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Old 24th August 2009, 11:27 AM   #1 (permalink)
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[Pathfinder] [OOC] DarkSun game



Starting at 3rd level.

Will use the SRD for psionics and the PRD for the rest of rules.
The Hypertext d20 SRD (v3.5 d20 System Reference Document) :: d20srd.org
Pathfinder Roleplaying Game Reference Document

Will also use some material from athas.org
http://www.athas.org/

World:
See this wiki: Main Page - The unofficial Dark Sun wiki

Time: The Brown Age.

See houserules in the following posts.

Current group:
kinem - Mul Psion (Kineticist) - Post #25
Pneumatik - Human Ranger - Post #40
Andor - Halfling Soulknife - Post #49
Tailspinner - Half-elf Gladiator - Post #62
Voadam - Half-Giant Druid - Post #71

[Pathfinder] DarkSun: Dangerous Beginnings RG IC OCC
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Old 24th August 2009, 11:28 AM   #2 (permalink)
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Pathfinder heroic 20 pts buy.

No starting equipment (you will start in medias res on a slave transport ).

Full HP for first, haf Hit die +1 after ( d10 = 6)

And, all characters will start with a psionic bonus feat:

Latent Power (feat)
You gain 2 psionic power points, can now learn any psionic feat for which you meet the prerequisites, can expend your psionic focus, and can gain a single 1st-level power from any list.
Special: You can take this feat more than once. Choose a different power each time. PP stack.


Races


Allowed player races:

Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Focus: +1 morale bonus on all checks directly related to their focus. This includes a skill bonus, an attack bonus, a damage bonus, or a saving throw bonus, or even a bonus to manifestation or spell save DCs.
Resistant: Dwarves receive a +2 racial bonus on saving throws against psionics, spells, and
spell-like abilities. They also get a +4 racial bonus to Fortitude savingthrows against poison.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Terran.


Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elf-Running: Elves gain Endurance as bonus feat.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against illusion spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), falchions, rapiers, scimitars, and shortbows (including composite shortbows).
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Gith and Pterran.


Half-Elf Racial Traits
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Chapter 3 for more information about favored classes.
Languages: Half-elves begin play speaking Common. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Half-Giants Racial Traits
Same, no LA and no favoured class, no stomp
Languages: Half-Giants begin play speaking Common. Half-Giants with high Intelligence scores can choose from the following: Dwarven and Giant


Halfling Racial Traits
+2 Dexterity, +2 Wisdom, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Aarakocran, Ancient Halfling, and Pterran.


Human Racial Traits
Same


Mul Racial Traits
+2 Constitution, +2 Strength, –2 Charisma: Combining the human height with the Dwarven musculature, muls end up stronger than either parent race, but their status as born–to–be slaves makes them insecure in their dealings with others.
Medium: Muls are Medium creatures and have no bonuses or penalties due to their size.
Darkvision: Muls can see in the dark up to 60 feet.
Dwarven Blood: Muls count as both dwarfs and humans for any effect related to race.
Extended Activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue
Hardy: Muls need only half as much rest to fatigue and exhaustion.
Ignore Pain: Muls have nonlethal Damage Resistance 1/–. They are difficult to subdue, and do not notice minor bruises, scrapes, and other discomforts that pain creatures of other races.
Languages: Muls begin play speaking Common. Muls with high Intelligence scores can choose from the following: Dwarven, Elven, Gith, and Giant.



Classes

PRD, but:

No Paladin or Monk, but Gladiator (athas.org), Psion (d6) and Psychic Warrior (full Bab and d10). Use athas.org bard. Revised skills and d8 HD.

Only clerics of the (para) elements.

Wizards gain Bluff as class skill (Bluff can be used to disguise spellcasting)

No class has swim as class skill

Gladiator
Class Skills (4 + Int modifier per level, x4 at 1st level): Acrobatics, Bluff, Climb, Craft, Intimidate, Perception, Perform, Profession, Sense Motive.

Familiars
Critic Lizard +2 Reflex
Floater +3 Sense Motive
Hurrum, speckled +3 Diplomacy
Jankx +3 auditory Perception
Kes’trekel +2 Fortitude
Mulworm +3 HP
Ramphor +3 visual Perception
Snake +3 Bluff
Z’tal +3 Intimidate


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Old 24th August 2009, 11:28 AM   #3 (permalink)
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Other Rules:

Cleric Domains

Elemental clerics take their corresponding domain and one other (with DM approval).
Para-elemental clerics take their corresponding domains.

No Glory, Sun, but Mind.

MIND DOMAIN
Granted Powers: Your faith protects your mind, and you can use that faith to defend others. In addition, you receive a +2 resistance bonus on Will saving throws. This bonus increases by 2 for every 5 levels you possess.
Mental Ward (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Mind domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Evolving Mind (Ex): At 8th level, you receive Hidden Talent as a bonus feat. In addition, you receive 4 more PP as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).

Mind Domain Spells
1 Comprehend Languages: You understand all spoken and written languages.
2 Detect Thoughts: Allows “listening” to surface thoughts.
3 Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
4 Discern Lies: Reveals deliberate falsehoods.
5 Rary’s Telepathic Bond: Link lets allies communicate.
6 Probe Thoughts†: Read subject’s memories, one question/ round.
7 Brain Spider†: Eavesdrop on thoughts of up to eight other creatures.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Weird: As phantasmal killer, but affects all within 30 ft.


Water Domain
Special: Swim is a class skill for you.
Granted Powers: You can manipulate water, dry dust and acid, conjure creatures of water, and resist acid.
Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.
Domain Spells: 1st—obscuring mist (dust), 2nd—fog (dust) cloud, 3rd—water breathing, 4th—control water (tide), 5th—ice (mire) storm, 6th—cone of cold (acid), 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).



Sorcerer Bloodlines

Aberrant, Arcane, Destined, Elemental, Undead only (+Psionic)

Psionic
Your family has always been skilled in the internal art of mind. While many of your relatives were accomplished psions, your powers developed without the need for meditation and practice.
Class Skill: Knowledge (psionic).
Bonus Spells: charm person (3rd), detect thoughts (5th), telepathic bond, lesser (7th), dweomer of transference (9th), psychic turmoil (11th), mental pinnacle (13th), psychic turmoil, greater (15th), mind blank (17th), astral projection (19th).
Bonus Feats: Latent Power, Psionic Body, Psionic Mimicry (athas.org), Quicken Spell, Silent Spell, Still Spell, Skill Focus (Knowledge [psionic]), Skill Focus (Knowledge [autohypnosis]).
Bloodline Arcana: Whenever you cast a spell of the mind-affecting subschool, increase the spell’s DC by +2.
Bloodline Powers: You have always had a tie to the astral world, and as your power increases, so does the influence of your psionic heritage.
Psionic Bond (Su): At 1st level, you gain psicrystal affinity feat, as a psion equal to your sorcerer level. Your sorcerer levels stack with any manifester levels you possess when determining the powers of your psi crystal.
Psionic Resilience (Su): At 3rd level, when you take damage, you can spend power points to reduce its severity. As an immediate action, you can reduce the damage you are about to take by 2 hit points for every 1 power point you spends.
Confuse (Sp): At 9th level, you can confuse an enemy for a number of rounds per day equal to your sorcerer level. This ability functions as confusion. These rounds need not be consecutive.
Dual Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.
Evolved Self (Ex): At 20th level, you become a magical creature. You are forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects.
Additionally, you gain damage reduction 10/ (alignment different from yours), which allows you to ignore the first 10 points of damage from any attack made by a nonaligned weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.



Animal Companions

baazrag (pony; no hooves, but bite with wounding)
kank (horse; no bite & hooves, but pincer with poison)
kes’trekel (bird)
snake
yallix (bird; claws as bite, no talons, but all-around vision)
erdlu (dinosaur)
jhakar (wolf)
monitor lizard (crocodile; no hold breath…)
seskarran (bear/boar)
crodlu (cat, big; no grab, but ram)
inix (camel; no spit, but tail slap)
pterrax / razorwing (dire bat, preview)
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Old 24th August 2009, 02:11 PM   #4 (permalink)
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Elements and favored weapons:

Code:
Athasian Elements, Energy Types &  Fav. Weapons
Element                Type        Weapon
Air                 Electricity    Longbow
Earth                  Acid       Warhammer
Fire                   Fire        Scimitar
Magma (Earth, Fire)    Fire       Battleaxe
Rain (Air, Water)   Electricity   Starknife
Silt (Earth, Water)    Acid         Spear
Sun (Air, Fire)        Fire      Morningstar
Water                  Acid        Trident 
Other

From the Death in Freeport game:

4e style healing surges - 6+con bonus times a day can use a healing surge to heal self of 1/4 round down of max hp in damage. All healing magic uses a healing surge. Once per combat can spend a standard action to use a healing surge.
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Last edited by Walking Dad; 14th September 2009 at 11:27 AM..
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Old 24th August 2009, 06:41 PM   #5 (permalink)
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Wow, I haven't seen some Dark Sun for years! If I weren't trying to cut down the number of games I'm in, I'd totally think about submitting a concept.
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Old 24th August 2009, 07:25 PM   #6 (permalink)
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Must ... resist ...

Locked in struggle against the compulsion, I will my hands away from the key board ... but ... it ... is ... too ... strong ...

(fails Will save)

I will submit a character
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Old 24th August 2009, 11:54 PM   #7 (permalink)
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Very very tempting. If I wasn't full into my moving preparations I'd try putting a character together. As is I won't be able to even contemplate doing so until next week.
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Old 25th August 2009, 02:24 AM   #8 (permalink)
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very cool, haven't seen much of Athas since wow.. 2e, wish I had the time, but I'm waiting to see wether a few other games get off the ground and don't wanna spread myself further than I have time to post with
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Spoiler:
Can access almost all 2.0 and 3.5 materials, most 3.0 splatbooks, core 4.0 stuff (it's an okay game on it's own but it's definitely different from the D&D I've known for the last 16 years)

Spoiler:
player:"How much damage does a gnome do?"
DM:"depends on his stats and his weapon."
player:"so go by weight."
DM:"NO use the small weapon listings."
player:"I think you misunderstood what I'm asking. I'm playing a half-orc. I repeat my first question in light of this"



FROM Chatty DM's site: "let's attack some bitches with some hoes."
"what's the AC to hit puberty."
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Old 25th August 2009, 03:29 AM   #9 (permalink)
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kinem Goblin Sharpshooter (Lvl 2)
What are the methods for ability scores, hp, and starting steel?

BTW, I'm thinking psionically (so to speak).

Though I hate the 10-min rest rule - healing arrow wounds in 10 min and all reminds me of 4e - I should ask, how does it interact with psionics?

Last edited by kinem; 25th August 2009 at 10:43 PM..
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Old 25th August 2009, 05:14 AM   #10 (permalink)
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Seems like a whole lot of us wish we had a lot more time on our hands.
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Old 25th August 2009, 08:39 PM   #11 (permalink)
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Tempting. I don't think I've played a psychic warrior before. Or a half-giant. Hmm.

I'm coming back from vacation and have more work waiting for me than I expected and will take a little while to get back in pbp but I'm definitely tempted.
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Old 26th August 2009, 09:48 AM   #12 (permalink)
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Is there any online information on the campaign setting? I'd love to join, but don't know much about the setting and since it seems to be quite far from the standard D&D worlds, I'd have to know more about it.
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Old 26th August 2009, 10:48 AM   #13 (permalink)
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Quote:
Originally Posted by Ambrus View Post
Very very tempting. If I wasn't full into my moving preparations I'd try putting a character together. As is I won't be able to even contemplate doing so until next week.
No, problem. Looks like this is only slow filling...

Quote:
Originally Posted by jager0727 View Post
very cool, haven't seen much of Athas since wow.. 2e, wish I had the time, but I'm waiting to see wether a few other games get off the ground and don't wanna spread myself further than I have time to post with
Understood. Perhaps you will have a bit time later.

Quote:
Originally Posted by kinem View Post
What are the methods for ability scores, hp, and starting steel?

BTW, I'm thinking psionically (so to speak).

Though I hate the 10-min rest rule - healing arrow wounds in 10 min and all reminds me of 4e - I should ask, how does it interact with psionics?
Pathfinder heroic 20 pts buy.
No starting equipment (you will start in medias res on a slave transport ).
Full HP for first, haf Hit die +1 after ( d10 = 6)
I think I can ditch the ten min rest. But many abilities (bard, barbarian) are rounds per day!
And, all characters will start with a psionic bonus feat.

Will include all this informations above.

Quote:
Originally Posted by Voadam View Post
Tempting. I don't think I've played a psychic warrior before. Or a half-giant. Hmm.

I'm coming back from vacation and have more work waiting for me than I expected and will take a little while to get back in pbp but I'm definitely tempted.
Will wait for you


Quote:
Originally Posted by Stringburka View Post
Is there any online information on the campaign setting? I'd love to join, but don't know much about the setting and since it seems to be quite far from the standard D&D worlds, I'd have to know more about it.
Just saw that the wiki is down. You can use these links:
Dark Sun - Wikipedia, the free encyclopedia
Main Page - The unofficial Dark Sun wiki

There is also a great pdf on athas.org:
http://athas.org/products/ds3/documents/109
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Old 26th August 2009, 09:23 PM   #14 (permalink)
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With this GREAT bunch of players you[ve got so far, WD, all I can say is, SIGN MY BUTT UP!! I'm also intrigued by finally being able to play alongisde kinem, as we have only DMed for each other up to now.

Character: I'm thinking a Mul Cleric of Lightning? (But am I right that the favored weapon for this is star knife? hmmm, he'll probably stick with a mace, if possible.)
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Old 26th August 2009, 09:33 PM   #15 (permalink)
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I'm also intrigued by finally being able to play alongisde kinem, as we have only DMed for each other up to now.
Welcome aboard, Leif! This should be fun.

Though ... Tristan gives Jerrigan a funny look
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Old 26th August 2009, 09:57 PM   #16 (permalink)
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Welcome aboard, Leif! This should be fun.

Though ... Tristan gives Jerrigan a funny look
Well, duh!! Ok, 2nd time! Somehow I keep forgetting about that one.
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Old 26th August 2009, 10:44 PM   #17 (permalink)
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Hum... Unfortunately, I'm going to have to pass on this one, since I'm new to bost PbP and Dark Sun. A big unfortunately, since it seems an interesting setting, and I WILL keep a close eye as an observer.
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Old 27th August 2009, 12:51 AM   #18 (permalink)
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Hum... Unfortunately, I'm going to have to pass on this one, since I'm new to bost PbP and Dark Sun. A big unfortunately, since it seems an interesting setting, and I WILL keep a close eye as an observer.
I don't see why being new to either should stop you. You'll pick up PBP soon enough, and this is as good a game to start with as any. And if you don't want to read too much background info, just make a PC who is fairly ignorant.
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Old 27th August 2009, 01:10 AM   #19 (permalink)
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I don't see why being new to either should stop you. You'll pick up PBP soon enough, and this is as good a game to start with as any. And if you don't want to read too much background info, just make a PC who is fairly ignorant.
Yeah, WD, you'd better sign me up for a "fairly ignorant" pc. Dark Sun came out while I was on my extended hiatus from D&D, so I know nothing of it. I'm not averse to reading background info, but I'm not sure how much good that will do me, really.
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Old 27th August 2009, 05:54 AM   #20 (permalink)
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Here we go. I'm not an experienced Dark Sun player, but I waded through what info I could find- let me know if anything in the background is off. Would you have any objection if I was gunning for the Psionic Monk PrC found in Prestige Class Compendium 1 on athas.org?


Ghazi- N mul Psychic Warrior 3

Strength: 16 +3
Dexterity: 14 +2
Constitution: 16 +3
Intelligence: 10 +0
Wisdom: 13 +1
Charisma: 10 +0

HP: 34

AC: 12 (10 +2 Dex)

Base attack bonus: +3
Melee attack: +6
Ranged attack: +5

Attacks:
Unarmed strike +7 melee 1d3+3 bludgeoning, 20/x2 crit

Saves:
Fort +6
Ref +3
Will +2

Skills:
Autohypnosis 3 ranks, +3 class, +1 Wis, +7 total [Note: I am presuming that this is the skill used to gain psionic focus]
Perception 1 rank, +3 class, +1 Wis, +5 total
Survival 2 ranks, +1 Wis, +3 total

Feats:
Simple Weapons Proficiency
Martial Weapons Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
Shield Proficiency
Improved Unarmed Strike
Psionic Fist
Latent Power
Weapon Focus (Unarmed)
Scorpion Style


Racial traits:
Darkvision 60 ft
Darven Blood
Extended Activity
Hardy
Ignore Pain (Nonlethal DR 1/-)
Speaks Common

Favored Class: Psychic Warrior

Power points/day:
6

Powers known:
Inertial Armor
Offensive Precognition
Pulverizing Blows (Claws of the Beast variant, discussed)
Dissipating Touch


Appearence: Ghazi is tall, well-muscled, and of intimidating physique, like many other mul. Unlike them, he has a glint of intelligence and self-confidence in his eye, not the beaten dimness or stupid hostility displayed by many others of his kind. He is also quite young, for a free mul.

Personality: Along with physical traits, Ghazi seems to have inherited the best in the psyches of both his parent races. He combines the focus of a dwarf with the polymath tendencies of a human to throw himself fully into whatever challenge he faces.

Background:
All mul are, of course, born into slavery. The slower and weaker of them are put to simple manual labor, but the destiny of those unfortunate enough to be born healthy and strong is to be thrown into the gladiatorial pits. Those doubly unfortunate happen to be born in Draj; their bloodsports regularly vie to top all others in sheer quantinty of blood and cruelty.
Ghazi was born a very strong mul in an outlying suburb of Draj, and so he faced his fate early. An unusually large 'crop' of mul suitable for battle was born in Draj one year; rather than waste the cream of that crop on manual labor, a templar of Tectuktitlay put a plan into motion of unusual cruelty even for the high standards of that city. When they reached the age of just ten years old, he announced that Tectuktitlay hungered for younger sacrifices, and set up a series of special exhibition matches pitting mul children against an equal number of captured halfling raiders.
Some avoided the new matches, but many flocked to them, and what had begun as mere spectacle became an expected part of Draj's games. As the surviving mul children became more and more skilled, their death rate tapered off, the children began to enjoy a few of the perks of victorious gladiators, and for a brief time Ghazi enjoyed a few glimmers of happiness.
Then the crowds began to thin and grow restless at the letup in the bloodletting, and the templars began giving the mul fewer and fewer weapons in their matches with the halflings. The deaths began again, everyone around Ghazi falling as the weapons they learned to rely on were taken away from them one by one; only he managed to adapt, fighting as well with his fists as another might with the best of weapons. Two years and countless pointless spillages of blood later, there were only two of the original child warriors remaining; Ghazi and Tlatoani, a powerful psion who had survived by forging his mind itself into a weapon.
When they were pitted against each other, Ghazi was saddened but not surprised. He had a quiet talk with Tlatoani, and the next morning appeared in the arena in full traditional gladiator gear, as did Tlatoani. The audience saw them wage a titanic battle, muscle pitted against mind, with spectacular blasts and armies of astral constructs countered with incredible aerial maneuvers and single-mindedly vicious blows. As they fought, their captors began to sweat; neither of them had demonstrated that kind of power in any of their prior matches...would they be able to keep the winner of this clash of titans once the battle was over? The fight built to a crescendo, Ghazi battering through the astral legions of Tlatoani to face him one-on-one....
And then the illusion vanished.
By the time the guards had fully realized what happened, Ghazi and Tlatoani were both well on their way to Tyr on the fastest mounts they could find. They eventually parted ways when Tlatoani found a job as part of a Templar's retinue in Balic, and he continued to wander until again captured and put on the slave ship that kicks off the campaign.

Last edited by Toptomcat; 4th September 2009 at 06:15 AM.. Reason: No longer looking to qualify for Psionic Monk, Pathfinderizing the skills
Toptomcat is offline   Reply With Quote


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