City Beautiful (Characters)

Evilhalfling

Adventurer
The City Beautiful :
The notion that the city itself could engender civic loyalty, thus guarenteering a harmonius moral order. The Cities physical apperance would symbolize its moral purity and unity.
parapharased - Fredrick Olmstead 1891.

No one apparently thought to ask the most directly affected about their views, the poverty stricken multitudes living in the shadows of monuments.
Peter Hall

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Code:
Name: Ozan Neub, a.k.a. Acleon
Class: Psion (Telepath)
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: ??

Str: 10 +0 ( 2p.)     Level: 2         XP: 1000
Dex: 12 +1 ( 4p.)     BAB:  +1         HP: 11 (4+1d4+4 Con)
Con: 14 +2 ( 6p.)     Grapple: +1      Dmg Red: -/-
Int: 17 +3 (13p.)     Speed: 30'       Spell Res: -
Wis: 12 +1 ( 4p.)     Init:  +1        Spell Save: -
Cha: 12 +1 ( 4p.)     ACP:   +0        Spell Fail: -

                Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:           10    +2    +0     +1    0    +0    +0     13
Touch: 12          Flatfooted: 12

                         Base   Mod  Misc  Total
Fort:                      0    +2    0    +2
Ref:                       0    +1    0    +1
Will:                      3    +1    0    +4

Weapon                  Attack   Damage       Critical   Range
Dagger                   +1      1d4           19-20x2
Thrown Dagger            +2      1d4           19-20x2    10 ft

Languages: Common, Elven, Dwarven, Hairfeet.

Abilities:
-Extra feat at level 1
-Extra skill points
-Favored class: Any.

Powers Known:
Level 1: Charm, Mindlink, Mind Thrust, Empathy, Create Sound.

Power points: 9 (base 6 + 3 bonus)

Feats: Enlarge power, Psionic endowment, Greater psionic endowment.

Skill Points: (2 psion +4 Int +1 Human)x4=28  Max Ranks: 5/2.5
Skills                   Ranks  Mod  Misc  Total
Concentration               5   +2          +7
Knowledge (psionics)        5   +3          +8
Psicraft                    5   +3     +2   +10
Bluff                       5   +1          +6
Diplomacy                   5   +1     +4   +10 
Sense Motive                5   +1          +6    

(misc bonuses:
+2 to Psicraft for having 5 ranks in Knowledge: psionics.
+4 to diplomacy for having 5 ranks in Bluff and sense Motive)                            

Equipment:                Cost    Weight
Dagger                      2gp    1    lb
Leather armor  		   10gp    15   lb
Explorer's outfit           0gp    -    lb
Backpack                    2gp    2    lb
--Flint and Steel           1gp    -    lb  
--Rations (1 day)         0,5gp    1    lb
--Sunrod [1]                2gp    1    lb
--1 CLW potion             50gp    --
--Waterskin                 1gp    4    lb

Total Weight: 25 lb  Money: 51 gp 5sp 0cp

                        Lgt   Med   Hvy  Lift  Push
Max Weight:             33    66    100  200   500

Age:    24
Height: 5´8"
Weight: 160 lb
Eyes:   Brown
Hair:   Black
Skin:   Tan
 

Ralan
Rogue 1 / psion (egotist) 1
Age: 21
Weight: 183 pounds
Height: 5'10"
Eyes: blue
Hair: Brown

Appearance: Ralan wears simple clothing with a cloak and carries a bag over shis shoulder. He carries several weapons including two short swords on his back, a rapier and a dagger, both attached to his belt and a light crossbow with a quiver on his back.
Str 14 (+2) (cost: 6pts)
Dex 15 (+2) (cost: 8pts)
Con 13 (+1) (cost: 5pts)
Wis 10 (+0) (cost: 2pts)
Int 14 (+2) (cost: 6pts)
Cha 12 (+1) (cost: 6pts)

Feats
Up the walls (psion 1), 2 weapon fighting (level 1)

Initiative: +2 (dex)
AC: 15 (+2 dex, + 3 armor) +4 with Force Screen
HP: 11 (6 rogue +3 psion +2 con)

Saves:
Fortitude: +1 (0 base, +1 con)
Reflex: +4 (2 base, +2 dex)
Will: +2 (2 base)

Languages: Common, Elven, Dwarven

Special abilities

Elan abilities:
• Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.

• Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.

• Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.

• Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.

Rogue abilities
Sneak attack 1d6, trapfinding

Psion abilities:
Power points: 5 (2 psion 1, 2 Elan, 1 int 14)
Powers:
Level 1(3): Force Screen; Catfall; Conceal Thoughts

Skills:

Bluff : + 5 [ 4 Ranks + 1 (Cha) ]
Concentration : + 4 [ 3 Ranks + 1 (Con) ]
Diplomacy : + 1 [ 0 Ranks + 1 (Cha) ]
Disguise : + 2 [ 1 Ranks + 1 (Cha) ]

Gather information : + 7 [ 4 Ranks + 1 (Cha) + 2 Knowledge (local) synergy bonus ]
Hide : + 5 [ 4 Ranks + 2 (Dex) -1 Armor check penalty ]
Intimidate : + 1 [ 0 Ranks + 1 (Cha) ]
Jump : + 5 [ 4 Ranks + 2 (Str) -1 Armor check penalty ]

Knowledge (local) : + 7 [ 5 Ranks + 2 (Int) ]
Move silently : + 5 [ 4 Ranks + 2 (Dex) -1 Armor check penalty ]
Ride : + 2 [ 0 Ranks + 2 (Dex) ]
Search : + 2 [ 0 Ranks + 2 (Int) ]
Sense motive : + 4 [ 4 Ranks + 0 (Wis) ]

Sleight of hand : + 4 [ 3 Ranks + 2 (Dex) -1 Armor check penalty ]
Spot : + 4 [ 4 Ranks + 0 (Wis) ]
Tumble : + 6 [ 4 Ranks + 2 (Dex) ]
Use Rope : + 2 [ 0 Ranks + 2 (Dex) ]

Bab: +0

Weapons:
Rapier (main hand): Attack: +2 Damage: 1d6+2 ; 18–20/x2 ; Piercing
Shorts words (offhand): Attack: +2 Damage: 1d6+1 ; 19–20/x2 ; Piercing

Dagger (Main): Attack: +0 Damage: 1d4+2 ; 19–20/x2 ; Piercing
Dagger (Offhand): Attack: +0 Damage: 1d4+1 ; 19–20/x3 ; Piercing

Crossbow, light: Attack: +2 Damage: 1d8 ; 19–20/x2 ; 80 ft. range ; Piercing

Dagger, thrown: Attack: +4 Damage: 1d4+2 ; 19–20/x2 ; 10 ft range ; Piercing



Equipment

Explorer's Outfit 10 8 lb Worn
Studded leather armor 25 20 lb Worn

Sack ; 0,1 gp ; 0,5 lb ; worn as a sash
Trail rations (1 day) ; 0,5 gp ; 1 lb ; backpack
Bedroll ; 0,1 gp ; 5 lb ; in sack
Soap (per lb.) ; 0,25 gp ; 0,5 lb ; in sack
Scroll case ; 1 gp ; 0,5 lb ; in sack
Ink (1 oz. vial) ; 8 gp ; 0 lb ; In scrollcase
Inkpen ; 0,1 gp ; 0 lb ; In little box, properly protected
Parchment (5) ; 1 gp ; 0 lb ; In little box, properly protected
Sunrod (1) ; 2 gp ; 1 lb ; in sack

rapier ; 20 gp ; 2 lb ; Below cape, pummel sticks out at shouldet (both swords are strapped in an X shape on back)
Short sword ; 10 gp ; 2 lb ; Below cape, pummel sticks out at shouldet (both swords are strapped in an X shape on back)
Short sword ; 10 gp ; 2 lb ; Below cape, pummel sticks out at shouldet (both swords are strapped in an X shape on back)
Dagger ; 2 gp ; 2 lb ; right thigh
Dagger ; 2 gp ; 2 lb ; left boot (hidden)
Light crossbow ; 35 gp ; 4 lb ; back, on top of cape
10 bolts ; 1 gp ; 1 lb ; back, on top of cape

Belt Pouch, right ; 1 gp ; 0,5 lb ; worn, back side, on right, under cape
Flint and Steel ; 1 gp ; 0 lb ; belt pouch, wrapped in cloth
Chalk, 2 pieces ; 0,02 gp ; 0 lb ; belt pouch, wrapped in cloth
cure light wounds potion ; 50 gp ; 0 lb ; belt pouch
Tindertwig (5) ; 5 gp ; 0 lb ; belt pouch, in small box

Belt Pouch, left ; 1 gp ; 0,5 lb ; worn, back side, on left under cape
Money ; 14,93 gp ; leftbelt pouch

Total weight carried: 52,5 pounds
Light Load: 58 lb. or less
Medium Load: 59–116 lb.
Heavy Load: 117–175 lb.


Background
Ralan awoke as an Elan three months ago. He learned that his old self wanted to further the power hungry goals of the Elans, and chose to transform to gain favor and and psionic power.

Since his awakening, the Cabal of Pure Thought has invested time and ressources to train him in the Roguish arts (he had a natural affinity for them since his former self was also a rogue) and to hone in his newfoundl psionic abilities.

However, his new self does not see things in the same way and Ralan has no wish to help any powerhungry organisation. He has joined with other dissidents from the Cabal to flee.
 
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Name: Tote.

The monks of the order of the Pure Mind spend many hours in silent contemplation of the accumulated knowledge of civilisation. To learn, to improve your depth of mind, is the purpose of life. By reading what others have written, you not only learn what they know, but you know *them*. And with the aquisition of knowledge, and by observing it's effect upon yourself, one can learn to know *you* perfectly.
But knowledge comes under attack. The ignorant refuse to learn, and simply move through the world horizontally, rather than striving upward to the Perfection of mind that should be the focus of all. The monks considered this quandry long, consulting their library of knowledge, but eventually the solution emerged from a most unexpected direction: a priest. He was a devotee of the god Iatoth, god of learning. The monks observed how he moved among the populance, spreading the written word and teaching the commoners how enriched their lives can be with knowledge. The monks were amazed, for they had always sought the solution by hunting for the perfect knowledge, the one piece of learning that none would be able to resist. But this cleric spread knowledge simply by charisma, simply by speaking.

The monks sent a missive to the (small, and recently founded) church of Iatoth within Avordel, seeking to learn the knowledge behind their ability to spread knowledge. While communication was slow at first, in time the priests consented to take on and tutor one of the monks, so that he may spread his findings to the others in the monastry.

As part of his training, the local ArchPriest of Iatoth has decreed that the novice who is a monk must go out into the world, and learn not only to spread wisdom, but to see how society works and how it can be used to spread learning. Toth, as this novice is called, travels to and from the various districts of the city, speaking publically to the populance and observing how they live and work. He currently is trying to gain access to the halls of the academy, in order to have a look at the knowledge within, and sleeps in the hall of novices within the temple of Iatoth. He regards it as overly comfortable. The novices do not agree with him.

His parents left him at the gates of the monastry, which is also situated within Avordel, when he was a baby and as such he does not know them. Tote knows very few people outside the monastry and temple, with his only ‘outside’ friend so far being Rik, an Astral Elf street vendor who sells books and parchment. Within the monastry, he spent many an hour in close conversation with Isbel (female human) and Arch (male human), fellow monks. They were also possible candidates for the ‘exchange’ program with the church of Iatoth.

His faith in Iatoth is a new thing, and it is somewhat fragile. He seeks to explore and experiment to see whether Iatoth is truly extant, or whether he is merely an aspect of Tote’s own Ki energy. But these concerns are fairly well hidden, deep within his mind.

His long term goal is to make education and literacy something the entire populance partakes in – compulsory schooling is a theory he is considering more and more.

[Reason for teaming with Psions] Hrm. I've never played with Psionics before, so we could say that neither has my character. And if he has never dealt with them before, it's something new to learn.

Also, it is easier to gain access to those in power when you have power yourself. He could wait 50 years until he is head of the monastry or whatever, but if he thinks that by helping this group of Psions he could gain renown which can be turned into leverage, he will. Renown is useless. But the power it grants him, to get at those in power and maybe get them to listen to him, could be very useful indeed. Having the king and councils make education compulsary would go a LONG way towards increasing the learning of the people.
[/reason]

Physical Description: Tote is 6’4”, and well muscled. He looks lean and fit, as though all the excess material was removed, but despite his physical frame and height he carries himself quietly, but eagerly. Tote’s long limbs never seem to be placed without care or consideration. His skin is somewhat pale from endless hours in the library, and his eyes stray instantly to any book he spots. With his shaved head, and his habit of rapidly cycling his gaze to watch the surroundings, he looks rather like a bird of prey at work. Tote’s height and size tend to dominate a scene, creating an impression he rarely seeks to live up to, unless he is lecturing on the power of learning. His most noticable feature is his voracious appetite for knowledge, and his desire to see others learn. He carries a sack of items slung over his back, which he looks after with some care. The more fragile items within are wrapped in lengths of cloth. His clothes are carefully mended but utiliarian robes.



Age: 21.
Race: Human.
Alignment: LN.
Classes: Monk 1, Cleric 1. Monk first class.

Strength 15 (2)
Dexterity 13 (1)
Constitution 10 (0)
Wisdom 16 (3)
Intelligence 13 (1)
Charisma 11 (0)

Hitpoints: 14
BAB: 0 (Flurry: -2/-2)
Saves: Fort 4
Ref 2
Will 4
Normal AC: 11
Unarmoured AC: 14
Normal move: 30ft
Unarmoured move: 30ft
Unarmed Damage: 1D6

Feats:
Improved Unarmed Strike (free with monk)
Improved Grapple (monk first level)
Dodge (human)
Astetic Priest (first level) - allows the character to stack priest and monk levels for purposes of unarmed damage, bonus monk AC, and turning ability. Stats are changed to reflect this.

Class Abilities:
Turn undead.
Flurry of Blows
Unarmed Strike

Skills:
28, highest rank is 5/2.5.
Balance 1
Climb 1
Concentration 3
Craft
Diplomacy 2
Escape Artist 1
Heal
Hide 2
Jump 1
Knowledge: Arcana 2
Knowledge: Geography 2
Knowledge: Local 2
Knowledge: Religion 2
Listen 2
Move Silently 2
Perform
Profession
Sense Motive 1
Spellcraft 1
Spot 2
Swim
Tumble 1

Magic:
Spells per day:
0: 3
1: 2 (+1 domain)
Cannot cast chaotic spells.
Domain powers:
Law: Law spells cast at +1 caster level.
Knowledge: Diviniation spells cast at +1 caster level, gain all knowledge skills as cleric class skills.
Spells available due to domains:
Level 1
Detect Secret Doors: Reveals hidden doors within 60 feet. (Divination)
Protection from chaos: +2 to AC and saves, counters mind control, hedge out elementals and outsiders. (Law)

Cure spell effects:
Cure minor wounds (0)
1 point.
Cure Light Wounds (1)
1D8 +1 points.

Iatoth is a LN god of Learning and Knowledge, domains Law and Knowledge.

Chosen Spells:
Level 0 Spells:
Detect Magic (Detects spells and magic items within 60ft) [USED]
Light (object shines like a torch) [USED]
Resistance (subject gets +1 to saving throws)

Level 1 General:
Cause fear (will save or flees for 1D4 rounds, if save is pass then opponent is stunned for 1 round. 6Die opponents immune.) [USED]
Divine Favour (+1 per 3 levels to attack and damage rolls) [USED]

Level 1 Domain:
Protection from Chaos.

Equipment:
7 gold, 3sp.
Monks outfit.
Rope, hempen, 50ft.
Sack.
Sewing needle.
3 yards of canvas.
1lb of soap.
Clay mug.
5 sheets of parchment.
Vial of ink and inkpen.
Holy symbol, wooden.
 
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Thaimon Clyspinnetra

Class: Sorceror 1/Rogue 1
Race: Elf, Astral
Gender: Male
Age: 121
Height: 4'9
Weight: 90
Hair:Gold
Eyes:Purple
Alignment: Chaotic Good
Medium Humanoid; CR 2;

Str 10(+0),
Dex 18(+4),
Con 8(-1),
Int 16(+3),
Wis 11(+0),
Cha 15(+2);

HD 1d4+1d6-2;
hp 6;
Init +4;
Spd 30 ft/x4;
AC 16 (+2 leather armor, +4 dex)
touch 14, flat-footed 12;
Spell Failure: 10%
Encumbrance: Light Load

Base Atk/Grapple +0/+0;

Full Atk +4 Two-handed (1d8;19-20/x2, Light Crossbow),
+0 One-handed (1d6;18-20/x2, Rapier),
+0 One-handed (1d4;19-20/x2, Dagger),
+0 Two-handed (1d8;20/x3, Spear);

SV Fort -1, Ref +6, Will +2;

Skills abil, mod=abil, ranks, misc
Climb STR*+6=0+3+3
Concentration CON+2=-1+3+0
Disable Device INT+4=3+1+0
Gather Information CHA+5=2+3+0
Hide DEX*+6=4+0+2
Knowledge (arcana)INT+5=3+2+0
Knowledge (history)INT+4=3+1+0
Knowledge (local)INT+5=3+2+0
Knowledge (nobilty)INT+4=3+1+0
Listen WIS+5=0+1+4
Move Silently DEX*+8=4+2+2
Open Lock DEX+5=4+1+0
Ride DEX+5=4+1+0
Search INT+5=3+0+2
Spellcraft INT+5=3+2+0
Spot WIS+4=0+0+4
Swim STR**+1=0+1+0
Tumble DEX*+5=4+1+0
Use Magic Device CHA+3=2+1+0

Feats: Stealthy

–– RACE ABILITIES ––
• -2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence
• Base land speed of 30 feet.
• Low-Light Vision
• Immunity to sleep effects
• +2 racial bonus on saving throws against Enchantment spells or
effects.
• +2 racial bonus on Listen, Search, and Spot checks
• Automatic Searching: Passing within 5 feet of a secret or concealed
door entitles you to a free Search check, as if you were actively
looking for it
• Proficient with rapier.
• Favored Class: Wizard
–– CLASS ABILITIES ––
• Proficient in light armor
• Proficient with all simple weapons, and with Composite Longbow, Composite Shortbow, Hand Crossbow, Longbow, Longsword, Rapier, Sap, Short Sword, Shortbow.
• Sneak Attack:
• Trapfinding
• Familiar: Lizard as a magical companion, name: Gado
Alertness feat while familiar is within arms reach

Languages: Common, Draconic, Elven, Hairfeet, Sylvan

Possessions:
Light Crossbow, 20 Bolts, Rapier, Daggers, 2, Spear, Leather Armor, Spell Component Pouch, Thives' Tools, Rope, Silk 50'
Money: 2gp
Spells Per Day/ Save DC:
Level 0: 5/12
Level 1: 4/13

Spells: Detect Magic, 0
Open/Close, 0
Read Magic, 0
Resistance, 0
Shield, 1
True Strike, 1

Background:

Thaimon looks about at the decaying remains of his life and wonders where to go next.

Everything had seemed so promising and normal. He came from a good family. His father, Thaylin, was a renowned diviner, politician and historian, respected for the depth of his knowledge and wisdom. His mother, a songstress featured at every festival and gathering. His uncle was a captain of the Elite Protectors. His own magical abilities manifested themselves at a young age, and he had joined the Protectors, hoping to follow his uncle's footsteps.

Then everything went wrong.

First, his mother died of a mysterious illness, an evil disease that none of the City's priests could identify or cure. Then his father was arrested and convicted of conspiracy and practicing dark magic. His punishment: exile from the city. He disappeared into the western wilderness. His uncle, Estraish, despite having been the one who turned Thaylin into the authorities, became implicated in the plot as well. Thaimon helped his uncle into hiding, to avoid prosecution from the authorities.

But despite his own earnestness, the stigma to his family could not be washed away. Once popular among his peers and the elders, Thaimon found himself shunned by society. He maintained his old residence in the city, but with the servants having abandoned their positions, it was beginning to fall into disrepair. Even the Protectors no longer trusted him, and dismissed him from service.

He maintained contact with his Uncle, who continued his training as much as was possible. Thaimon wanted nothing more than to uphold the ideals and traditions of their palatial city. But he found that his faith in everything he held dear had been hopelessly shaken, and he wondered what possible good he could ever do.

Thaimon still practiced swordplay and sorcery, perhaps out of habit. He was trained as a sentinel, as a messenger, as a spy. The Elite Protectors fulfilled all these roles and more. They acted as body guards for the most important elders, they helped maintain the peace inside the city, they escorted dignitaries and important caravans to neighboring lands. But his training was hopelessly incomplete, and his Uncle could only act as a tutor and mentor.

He now spends most of his days exploring the city, learning it's secrets, uncovering its mysteries. And he finds himself more and more often wandering the outskirts of Avordel, wondering if perhaps his destiny might only be fulfilled somewhere on the outside.

Appearance and Personality: Thaimon is s stunning to look at as any of his race, with his golden hair and royal purple eyes, but he does not dress as most of his fellow nobility. He instead wears an old, grey cloak over battered and skuffed leather armor. He appears slight, even by elven standards, but is lithe and athletic to one who knows what to look for. But what most remembers when encountering him is the seeming despondancy he seems unable to shake. He lacks the frivolity and love of life that characterizes most of his brethren. He seems all together too serious for an elf.
 

Sparrow

Still need to edit in the background, I'm afraid: lunch got interupted by a fire alarm, leaving me no time today :(. I'll get onto it Monday, hopefully.

Short version:
[sblock]
Sparrow, Neutral Good Female Elan Psychic Warrior 2; HD 2d8+4 (18 hp); Init +2; Spd 30ft; AC 19, FF 16, T 13; BAB +1, Grapple +3; Atk +3 melee (1d6+2, 18-20 x2, Scimitar) or +3 range (d8, x3, Longbow, 100ft Range); SV Fort +5, Refl +2, Will +2; Str 14, Dex 14, Con 14, Int 13, Wis 14, Cha 10.

Skills, Feats & Languages: Autohypnosis +9, Concentration +7, Climb +1, Jump +0; Dodge, Mobility, Psionic Dodge; Common, Sylvan.

Class Features:
Weapon and Armor Proficiency: Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Psychic Abilities: Power Points: 4 (Elan +2, PsyWar +1, WIS +1); Level 1 Powers: Metaphysical Weapon, Prescience (Offensive)

Race Features:
Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Elans (unlike most aberrations) do not have darkvision.
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.

Possessions: Scimitar, Chain Shirt, Heavy Wooden Shield, Longbow, 20 Arrows, 2 gp
[/sblock]

Expanded information:
[sblock]
Description:
A short but athletic looking lady who looks to be in her mid to late twenties. None of her features are especially notable (brown hair and eyes, light freckling across her face) but her normal attire does stand out in a crowd. Sparrow can normally be found wearing a lovingly polished chain shirt, with her shield strapped to her back and scimitar in stealth.

Personality:
Sparrow is a mix of contrasts. She believes strongly in self discipline, with a fixed routine of meditation and physical exercise each morning and using her word as her bond. However, she also believes life is to be lived, and there is fun to be had in the living. When she lets her hair down, she dances with abandon, and will tease and play jokes with the best of them. She seems to feel no conflict between her carefully regimented training and carefree lifestyle.

While not outgoing with strangers, Sparrow cares strongly for people. She dislikes bullies intensely, and anyone who is interested in acquiring political power and/or ‘lording’ it over people gain her instant suspicion.

History:
?? To be added

Experience: 1,000??

Name: Sparrow
Gender: Female
Race: Elan
Class: Psychic Warrior
Level: 2
Alignment: NG
Deity: None

Stats
Str 14 (6 points)
Dex 14 (6 points)
Con 14 (6 points)
Int 13 (5 points)
Wis 14 (6 points)
Cha 10 (4 points, -2 Elan)

Saves
Fort +5 (Class +3, CON +2)
Ref +2 (DEX +2)
Will +2 (WIS +2)

Hit Dice: 2d8+4
Hit Points: 18 (8+6+4)
Initiative: +2 (DEX +2)
Speed: 30ft
AC: 19 (Armor +4, Shield +2, DEX +2, +1 Psionic Dodge (w/at least 1PP))
FF: 16 (Armor +4, Shield +2)
T: 13 (DEX +2, +1 Psionic Dodge (w/at least 1PP))
ACP: -4 (Armor -2, Shield -2)

BAB: +1
Grapple: +3 (BAB +1, STR +2)
MAB +3 (BAB +1, STR +2)
RAB: +3 (BAB +1, DEX +2)

Skills: (15 skill points)
Autohypnosis +9 (Ranks 5, WIS +2, Synergy +2)
Concentration +7 (Ranks 5, CON +2)
Climb +1 (Ranks 3, STR +2, Armor Check -4)
Jump +0 (Ranks 2, STR +2, Armor Check -4)

Feats:
Dodge
Mobility
Psionic Dodge

Psychic Abilities:
Power Points: 3 (Elan +2, PsyWar +1, WIS +1)
Level 1 Powers: Metaphysical Weapon, Prescience (Offensive)
[/sblock]
 

Name: Miraln Easthearth
Race: Human
Gender: Male
Alignment: CN
Class: Cleric 2
Age: 44(middle-age)

Ability:
STR 15 (14, +2)
DEX 11 (10, +0)
CON 14 (13, +1)
INT 11 (12, +1)
WIS 15 (16, +3)
CHA 13 (14, +2)


HD: 2d8+2 (16)
AC: 14 (Base 10, Armor 4)
Init: +4 (Base 0, Improved Initiative +4)

Saves:
Fort +4 (+3 Class, +1 Con)
Ref +0
Will +5 (+3 Class, +3 Wis, -1 Madness Domain)

BAB: +1
Grapple: +3
SR: -

Skills:
Concentration: 5 +1 Con
Diplomacy: 5 +2 Cha
Knowledge(Religion): 5 +1 Int
Knowledge(Arcana): 1+1 Int
Knowledge(the Planes):1 +1 Int
Use Magical Device: 1/2 + 2 Cha
Spellcraft: 2 +1 Int
Psicraft: 1/2 +1 Int

Languages:
Common
Elven

Feats:
Power Attack
Improved Initiative

Domains:
Madness The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone. For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom. Once per day, the character can see and act with the clarity of true madness. Use the character's Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.

Luck You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll.


Spells/day:
4/3+1

Spells Memorized:
lvl 0: Create Water, Detect Magic, Light, Read Magic
lvl 1: Summon Monster 1 x 2, Command, Confusion, Lesser (domain)

Misc:
+2 to Turn Undead checks (syn).

Possessions:
Mace, heavy
Dagger
Crossbow, light
Bolts (50)
Chain Shirt
Backpack
Pouch, belt
Holy symbol, wooden x2
Spell components pouch
Trail rations (2 days)
65 gp

Description: Miraln is superficially a mild-mannered gentleman with non-descript features and a friendly smile, looking like someone's doting uncle - until you look in his eyes. The pupils are jet black and seem to have infinite depth, and you realize you are staring - and falling - into the void between the stars... then you blink and they are just ordinary brown eyes.

Background: Miraln grew up as an apprentice in the Temple of Byhada, the descendant of a long line of clergymen. It was apparent even as a child that something's not quite right with him, and he would spend his days muttering to himself and staring off into the distance.

On his sixteenth birthday, Miraln, as is the custom, underwent the Ritual of Becoming, where the new generation of Byhadan clergymen received a blessing from their lord (the particularly talented becoming full clerics). When the holy water touched his forehead, where normally a person receiving this blessing felt an immense sense of vigor and well-being, Miraln instead felt a searing pain. When he came to, it was with the glint of madness in his eyes: by some chance or design, he had seen the final truth and of the multiverse, the death of gods and stars.

He left the temple soon after, disgusted at the inability of his fellow clergymen to share his vision. At first he tried to proselyze, but to no avail: he soon realized that words are incapable of describing what he had experienced, what he now knows.

Then it occured to him that even this was pointless: "what does it matter, that a few thousand lives Knows, or do not? The Truth is the Truth. It was and shall always be. All things are pointless to the void."

So, having lost all goals in life, Miraln spends his days wandering in the city, doing whatever suits his whims. This sometimes lands him in danger, but his vision and his belief in the Truth seems to have granted him a measure of power.

When questioned about his faith, Miraln smiles condescendingly, and picks up a flower. It turns into dust in his palm. Then he turns away and will speak no more.
 

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