain a +8 racial bonus to Spot checks in daylight.
Special: Alertness, improved evasion, share spells,
empathic link, Touch,Natural armor +2, int 7

--------------------Variables (Updated when needed)------------------
Spell per day
0: 6
1: 7
2: 4

Spells available for current day:
0: 6 (last spell: Detect Magic)
1: 2 (last spell: Sleep)
2: 4

Money:
pp: 0
gp: 17
sp: 6
cp: 0

Equipment: (* in satchel, , + on person)
Crossbow+
Dagger(2)+
short spear+
Crossbow bolts+: 20
Torches: 1*
Flint and steel*
Journey Book*
Ink and pen*

Party Items:
oblong clear faceted gem with a clouded center
cracked green cubic gem
hollow stone gem with purple crystals inside

XP: 6612
----------------------------------------------------------------------------------

dkoz
 
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Creamsteak

Explorer
Animus Abdicerer
Medium Sized Humanoid (Human Psychic Warrior 2/Soulknife 3)
Hit Dice: 3d10+2d8+20 (48 hp)
Initiative: +2
Speed: 30 ft.
AC: 15 (+2 Dex, +3 armor), Touch: 12, Flat-Footed: 13
Attacks: Mind blade +7 melee (1d6+3/19-20)
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 13, Cha 11 Per 8.
Skills: +8 Autohypnosis [5 ranks], +8 Climb [5 ranks], +9 Concentration [7 ranks], +7 Hide [5 ranks], +8 Jump [5 ranks], +6 Listen [5 ranks], +7 Move Silently [5 ranks], +6 Spot [5 ranks], +6 Tumble [2 ranks].
Feats & Special Abilities: Hidden Talent, Mental Leap, Mind blade, Narrow Mind, Psionic Body, Psionic Meditation, Psionic Weapon, Psychic strike +1d8, throw mind blade, Weapon Focus (mind blade).
Psionic Powers: Reserve (4 pp); 1st - Burst, Chameleon, Mindlink.

Experience: 10,648/15,000

Equipment
Skin of Nimbleness (2,000 gp)
MW Studded Leather Armor (175 gp)

Skill Notes: Animus has a +10 bonus to Tumble checks when his Skin of Nimbleness is active. Animus can spend his psionic focus to add a +10 bonus to jump checks through Mental Leap. For 1 power point, Animus can manifest Burst as a swift action, granting a +4 bonus to jump due to the speed increase. Animus can manifest Chameleon to gain a +10 bonus to hide checks. Animus has a +4 bonus to Concentration checks made to gain a psionic focus.

Psionic Focus Notes: Animus can gain a psionic focus (DC 20 Concentration) with a +13 bonus as a move action. In addition to the normal benefits of a psionic focus, Animus can use his psionic focus with Mental Leap or Psionic Weapon (+2d6 damage).

Gear in possession of the party...
Longow (75 gp)
Masterwork Arrows (17)
Masterwork Buckler (165 gp)
+3/+3 Mindcrusher Quarterstaff (68,600 gp)
Gold Pieces (45 gp)

Cut Lines:

+3/+3 Mindcrusher Quarterstaff +9 melee (1d6+7/x2); or longbow +5 ranged (1d8/x3)
 
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Liat'ned

First Post
Character Post

Liat'ned
Halfling Male Paladin
Level: 3
Alignment: Lawful Good
Diety: Windiar
Str: 12 (+1)
Dex: 12 (+1)
Con: 12 (+1)
Int: 12 (+1)
Wis: 14 (+2)
Cha: 14 (+2)
Per: 12 (+1)

Combat
HP: 23
AC: 16 (10 + 3 armor + 1 shield + 1 dex + 1 size)
Init: +1 (dex)
BAB: +3
Melee: +5
Ranged: +5
Firearms: +5

Weapons
MW Short Sword (+6 melee, 1d6+1, crit19-20/x2)
MW Light Lance (+6 melee, 1d6+1, critx3)
MW Light Crossbow (+6 ranged, 1d8, crit19-20/x2, range 80)

Armor
MW Hide (Medium, +3 armor, speed 15, ACP -2)
MW Small Metal Shield (+1 shield)

Saves
Fort: +7
Ref: +5
Will: +6

Skills (Ranks in parantheses)
Diplomacy: +7 (5)
Heal: +8 (6)
Knowledge (Religion): +5 (4)
Ride (War Pony): +4 (3)

Feats
Combat Reflexes
Mounted Combat

Paladin Abilities
Lay on Hands (6)
Detect Evil
Divine Health
Smite Evil: 1/day (Extra Damage: +3)
Turn Attempts: 5/day
Turn Check Mod: +2
Cleric Level for Turning: 1

Mount
"Natalie"
Warpony
Military Saddle
Barding
 

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