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Membership of the Nameless Legion
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<blockquote data-quote="Dakkareth" data-source="post: 2409149" data-attributes="member: 9928"><p><span style="font-size: 15px"><strong>Shackler</strong></span></p><p></p><p><em>The others say, they have put it behind them. They say, it doesn’t matter to them anymore, they live now, not in the past. After more than ten years one would think, that I could let go. But that’s the point, isn’t it? Let go. Leave behind all memory, cut away by sorcerous rituals, leave behind that which caused me to be me. It goes against my very nature, I need to know who I am and why. The very root of all compulsions, of all mental influences is to manipulate those silent and unseen causes, the murky depths of memory and subconscious. Because changing that which comes before changes that which will be. By hiding memories from an other, by planting memes creeping through the holes created in the self, I assume command over the minds of others. And yet here I am, ever circling the gaping hole in my mind where my memories used to be.</em></p><p><em></em></p><p><em>Who was I in the Before? The ‘Before’, a term of the Nameless Legion that finds little use most of the time. But ... I think, I know who I am now. But I have explored the nature of the human mind, it is my chosen profession to know how the mind works and manipulate those workings. I know, that in order to truly know yourself, you need to know the origin of everything that made you what you are, all the experiences that formed your spirit. Because without them, you are easily shaped into new ways, have no core of existence that remains stable. I suspect, that is why the Paymasters are doing it. But why in all the Nine Hells and the infinite depths of the Abyss, did I submit to this? Willingly! Knowing, what it would entail! It is pure madness, yet ...</em></p><p><em></em></p><p><em>I have adapted, I think. I am not who I was before, I am a new person. Eleven years among the Legion, eleven years of hardship and triumph, of friends found and lost again to death or others. Eleven years that are my life now, in its entirety, and not a bad life at all. And yet I circle what I perceive as something missing, as if a whole decade of life was as nothing. And who knows, that one ritual ... but I grow weary of mysteries. There are too many of them, and too unsolvable are those that concern my past selves. I realize now, that letting go would have been a way, an opportunity to re-forge myself anew entirely, but pondering these questions has become part of my self and I won’t surrender it yet again!</em></p><p></p><p><strong>Appearance:</strong></p><p>Among a company consisting of creatures from all the known multiverse Shackler hardly stands out. A tall, lean human clad in black robes like so many other arcanists, he moves slowly but with a deliberateness that makes every motion seem inexorable. Like the rest of his body underneath the robes his bald head is adorned with numerous tattoos ranging from masterful depictions of battles to complex and incomprehensible geometric patterns. Only the strange light in his eyes and the facial structure that seems subtly abnormal sets him apart from others in terms of appearance.</p><p></p><p><strong>Background:</strong></p><p>Shackler is a twofold mystery, especially to himself. He knows for a fact, that he is not quite human; The icy clarity of his thoughts, the energies suffusing every cell and the awareness of every minute detail of his body’s workings are hard to ignore. But what exactly is he? A psionic ritual of enormous power must have been at work, transforming his body into this form, immune to the ravages of time. But whatever was behind it remains lost to him like the memories he surrendered with the Conditioning And there is the second enigma: Why would a master of thought like he accept such a mutilation of the self, suicide in a certain sense? </p><p></p><p>But those are thoughts for dark nights, when every mind is left to fend for itself, struggling with losses recent and long past as it is the way of every soldier. For a soldier Shackler is, through and through, one of the Nameless Legion that has been his family for all the eleven years of his third life. Since his first stumbling steps in the confusion of manufactured amnesia he has come to appreciate the unique situation of the Nameless Legion. Nominally they exist only to make profits for the Paymasters yes, but that’s just the surface. United by the severing of all ties and struggling together through conditions worse than any hell, camaraderie and friendship within the Legion are absolute. It’s what keeps people alive. Sure, there are all kinds of brawls and sometimes even serious fights, but in the end no one can afford to stand apart. The Legion is a certain kind of family after all.</p><p></p><p><strong>Military History:</strong></p><p>Upon joining the Nameless Legion Shackler was assigned to the Thoughts of War, immediately finding like minds among the mentalists and psionic creatures of that cadre. After a several months of training (encompassing the arts of the mind as well as the application of tactics) he was sent on his first mission as supporting caster to one of four lances commissioned to bring down a revolutionary movement on the desert world of Athas. After only three days of intelligence gathering the commanding officer, a sorcerer of the Rune Bearers, ordered a pincer attack on the rebel headquarter – Shackler (then called Nameless) advised against this move but had no authority. Sure enough the attack went spectacularly haywire. Lacking communication between the lances, bad timing in the assault and a thoroughly botched attempt to take out the enemy defilers spelled doom for the task force. Of twenty highly trained legionnaires only three made it out of the killing field prepared by the rebel, who were anticipating the attack. Fleeing the city Shackler and the two others had no choice but to return on foot to the worldgate contact-point 200 miles away – the possibility of securing backup or a quick way out had died with the officer. Four weeks later Shackler and Twelve-Arrows, a warrior of the Stinging Sand, arrived starved and half-mad with thirst, having marched through the desert all the way. With them were the last in a succession of bandit groups, that had thought the two travellers an easy mark and had succumbed to arrows and mind-bending – their supplied had kept the two alive.</p><p></p><p>Back in the Paymasters’ headquarter Shackler vowed not to let something similar happen again, if he could help it. As psionicist and tactician he had a duty to look further ahead and ward him and his fellows of the Legion from such disasters. Even if despite proper intelligence something went wrong, there had to be a way out for the legionnaires. So Shackler expanded his field of study to that of instant communication and travel, going even so far as to neglect his telepathy skills to study under an Ulitharid master of astral transport until he had learned to mimic the arcane spell of teleporting through mental force. Also he intensified his education in the finer points of tactics. Shackler does make errors, but he learns from them.</p><p></p><p>Since that first engagement Shackler has taken part in literally hundreds of missions, from all-out sorcerous warfare over lance-scale conflict to espionage, underground work and difficult inter-planar parleys. His abilities are valued highly by his superiors for their versatility – he can play the game of destruction almost as well as any sorcerer and very few match his skill at turning opponent minds again themselves, dominating them and extracting precious information. His guile in on-the-spot negotiations is widely known and his tactical advise is solid. Finally Shackler has turned his hard lessons into a strength – he provides long range communication, tactical coordination through mind-linking and instantaneous transportation to his lance, knowing that this more than raw strength makes the difference in the kind of conflicts the Nameless Legion is involved in.</p><p></p><p><strong>Personality:</strong></p><p>Shackler is a very cerebral person. In dangerous or unknown situations calculating odds, weighting cost and benefit and comparing possible outcomes are vital in coming to a decision. Between engagements he can be seen lost in thought or silent meditation as often as in the company of his friends, who are few but close. Even in the Legion his chosen trade as a mentalist and his skills of social manipulation are enough to keep many people at a distance, but those looking past prejudice and superstition find a loyal and steadfast friend in him. </p><p></p><p>Those who know him, are also aware that his rather extreme focus on the rational stems not from inability to deal with other persons as it is the nature of many arcanists but rather a way of dealing with his personal demons. The ritual leading to his second life, the psychic surgery of the Paymasters, the countless mental clashes with other psionic creatures have had consequences for Shackler – in short, he has suffered psychic wounds (enemies call him ‘slightly unhinged’). By keeping to the rational side of things Shackler ensures, that his actions remain true to his will instead of being triggered by snap judgement or suddenly overwhelming emotions.</p><p></p><p>Though he has no love for battle and views his engagement as the one line of work he and his comrades are good at as well as a chance to hone his mind in the clash of wills, there is a cruel streak in Shackler that sometimes comes to the fore as skirmishes turn nasty or when friends are threatened. On such occasions the detached mind of the soldier gives way to cold vengefulness – the fight gets personal and often quite vicious.</p><p></p><p></p><p></p><p>Mechanics:</p><p>[code]</p><p>[b]Name:[/b] Shackler</p><p>[b]Class/Level:[/b] Psion 12</p><p></p><p>[b]Race:[/b] Elan [b]Age:[/b] Unknown</p><p>[b]Size:[/b] Medium [b]Height:[/b] 6’2”</p><p>[b]Gender:[/b] Male [b]Weight:[/b] 170lb</p><p>[b]Region:[/b] n/a [b]Eyes:[/b] Green</p><p>[b]Alignment:[/b] LN [b]Hair:[/b] ---</p><p>[b]Deity:[/b] None [b]Skin:[/b] White, heavily tattooed</p><p> </p><p></p><p></p><p>[b]Str:[/b] 08 -1 [b]Level:[/b] 12 [b]XP:[/b] 66,000/78,000</p><p>[b]Dex:[/b] 14 +2 [b]BAB:[/b] +6/+1 [b]HP:[/b] 87 (12d4+36+14)</p><p>[b]Con:[/b] 16 +3 [b]Grapple:[/b] +5 [b]Dmg Red:[/b] n/a</p><p>[b]Int:[/b] 26 +8 [b]Speed:[/b] 30' [b]Spell Res:[/b] n/a</p><p>[b]Wis:[/b] 13 +1 [b]Init:[/b] +6 [b]Spell Save:[/b] n/a</p><p>[b]Cha:[/b] 08 -1 [b]ACP:[/b] -0 [b]Spell Fail:[/b] n/a</p><p></p><p> [b]Base Armor Shld Dex Size Nat Misc Total[/b]</p><p>[b]Armor:[/b] 10 +9* +3 +2 +0 +0 +0 24</p><p>[b]Touch:[/b] 12 [b]Flatfooted:[/b] 22</p><p>*([i]inertial armor[/i])</p><p></p><p> [b]Base Mod Misc Total</p><p>Fort:[/b] 4 +3 +5 +12</p><p>[b]Ref:[/b] 4 +2 +5 +11</p><p>[b]Will:[/b] 8 +1 +5 +14</p><p></p><p></p><p>[b]Languages:[/b] Common, Draconic, Infernal, Elven</p><p></p><p>[b]Abilities and traits:[/b] </p><p>-psionic powers</p><p>-aberration traits</p><p>-Resistance (Su)</p><p>-Resilience (Su)</p><p>-Repletion (Su)</p><p></p><p>In addition to these abilities Shackler always keeps up the following powers:</p><p></p><p>-An [i]inertial[/i] armor augmented to 11pp (duration 12 hours)</p><p>-A [i]contingency[/i] to trigger a fully augmented [i]vigor[/i] (60hp) should his hit points fall below 15.</p><p></p><p></p><p>[b]Feats:[/b]</p><p>Level 1: Improved Initiative</p><p>Psion 1: Psionic Body</p><p>Level 3: Psionic Endowment</p><p>Psion 5: Psionic Meditation</p><p>Level 6: Power Penetration</p><p>Level 9: Expanded Knowledge: Teleport</p><p>Psion 10: Expanded Knowledge: Psionic Revivify</p><p>Level 12: Greater Psionic Endowment</p><p></p><p></p><p>[b]Skill Points:[/b] 105 Max Ranks: 15/7</p><p>[b]Skills Ranks Mod Misc Total[/b]</p><p>Bluff 9 -1 +0 + 8</p><p>Concentration 15 +3 +0 +18 </p><p>Diplomacy 10 -1 +6 +15 (+4 synergy,+2 morale)</p><p>Gather Information 4 -1 +0 + 3</p><p>Knowledge (psionics) 12 +8 +0 +20</p><p>Knowledge (the planes) 2 +8 +0 +10</p><p>Knowledge (arcana) 2 +8 +0 +10</p><p>Profession (Tactician) 5 +1 +0 + 6</p><p>Psicraft 15 +8 +2 +25</p><p>Sense Motive 9 +1 +0 +10</p><p></p><p>Spellcraft 1 +8 +0 + 9</p><p>Intimidate 7 -1 +9 +15 (+2 synergy, +2 morale, +5 Third Eye)</p><p>Move Silently 3 +2 +5 +10 (+5 elven boots)</p><p></p><p></p><p></p><p>[b]Psionics:[/b]</p><p></p><p>PP: 176</p><p>Powers known (save DC 18+level, 19+level for telepathy powers):</p><p></p><p>1: [i]Charm, Detect Psionics, Empty Mind, Inertial Armor, Mindlink, Vigor[/i]</p><p>2: [i]Read Thoughts, Suggestion[/i]</p><p>3: [i]Crisis of Breath, Dispel Psionics, Hostile Empathic Transfer, Energy Bolt, Psionic Blast[/i]</p><p>4: [i]Correspond, Dominate, Energy Adaption, Modify Memory, Schism[/i]</p><p>5: [i]Mind Probe, Planeshift, Psionic Revivify, Teleport, True Seeing[/i]</p><p>6: [i]Mass Cloud Mind, Contingency, Disintegrate[/i]</p><p></p><p></p><p></p><p>[b]Equipment: Cost Weight[/b]</p><p></p><p>Headband of Intellect +6 36000gp</p><p>Mithral chain shirt 1100gp 12.5lb</p><p>Mithral buckler +2 5015gp 2.5lb</p><p>Tattoo of Amity 0gp</p><p>Cloak of Resistance +5 25000gp 1lb</p><p>Psionatrix of Telepathy* 8000gp</p><p>Amulet of Health +2 4000gp</p><p>Boots of Elvenkind 2500gp 1lb</p><p>Third Eye of Coercion 2500gp</p><p>Handy Haversack 2000gp 5lb</p><p>Dorje of Energy Bolt (40 charges) 9000gp</p><p></p><p>Potion of CSW x3 2250gp</p><p>Potion of CMW x3 900gp</p><p>Potion of Lesser Restoration 300gp</p><p>Antitoxin 50gp</p><p>Alchemist’s Fire 20gp</p><p>Powerstone: Knock, Psionic 300gp</p><p> Psionic Lock</p><p>Powerstone: Control Light 100</p><p> Control Sound</p><p>Powerstone: Attraction 250gp</p><p> Conceal Thoughts</p><p> Tongues</p><p></p><p>Bedroll 1sp 5lb</p><p>Tent 10gp 20lb</p><p>Parchment, 5 sheets 1gp -</p><p>Pouch, belt x2 2gp 1lb</p><p>Rope, silk 10gp 5lb</p><p>Vial, ink 1gp 0.1lb</p><p>Waterskin 1gp 4lb</p><p>Everburning torch 100gp 1lb</p><p>Scholar’s outfit 5gp 6lb</p><p>Noble’s robe 75gp 10lb</p><p></p><p>*Made into a ring</p><p></p><p>[b]Total Weight: 22lb[/b] [b]Money:[/b] 56pp left</p><p></p><p> [b]Lgt Med Hvy Lift Push</p><p>Max Weight:[/b] 26lb 53lb 80lb </p><p>[/code]</p></blockquote><p></p>
[QUOTE="Dakkareth, post: 2409149, member: 9928"] [size=4][b]Shackler[/b][/size] [i]The others say, they have put it behind them. They say, it doesn’t matter to them anymore, they live now, not in the past. After more than ten years one would think, that I could let go. But that’s the point, isn’t it? Let go. Leave behind all memory, cut away by sorcerous rituals, leave behind that which caused me to be me. It goes against my very nature, I need to know who I am and why. The very root of all compulsions, of all mental influences is to manipulate those silent and unseen causes, the murky depths of memory and subconscious. Because changing that which comes before changes that which will be. By hiding memories from an other, by planting memes creeping through the holes created in the self, I assume command over the minds of others. And yet here I am, ever circling the gaping hole in my mind where my memories used to be. Who was I in the Before? The ‘Before’, a term of the Nameless Legion that finds little use most of the time. But ... I think, I know who I am now. But I have explored the nature of the human mind, it is my chosen profession to know how the mind works and manipulate those workings. I know, that in order to truly know yourself, you need to know the origin of everything that made you what you are, all the experiences that formed your spirit. Because without them, you are easily shaped into new ways, have no core of existence that remains stable. I suspect, that is why the Paymasters are doing it. But why in all the Nine Hells and the infinite depths of the Abyss, did I submit to this? Willingly! Knowing, what it would entail! It is pure madness, yet ... I have adapted, I think. I am not who I was before, I am a new person. Eleven years among the Legion, eleven years of hardship and triumph, of friends found and lost again to death or others. Eleven years that are my life now, in its entirety, and not a bad life at all. And yet I circle what I perceive as something missing, as if a whole decade of life was as nothing. And who knows, that one ritual ... but I grow weary of mysteries. There are too many of them, and too unsolvable are those that concern my past selves. I realize now, that letting go would have been a way, an opportunity to re-forge myself anew entirely, but pondering these questions has become part of my self and I won’t surrender it yet again![/i] [b]Appearance:[/b] Among a company consisting of creatures from all the known multiverse Shackler hardly stands out. A tall, lean human clad in black robes like so many other arcanists, he moves slowly but with a deliberateness that makes every motion seem inexorable. Like the rest of his body underneath the robes his bald head is adorned with numerous tattoos ranging from masterful depictions of battles to complex and incomprehensible geometric patterns. Only the strange light in his eyes and the facial structure that seems subtly abnormal sets him apart from others in terms of appearance. [b]Background:[/b] Shackler is a twofold mystery, especially to himself. He knows for a fact, that he is not quite human; The icy clarity of his thoughts, the energies suffusing every cell and the awareness of every minute detail of his body’s workings are hard to ignore. But what exactly is he? A psionic ritual of enormous power must have been at work, transforming his body into this form, immune to the ravages of time. But whatever was behind it remains lost to him like the memories he surrendered with the Conditioning And there is the second enigma: Why would a master of thought like he accept such a mutilation of the self, suicide in a certain sense? But those are thoughts for dark nights, when every mind is left to fend for itself, struggling with losses recent and long past as it is the way of every soldier. For a soldier Shackler is, through and through, one of the Nameless Legion that has been his family for all the eleven years of his third life. Since his first stumbling steps in the confusion of manufactured amnesia he has come to appreciate the unique situation of the Nameless Legion. Nominally they exist only to make profits for the Paymasters yes, but that’s just the surface. United by the severing of all ties and struggling together through conditions worse than any hell, camaraderie and friendship within the Legion are absolute. It’s what keeps people alive. Sure, there are all kinds of brawls and sometimes even serious fights, but in the end no one can afford to stand apart. The Legion is a certain kind of family after all. [b]Military History:[/b] Upon joining the Nameless Legion Shackler was assigned to the Thoughts of War, immediately finding like minds among the mentalists and psionic creatures of that cadre. After a several months of training (encompassing the arts of the mind as well as the application of tactics) he was sent on his first mission as supporting caster to one of four lances commissioned to bring down a revolutionary movement on the desert world of Athas. After only three days of intelligence gathering the commanding officer, a sorcerer of the Rune Bearers, ordered a pincer attack on the rebel headquarter – Shackler (then called Nameless) advised against this move but had no authority. Sure enough the attack went spectacularly haywire. Lacking communication between the lances, bad timing in the assault and a thoroughly botched attempt to take out the enemy defilers spelled doom for the task force. Of twenty highly trained legionnaires only three made it out of the killing field prepared by the rebel, who were anticipating the attack. Fleeing the city Shackler and the two others had no choice but to return on foot to the worldgate contact-point 200 miles away – the possibility of securing backup or a quick way out had died with the officer. Four weeks later Shackler and Twelve-Arrows, a warrior of the Stinging Sand, arrived starved and half-mad with thirst, having marched through the desert all the way. With them were the last in a succession of bandit groups, that had thought the two travellers an easy mark and had succumbed to arrows and mind-bending – their supplied had kept the two alive. Back in the Paymasters’ headquarter Shackler vowed not to let something similar happen again, if he could help it. As psionicist and tactician he had a duty to look further ahead and ward him and his fellows of the Legion from such disasters. Even if despite proper intelligence something went wrong, there had to be a way out for the legionnaires. So Shackler expanded his field of study to that of instant communication and travel, going even so far as to neglect his telepathy skills to study under an Ulitharid master of astral transport until he had learned to mimic the arcane spell of teleporting through mental force. Also he intensified his education in the finer points of tactics. Shackler does make errors, but he learns from them. Since that first engagement Shackler has taken part in literally hundreds of missions, from all-out sorcerous warfare over lance-scale conflict to espionage, underground work and difficult inter-planar parleys. His abilities are valued highly by his superiors for their versatility – he can play the game of destruction almost as well as any sorcerer and very few match his skill at turning opponent minds again themselves, dominating them and extracting precious information. His guile in on-the-spot negotiations is widely known and his tactical advise is solid. Finally Shackler has turned his hard lessons into a strength – he provides long range communication, tactical coordination through mind-linking and instantaneous transportation to his lance, knowing that this more than raw strength makes the difference in the kind of conflicts the Nameless Legion is involved in. [b]Personality:[/b] Shackler is a very cerebral person. In dangerous or unknown situations calculating odds, weighting cost and benefit and comparing possible outcomes are vital in coming to a decision. Between engagements he can be seen lost in thought or silent meditation as often as in the company of his friends, who are few but close. Even in the Legion his chosen trade as a mentalist and his skills of social manipulation are enough to keep many people at a distance, but those looking past prejudice and superstition find a loyal and steadfast friend in him. Those who know him, are also aware that his rather extreme focus on the rational stems not from inability to deal with other persons as it is the nature of many arcanists but rather a way of dealing with his personal demons. The ritual leading to his second life, the psychic surgery of the Paymasters, the countless mental clashes with other psionic creatures have had consequences for Shackler – in short, he has suffered psychic wounds (enemies call him ‘slightly unhinged’). By keeping to the rational side of things Shackler ensures, that his actions remain true to his will instead of being triggered by snap judgement or suddenly overwhelming emotions. Though he has no love for battle and views his engagement as the one line of work he and his comrades are good at as well as a chance to hone his mind in the clash of wills, there is a cruel streak in Shackler that sometimes comes to the fore as skirmishes turn nasty or when friends are threatened. On such occasions the detached mind of the soldier gives way to cold vengefulness – the fight gets personal and often quite vicious. Mechanics: [code] [b]Name:[/b] Shackler [b]Class/Level:[/b] Psion 12 [b]Race:[/b] Elan [b]Age:[/b] Unknown [b]Size:[/b] Medium [b]Height:[/b] 6’2” [b]Gender:[/b] Male [b]Weight:[/b] 170lb [b]Region:[/b] n/a [b]Eyes:[/b] Green [b]Alignment:[/b] LN [b]Hair:[/b] --- [b]Deity:[/b] None [b]Skin:[/b] White, heavily tattooed [b]Str:[/b] 08 -1 [b]Level:[/b] 12 [b]XP:[/b] 66,000/78,000 [b]Dex:[/b] 14 +2 [b]BAB:[/b] +6/+1 [b]HP:[/b] 87 (12d4+36+14) [b]Con:[/b] 16 +3 [b]Grapple:[/b] +5 [b]Dmg Red:[/b] n/a [b]Int:[/b] 26 +8 [b]Speed:[/b] 30' [b]Spell Res:[/b] n/a [b]Wis:[/b] 13 +1 [b]Init:[/b] +6 [b]Spell Save:[/b] n/a [b]Cha:[/b] 08 -1 [b]ACP:[/b] -0 [b]Spell Fail:[/b] n/a [b]Base Armor Shld Dex Size Nat Misc Total[/b] [b]Armor:[/b] 10 +9* +3 +2 +0 +0 +0 24 [b]Touch:[/b] 12 [b]Flatfooted:[/b] 22 *([i]inertial armor[/i]) [b]Base Mod Misc Total Fort:[/b] 4 +3 +5 +12 [b]Ref:[/b] 4 +2 +5 +11 [b]Will:[/b] 8 +1 +5 +14 [b]Languages:[/b] Common, Draconic, Infernal, Elven [b]Abilities and traits:[/b] -psionic powers -aberration traits -Resistance (Su) -Resilience (Su) -Repletion (Su) In addition to these abilities Shackler always keeps up the following powers: -An [i]inertial[/i] armor augmented to 11pp (duration 12 hours) -A [i]contingency[/i] to trigger a fully augmented [i]vigor[/i] (60hp) should his hit points fall below 15. [b]Feats:[/b] Level 1: Improved Initiative Psion 1: Psionic Body Level 3: Psionic Endowment Psion 5: Psionic Meditation Level 6: Power Penetration Level 9: Expanded Knowledge: Teleport Psion 10: Expanded Knowledge: Psionic Revivify Level 12: Greater Psionic Endowment [b]Skill Points:[/b] 105 Max Ranks: 15/7 [b]Skills Ranks Mod Misc Total[/b] Bluff 9 -1 +0 + 8 Concentration 15 +3 +0 +18 Diplomacy 10 -1 +6 +15 (+4 synergy,+2 morale) Gather Information 4 -1 +0 + 3 Knowledge (psionics) 12 +8 +0 +20 Knowledge (the planes) 2 +8 +0 +10 Knowledge (arcana) 2 +8 +0 +10 Profession (Tactician) 5 +1 +0 + 6 Psicraft 15 +8 +2 +25 Sense Motive 9 +1 +0 +10 Spellcraft 1 +8 +0 + 9 Intimidate 7 -1 +9 +15 (+2 synergy, +2 morale, +5 Third Eye) Move Silently 3 +2 +5 +10 (+5 elven boots) [b]Psionics:[/b] PP: 176 Powers known (save DC 18+level, 19+level for telepathy powers): 1: [i]Charm, Detect Psionics, Empty Mind, Inertial Armor, Mindlink, Vigor[/i] 2: [i]Read Thoughts, Suggestion[/i] 3: [i]Crisis of Breath, Dispel Psionics, Hostile Empathic Transfer, Energy Bolt, Psionic Blast[/i] 4: [i]Correspond, Dominate, Energy Adaption, Modify Memory, Schism[/i] 5: [i]Mind Probe, Planeshift, Psionic Revivify, Teleport, True Seeing[/i] 6: [i]Mass Cloud Mind, Contingency, Disintegrate[/i] [b]Equipment: Cost Weight[/b] Headband of Intellect +6 36000gp Mithral chain shirt 1100gp 12.5lb Mithral buckler +2 5015gp 2.5lb Tattoo of Amity 0gp Cloak of Resistance +5 25000gp 1lb Psionatrix of Telepathy* 8000gp Amulet of Health +2 4000gp Boots of Elvenkind 2500gp 1lb Third Eye of Coercion 2500gp Handy Haversack 2000gp 5lb Dorje of Energy Bolt (40 charges) 9000gp Potion of CSW x3 2250gp Potion of CMW x3 900gp Potion of Lesser Restoration 300gp Antitoxin 50gp Alchemist’s Fire 20gp Powerstone: Knock, Psionic 300gp Psionic Lock Powerstone: Control Light 100 Control Sound Powerstone: Attraction 250gp Conceal Thoughts Tongues Bedroll 1sp 5lb Tent 10gp 20lb Parchment, 5 sheets 1gp - Pouch, belt x2 2gp 1lb Rope, silk 10gp 5lb Vial, ink 1gp 0.1lb Waterskin 1gp 4lb Everburning torch 100gp 1lb Scholar’s outfit 5gp 6lb Noble’s robe 75gp 10lb *Made into a ring [b]Total Weight: 22lb[/b] [b]Money:[/b] 56pp left [b]Lgt Med Hvy Lift Push Max Weight:[/b] 26lb 53lb 80lb [/code] [/QUOTE]
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