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[Pathfinder] [DS] Dangerous Beginnings RG
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<blockquote data-quote="kinem" data-source="post: 4934503" data-attributes="member: 24234"><p>Kline Landfryd, mul psion (kineticist) 3</p><p></p><p>[sblock=stats]HD 3d6+6, hp 20</p><p></p><p>BAB +1; CMB +3</p><p></p><p>saves Fort +3, Reflex +1, Will +5; move 30', AC 10 (14/15 with inertial armor; 18/19 w/IA + FS)</p><p></p><p>attack unarmed strike +3 (1d3+2 nonlethal, 20/x2, draws AOO from armed foe)</p><p></p><p>str 14 / +2 (2 pt, +2 race)</p><p>dex 10 / +0 (0 pt)</p><p>con 15 / +2 (3 pt, +2 race)</p><p>int 16 / +3 (10 pt)</p><p>wis 14 / +2 (5 pt)</p><p>cha 8 / -1 (0 pt, -2 race)</p><p></p><p>feats: Latent Power <strong>, overchannel <strong>, talented, expanded knowledge (entangling ectoplasm)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>skills (15 pts) (ranks/total): psicraft 3/9, autohypnosis 3/8, bluff 3/2, survival 3/5, perception 0/2, knowledge (psionics) 3/9</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>concentration check (3 + ML + Con mod): +8</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>languages: Common, Dwarven, Elven, Giant</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>mul: +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.</strong></strong></p><p><strong><strong>Medium: Muls are Medium creatures and have no bonuses or penalties due to their size.</strong></strong></p><p><strong><strong>Darkvision: Muls can see in the dark up to 60 feet.</strong></strong></p><p><strong><strong>Dwarven Blood: Muls count as both dwarfs and humans for any effect related to race.</strong></strong></p><p><strong><strong>Extended Activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue</strong></strong></p><p><strong><strong>Hardy: Muls need only half as much rest to fatigue and exhaustion.</strong></strong></p><p><strong><strong>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.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>The psion’s class skills (and the key ability for each skill) are Concentration* (Con), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int).</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>In addition, a psion gains access to additional class skills based on his discipline: Kineticist (Psychokinesis)</strong></strong></p><p><strong><strong>Autohypnosis* (Wis), Disable Device (Dex), and Intimidate (Cha). </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>powers (5+1 1st, 2 2nd): 2+11+4 = 17 pp / day, DC 13 + power level (+ special), man lev 3</strong></strong></p><p><strong><strong>1st: attraction(a), inertial armor(a), mind thrust(a), vigor(a), control object (kin), force screen (a, latent), entangling ectoplasm (a, 40', exp know)</strong></strong></p><p><strong><strong>2nd: energy missile (a, kin), cloud mind</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>typical combat power uses:</strong></strong></p><p><strong><strong>inertial armor: 3 hr, 1 or 3 pp, +4 armor AC (+5 if spend 3 pp)</strong></strong></p><p><strong><strong>force screen: 3 min, 1 pp, +4 shield AC</strong></strong></p><p><strong><strong>vigor: 3 min, 1-3 pp, +5 temp hp (+5 per pp, max 15, or 20 w/OC)</strong></strong></p><p><strong><strong>mind thrust: 40', 1-3 pp, 1d10/pp (3d10, or 4d10 w/OC), Will neg DC 14 (15 if 3-4 d10)</strong></strong></p><p><strong><strong>energy missile: 130', 3 pp, up to 5 targets within 15' circle, 3d6 (4d6 and +1 DC w/OC), DC 15 half (Reflex or Fort)</strong></strong></p><p><strong><strong>- cold: +1/die, Fort half</strong></strong></p><p><strong><strong>- elec: +2 to DC, +2 to overcome SR</strong></strong></p><p><strong><strong>- fire: +1/die</strong></strong></p><p><strong><strong>- sonic: -1/die, ignores object hardness</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>equipment:</strong></strong></p><p><strong><strong>none[/sblock]</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>[sblock=description]Kline has served as a slave for almost all of his life, in and around Urik. His surly attitude makes him an unpopular servant despite his obvious strength and intelligence. He escaped on a few occasions - once as a youth, but he was soon recaptured.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>He served a number of employers, but was usually sold to another fairly quickly. He was not beaten to death only because there was no shortage of those willing to buy a strong mul. He served for a while as a farm laborer.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Eventually was sold to a human merchant named Bolush. He learned to please this master by showing the ability to do sums quickly and honestly. Bolush could be cruel but he was more interested in making money than in abusing his slaves, and wanted to take advantage of Kline's knack for evaluating deals. With a little help from his _attaction_ power, Kline helped his master strike good deals, and convinced him to allow his servants a few hours of 'down time' every day in exchange for better motivation.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Kline had found that he had psionic talents and honed his abilities in secret during the 'down time', using his master's library to good effect and sparring with some of the other slaves.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Seeing his opportunity, he escaped again. But perhaps foolishly, he came back to try to rescue others and was recaptured.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>In truth, he dreams of carving out an empire of his own some day. He made allies among the other slaves, and those were the ones he tried to rescue; compassion is not unknown to him but it was not his immediate agenda. Power first; only when he has it could he allow himself to pursue other ends, he figures. He could have escaped much sooner, but his setup with the merchant was convenient while he read what he could and honed his power.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>It was a long time before Kline was recaptured, and it became obvious that the mul had slain several bounty hunters who had vanished. Bolush wanted no more of the unruly slave and had him sold without even risking another personal meeting with Kline. Seeing his own foolishness, Bolush resolved to never again risk giving a slave any kindness.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Kline was told he would go to the gladiator pits of Draj, but for unknown reasons, the mysterious buyer put him on the slave transport to Tyr instead. Supposedly he'll be put to work with the others but Kline figures that perhaps a lucrative market exists for gladiators there too. Once again, he waits for an opportunity to escape ...</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Physically, he appears to be a typical mul, with a bald head, bulging musculature, and black eyes that can look either dull and dumb, or sharp and insightful, depending on what role he is playing.[/sblock]</strong></strong></p></blockquote><p></p>
[QUOTE="kinem, post: 4934503, member: 24234"] Kline Landfryd, mul psion (kineticist) 3 [sblock=stats]HD 3d6+6, hp 20 BAB +1; CMB +3 saves Fort +3, Reflex +1, Will +5; move 30', AC 10 (14/15 with inertial armor; 18/19 w/IA + FS) attack unarmed strike +3 (1d3+2 nonlethal, 20/x2, draws AOO from armed foe) str 14 / +2 (2 pt, +2 race) dex 10 / +0 (0 pt) con 15 / +2 (3 pt, +2 race) int 16 / +3 (10 pt) wis 14 / +2 (5 pt) cha 8 / -1 (0 pt, -2 race) feats: Latent Power [B], overchannel [B], talented, expanded knowledge (entangling ectoplasm) skills (15 pts) (ranks/total): psicraft 3/9, autohypnosis 3/8, bluff 3/2, survival 3/5, perception 0/2, knowledge (psionics) 3/9 concentration check (3 + ML + Con mod): +8 languages: Common, Dwarven, Elven, Giant mul: +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. Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers. The psion’s class skills (and the key ability for each skill) are Concentration* (Con), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int). In addition, a psion gains access to additional class skills based on his discipline: Kineticist (Psychokinesis) Autohypnosis* (Wis), Disable Device (Dex), and Intimidate (Cha). powers (5+1 1st, 2 2nd): 2+11+4 = 17 pp / day, DC 13 + power level (+ special), man lev 3 1st: attraction(a), inertial armor(a), mind thrust(a), vigor(a), control object (kin), force screen (a, latent), entangling ectoplasm (a, 40', exp know) 2nd: energy missile (a, kin), cloud mind typical combat power uses: inertial armor: 3 hr, 1 or 3 pp, +4 armor AC (+5 if spend 3 pp) force screen: 3 min, 1 pp, +4 shield AC vigor: 3 min, 1-3 pp, +5 temp hp (+5 per pp, max 15, or 20 w/OC) mind thrust: 40', 1-3 pp, 1d10/pp (3d10, or 4d10 w/OC), Will neg DC 14 (15 if 3-4 d10) energy missile: 130', 3 pp, up to 5 targets within 15' circle, 3d6 (4d6 and +1 DC w/OC), DC 15 half (Reflex or Fort) - cold: +1/die, Fort half - elec: +2 to DC, +2 to overcome SR - fire: +1/die - sonic: -1/die, ignores object hardness equipment: none[/sblock] [sblock=description]Kline has served as a slave for almost all of his life, in and around Urik. His surly attitude makes him an unpopular servant despite his obvious strength and intelligence. He escaped on a few occasions - once as a youth, but he was soon recaptured. He served a number of employers, but was usually sold to another fairly quickly. He was not beaten to death only because there was no shortage of those willing to buy a strong mul. He served for a while as a farm laborer. Eventually was sold to a human merchant named Bolush. He learned to please this master by showing the ability to do sums quickly and honestly. Bolush could be cruel but he was more interested in making money than in abusing his slaves, and wanted to take advantage of Kline's knack for evaluating deals. With a little help from his _attaction_ power, Kline helped his master strike good deals, and convinced him to allow his servants a few hours of 'down time' every day in exchange for better motivation. Kline had found that he had psionic talents and honed his abilities in secret during the 'down time', using his master's library to good effect and sparring with some of the other slaves. Seeing his opportunity, he escaped again. But perhaps foolishly, he came back to try to rescue others and was recaptured. In truth, he dreams of carving out an empire of his own some day. He made allies among the other slaves, and those were the ones he tried to rescue; compassion is not unknown to him but it was not his immediate agenda. Power first; only when he has it could he allow himself to pursue other ends, he figures. He could have escaped much sooner, but his setup with the merchant was convenient while he read what he could and honed his power. It was a long time before Kline was recaptured, and it became obvious that the mul had slain several bounty hunters who had vanished. Bolush wanted no more of the unruly slave and had him sold without even risking another personal meeting with Kline. Seeing his own foolishness, Bolush resolved to never again risk giving a slave any kindness. Kline was told he would go to the gladiator pits of Draj, but for unknown reasons, the mysterious buyer put him on the slave transport to Tyr instead. Supposedly he'll be put to work with the others but Kline figures that perhaps a lucrative market exists for gladiators there too. Once again, he waits for an opportunity to escape ... Physically, he appears to be a typical mul, with a bald head, bulging musculature, and black eyes that can look either dull and dumb, or sharp and insightful, depending on what role he is playing.[/sblock][/B][/B] [/QUOTE]
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