Black Spine, Red Blood: A Dark Sun 3.5 Campaign

Here is my Pterran Druid with the start of a background that includes some of the other characters:


Character Name: Lifehearth Ristu
Character Race: Pterran
Character Class: Druid
Alignment: NG

Gender: Female
Age: 18
Height: 4’ 9”
Weight: 115#
Eyes: Black

Character Level: 12

Language: Pterran, Common

Str: 8 (-1) [0 points=8]
Dex: 10 (+0) [4 points=12 – 2 race]
Con: 10 (+0) [2 points=10]
Int: 12 (+1) [4 points=12]
Wis: 28 (+9) [20 points=19 + 2 race + 3 level + 4 item]
Cha: 16 (+3) [6 points=14 + 2 race]

AC: 12; Flat-footed: 12; Touch: 10
HP: 12d8

Saves:
Fort: +9 (+8 base, +0 con, +1 wastelander feat)
Ref: +4 (+4 base, +0 dex)
Will: +17 (+8 base, +9 wis)

Init: +0
BAB: +9
MAB: +8
RAB: +9

Weapons:
Steel Scimitar (1-H, 1d6-1, 18/x2, Slashing, 4#)
Steel Dagger (Light, 1d4-1, 19/x2, Piercing, 10’, 1#)

Skills:
Handle Animal +18 (15 ranks, +3 cha)
Heal +14 (3 ranks, +9 wis, +2 self-sufficient feat)
Knowledge: nature +7 (2 ranks, +1 int, +2 nature sense, +2 survival synergy)
Listen +13 (6 ranks, +9 wis, -2 race)
Ride +17 (15 ranks, +0 dex, +2 handle animal synergy)
Spellcraft +16 (15 ranks, +1 int)
Spot +13 (4 ranks, +9 wis)
Survival +30 (15 ranks, +9 wis, +2 wastelander feat, +2 self-sufficient feat, +2 nature sense)

Feats:
Talented (beacon)
Wastelander
Self-Sufficient
Track
Eschew Materials
Natural Spell

Spells/day: 6/8/6/6/5/5/3
Spell DC: 19+spell level

Racial Features:
+2 wis, +2 cha, -2 dex
medium size
base speed 30’
-2 Listen
natural weaponry (2 claws +8 melee (1d3-1) and bite +3 melee (1d4-1))
wild telepathy (missive)
weapon familiarity (thanak)
automatic languages: pterran
bonus languages: common, dwarven, elven, Halfling, giant, gith, ssurran, thri-kreen, yuan-ti
life path (path of the druid)
favored class: druid

Class Features:
Animal Companion (Erdlu)
Nature Sense
Wild Empathy +23 (+12 level, +9 wisdom, +2 handle animal synergy)
Woodland Stride
Trackless Step
Nature’s Speech
Wild Shape (4/day; tiny, small, medium, large; plant)
Venom Immunity

Equipment & Gear (cost, weight, location):
Iron Scimitar (1,500 cp, 4#, backpack)
Periapt of Wisdom +4 (16,000 cp, 0.1#, worn)
Agafari Wand of Cure Serious Wounds (11,250 cp, 0.1#, backpack)
Bone Wand of Cure Light Wounds (750 cp, 0.1#, backpack)
Obsidian Wand of Light (375 cp, 0.1#, backpack)
Leather Armor (10 cp, 15#, backpack)
Backpack (2 cp, 2#, worn)
Waterskin (1 cp, 4#, backpack)
1 gp; 1 sp; 2 cp (112 cp, 0.1#, backpack)

Total: 30,000 cp, 25.5#

Light Load: 26#
Medium Load: 53#
Heavy Load: 80#

Base Speed: 30’
Normal Speed: 30’
Maximum Dex Bonus: +6
Armor Check Penalty: +0

Animal Companion: Gree-lok
Erdlu, Medium-Size Animal
Hit Dice: 10d8+10
Initiative: +4
Speed: 40’
AC: 24 (+4 dex, +10 natural), touch 14, flat-footed 20
Base Attack/Grapple: +7/+10
Attack: Claw +10 melee (1d6+3)
Full Attack: 2 claws +10 melee (1d6+3) and bite +8 melee (1d8+1)
Face/Reach: 5’/5’
Saves: Fort +8, Ref +11, Will +4
Abilities: Str 16, Dex 18, Con 13, Int 2, Wis 12, Cha 3
Skills: Jump +16, Listen +7, Spot +8
Feats: Alertness, Improved Natural Armor, Improved Natural Attack (claw), Improved Natural Attack (bite)
Special: Link, Share Spells, Evasion, Devotion, Multiattack
Tricks: Attack, Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek, Stay, Track

Character background:
After choosing her life path, Ristu chose to leave her home of Lost Scale so that she could better serve the Earth Mother. As she began traveling in the Tablelands she called her animal companion, Gree-lok, an erdlu. Together they traveled and she learned of the many cultures in the Tablelands.

When traveling in one day she came upon a human near death. In fact she had thought the man dead until Gree-lok called her attention to her mistake. She was amazed that the man yet survived. With Ristu’s extraordinary survival skills she helped revive that man who called himself Garak. The three decided that there was safety in numbers and Garak seemed genuinely interested in repaying the help. So they chose to travel together. Garak seemed to want to leave the area as quickly as possible so they moved on. Although Ristu hoped that Garak would follow the path of the druid, it was quickly obvious that his destiny was in a different direction. Then there were three.

One day they were attacked by a large beast. Things were not going well until a large half-giant came from out of nowhere and interposed himself between them and the beast. The large man fought ferociously and felled the beast, but not without taking quite a beating himself. As the beast fell, so the giant man did as well. When he awoke he found an erdlu, a pterran, and a human looking him over. Garak and Ristu had healed his wounds. While the half-giant was indeed a fearsome fighter, he realized that he was still vulnerable. He agreed that traveling with such healers would be beneficial to him. Garak and Ristu seemed to think that a half-giant companion was very good for their health as well. Then there was four.

Blah, blah, blah Mul. Then there were five.

Blah, blah, blah Aarakocra. Then there were six.

Blah, blah, blah Other. Then there were seven.
 

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Paxus Asclepius said:
Tattoos, yes, and a handful of Dorje, but they're not common items, nor are power stones. Permanent psionic items are extremely rare, and usually Green Age relics.

Okay I am down with that.

--Almost there...--EvilE
 

I should have my character posted tommorrow. I actually know absolutely nothing about 3.0/3.5 Psionics. When you assign wild talents can i get an easy one to use?
 

These are the powers and a rough description of them from the SRD and DSPDF. With Talented Feat you get one power and 3 uses per day. Wild Talent Feat gives two powers useable once per day each. both feats taken together give three powers with five uses per day combined. In order to use a power you must have the coresponding ability score at a 10 or higher.

0-LEVEL PSION POWERS (Talents)

Clairsentience (WIS)--Esp, divination, etc
Detect Psionics-----Detects the presence of psionic activity.
Inkling-----50% likely to know if an intended action is good or bad.
Know Direction-----Know which way is north.
Lesser Object Reading----- You obtian information from an item

Metacreation (INT)--making stuff out of nothing
Bolt-----Creates a short-lived bolt, arrow, or bullet.
Finger of Fire-----Deals 1d3 fire damage to one foe.
Trinket-----Creates a short-lived trinket.
Beacon-----You create bright colored light
Ghost Writting-----You can make writting appear on a surface
Tattoo Animation-----You can move your tattoos.
Resistance-----Subject gains +1 on saving throws

Psychokinetics (STR)--movement of the mind (Telekinetics, etc)
Control Shadow-----Controls a normal shadow like a puppet.
Far Hand-----Minor telekinesis.
Far Punch-----Telekinetic punch deals 1 damage.
My Light-----Eyes emit a 20-ft. cone of light.
Psionic Draw-----Quick Draw any weapon on your body
Lesser Deflection-----+1 deflection bonus

Psychometabolism (CON)--Body Control
Elfsight-----The manifester has low-light vision.
Lesser Natural Armor-----Gain +1 natural armor bonus.
Talons-----Unarmed attacks deal +1 damage.
Verve-----Gain 1 temporary hit point.
Bioflexibility-----+1 competence bonus on DEX-based checks
Comfort-----You mitigate effects of extreme temperature for 1 hour
Lesser Legs of Thri-kreen-----+8 jump bonus, legs look like kreen
Wild Tumbling-----may tumble while running

Psychoportation (DEX)--Teleporting and mental movement of self
Burst-----Subject’s speed improves by 10 ft. for 1 round.
Catfall-----Recover well from a fall.
Float-----Buoys a subject in water or other liquid.
Wild Leap-----may leap from non-existent foothold

Telepathy (CHA)--I think bad thought at you >_<
Daze-----Creature loses next action.
Distract-----Subject’s mind wanders, imparting a -1 penalty on some actions.
Missive-----Sends a one-way telepathic message to subject.
Telempathic Projection-----Modifies subject’s emotions.
Friendly-----+1 insight bonus to CHA-based checks
Hush-----make others be quiet for 1 round


So if you have the Wild Talent Feat, you could say have Verve and Burst as your two powers (or anyother you choose). Burst allows a 1 round speed boost, and verve grants 1 temp hit point. Each would be usable once per day.

With Talented feat you could choose one power, and use it 3 times per day.


If you can't decide post your character and we can give suggestions. :)

--EvilE--
 
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Paxus,

Can the psi-crystal ability be traded out for a bonus feat. I wasn't planning on using it or even having one and was curious if it could be traded out. Thanks!

Keia
 


Good call on the Psi-crystal.

Also I had a query regarding Diplomacy (as right now it is my main skill...). The rules for Diplomacy never seemed to work for me realistically. One good roll has as much chance of affecting a 1st level commoner as a 12th level fighter. Or any other class, power combo you like.

Also doesn't matter if they are guarding a treasure room or just a empty room. You want in, you roll, no chance of the enemy saving or oppossing a good roll.

I found this rule reworking here. It seems to work better in me and my groups games.

--EvilE--

Editted to fix tags
 
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It's a good rule, though I think some of the negative modifiers are a trifle low (someone who's sworn to kill you in vengeance for the murder of his entire family at his wedding reception isn't going to give you the time of day for ten thousand platinum, diplomacy of +22 or no). I'll take the rules into advisement, but may play around with some of the numbers.
 

Thats cool.

As a side note I have a few things left brewing on my character. Languages being the prime suspect:

Languages: Common, Elven, Dwarven, Pterran, Thrikreen, Gith, Scrab, Slig, Tari, Jozhal

I have five language slots left. Can you guys think of other usefull ones to speak. Or failing that any usefull ones to read (I can read none at this time).

Also what are Scrab, Slig, Tari, and Jozhal? Are they 'racial' or regional?

I was thinking possibly Giant, Halfling, maybe Ararokra and Ssuran as well...

--EvilE--
 

evileeyore said:
Thats cool.

As a side note I have a few things left brewing on my character. Languages being the prime suspect:

Languages: Common, Elven, Dwarven, Pterran, Thrikreen, Gith, Scrab, Slig, Tari, Jozhal

I have five language slots left. Can you guys think of other usefull ones to speak. Or failing that any usefull ones to read (I can read none at this time).

Also what are Scrab, Slig, Tari, and Jozhal? Are they 'racial' or regional?

I was thinking possibly Giant, Halfling, maybe Ararokra and Ssuran as well...

--EvilE--

They're all racial. Reading would be extremely useful, but bear in mind it's illegal in most city-states unless you're a noble or templar. Of course, damn near anything is illegal if you're not a noble or templar.
 

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