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I finally wrote the background. I realized I was somewhat tired of playing shy and intellectual characters, so I made something different this time:

Name: Nodis Thea.
Race: Human
Class/level: Psion (telepath) 1 [from Expanded psionics handbook]
Sex: Male
Alingment: N
Physical description: A young man, about somewhat less than 6 feet tall and dressed in white robes and trousers. Good looking and well groomed, blonde and blue eyes, sports a charming smile.

Stats:
Str.......8 (-1)
Dex......14 (+2)
Con......14 (+2)
Int.......16 (+3)
Wis......10 (+0)
Cha......12 (+1)

AC: 14=10+2(leather)+2(dex)
HP: 4+2+6(psionic body)=12

Attacks:
Dagger: melee -1, ranged +2; damage 1d4-1, crit 19-20/x2
Light crossbow +2, damage 1d8, crit 19-20/x2

Saves:
Fort +2=0+2(con)
Reflex +2=0+2(dex)
Will +2=2+0(wis)

Skills: (2 skills points+3(int)+1(human bonus))x4=24 ranks.
Psicraft +7 = 4 ranks +3 int
Diplomacy +5 = 4 ranks +1 cha
Bluff +5 = 4 ranks +1 cha
Gather information +5=4 ranks +1 cha
Sense motive +4 = 4 ranks
Concentration +6=4 ranks +2 con

Feats:
Psionic endowment
Greater psionic endowment
Psionic body

Languages: Common, Elven, Dwarven, Draconic.

Psionic powers:
Power points: 2+1 (bonus)=3

Level 1 powers:
Psionic charm
Mind thrust
Mindlink

Equipment (starting with 120 gp)

Leather armor (10 gp)
Dagger (2 gp)
Crossbow, light (35 gp)
Bolts, 10 (1 gp)
Traveller´s outfit (free)
Backpack (flint and steel, 2 sunrods, soap, small metal mirror and razor, waterskin, extra clothes.) (All of it, about 24 gp)

Total weight is somewhat less than 25 lbs, still a light load.
48 gold coins.

Son of a farmer, Nodis never ever had the aptitude or attitude to work, and that constantly meant a continuous fight with his father. When he was supposed to be at the assigned family´s fields, he escaped to the nearby town´s tavern, where he was very popular because of his fun personality and quick wits. Problems started when he was back at home.

In one of these discussions, when he concentrated all his anger and desire to kill, his father suddendly dropped dead. Horrorized, the superstitious peasants chase him; not less scared himself, he had to survive as a beggar wandering from town to town for some weeks. That was when he met Khor. He was a strange man, somewhat sinister with his bald head and joyless smile. He seemed to exactly know what happened to him and how he felt. He offered Nodis to teach him.

Without any other option Nodis accepted Khor´s discipline with reluctancy. However, his mentor´s hard work was exccesive for him, and for the second time he fled as soon he mastered his powers. This time better armed, he´s been fleeing from town to town, using his powers to get what he needs and dissapear before the effect of his charm powers wears off and living a permanent party.
 

TheOneAboveAll: going once....(let me know if you are still interested).

Anyone needing to contact me, feel free to: forvalaka (@) cableone.net

I like all of the characters so far, everyone is doing a super job. A note to anyone wanting to run a magic-using character; keep in mind that not all of those wielding these powers rule an area, magocracies are the norm, but not the rule. And many deposed arcane and divine casters are now wanted criminals, it is not unusual for magic using bounty hunters to hunt down those wanted for various crimes.

hellbender
 

Okay, here's my druid.

Jarl Frostbone
Male Human Druid 1
Alignment: True Neutral
Height: 5’11"
Weight: 145 lbs
Hair: Grey
Eyes: 1 Blue, 1 Missing
Age: 41
Deity: Old Gods (All Father)

Str: 14 (+2)
Dex: 10 (+0)
Con: 14 (+2)
Int: 8 (-1)
Wis: 16 (+3)
Cha: 12 (+1)

Class and Racial Abilities:
+4 skill points at first level, +1 skill point/level afterwards, 1 bonus feat at first level, Favored Class: Any, Animal Companion, Nature Sense, Wild Empathy, Spellcasting, Spontaneous Spellcasting (Summon Nature’s Ally)

Hit Dice: 1d8+2+1
HP: 11
AC: 12
Init: +0
Speed: 30 ft
Saves:
Fortitude +4
Reflex +0
Will +5

BAB: +0
Melee Attack: +2
Ranged Attack: +0

Spells Prepared:
0th Level (3): Cure Minor Wounds (x2), Detect Magic
1st Level (1+1): Cure Light Wounds, Shillelagh

Skills:
Concentration: +6 (4 ranks, +2 con)
Heal: +7 (4 ranks, +3 wis)
Knowledge (nature): +5 (4 ranks, -1 int, +2 nature sense)
Survival: +9 (4 ranks, +3 wis, +2 nature sense)

Feats:
Endurance
Improved Toughness

Languages: Common, Druidic

Equipment:
Quarterstaff
Sling
30 slingstones
Healer’s Kit
Leather Armor
Animal Companion: Frostfang:
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track, Weapon Focus (bite)

Personality, Appearance, Background to be added shortly.
 


rangerjohn said:
HB any chance I could play a half-giant psi-warrior?
Nope problem at all as long as you can work the character ala Savage Species to start at 1st level.

There is a thread in the Rogue's Gallery for everyone's character.

h
 

Is there I write up for it? I don't own savage species, so I wouldn't know where to start. Maybe it would be easier to go the unearthed arcana route. I think that means I would have to earn 3rd level twice?
 
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rangerjohn said:
Is there I write up for it? I don't own savage species, so I wouldn't know where to start. Maybe it would be easier to go the unearthed arcana route. I think that means I would have to earn 3rd level twice?
The problem with this is that you will not start at the equivalent of first level.
 

A question: Does the "magocracy" extend to the divine spellcasting classes, or just arcane. If it does, I think I'd like to switch over to a rogue knifefighter character (quickdraw, flick of the wrist and a LOT of knives). I'd start as a rogue and then go into rogue/fighter.
 


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