PC's for Gnomework's "Psionicle" Game

Niko (short for Nicodemeus)
Gnome Technologist 4
Alignment: Neutral


Stats:
Strength: 8
Dexterity: 12
Constitution: 16
Intelligence: 18 (Base 17+1 from level 4)
Wisdom: 9
Charisma: 8
Perception: 14

Hit Points 4d6+12 (30)
AC 16 (+4 from Chain Shirt, +1 from Size, +1 Dexterity)
Attack Bonus: +2 with Dagger (+3 BAB, -1 Str), +6 with gun (+3 BAB, +2 Perception, +1 Masterwork) +1 if within 30 ft., +4/+4 with Rapid Shot (+1 to each if within 30 ft.)
Maintenance Points: 12 (Base 8+4 for 18 Int)
Initiative: +5 (+1 dex, +4 Improved Initiative)
Saves: Fort +4 Reflex +5 Will +1

Devices in Use:
0-Spectacles, Watch, Armorall, Tindertwig, Sensor
1-Exoskeleton (On Golem), Scope, Reloader, Tonic
2-Golem II (Hardness, Additional Attack), Cloak Generator

Used Gold for Devices: 105

Devices Known:
6 0-Watch, Spectacles, Armorall, Sensor, Morses Encoder, Tindertwig
6 1-Scope, Reloader, Exoskeleton, Tonic, Golem I, Indicator
2 2-Bladeswarm, Cloak Generator, Golem II

Skills: Alchemy +8, Disable Device +11 (+13 w/ Tools), Knowledge (Architecture Engineering ) +11, Knowledge (Technology) +11, Open Lock +8 (+10 w/ Tools), Techcraft +11

Feats: Technological Aptitude (virtual), Point Blank Shot, Rapid Shot, Improved Initiative, Repair

Items: Dagger, Masterwork Chain Shirt, Small, Masterwork Long Pistol*, Masterwork Thieve's Tools, Magnifying Glass, Backpack, Beltpouch, 1000 bullets, Donkey (Saddlebags x2), 810 Gold remaining (If the Donkey can’t carry all those bullets, I’ll buy a second I guess…)

*Masterwork Long Pistol (Muzzle Loader) (For Light Propellant Rounds: 50’ Increment, 1d8+1 Damage, 3 Penetration, 3 Recoil, Small)
 
Last edited:

log in or register to remove this ad

Darkwolf

First Post
Narok

Blue Druid 4
Blue(-2 str, +2 int, +4 wis, -2 cha, psionic abilities, darkvision)

Str 10
Dex 14
Con 12
Int 14
Wis 19 (+1 from level)
Cha 12
Per 10

HP: 28
Init +2
AC: 17 (+2 dex, +3 hide armor, +2 shield)
Fort: +5
Ref: +3
Will +8

Skills:
Animal Empathy 7 ranks/8 total
Handle Ani: 7 ranks/8 total
Ride 7 ranks/2 syn/11 total
Knowl Nat 7 ranks/2 syn/5 mods/16 total
Survival 7 ranks/5 mods/2 syn above ground/18 total
Concentration 7 ranks/8 total

Feats:
Track
Alertness

Abilities:
Spont casting(summon nature's ally), Nature sense, animal companion, wild empathy, woodland stride, trackless step, resist natures lure

Animal companion: Panthros
Panther(using leopard stats) that he rides bareback on.
(as per GW: no penalty for better animal)
Gains:
Stats: +2 HD, +2 Nat armor, +1 Str/Dex, 2 extra tricks, figured in below
Specials: Link, Share Spells, Evasion

Stat block:
HD: 3d8+6(18)
Init +5
Speed: 40 ft, climb 20
Armor Class: 18 (+5 dex, +3 nat), touch 15, flat-footed 13
BAB/Grap: +3/+6
Attack: Bite +7 melee(1d6+3)
Full Attack: Bite +7 melee(1d6+3) and 2 claws +2 melee(1d3+1)
Space/Reach: 5ft/5ft
Special Attacks: Improved Grab, pounce, rake 1d3+1
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +8, Will +2
Abilities: Str 17, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +13 Climb + 11, Hide +8, Jump +11, Listen +6, Move Silently +8, Spot +6
Feats: Alertness, Weapon finesse
CR: 2

Improved Grab, Rake as normal
Pounce (if charging, it may make a full attack including 2 rakes)
Skills: racial bonuses: +8 jump +4 hide +4 MS +8 balance +8 climb
- May always take 10 on climb checks


Possessions:
Sickle
Hide armor
Darkwood shield
MW hide armor
Sickle
Exotic Mil Saddle
Spell Comp pouch
Holly & Mistletoe
Rations - 3 days
Rations - panther 3 days
Rope - silk
Hewards handy haversack - magical item
Druid's crystal mask +5 to both wilderness lore and knowledge nature
Wand of Cure Light Wounds
2 Psionic tatoos of body adjustment
35gp left


Narok is an orphan Blue that was hidden in the forest shortly after being
born by his overprotective mother who knew that the tribe would kill him if
they found out. When the mother returned to the tribe after hiding Narok,
the mother was killed and a war party was started to hunt for Narok. Prior
to finding him, however, a young panther mother found him and ended up
adopting him into her tribe. Several years later a wandering druid found
Narok and his playmate, a young panther born around the same time as Narok.
Surprised at the find, the druid took Narok and his playmate after
explaining things to the mother and raised Narok to be a druid. Several
playmates later, Narok is a druid fighting his evil instincts and serving
nature on the back of the great-grandson of his long ago playmate.
He spends his time now protecting nature and teaching those who would listen
to him the ways of the forest. He allows nature to be used as long as it is
replenished.

0: (5) - Create Water, Create Water, Light, Detect Magic*, Dawn(MotW)

1: (3+1) - CLW, CLW, CLW, Entangle,

2: (2 +1) - *Speak with animals, Briar Web(MotW), Might of the oak(MotW)

* = used

(edit late 23 July 2003 - just read note about lack of Wild Empathy)
 
Last edited:

GnomeWorks

Adventurer
NPCs

The following is a list of the various important NPCs the party has met along their travels, along with their descriptions.

Shardorn
A shorter goblin, she has dark-colored skin and short brown hair. Being a cleric of Rashida, she has the moon goddess' holy symbol on a chain around her neck. She appears to be young for a goblin priestess. She joined the party in their initial trek from the small village they were at, then left when they encountered Jirlai in the Thri-Kreen tunnels. She has since rejoined them, after they returned to Garanasseur from their journey to the Yuan-ti encampment.

Tristam
A dwarven technologist, business-owner, and ambassador to Kahasal from the Coldlands Territory, Tristam provided the party with a powerful weapon to assist them in their trek into the Thri-Kreen tunnels. Since then, he has left, having gone to Cara'nor and taken a ship from there to the Coldlands Territory. Tristam is very gruff, and has a great love for technology and gunsmithing.

Jirlai
A human sorcerer. He has short black hair and green eyes. He dresses in a loose dark-blue robe, and the rest of his attire is in darker blue tones. He attacked the party after they acquired the Crystal in the Thri-Kreen tunnels north of Garanasseur, and also appeared at the Yuan-ti camp in the south, where he killed Niko and Animus.

Keth
An orc mercenary, he attacked the party in the Thri-Kreen tunnels at the order of Jirlai. After he and Thokk were taken down, the two joined the party. He and Shardorn took off after Jirlai in the Thri-Kreen tunnels, and was killed at the library.

Ratheqar
A githyanki, Shardorn knows of him from her earlier days. He has been encountered once, at the Yuan-ti encampment, and appeared to be directing Jirlai. He is searching for the pieces of the Psionicle, though why is unknown. Ratheqar's appearance is that of a non-descript githyanki, dressed in subtle colors that blend well with each other in a tasteful manner.

Tori'shel
A human girl in her late 'teens, she has been trained in the ways of technology. She was first encountered in Garanasseur, working for Tristam. She joined the party on her way to the capital of Kahasal, Koltir, but her true motives were uncovered in the Yuan-ti camp. Since then, she has had a change of heart, and has joined the group. She is dressed in the more rough-and-rugged apparel of the Coldlands, her clothing being more denim and leather than "normal" material.

Jhessail
A yuan-ti priestess of their deity, Imzil, she appeared to be only a little into her 30s, though conversation revealed that she was much older than that. She was dressed in lighter clothing, decorated with depictions of snakes and other reptiles. Her features were slightly reptilian in nature, as well.

Thomas
One of the gate-guards of Garanasseur, Thomas has met the party on several occassions.
 

Ruth Navarro
(143 lbs, 6'0", Female Human, Black hair almost reaching her bottom, blue eyes, generally dresses in shades of purple and blue, Lawful Good)

Medium Sized Humanoid (Human Fighter 4)
Hit Dice: 4d10+4 (35 hp)
Initiative: +1
Speed: 20 ft.
AC: 24 (+1 Dex +8 Fullplate, +5 +3 large steel shield)
Attacks: Nestiphae +8 melee, Mighty Composite Longbow +5 ranged
Damage: Nestiphae (1 handed) 2d6 +5, Nestiphae (2 handed) 2d6 +6, Mighty Composite longbow 1d8 +2, dagger 1d4 +2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +5, Ref +2, Will +2
Abilities: Str 14, Dex 12, Con 12, Int 16, Wis 12, Cha 14 Per 10.
Skills: Craft (Weaponsmithing) +10(+12), Craft (Armorsmithing) +10(+12), Craft (Jeweler) +10(+12), Craft (Bowmaking) +10(+12), Knowledge (Special metals) +10, Knowledge (Gems) +10
Feats: Craft Masterwork Item, Weapon Focus (Greatsword), Weapon Specialization (Greatsword), Education, Monkey Grip (Greatsword), Combat Expertise

Equipment:

Nestiphae (Crystal Greatsword +1, psionically enchanted by Ouchul'chec, sheds pink light in a 30ft radius when drawn, Crystal blade made out of a single saffire worth about 1000 gp, hilt adorned with costly saffires and rubies worth about 400 gp) (3716 gp)
Masterwork Fullplate (550 gp)
Masterwork Mighty (+2) Composite Longbow (200)
Masterwork Arrows (50) (116 gp)
Large Steel Shield +3
Masterwork Dagger (101 gp)
Backpack (Contains 2 sacks with content, 3x torches, 3 grappling hooks, silk rope 60 ft, trail rations 10 days, 1 bottle of expensive wine) (-)
Bedroll (-)
3x Torches (-)
2x Flint and steel (2gp)
Masterwork Manacles (50 gp)
Small steel mirror (10 gp)
Silk rope (60ft) (12 gp)
2x Grappling hook (2 gp)
Crowbar (2 gp)
Masterwork Artisans tools (55 gp)
Ruth's Sketch and Notebook (Contains all her notes on metals, gems and other materials she's ever worked with or has kopied notes about from other sources.) (35 gp)
2x Ink vial (16 gp)
Ink pen (-)
Pouch belt (1 gp)
2x Sack (1- containing Ruth's Sketch and Notebook, Ink vials and pen; 2- containing Masterwork manacles, Crowbar, Artisan's tools, flint and steel, small steel mirror) (-)
Fine Trail rations (10 days) (5 gp)
3x waterskin
Bottle of expensive wine (16 gp)
Ouchul'chec's Seal (Ring made of some exotic crystal unknown to Ruth, a gift from Ouchul'chec and a mark for any she would ever encounter that she has his favor. The seal of the ring is the one that Ruth has adopted as her own and she marks all her works with it.) (70 gp)
Ruth's Necklace (Necklace made of interwoven strands of silver and gold, adorned with some small gems on the front. One of her first attempts at jeweling.) (237 gp)

Little bag containing a small assortment of rubies and saffires (worth 392 gp) together with some pocket money (11 gp and 10 sp).

Experience 7934
 
Last edited:


Remove ads

Top