Characters for the Of Sound Mind game

Wahey

There must be some kind of psionic disease over there .... Plane Sailing: I think he took the Psion level at level 1 ... No idea why though! (Less skill points, less hitpoints...) Perhaps other class skills ?

Wow. The first psion I ever saw without Intertial Barrier.
 

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Re: Wahey

Darklone said:
There must be some kind of psionic disease over there .... Plane Sailing: I think he took the Psion level at level 1 ... No idea why though! (Less skill points, less hitpoints...) Perhaps other class skills ?

Wow. The first psion I ever saw without Intertial Barrier.

Psions and Rangers get the same number of Skill points. Maybe it's conceptual.

... could be Psion 4 + Ranger 4 hit points + 6 CON = 16 HP
... or Ranger 10 + Psion 2 + 6 CON = 18 HP. Only two hitpoints difference.

With the Ranger first, he has access to some armor feats, which are just as good for a psion as inertial armor, maybe even better.
Greg
 
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Seraphina Tealeaf
Female Halfling Rogue 1/Illusionist 1
Alignment: Chaotic Neutral
Concept: Diplomatic Trickster Rogue/Illusionist

Str: 10
Dex: 16 (+3)
Con: 12 (+1)
Int: 16 (+3)
Wis: 10
Cha: 14 (+2)

Hit Points: 10 (1d6+1d4+2)
Initiative: +3 (Dex)
Saving Throws: Fort +1, Ref +5, Will +2
Armor Class: 17 (+1 Size, +3 Dex, +3 MW Studded Leather)

Attacks
Hand Crossbow Atk(+3*) Dmg(1d4*) Crit(19-20/x2)
Light Crossbow Atk(+3*) Dmg(1d8*) Crit(19-20/x2)
*+1 to this roll when target is within 30 ft.

Equipment
Backpack
--Spellbook
--Masterwork Thieves' Tools
--Small Steel Mirror
--Silk Rope (2 50 ft. lengths)
--Signet Rings (3: Tealeaf, Seraphina, Mercutio)
Spell Component Pouch
Explorer's Outfit
Courtier's Outfit

Treasure
144 gp

Magic
Specialist - Illusionist
Unavailable Schools - Divination, Necromancy
15% Chance of Arcane Spell Failure due to armor
Spell Slots - 3+I/2+I

-Spells-
0th: Resistance, Ray of Frost, Daze, Flare, Light, Dancing Lights (I), Ghost Sound (I), Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Prestidigation, Read Magic
1st: Silent Image (I), Ventriloquism (I), Magic Missile

Spells Typically Prepared
(0th) - Dancing Lights, Ghost Sound x2, Mage Hand
(1st) - Silent Image, Ventriloquism, Magic Missile

Spells Remaining
(0th) - Dancing Lights, Ghost Sound x2
(1st) - Silent Image, Ventriloquism

Halfling Traits
+2 on saving throws against fear
+1 on attack rolls using thrown weaponry

Languages
Common, Halfling, Draconic, Elven, Dwarven

Class Special Abilities
Sneak Attack +1d6
Familiar (Cat, "Lucie")
+2 on Spellcraft checks to learn Illusion spells

Encumbrance
Light load - 24.75 lbs.
Medium load - 49.5 lbs.
Heavy load - 75 lbs.
Total weight carried: 23 lbs.
Note: Total weight encompasses only what Seraphina carries, which is her weapons (light and hand crossbows), her armor, and her masterwork thieves' kit. Everything else is in her backpack on her dog.

Feats
Point Blank Shot
Scribe Scroll (Wizard)

Skills Ranks in parantheses
Balance +4(1)
Bluff +3(1)
Climb +3(1)
Concentration +5(4)
Decipher Script +4(1)
Diplomacy +6(4)
Disable Device +7(4)
Disguise +5(3)
Escape Artist +4(1)
Forgery +6(3)
Gather Information +5(3)
Hide +4(1)
Innuendo +2(2)
Jump +3(1)
Listen +5(3)
Move Silently +10(3)
Open Lock +6(3)
Perform +5(3)
Pick Pocket +4(1)
Ride [Riding Dog] +4(1cc)
Search +4(1)
Sense Motive +1(1)
Spellcraft +5(2)
Tumble +4(1)

---

Mount
Rufus, Riding Dog
Hit Points: 13
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: Bite +3 melee
Damage: Bite 1d6+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6

---

Familiar
Lucie, Cat
Hit Points: 5
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 15 (+2 size, +2 Dex, +1 natural)
Attacks: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d2-4, bite 1d3-4
Face/Reach: 2.5 dr. by 2.5 ft./0 ft.
Special Qualities: Alertness, Improved Evasion, Share Spells, Empathic Link
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7

-----

Background
Seraphina is a halfling girl who never grew up - mainly because she still is. She never knew her parents, and has grown up in a halfling caravan. She has picked up some thievery tricks along her journeys, although she prefers diplomacy to theft. She has also picked up a few things in magic, and has decided to specialize in illusions, which help out sometimes in tougher situations. Seraphina doesn't like fighting, and would prefer to talk her way out of a fight. Seraphina is out to make a name for herself, but she also wants to find out who her parents were.
Note that this information is the updated version of what's in the file I posted to the main thread. That one has most of the RP-related info, though.
Misc Info
Eyes - Amethyst
Hair - Brown
Height - 2' 3"
Weight - 22 lbs.
Age - 17


[Edits: Purchased some more rope. Formatted - man, was this character a pain to look at!]
 
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Jason Master -- The Spellbook

A wizard would never be complete without his spells, so here they are! I used two spells from magic of Fearun that I'd like to know if Jarval would approve of; they are Kaupaer’s Skittish Nerves (+ 5 to initiative for 1 minute/level) and Know Protections (Learn a creature's damage reduction, spell resistance, and any resistances or immunities to energy attacks).
 

Attachments

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Jason Master -- The Character

I've attached a .doc file with all of my character's information (except spells). He took monk as his first class, then switched to wizard.

(Edit)
Well, it appears that the board won't let me upload a new document, so here's what changed with the 5 extra skill points:

1 skill point spent on alchemy (+4)
1 skill point spent on knowledge (arcana) (+5)
1 skill point spent on swim (+2)
2 skill points spent on tumble (+4)

And as for the extra money, I think it was already spent on spells and that nice arcane laboratory. Thank you for the info, Jarval!
(/Edit)
 

Attachments

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Aiden, male human Clr2 of Pelor: CR 2; ECL 2; Medium-size Humanoid (human); HD 2d8+2; hp 13; Init +0; Spd 20 ft; AC 19 (+7 half-plate, +2 large metal shield); Melee heavy mace +2 (1d8+1); SA spells, turn undead; AL NG; SV Fort +4, Ref +0, Will +5; Str 12, Dex 10, Con 12, Int 12, Wis 15, Cha 16.
Skills and Feats: Concentration +6, Diplomacy +4, Heal +5, Knowledge (arcana) +2, Knowledge (religion) +6, Listen +6 (cc), Spellcraft +3, Spot -2; Extra Turning, Heighten Turning.
SA–Turn Undead (Su): 10/day, Aiden can attempt to turn undead creatures. His turning check is 1d20+5. Each attempt, he turns 3d6+5 total HD. Undead with 1 or fewer HD are destroyed instead.
Cleric Spells Prepared (4/3):
0-Detect Magic (3), Light
1-Bless (2), Magic Weapon
Domain Spells: (Sun and Glory)
1-Endure Elements (Fire)
Equipment: Heavy Mace, Half-Plate, Large Metal Shield, Holy Symbol (Gold), 4 flasks of Holy Water, 3 Sunrods, Pouchbelt, 130 gold.


History for Aiden, Cleric of Pelor:

This is my story, as short as it seems I know it well. Stories are one part of my life, for I was born 16 summers ago without sight, without any manner of viewing this world. The world would have seemed such a bleak place, my parents had told me the stories of their religion, the stories of Pelor. I had taken these stories to heart, as the best feeling in the world to me was the sun, its warmth, bright light shining down on me that I could never see.

Every day I would spend my time outside, or helping my parents inside, every night I would recite whatever I could think of and be greatful to Pelor and every day seemed the same afterwards. One faithful day, 2 years ago, Pelor seemed to have heard my call. That day, I was somehow stunned, I felt something, a warmth, not just on my skin but in my head, that is the day where I felt Pelor's light. My head hurt, and I felt blurry, only I didn't feel, I actually saw. It took me almost an hour to adjust, and I was amazed, for the first time in my life I had been able to see, and when I told my parents they were overjoyed, yet, somehow saddened. They told me I would have to leave, for I had been blessed by Pelor himself for some greater cause. I took up my belongings and journeyed to a temple of the sun, where I seeked out a priest of Pelor. There I stayed for a week, where I first recieved aid from the sun god in the form of spells, shortly there after I set upon my quest to defeat evil and bring Pelor's light to the darkest of places, now, my journey begins.



Glory Domain:
Deities: Heironeous, Pelor
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 on the turning damage roll.
Glory Domain Spells
1. Disrupt Undead
2. Bless Weapon
3. Searing Light
4. Holy Smite
5. Holy Sword
6. Bolt of Glory* Ray deals positive energy damage, more against undead and evil outsiders.
7. Sunbeam
8. Crown of Glory* Gain +4 Cha and enthralls subjects
9. Gate

Heighten Turning: [Metamagic]
Prerequisites: Cha 13+, Extra Turning
Benefit: When you turn or rebuke undead, you may choose a number no higher than your cleric level. Add that number to your turning check, while subtracting it from your turning damage roll.

Along with his history, Aiden recieves a -4 penalty to Spot checks and +2 bonus to Listen checks. (Already factored in stats)
 
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Dramatis Personae (PC)

Sir Osis of Liver as
Kerrick Jonez
Human, male, Psion (nomad)
(with Virch - psicrystal)

Acmite as
Adren
Kureshim, male, Ranger/Psion (egoist)
(with Jaxen - psicrystal)

Zhure as
Gholog
half-orc, male, Psychic Warrior

Gnomeworks as
Seraphina Tealeaf
Halfling, female, Rogue/Illusionist
(with Lucie, cat familiar)
(and with Rufus, riding dog)

Other Guy as
Jason Master
Human, male, Monk/Wizard
(with Gato, cat familiar)

Sollir Furryfoot as
Aiden
Human, male, Cleric (Pelor)

More for my own benefit, I made a crib-sheet, thought I'd post it I'll update it when/if characters are added. These are just thumbnails for easy reference.

Updated, fixed Kerrick from egoist to nomad
 
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Re: Jason Master -- The Spellbook

Other Guy said:
A wizard would never be complete without his spells, so here they are! I used two spells from magic of Fearun that I'd like to know if Jarval would approve of; they are Kaupaer’s Skittish Nerves (+ 5 to initiative for 1 minute/level) and Know Protections (Learn a creature's damage reduction, spell resistance, and any resistances or immunities to energy attacks).

Thanks for the spellbook. Both spells from MoF look fine to me.

Zhure: Nice work on the cast list :) However, a few characters are no longer with the party. Ashrem Bayle and The Kender went over to the Sunless Citadel game, and I had to drop tleilaxu to keep the numbers down.
 

NPC

Captain Haldeck, captain of the city guard, male

Thorlenn, cleric?, female

Copperdeath, dragon

Othic the farmer
 
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