Keeping the blade [OOC]

I'm leaning towards Necromancy and one of those. Maybe even Necromancy and Abjuration, although that would leave us without Dispel Magic...
 

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We might get along without Dispel...Sigil can use Devour Magic at will. That's basically a Greater Dispel, targeted only, as a melee touch.

Granted, we'd lose the area dispel function, which is a bummer... She can also use Devour Magic to temporarily disable magical traps. :)
 

I'm fine with crafting. How does starting at 68,000 XP sound everyone? No additional spells, sorry, it's what I've been doing since I started DMing (Only four years :p ) and I haven't seen not gaining extra spells truly hamper a wizard. That said, stonegod and the SRD method (scrolls and scribing) are fine with me (but don't go overboard).

I'm typing out some background information about the world in general and a short history of both nations. I'm trying out some new mapping software (my friend lent it to me) and once I get the hang of it I should have the maps ready.

EDIT:
I'll have that info ready by tomorrow.
 

Will there be a Rogues Gallery, or should we post them here for now? I'm going to assume the latter for the time being.
 

Put them here for now, once they're ready you can re-post them to the Rogue's Gallery. (I just want to keep this is as few threads as possible.)
 

Here's Sigil's first draft sheet...

[sblock=Sigil]Name: "Sigil" (Thessaly Amadin)
Race: Human
Class/Level: Warlock 12
Exp:

Desc: Sigil is of average height and slim build for a human woman, athletic but not muscular. She looks like she is, or would be, attractive, but her face is always covered by a jet black wooden mask that is molded to cover the upper half of her face with a master's precision. It leaves only her chin and mouth open to viewing. Her clothing is mostly charcoal grey, and even the fine links of her armor have been delicately and painstakingly lacquered dark grey. Though few have seen enough of her skin to notice, Sigil's name comes from the strange blue runes that bloom on her flesh, glow momentarily, then fade away. Occasionally one or two will appear on the visible portion of her face. What precisely these marks are, and why they're there are things she has not yet chosen to speak of.

Strength (STR) 8 -1
Dexterity (DEX) 20 +5
Constitution (CON) 14 +2
Intelligence (INT) 12 +1
Wisdom (WIS) 12 +1
Charisma (CHA) 22 +6

Alignment: Neutral
AC: 23 (10 +5 dex +6 armor + 2 deflection)
Hit Points: 74
Movement: 30' (30' flight, Good)

Base Attack Bonus: +9/+4
Init: +5
Melee Attack: +8/+3
Ranged Attack: +14/+9
Fort: +10
Reflex: +13
Will: +13

Race Abilities
Bonus Feat
Bonus Skills

Class Abilities:
Eldritch Blast 8d6
Detect Magic at will
DR 3/cold iron
Deceieve Item
Fiendish Resiliance 1
Energy Resistance 5: Fire and Cold
Imbue Item

Skills: 60
Bluff +22 (10 ranks + 6 Cha + 6 Invocation)
Concentration +12 (10 ranks +2 Con)
Disguise +11 (5 ranks +6 Cha) (+2 when acting, +10 with Hat of Disguise)
Intimidate +22 (10 ranks + 6 Cha + 6 invocation)
Sense Motive +11 (10 ranks +1 Wis)
Use Magic Device +21 (15 ranks + 6 Cha)

Feats
1 Point Blank Shot
1 Communicator (Arcane Mark, Message, Comprehend Languages each 1/day as SLA)
3 Precise Shot
6 Extra Invocation: Eldritch Spear
9 Empower Spell-like Ability: Eldritch Blast
12 Extra Invocation: Charm

Languages - Common, Draconic

Invocations
Least
- Beguiling Presence (+6 to Bluff, Diplomacy, and Intimidate)
- Dark One's Luck (+6 luck bonus to any one save)
- See the Unseen (See Invis + Darkvision 60')
- Eldritch Spear (Blast range 250')

Lesser
- Charm (Charm Monster, Will DC 20, only 1 victim at a time)
- Fell Flight (fly speed = ground speed)
- Walk Unseen (Invisibility w/24 hr duration)
- Flee the Scene (55' dim door, leaves Major Image of caster)

Greater
- Devour Magic (+8 melee touch, +12 caster level)

Money - 9pp, 4gp, 4sp

Weapons -
Spiked Gauntlet, +8 to hit, 1d4-1 damage, 1lb, 5gp, can't be disarmed

Armour -
Death Warded Mithril Chain Shirt +2, AC +6, Max Dex +6, 10lbs, 10100gp

Gear -
- In Haversack
Bedroll, 1sp, 5lbs
Blanket, 5sp, 3lbs
50' silk rope, 10gp, 5lbs
Tent, 10gp, 20lbs
Waterskin, 1gp, 4lbs
10 days trail rations, 5gp, 10lbs
2 vials acid, 20gp, 2lbs
2 vials alchemist's fire, 40gp, 2lbs

- On person
2 scroll cases, 2gp, 1lb
2 belt pouches, 2gp, 1lb

- In Pouches
Small steel mirror, 10gp, .5lb
Money

Magic -
Mask of Disguise, 1800
Handy Haversack, 2000
Ring of Protection +2, 8000
Greater Chauseble of Fell Power, 18000
Vest of Resistance +4, 16000
Cloak of Charisma +4, 16000
Gloves of Dexterity +4, 16000

Wand of Shield, 750
Scroll of Nondetection, 475
Scroll of Tonuges, 375
Scroll of Rope Trick, 150
Scroll of Silence, 150

Background:
Thessaly has little recollection of her life before she awakened in the chilly stone tower belonging to the Archmage Pharus. He told her that he'd saved her life with a one of a kind magical procedure, and that she'd need to train with him to master again the functions of her form. And while he was right about that, and about the strange magical powers she began to manifest, Thessaly came eventually to believe he was not truthful about saving her. Her suspicions were confirmed when she, with some patience, luck and using her new magical powers, was able to get a look at Pharus' journal. There she learned that she was no rescuee, but a subject in an ongoing experiment...an attempt to infuse a human being with the essence of magic, to create a new kind of being.

When confronted, Pharus admitted it, and didn't even seem terribly upset that she'd read his journal. In fact, he seemed to have been prepared for the moment. There had been, he told Thessaly, some problems with earlier subjects. They sometimes developed inexplicable delusions regarding their pasts, and became violent when confronted with evidence to the contrary. It had been decided not to share Thessaly's past with her, until it was certain she was not going down that road. Thessaly immediately pounced. Decided by WHO?

Out came documents, and a visit from one of the high generals of the Kysor army. Thessaly was a volunteer; a soldier in the Kysor military. Having served with distinction and multiple decorations, she had volunteered to undergo the experimental process in anticipation of a Kysorian counterstrike against the seemingly unstoppable forces of Tansar. The strike would be a departure from normal Kysorian strategy; a daring plan that could either turn the tide of war, or doom Kysor to invasion and occupation.

No armies, no monsters. Just a small team of operatives; the best of the best. They would enter Tansar like a dagger, slip between it's ribs, and pierce its very heart.

Unable to refute the story of her past, Thessaly still recognized that her old life, in most ways, was over. She had been remade. So she donned a mask that could disguise her, and re-christened herself as 'Sigil,' after the moving, changing runes in her skin. When offered a place on the team that she had given everything that she had been up for, Sigil agreed.[/sblock]
 

Elana Whitelock, Tiefling Wizard 5/Alienist 6

It's a bit of a work in progress, but here's Elana's character sheet so far[sblock=Background]Elana had always been an outcast. A childhood in Kysor wasn't easy at the best of times, it was harder when you're unlike anyone else in the city. Other children, and adults too, often treated her with either scorn or fear, not understanding her nature. It's people were not welcoming for a young Tiefling.

Nonetheless, it was home. Even alone, Elana found comfort in the familiar, in her surroundings and in the streets that she came to know so well.

How she'd come to be in the city remained a mystery. She never remembered any different, but knew now that there must be some story behind it.

While Elana had little fellowship from the populace at large, she found solace with a few friends. A man she had known as Taylor had helped her through her tough early-teen years and had been supportive when she had needed it most. In her late teens he had taught her a few knacks, means to defend herself, and her means to make a living.

She had turned to adventuring by necessity rather than choice. People seemed to turn a blind-eye to the nature of adventurers, if you were going to fight a dragon or whatever then it didn't really matter what you looked like.

Early in her career, she had been sent to dispose of an 'abomination', a hippogriff which had been summoned or mutated. Looking onto it, Elana saw much of herself in the creature, alienated because of it's peculiar looks and background. Releasing the animal, she deemed to went back to her home to study where it had come from, and what had brought it here... a topic that proved to dominate her studies.

Over the years, little had really changed. Elana had learned a lot, of course, and was no longer abused so much as feared by the populace. People crossed to the other side of the road to avoid her, and children looked onwards at her house pointing and whispering horror stories about her. Elana cared little for it, she had gotten used to these tales. She lived, alone, in the comfort of her house, content with her studies and her own paradise.

At least, until Tansar threatened to take that away from her...[/sblock][sblock=Character Sheet]Name: Elana Whitelock
Race: Tiefling
Gender: Female
Size: Medium
Type: Outsider (Native)
Alignment: Neutral
Deity: Fharlanghn
Age: 31
Height: 5' 6"
Weight: 152lbs
Class: Conjurer 5/Alienist 6
XP: 66,080

Statistics:
STR: 10 (+0) (2pts)
DEX: 20 (+5) (6pts +2 racial +4 magic)
CON: 18 (+4) (6 pts +4 magic)
INT: 24 (+7) (10pts +2 racial +2 level adjust +4 magic)
WIS: 12 (+1) (6pts -2 class)
CHA: 8 (-1) (2 pts -2 racial)

Hit Points: 92
Armour Class: 17 (10 +5 Dex +2 Deflection)
Touch AC: 17
Flat-footed AC: 12
Initiative +9 (+5 Dex, +4 Improved Initiative)
BAB: +5
Grapple: +5
Space/Reach: 5'/5'
Speed: 30'

Saving Throws:
Fortitude: +12 (+3 base, +4 ability, +2 magic, +2 familiar, +1 class)
Reflex: +11 (+3 base, +5 ability, +2 magic, +1 class)
Will: +13 (+9 base, +1 ability, +2 magic, +1 class)

Skills:
Bluff -3 (-1 ability -4 class +2 racial)
Concentration +18 (4 ability +14 ranks)
Craft (Painting) +15 (7 ability +8 ranks)
Diplomacy -5 (-1 ability -4 class)
Hide +7 (5 ability +2 racial)
Knowledge (arcana) +17 (7 ability +10 ranks)
Knowledge (history) +15 (7 ability +8 ranks)
Knowledge (planes) +17 (7 ability +10 ranks)
Listen +11 (1 ability +10 ranks)
Spellcraft +19 (7 ability +10 ranks +2 synergy)
Spot +15 (1 ability +14 ranks)

Feats: Augment Summoning, Improved Initiative, Spell Focus (Conjuration), Craft Wondrous Item, Scribe SCroll, Extend Spell, Improved Toughness

Racial Abilities: Darkvision 60ft, Resistance to Cold 5, Electricity 5 and Fire 5, Darkness 1/day

Class Abilties: Pseudonatural rat familiar, Sumon 'pseudonatural' creatures with Summon Monster, Extra Summoning
Banned Schools: Enchantment, Necromancy

Attacks:
Light Crossbow ranged +10, 1d8/19-20x2, range 80ft
Dagger melee +5, 1d4/19-20x2
Ray ranged +10
Touch attack melee +5

Equipment 223gp 8sp
Gloves of Dexterity (+4) 8000gp, 640xp
Headband of Intellect (+4) 8000gp, 640xp
Amulet of Health (+4) 8000gp, 640xp
Vest of Resistance +2 4000gp
Heward's Handy Haversack 2000gp
Rope of Climbing 3000gp
Nolzur's Marvellous Pigments 4000gp
Metamagic Rod, Maximise 14000gp
Wand of Cure Light Wounds 750gp
Wand of Knock 4500gp
Ring of Protection +2 8000gp
Circle of Sound 2000gp
Winged Boots 16000gp
Pearl of Power 1st level 1000gp
Pearl of Power 2nd level 4000gp
4 Potions of Cure Light Wounds 200gp
Potion of Lesser Restoration 300gp
Scroll of Tongues 375gp

2 Daggers 4gp
Light Crossbow 35gp
20 bolts 1gp
2 vials of Antitoxin 100gp
Tent 10gp
Bedroll 1sp
6 days trail rations 3gp
2 vials of Alchemists Fire 40gp
Spell component pouch 5gp
Traveler's outfit 1gp
5 pages of parchment 1gp
Ink 1gp
Inkpen 1sp

Other gold spent:
Summoning familiar 100gp
1 extra 1st level spell 50gp
4 extra 2nd level spells 400gp
Scribing into Spellbook 900gp[/sblock][sblock=Roland, Pseudonatural Rat Familiar]Roland, Pseudonatural Rat

Tiny Outsider
Hit Dice 11
Hit Points 46
Speed 15ft, Climb 15ft, Swim 15ft
Armour Class 20 (+2 size, +2 Dex, +6 Natural), touch 14, flat-footed 18
Base Attack/Grapple: +5/-7
Attack: Bite +4 melee (1d3-4)
Space/Reach: 2.5ft/0ft
Saves: Fort +3, Reflex +5, Will +10
Abilities: Str 2, Dex 15, con 10, Int 11, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +14, Listen +11, Move Silently +10, Spellcraft +10, Spot +15, Swim +10
Feats: Weapon Finesse
Spell Resistance: 21
Resistance: Acid 10, Electricity 10
Damage Reduction 5/magic
Special Qualities: Low-light vision, scent, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Rats, Spell Resistance, True Strike 1/day, Alternate Form[/sblock][sblock=Spells]Spells

Orisons (5):
All

1st level (7 +1):
Benign Transposition
Magic Missile
Mage Armour
Enlarge Person
Mount
Protection from Evil
Expeditious Retreat
Shield
Identify

2nd level (7+1):
Fox's Cunning
Bears Endurance
Cat's Grace
Glitterdust
See Invisibility
Invisibility
Rope Trick
Melf's Acid Arrow

3rd level (7+1):
Slow
Fireball
Summon Monster III
Dispel Magic

4th level (5+1):
Evard's Black Tentacles
Dimension Door
Arcane Eye
Wall of Fire

5th level (4+1):
Summon Monster V
Teleport
Break Enchantment
Passwall

6th level (3+1):
Summon Monster VI
Chain Lightning[/sblock][sblock=Spells Memorised]Spells Memorised:

Orisons (5)
Detect Magic x2
Detect Poison
Mending
Prestigitation

1st level (7+1)
Mage Armour (B)
Magic Missile x 3
Protection from Evil
Enlarge Person
Benign Transposition
Expeditious Retreat

2nd level (7+1)
Glitterdust (B)
See Invisibility
Invisibility
Rope Trick
Glitterdust
Melf's Acid Arrow x2

3rd level (7+1)
Summon Monster III (B)
Slow x2
Fireball x4
Dispel Magic

4th level (5+1)
Evards Black Tentacles (B)
Dimension Door
Arcane Eye
Wall of Fire x2
Evards Black Tentacles

5th level (4+1)
Summon Monster V (B)
Teleport
Passwall
Break Enchantment
Summon Monster V

6th level (3+1)
Summon Monster VI (B)
Summon Monster VI (B)
Chain Lightning x3[/sblock]
 
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Here's what I have so far. I'm only missing equipment [only like 20k or so], so I'm almost done.

[SBLOCK]
Code:
Name: Sarava
Class: Hexblade 12
Race: Human
Size: Medium
Gender: Male
Alignment: CG
Deity: Tymora

Str: 16 +3 (6p.)	Level: 12	XP: 68,000
Dex: 18 +4 (10p.)	BAB: +12	HP: 12d10+24 (100 hp)
Con: 14 +2 (4p.)	Grapple: +15
Int: 12 +1 (4p.)	Speed: 20'
Wis: 8  -1 (0p.)	Init: +4
Cha: 18 +4 (8p.)	ACP: -3

		Base	Armor	Sheild	Dex	Size	Nat	Misc	Total
Armor:		10	9		+3			+1	23
Touch:	14	Flatfooted: 20
Armor: Full Plate

	Hexbl.	Abil.	Misc	Total
Fort	4	2	2	8	+2 v. spells/spell-like abilities
Ref	4	4	2	10	+2 v. spells/spell-like abilities
Will	8	-1	2	9	+2 v. spells/spell-like abilities


Weapon		Attack		Damage	Critical
Long Bow	+17/+12/+7	1d8+4	19-20/x3 [+1/+1 w/in 30 ft]
  Rapid Shot	+15/+15/+10/+5	1d8+4	19-20/x3 [+1/+1 w/in 30 ft]
Battleaxe	+15/+10/+5	1d8+4		19-20/x2

Languages: 
Common
Krysor silent code

Abilities:
Hexblade's Curse 3/day (DC 22)
Mettle
Aura of Unluck (1/day ; 5 rounds)

Spells: 5/5/4 [DC 14 + spell level; 16 + spell level for Enchantment Spells][Caster level 6]
1st- Charm Person, Disguise Self, Expeditious Retreat, Tasha's Hideous Laughter, Prestidigitation
2nd- Blindness/Deafness, Eagle's Splendor, Mirror Image, Resist Energy, Suggestion
3rd- Confusion, Hound of Doom, Slow, Vampiric Touch

Feats:
Bonus (Spell Focus: Enchantment)
Bonus (Greater Spell Focus: Enchantment)
Pt. Blank Shot
Precise Shot
Rapid Shot
Battle Caster
Ability Focus (Curse)
Improved Critical (Long Bow)

Skill Points: 
Skills		Ranks	Mod	Misc	Total
Bluff		15	4		19
Concentration	15	1		16
Diplomacy	15	4		19
Spellcraft	15	1		16


Equipment:				Cost    	Weight  Armor/Shield Bonus
Glamoured Mithril Full Plate +1		17,700gp.	25 lb.
+1 Mighty (+3) L. Bow of Shocking	8,900gp		3 lb.
Goggles of Night			12,000gp	-
Handy Haversack			2,000gp		5 lb.
Cloak of Displacement, Minor		24,000gp	1 lb.
Ring of Protection +1			2,000gp		-
Wand of Invisibility (25 charges)	2,250gp	
Gauntlets of Ogre Power	+2		4,000gp		-
Gloves of Dexterity +2			4,000gp		-
Amulet of Health +2			4,000gp		-
Circlet of Sounding			2,000gp		-
Potions of Cure Moderate (x4)		900gp
Vest of Resistance +2			4,000gp		-

Bedroll			2gp	2 lb.
Caltrops (2)		2gp	4 lb.
Flint and Steel		1gp	-
Belt Pouch (2)		2gp	1 lb.
Rope, Silk		10gp	5 lb.
Sack			1sp	1/2 lb.
Waterskin (4)		4gp	16 lb.
Trail Rations (10 days)	5gp	10 lb.
Smokestick (2)		40gp	1 lb.
Lucky Pp		5gp	-
Explorer's Outfit	10gp	8 lb.
Grappling Hook		1gp	4 lb.

Total Weight: 	43	 Money: 159gp 9sp total
Weight in HH: 42.5

		Lgt	Med	Hvy	Lift	Push
Max Weight:	76 lb.	153 lb.	230 lb.	230 lb.	1150 lb.

Age: 23
Height: 5'11"
Weight: 146lb
Eyes: Blue
Hair: Brown
Skin: White

[SBLOCK=Background]
"Luck is important, both good and bad, good for me, bad for you. Ever been in a major fight and your opponent trips at a poor moment and you manage to get the kill? Luck. Bad for him, good for you. Luck can change anything and everything, but you have to be aware of it and ready to change depending on your luck."
-Sarava

Sarava was born to a family that one wouldn't consider great, the child of a cheap prostitute and a gambler. His mother died when he was young due to a disease, but his father continued to live on. Luck, he was told early by his father, that's the only reason he lived. His father was what most would consider a poor gambler. He didn't understand people nor could he read them. Half the time he didn't even look at his cards when he played, but he still managed to live comfortably with his son. Sarava was told that he could never truly understood luck and should never attempt to. Live with it and let it flow. Take the opportunities luck provides.

Sarava, however, was not of the same temperament as his father and though he agreed on his father's points of luck, he tended to dislike playing cards and drinking. Instead, he combined his luck and his sly tongue to sell valuables, mainly jewelry and gems, to attractive ladies, a habit he was fond of.

Everything was good and his life fine until he was drafted into the army because of the war. He didn't understand how this could have taken him from his pleasant life, why his luck had turned on him. It took all his might to not focus on it and dwell on the reasons behind his draft and the war. Instead, he accepted his position and went to battle. His luck did not fail him and though he fought in many difficult battles, he survived when so many of his comrades had not.

When he met Calanthe in the middle of a desperate battle and they both managed to escape alive, he believed that his luck had steered him to be what was considered the love of his life. They were assigned the same group and made each other happy. Sarava was asked to join a special type of military group, one that performed more specific missions as opposed to being part of a general army. Although he hated to be apart from Calanthe, he felt he could not turn this down. He helped complete several such missions and visited Calanthe whenever he had freetime. He felt their love grow despite their periods of separation.

He had just been assigned an important mission when he learned that Calanthe was with child...

And thus current time begins.[/SBLOCK]

[SBLOCK=Appearance]Sarava is a handsome young man, his face remaining unscarred so far despite the battles. His hair is of short length and disheveled, giving him an add boyish look despite the hardness in his face and eyes. His body is lean and muscular and shows the signs of the numerous battles he has gone through and remained alive afterwards.[/SBLOCK]

[SBLOCK=Personality]Luck. Everything is about luck. Sarava believes everything occurs because of luck. Without it, he would not be where he is now or nearly as happy. He is not overly serious, no matter the situation, his actions frequently as whimsical as peoples' luck.[/SBLOCK]
[/SBLOCK]
 
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Vin, Psionic Special Ops

Vin CR 12 (68,000 xp)
Male human (Tansar) fighter 4/soulknife 8
LN Medium humanoid
Init +9; Senses darkvision 60 ft.; Listen +15, Spot +15
Languages Common, Krysor Silent Code

AC 23, touch 16, flat-footed 18; Dodge, Mobility
hp 100 (12 HD)
Fort +8, Ref +13, Will +7

Spd 40 ft.; Up the Walls
Melee +2 psychokinetic mind blade (bastard sword) two-handed +18/+13 (1d10+11/17-20+1d4) or
Melee +2 psychokinetic mind blade (short sword) +18/+13 (1d6+9/17-20+1d4) or
Melee +1 mind blades (dual short swords) +13/+9/+8 (1d6+8/17-20) or
Ranged +2 psychokinetic mind blade +4 (1d10+9/17-20+1d4)
Base Atk +10; Grp +15
Attack Options free draw, psychic strike +2d8, Spring Attack
Special Actions shape mind blade, throw mind blade
Combat Possessions 3 potions of cure moderate wounds

Abilities Str 20, Dex 22, Con 16, Int 12, Wis 10, Cha 10
SQ +2 mind blade, mind blade enhancement +1
Feats Dodge (B), Guerilla Scout, Guerilla Warrior (B), Improved Critical (Mind Blade), Improved Initiative, Mobility (B), Speed of Thought (B), Spring Attack, Up the Walls, Weapon Focus (Mind Blade) (B), Weapon Specialization (Mind Blade) (B), Wild Talent (B)
Skills Autohypnosis +11, Hide +31, Listen +15, Move Silently +31, Spot +15, Tumble +17
Possessions combat possessions plus +2 glamered silent moves shadow mithral breastplate; belt of giant strength +4, circle of sound (linked with team), gloves of dexterity +4, googles of night, ring of protection +1, sack, 50 gp

Free Draw (Su): Vin can manifest his mind blade as a free action, but still can only manifest it once per round.

Mind Blade (Su): As a free action, Vin can create a semi-solid blade of psychic energy. The blade can be broken (hardness 10, 10 hp), but can be recreated using a free action. If Vin relinquishes the blade (other than to throw it), it dissipates. It has a +2 enhancement bonus. Vin can attempt a DC 20 Will save to maintain it or manifest it in an area where psionic effects do not normally function.

Mind Blade Enhancement (Su): Vin can enhance his mind blade with one of the following effects as long as it is a single blade: defending, keen, luck, mighty cleaving, psychokinetic, sundering, or vicious. It retains this enhancement even if dissipated. He can choose a different enhancement after 8 hours of meditation. His blade is current psychokinetic.

Psychic Strike (Su): As a move action, Vin can charge his mind blade with destructive psychic energy. This energy does 2d8 damage to the next living, non-mindless creature Vin hits; creatures immune to mind-affecting effects are immune to this damage. This charge remains even if the mind blade is dissipated.

Shape Mind Blade (Su): Vin can change the shape of his mind blade. It can do damage as a +2 bastard sword, +2 longsword, or a +2 short sword. He may also form it into two identical +1 short swords to wield two handed.

Throw Mind Blade (Su): Vin can throw his mind blade as a ranged weapon with an increment of 30 ft.; if it misses, it dissipates. He can enhance the thrown blade with a psychic strike.

[SBLOCK=Showing My Work]Progression: Fighter (2-5), Soulknife (1, 6-8)

Initiative: +4 (Dex) + 4 (Improved Initiative) + 1 (Guerilla Scout)

AC: +5 Dex max, +7 armor (light armor, +7 AC, +5 Dex, -0 ACP), +1 deflection

hp: 10 (1st level) + 11 * 6 (2--12 level) + 3 * 12 (Con)

Abilities: Str 15 (8 pts) + 1 level + 4 item, Dex 16 (10 pts) + 2 level + 4 item, Con 14 (6 pts) , Int 12 (4 pts), Wis 10 (2 pts), Cha 10 (2 pts)

Feats: Guerilla Scout (1st), Guerilla Warrior (Human Bonus), Weapon Focus (Mind Blade) (Soulknife 1), Wild Talent (Soulknife 1), Guerilla Warrior (Human Bonus), Dodge (Fighter 1 Bonus), Mobility (Fighter 2 Bonus), Up the Walls (3rd), Weapon Specialization (Mind Blade) (Fighter 4th), Spring Attack (6th), Improved Initiative (9th), Speed of Thought (Soulknife 6), Improved Critical (Mind Blade) (12th)

Skills: Autohypnosis +11, Hide +11 + 4cc + 6 Dex - 0 ACP + 10 shadow armor, Listen +11 + 4cc, Move Silently +11 + 4cc + 6 Dex - 0 ACP + 10 silent moves armor, Spot +11 + 4cc, Tumble +11 + 6 Dex - 0 ACP

Possessions: belt of giant strength +4 (16000), gloves of dexterity +4 (16000), circle of sound (2000), ring of protection +1 (2000), googles of night (12000), +2 glamered silent moves shadow mithral breastplate (40700), 3 potions cure moderate wounds (900), 50 gp[/SBLOCK]
Background
Vin's family was never very respected; Tansarian expats living near the Tansar/Kysor border were never treated well. But Vin's father hated what was becoming of his country, and his wife's family was Kysorian. Being once a member of the Tansarian militia, Vin's father was able to give his new homeland some useful information---until the day he was killed in an "accident" with his mount.

Vin grew to dispise his former kinsmen, assuming they were responsible for his father's death. He was trained in the secret operation force for the country, the ones that would take him deep into Tansar and strike at them the hardest. And when the Palace job came, he was more than prepared...

Personality and Appearance
Vin is a gruff, corse solider. He follows orders and gets the job done. He has an almost unreasonable hatred of the Tansarians, and relishes missions against them (though he will not endager them due to his personal vendetta).

Vin looks to be in his early thirties with salt-and-pepper hair and piercing blue eyes. As a veteran, there are scars on his hands and face that he wears with pride. At first glance, he does not appear threatening (no armor, no weapon), but looks are greatly decieving.


Role
Vin is a special ops front line fighter. He quickly and silenty moves in and the kills anything between him and his target. A common tactic is to begin from a hiding position, move in, attack, and keep on moving. He can also perform deep inflitration as he does not appear armed or armored.
 
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Couple thoughts on what I have seen so far:
- Since we have no healer, everyone should have some healing, and Sigil might want a wand of cure something if she does not already have one.
- In addition, w/ no rogue, it would beneificial if Sigil or Elana had a wand of knock
- I appreciate Sigil having message; its a very handy spell in this situation. We would also consider spending 2000 gp each to invest in circles of sound (from the Eberon Campaign Sourcebook), which gives us simultaneous message to everyone (assuming its OK w/ lonesoldier).

This is shaping up quick!
 

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