[PbP][DS]Killer in Kalidnay


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Drinchek

Human Shaper (ITCK) 6 (Secondary Disciplines: Psymet, Psykin)
PP 29 (17 base +11 int +1 inner strength)

HP 31 (6d4+12)
Spd 30' Walk
AC 11 (+1 Dex)

BAB +3
Fort +6 (2 +2 +2)
Ref +5 (2 +1 +2)
Will +8 (5 +1 +2)

Str 8, Dex 13, Con 14, Int 19 (21), Wis 13, Cha 8

Attacks:
Quarterstaff +2 melee (1d6-1); or Light Crossbow +4 ranged (1d8)

Skills
Bluff +3, Concentration +11, Knowledge (Psionics) +14, Listen +5, Psicraft +14, Remote View +14, Sense Motive +5, Spellcraft +6, Search +15, Spot +20, Wilderness Lore +5

Languages
Common, Pterran, Thrikreen, Elven, Dwarven

Feats
Inner Strength (Bonus Feat-Athas.org, PsiHB)
Fortify Power (1st Level, Mind's Eye)
Overpower (Bonus Feat-Human, Mind's Eye)
Augmented Construction (3rd Level, Mind's Eye)
Empower Construction (6th Level, Mind's Eye)

Gear
Cloak of Resistance +2 (DMG, 4000 cp)
Eyes of the Eagle (DMG, 1000 cp)
Traveller's Outfit (PHB, free)
Headband of Intellect +2 (DMG, 4000 cp)
Third Eye: Aware (PsiHB, 4000 cp)
[Shaper Starting Package]
Backpack with Waterskin (PsiHB, free)
Day's trail ration: 1 (PsiHB, free)
Bedroll (PsiHB, free)
Sack (PsiHB, free)
Flint & Steel (PsiHB, free)
Hooded Lantern (PsiHB, free)
Pint of oil: 3 (PsiHB, free)
Chalk (PsiHB, free)
Case of bolts: 10 (PsiHB, free)
Quarterstaff (PsiHB, free)
Light Crossbow (PsiHB, free)

Total: 13,000 cp

Powers

0-bolt, burst, catfall, elfsight, detect psionics, know direction, far hand
1-astral construct I, grease, lesser body adjustment, lesser metaphysical weapon
2-astral construct II, animal affinity
3-astral construct III

Description and Background:

Wandering the surroundings of Kalidnay is a lonely creature by the name of Drinchek. In a world almost totally decimated by irresponsible use of magic, he had the poor misfortune of being born to wizards. Like many of the highly adaptable humans of Athas, Drinchek was born with a deformity, though his was due to direct stimuli.

While still in the womb, his mother's defiling magicks stole pieces of Drinchek's life essences leaving him less than he might have been. When he was born amidst the after echoes of the Purges, his frame was hideous to behold. Hairless, colorless, with atrophied muscles, and a piteously weak cry his was a face only a mother could love. But even his mother didn't.

Alessia looked upon her newborn son with something akin to disapointment mixed with contempt. Her new life was one of forced secrecy and of practicality that required her to blend in as much as possible. Her feeble little offspring didn't look like it would last the summer, much less be able to blend in. So amidst at least some regret, she left the babe in its bed and disappeared when next her steps were hounded. He had already drained her of enough resources, the child could not be sustained any longer.

Fortunately, a cadre of Preservers who were pursuing Alessia discovered the abandoned child in her now stripped hovel only a couple days later. Dehydrated and malnourished he was near death and incapable of so much as a whimper when they happened upon him.

It was they who named and raised the child.

Drinchek never really fully recovered. He is still colorless and feeble, his body provides little protection against the harsh elements. But a natural resilience has developed in him that has so far prolonged his life. His whisper-soft voice and ultra shyness results from being constantly wrapped in concealing clothes, protecting his delicate skin.

Nature though, often compensates for lost abilities. Drinchek is possessed of a savant nature that allows him to recall in vivid detail (whether or not he would like to) nearly everything he has ever experienced. As such he is knowledgeable to the extreme in areas he has had the opportunity to learn about and he has developed certain mental powers.

Unlike most lonely teenagers, Drinchek not only imagined having friends but sometimes could actually talk to them or play with them. But in the end, ectoplasmic automatons are not a replacement for people, and Drinchek became even more introverted.

One day, when the Preservers were moving on to another lead, he simply wandered off. Sometimes in the wastes people will tell of seeing a shrouded man surrounded by strange creatures of no pigmentation and all different shapes and forms.

(Edit: By the way, I'm hoping to extend him into the Constructor class in time.)

Here are some pictures I found to get across the feel of the character.

preview6.jpg


cb07.jpg
 

Dukotti ("Wind Fighter")
Elven Fighter2/Gladiator(Athasian) 4
True Neutral
XP: 15,000

HP: 74
Speed: 80' Walk
AC: 20 (+5 armor, +5 Dex)

BAB: 6/1
Fort: +8 (+7 Base, +1 CON)
Reflex: +9 (+4 Base, +5 DEX)
Will: +0 (+1 Base, -1 WIS)

STR 15, DEX 20, CON 12 (11 base, +1 lvl), INT 13, WIS 8, CHA 12

Attacks:
Spiked Chain - +11/+6 (2d4+3; 20 x2)
+1 Elven Longblade (Dasl) - +12/+7 (1d8+4, 2-handed; 18-20 x2)
Unarmed - +8/+3 (1d3+2; 19-20 x2)
Longblade + Unarmed - +10/+9/+5 (1d8+4 (2H), 1d3+1 (OH))
Spiked Chain + Unarmed - +9/+9/+4 (2d4+3, 1d3+1(OH))

Skills:
Intimidate +10, Tumble +20, Perform +7, Balance +10, Bluff +4, Read/Write(Common), Jump +17

Feats:
1 - Wild Talent (Psionic Draw, Wild Charge; Athas.Org)
3 - Combat Reflexes (PHB)
6 - Weapon Finesse: Spiked Chain (PHB)
F1 - Ambidexterity (PHB)
F2 - Two-Weapon Fighting (PHB)
G4.EWP - Spiked Chain (Athas.org)

Racial Abilities: Low-light vision, Racial Skill Bonuses(+1 to Appraise, Bluff, Listen, Perform, Search, Spot), Elven Longsword Finesse, Temperature Resistance, Elf Run

Class Abilities: Fighter Bonus Feats - 2WF, Ambi.
Gladiator - Always Armed, Improved Crit: Unarmed Strike, Arena Guile, Master of Weapons +1, Exotic Weapon Proficiency (Lotulis)

Languages: Common(Can read and write), Elven, Dwarven

Gear:
+1 Elven Longblade (Dasl) - 2,000 (Athas.org, PsiHB)
+1 Studded Leather of Light Fortification - 4,000 (Athas.org, PsiHB)
Buckler (Athas.org, Free)
Skin of Nimbleness - 2,000 (PsiHB)
Boots of Striding and Springing - 2,500 (DMG)
Ring of Sustenance - 2,500 (DMG)
Backpack with Waterskin
One Day's Trail Rations
Bedroll
Sack
Flint & Steel

Total: 13,000
Treasure: 0 cp

Background and Description:

Dukotti was born into the relatively small Swiftwing tribe. His incredible agility and swiftness developed early, lending him an honored place among the other adolecents. His father, Dotharak, also one of the quickest elves in the tribe, took great pride in the boy. However, the elf had a tendency to over-gamble and while the tribe was trading in Urik, he lost a hefty sum in the gladitorial arenas...a sum he could not pay.

Having fixed the combat and offered the bet to the elf in the first place, Truvo Xoccup (a human noble) was granted by law his choice of Dotharak's possesions. But the elf was too proud and attempted to flee the city with all he had. A battle with the noble's guards and several templar ensued. The streets were bloodied on both sides that day, but Xoccup claimed his prize, the elf's young son. Having seen thousands of gladiators in his time, the noble knew a talent when he saw it.

Dukotti trained with the noble's weapon masters and gladiators for nearly a year before his first combat. Xoccup wanted this talented elf to earn him real money, not die like the rest of the fodder he had plenty of. Luckily for both of them, Dukotti was true to his namesake. His speed and grace with the elven longsword was astounding. The noble lavished the boy with many rewards, including his father's blade, Silk, a steel elven longsword that whistled through the air like a wild zephyr.

Throughout his five years as a gladiator, Dukotti made no true friends. He would have trusted only his tribe, but Xoccup assured him that they had been hunted down and slaughtered by Hammanu's templars for defying his laws. The elf had resigned himself to the fate of the gladiator until he overheard another gladiator saying that he had overcome a Swiftwing elf only a few days earlier. He decided then that he had had enough of fighting for someone else. He would do his own fighting, he would run the plains again, he would be free.

Dukotti plotted with a few of the other gladiators and together, they managed to break free into the streets of Urik. The templars decended quickly, however, and Dukotti was saved only by his blinding speed. He ran, and he didn't stop running until he reached the outskirts of Kalidnay.

Finally free, Dukotti is unsure of where to go next. He is utterly taken with whatever new facets of freedom he happens to take a fancy to at any moment. Perhaps he will find a new tribe or even his old tribe should they still exist. But for now, he is enjoying every breath of freedom.

Dukotti's enormous frame (he stands nearly seven feet tall) lends itself to great strength despite his lean appearance. As all of Xoccup's slaves were bald to display the House branding on their head, Dukotti tends to wear a hood or helmet to cover the patchy red hair that is still regrowing around the mark. All of his movements and gestures are fluid and quick -even mundane actions like walking or scratching his arm. He weilds his father's longsword and the Lotulis with alarming speed and accuracy, combining attacks into long, graceful maneuvers that dazzle the opponent into making mistakes, and wow any audience that may be around.

The elf gravitates toward whatever happens to grab his attention at the moment and devotes only a few seconds before moving on. Dukotti's short attention span, combined with his untrusting demeanor and fickle moods, offset his otherwise charming smile and rugged good looks.
 
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Here's a mostly finished pic of him while he still fought in the arena. He's now growing splotchy red hair to cover the markings on his scalp.
 

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Sorren
Human
4th level Psion (Savant) / 2nd level Metamind
Alignment: Lawful Neutral
Experience: 15,000

ABILITIES
Str: 12 +1
Dex: 14 +2
Con: 18 +4 (+1 Character Level, +2 Bracers)
Int: 12 +1
Wis: 12 +1
Cha: 14 +2

SAVING THROWS
Fortitude: +5
Reflex: +3
Will: +10

COMBAT
Hit Points: 43
Initiative: +2
Base Attack Bonus: +2
Armor Class: 16 (+2 Dex, +4 Inertial Armor)

Attacks:
Obsidian Drilbus (Masterwork Quarterstaff) +4 Att; 1d6+1 Dmg


SPECIAL ABILITIES:
Human Bonus Feat
Human Bonus Skills
Psionics
Inner Strength
Psicrystal (Resolve)
Power Psicrystal
Freely Manifest I (Free 1st lvl power 3/day)

FEATS:
Inner Strength (Free)
Psionic Focus: Psychokinesis (Human)
Talented (1st)
Resculpt Mind (3rd - Mind’s Eye)
Inertial Armor (6th)
Trigger Power: Concussion DC:15 (Resculpt Mind, 5rd level)
Creature Capacitor (Resculpt Mind, 3rd level - If Thoughts Could Kill)

SKILLS:
Class Skills
Autohypnosis (+8, 7 ranks)
Concentration (+10, 6 ranks)
Disable Device (+5, 3 ranks)
Knowledge - Psionics (+5, 4 ranks)
Open Lock (+6, 4 ranks)
Pick Pocket (+5, 3 ranks)
Psicraft (+8, 7 ranks)
Search (+5, 4 ranks)

Cross Class Skills
Alchemy ( +3, 2 ranks)
Diplomacy (+7, 0 ranks, +5 Bonus)
Bluff (+7, 0 ranks, +5 Bonus)
Intimidate (+7, 0 ranks, +5 Bonus)
Spot (+3, 2 ranks)
Listen (+3, 2 ranks)
Stabilize Self (+5, 1 rank)
Wilderness Lore (+2, 1 rank)


EQUIPMENT:
Obsidian Drilbus (50) – Control Flames (1,500cp)
Bracers of Health +2 (4,000cp)
Amulet of Resistance (+2 Saves) (4,000cp)
Crystal Mask of the Diplomat (+5 Diplomacy, +5 Bluff, and +5 Intimidate) (2,250cp)
Dorje: Shield (50) (750cp)
Tattoo: Lesser Body Adjustment x 4 (200cp)
Tattoo: Burst x 3 (150cp)
Tattoo: Harbinger I x 1 (50cp)
Tattoo: Feather Fall x 1 (50cp)
Power Stone: Control Air x 2 (300cp)
Power Stone: Lesser Telekinesis x 2 (300cp)
Belt Pouch
Riding Kank (150cp)
Folding Shade (1cp)
Waterskin x 4 (4cp)
Rations x 4 (20bits)

Treasure:
45cp, 80bits


PSIONICS:
Power Points: 39 (27 + 1 Inner Strength + 5 in Psicrystal + 6 from Creature Capacitor)

Displays:
Psychokinetic Powers: A low humming sound.
Clairsentient Powers: Eyes glow green
Telepathic Powers: Everyone senses that they are being watched
Psychoportation Powers: Sound of glass breaking
Psychometabolism Powers: A wet cracking sound as the body disfigures or heals.
Metecreation Powers: Ectoplasm soaks or blankets the created object or effected area for a brief second.

Talents: Free Uses: 12
Far Hand
Missive
Daze (DC: +4)
Detect Psionics
Finger of Fire
Befriend (DC: +4)

1st Level Powers: Cost: 1 pp
Control Object
Matter Agitation (DC: +7)
Sense Link (DC: +5)

2nd Level Powers: Cost: 3 pp
Control Body (DC: +8)
Concussion (DC: +8)

3rd Level Powers: Cost: 5 pp
Cone of Sound (DC: +9)


BACKGROUND

Appearance:
Age: 26
Height: 5’-10”
Weight: 145 lbs.
Hair: Long and black in ponytail.
Eyes: Grey

History
Well muscled and graceful, Sorren seemingly has no body fat. His time spent in slavery and practicing exotic conditioning exercises has developed his body to a level of health and fortitude that few ever achieve. His body, especially his back, is covered in numerous scars from his time as a slave. Also, there is a slave mark tattooed into the back of his neck. He wears his hair long to cover this.

Sorren prefers dark clothing. Worn over a black tunic and pants, is a long black cloak with a deep hood. His long black hair is usually kept in seemingly hundred of small thin braids.

Sorren carries a beautiful obsidian quarterstaff forged with six small settings and one large one set in the center. Sorren’s power stones normally occupy these smaller settings and the larger one serves as the resting place of Tarsis, his sentient psicrystal.

Sorren is quiet good looking, however his lack of a normal childhood and his dependency on psionics make him seem distant and brooding.

History:

Born in the outskirts of Draj, Sorren’s first memory was of blood and carnage. At the age of but four summers, he became one of a dozen survivors of a slave raid on his hometown of Kalari Springs. Along with the other captives, Sorren was taken to the Tyr and sold into a stable of slaves..

Serving under the lash of a harsh taskmaster, Sorren spent his youth mining the salt of the city. However, at the age of twelve, he was taken by one of the more prominent minding slavers for study. Sorren has little memory of this time for he often faded in and out of consciousness. His memories and perceptions distorted by rigorous psychic experimentation, Sorren was finally returned to the mines.

Little did he know that he was being watched. The mindbender had managed to awaken the boy’s latent psychic potential. He had been returned to the other slaves in order for the slavers to watch his abilities naturally manifest. Unfortunately for them, Sorren was quicker to manifest his abilities than they imagined he would be. Using his psychic abilities, Sorren melted through his shackles and freed his fellow slaves. In the revolt, only he and a half dozen others managed to escape to the surface.

After his escape, Sorren returned to the remains of what was once his home. There he found a dilapidated farmhouse and his family's remains. He buried his family and from his father's corpse he took a signet ring depicting a snake with three eyes. The importance of the third eye was not lost on Sorren who now believes his family had a strong psionic heritage. He wishes he knew how to contact anyone else in his family, but he has only a few very vague memories of his childhood before slavery.

Leaving his home behind, he traveled about and soon found himself in the Nibeney region. There he lived on the streets and made his way as a petty thief. He learned to use his powers to bend the will of men so that they would be more than generous with their offers of charity. While already slick tongued and smooth, Sorren used the Way to augment his abilities.

He lived this way for two years before his abilities were discovered. A man by the name of Qadir recognized the youth’s abilities and gave him an ultimatum. He would not turn Sorren over to the authorities, if he agreed to become his bodyguard. In exchange, he would teach Sorren about the Way. Sorren agreed and began a formal study of the “Unseen Way” under the strict tutelage of his new master. In his studies, he developed the ability to engage others in mental combat and learned much about psionic theory and principles.

He had learned a great deal, but while very different than the salt mines of Tyr, he still resented being in a submissive position. After spending a two years with his teacher, Sorren has decided to move on. He does not know where he plans to go, but he craves adventure and the freedom of the road. He searches for knowledge and treasures so that one day he may create his own estate and forever be free.

PSI-CRYSTAL:

Tarsis
Hit Dice: 6 special (20hp)
Initiative: -2
Speed: -/30’
AC: 13/15 (-5/-2 Dex, +8 Size); Hardness 15
Attacks: --
Damage: --
Face/Reach: Special
Special Attacks: Special
Special Qualities: Regenerate 2d4hp per day, Personality (Resolve, +2 Will)
Saves: Special
Abilities: Str: 1, Dex 0, Con -, Int 6, Wis 12, Cha 14
Skills: Special
Feats: --

Special Abilities: Sighted, Empathic Link, Lesser Self-Propulsion,
 
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Tallask Water Hunter, Male elf PsyWar 4/Metamind 2(ITCK): Medium-size Humanoid (elf); HD 4d8+2d4+12; hp 45; Init +3; Spd 50 ft (70 unarmored); AC 19 (+3 Dex, Inix Hide Armor +5, Buckler +1); Melee MW Longspear +8 (1d8+4/x3) (+7 with Buckler) or Elven Longblade +7 (1d8+3/18-20, x2); Ranged Shortspear +7 (1d8+3/x3) 20 ft range; SQ elven traits; AL CG; SV Fort +6, Ref +4, Will +5;

Str 16 (+3) (8 pts, +1 for level)
Dex 16 (+3) (6 pts, +2 racial)
Con 14 (+2) (10, -2 racial)
Int 12 (+1) (4 pts)
Wis 12 (+1) (4 pts)
Cha 8 (-1) (0 pts)

SQ - Temperature Resistance, Lowlight Vision, Racial Bonuses, Special Psi-crystal 5, Freely Manifest 1

Psicrystal (Worker): Stores 5 pp, +2 bonus on Profession checks. Currenly contains 5 pp.

Skills:
Alchemy: 3 (2+1)
Appraise: 2 (0+1+1)
Bluff: 0 (-1+1)
Concentration: 11 (9+2)
Knowledge (Psionics): 8 (6+1+1)
Jump: 13 (0+3+10)
Listen: 1 (1-1+1)
Perform (Drumming): 0 (0-1+1)
Profession (Caravaner): 10 (7+1+2)
Psicraft: 8 (6+1+1)
Search: 2 (0+1+1)
Spot: 2 (0+1+1)
Tumble: 17 (4+3+10)

Languages: Elven, Common

Feats: (3 level, 2 Psy War)
Cosmopolitan (Psicraft, Knowledge (Psionics)), Inner Strength, Talented, Stand Still, Psionic Boost*

*Psionic Boost [Psionic]

You can use your free 0-level manifestations to increase your speed and Constitution.

Prerequisite: 3rd-level psion or psychic warrior.

Benefit: You can trade in two free 0-level manifestations to increase your base speed by 10 feet and gain a +2 enhancement bonus to your Constitution. The effects last 1 minute.


Power Points: 12

Free 0th Level Powers: 11 per day.
Free 1st Level Powers: 3 per day.

Psionic Defense Modes: Empty Mind, Thought Shield, Intellect Fortress

Powers (4/3/2): 0: Burst, Force*, Psionic Draw, Wild Reflex 1: Chrysalis (ITCK), Hustle, Lesser Metaphysical Weaponry 2: Animal Affinity, Combat Prescience

*Force
Psychokinetic (Con)
Level: Psychic Warrior 0
Display: Au
Manifestation Time: 1 action
Range: Touch
Target: 1 weapon
Duration: Until discharged or 1 minute/level
Saving Throw: No
Power Resistance: No
Power Points: 1
You imbue a melee or ranged weapon (or ammo for a ranged weapon) with psychokinetic energy. While the duration lasts, the weapon subtly hums and vibrates. On a successful hit, the weapon does an additional point of damage, which discharges the potential. Manifesting the power is a free action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.


Equipment (13000 starting CP):
*Key of Open/Close (400 cp)
*Bracers of Bio-Boost (200 cp)
*Sphere of Direction (400 cp)
*Belt of Wild Charge (400 cp)
Boots of Striding and Springing (2500 cp)
Psychoactive Skin of Nimbleness (2000 cp)
Inix Hide Armor (As Rhino Hide Armor) (5165 cp)
2 Tattoos of Body Adjustment (600 cp)
5 Dull Grey Ioun Stones (125 cp)
Headband of Body Adjustment (Minor) (1/day, Lesser Body Adjustment)
MW Longspear, inset with 5 10 cp etched amber gems and 3 pieces of actual steel embedded in the spear head (375 cp)
Shortspear x3 (6 cp)
Elven Longblade (100 cp)
Buckler (15 cp)
Enclosed Wagon, 5k load limit, with 2 kanks to pull (290 cp)
15 waterskins (15 cp)
30 Water barrels (60 cp)
Ornate Pitcher (Clay) (2 cp)
5 Clay Mugs (1 cp)
10 gallons of ale (2 cp)
10 days of meals for 5 men (Good): (25 cp)
Signal Whistle (8 bits)
Djimbe (5 cp)

17 cp left currently.

* All of these items require you to use one of your free 0th level manifestations to activate them, and then they grant you their power.

Key of Open/Close grants Open/Close:

Open/Close
Psychokinesis (Con)
Level: Psion 0/Psychic Warrior 0
Display: Vi, Me
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2/levels)
Target: Portal or object that can be opened or closed
Duration: Instantaneous
Saving Throw: Will negates (object)
Power Resistance: Yes (object)
Power Points: 1

You can open or close (manifester's choice) a door, chest, box, window, bag, pouch, bottle, or other container. If anything resists this activity (such as a bar on a door, a lock on a chest, or a snugly tied knot on a drawstring), the power fails. In addition, the power can open and close only things that are of standard weight (see Table 7-7: Goods and Services, and Table 7-8: Containers and Carriers in the Player's Handbook). The lid of a big chest or oversized door is beyond the power's capability.

Sphere of Direction grants Know Direction

Belt of Wild Charge grants Wild Charge (Athas.org)

Bracers of Bio-boost grants Bio-booster for one hour:

Bio-Booster
Psychometabolism (Str)
Level: Psion 0 / Psychic Warrior 0
Display: Vi
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 minute
Saving Throw: No
Power Resistance: No
Power Points: 1
You gain a minor boost to your musculature, gaining a +1 competence bonus on all Strength-based skill or ability checks.



History: Tallask Water Hunter, of the Riverseeker clan, was always a bit of an oddity. He wasn't quite as fast as many of the other elves, and was a bit sturdier than most of his playmates as a child. His showings in the childhood races were always respectable, but not amazing. But in wrestling and boxing he was almost never beaten. His psionic abilities manifested themselves early on, often preventing his opponents even from reaching him as he struck faster than they could see, halting their advances. It is from this that he was named - Tallask, Night Strike.

He was a member of the tribe, so his acceptance was never in doubt. But he never had friends, as such - brethen, certainly, but not friends. He spent much of his time attempting to gain the affection of his companions, even going so far as to give away prized possessions he found on his wanderings, but he was largely unsuccessful.

Still, on his Rite of Passage, the entire tribe turned out, and cheered as loudly as they did for any other. It was during his Rite and the sacred race afterwards that Tallask first exhibit his psionic abilities. As he ran, his form blurred more and more as his legs bent further and further. His tribe swears that a jungle cat ran in the same place as Tallask. Tallask became more focused internally from then on, devoting himself to learning his new talents in a way that few elves could understand. His long trips as a caravan guard, and later as a caravan leader, left him plenty of time to study. He turned his abilities towards reinforcing his already burgeoning skills in combat. Other tribesman might beat him in a fair fight, having studied pure fighting styles, but when Tallask's psionic abilites were allowed, he usually won handily.

He travelled widely with the water caravans, and, rare among the elves, developed some friendships among the other races in the cities he visited. His willingness to add extra gifts to the deals, as well as the fact that he often entered the city alone, rather than in a "pack of thieves" gained him a small reputation as a desired trader. His men were usually happy as well, as Tallask made it a point to share a meal with his crew each time a caravan left, as well as once every three days on the journey. His meals were good, and his ale was free, and he developed something resembling friendships, though they were still not the bonds he suspected other elves felt for each other.

On one of his journeys into Tyr, Tallask chanced to visit the gladiator arenas. While he was there, he was captivated by one of the female gladiators, a half-elf named Ayla. He also sympathized with the shunning she received from the other gladiators. In a typically elven decision, he immediately decided to purchase her, and within two days, they were lovers. She has ridden with Tallask for nearly two years now, riding a Crodlu Tallask purchased for her. He doesn't treat her the way other races do, and accepts her as she is (though he still considers her a lesser creature, and does not allow her to enter elven camps), and her devotion to Tallask fills a void he has felt for quite a time. He has dailiances with other women on occasion, but his natural aloofness limits those greatly. He has also begun to train Ayla in the psychic arts, and she seems to exhibit some small skill.

Tallask still travels with his caravans, taking occasional breaks to hunt and train. He and Ayla make a fair living, as Tallask is a fair 'Van leader, and can defend his wares if need be. His travels allow him to locate psychic training from many different mentors as well. He collects minor psionic items, and has developed a fair collection of them. He is always looking to add more to his treasury. Tallask has little wealth at any time - he is a firm believer in the elven philosopher of living in the now, and typically buys the best foods, drinks and items he can afford, lavishing Ayla with gifts as often as he can.
 

Odten Rainsummer
Pterran Wizard (Preserver) 5, Neutral Good

STR 14 (+2)
DEX 14 (+2)
CON 12 (+1)
INT 21 (+5)
WIS 10 (+0)
CHA 12 (+1)


Combat Stats:
Base Attack Bonus: +2
Melee: +4 [+2 BAB, +2 STR]
Ranged: +4 [+2 BAB, +2 DEX]
Hit Points: 22 [4 + 3 + 4 + 3 + 3 (levels) + 5 (CON)]
Armor Class: 14 [10 + 2 (DEX) + 2 (Natural Armor)] or 18 [10 + 2 (DEX) + 2 (Natural Armor) + 4 (Mage Armor)]
Initiative: +2 [+2 DEX]
Movement Rate: 30 feet.

Attacks per round:
+1 Light Crossbow (+5 to hit (+6 w. Masterwork bolts), 1d8+1 dmg)
or Quarterstaff (+4 to hit, 1d6+2 dmg)
or Dagger (+4 to hit (melee), +4 to hit (thrown), 1d4+2 dmg)
or Claws (+4 to hit, 1d3+2 dmg)
or Bite (+4 to hit, 1d4+2 dmg)

Weapons and Armor:
Armor: None or Mage Armor
Natural Weapons: Claws (1d3 dmg, Crit x2)
Bite (1d4 dmg, Crit x2)
Weapons: +1 Light Crossbow (1d8+1 dmg, Crit 19-20/x2, Rng 80 ft)
Quarterstaff (1d6 dmg, Crit x2)
Dagger (1d4+1 dmg, Crit 19-20/x2, Rng 10 ft)


Saving Throws:
Fort: +5 [+1 base, +1 CON, +2 Familiar, Cloak of Resistance +1]
Ref: +4 [+1 base, +2 DEX, Cloak of Resistance +1]
Will: +5 [+4 base, Cloak of Resistance +1]


Feats:
Scribe Scroll (Free for Wizard)
Wild Talent (Lesser Natural Armor, Missive) (1st level feat)
Craft Wondrous Item (3rd level feat)
Extend Spell (Bonus 5th level metamagic feat)


Skills:
Bluff +9 (8 ranks, +1 CHA)
Disguise +9 (8 ranks, +1 CHA)
Concentration +9 (8 ranks, +1 CON)
Knowledge (Arcana) +13 (8 ranks, +5 INT)
Spellcraft +13 (8 ranks, +5 INT)
Wilderness Lore +4 (4 ranks (cc))


Languages:
Aarakocra, Common, Elven, Gith, Pterran.


Special Abilities:
-2 racial penalty to Listen checks
Natural Armor +2
Natural Weaponary
Life Path: Druid
Wild Telepathy
Favored Animal (Pterrax)
Favored Class: Druid


Spells:
Spells per day: 4/5/3/2
DCs: 15/16/17/18
Cantrips: Detect Magic, Light (x2), Ray of Frost.
Level 1: Charm Person, Endure Elements, Mage Armor, Magic Missile, Shield.
Level 2: Invisibility, Summon Swarm, Tasha's Hideous Laughter.
Level 3: Fireball, Hold Person.

Spellbook:
Cantrips: Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance
Level 1: Charm Person, Endure Elements, Mage Armor, Magic Missile, Magic Weapon, Protection from Evil, Sand Spray, Shield, Spider Climb.
Level 2: Blindness/Deafness, Invisibility, Summon Swarm, Tasha's Hideous Laughter.
Level 3: Fireball, Hold Person.


Equipment:
Backpack:
- Grappling Hook
- 50' Silk Rope
- Bedroll
- Waterskins
- 6 days' trail rations
- 5 Torches
- Flint and steel
- Everburning Torch
- Scroll of Change Self
- 2 Scrolls of Dispel Magic
- Scroll of Feather Fall
- Scroll of See Invisibility
- 2 Scrolls of Spider Climb
- Scroll of Tounges
- 21 cp, 3 bits, 5 beads.
Wearing / Carrying:
- Explorer's Outfit
- +1 Light Crossbow
- Quarterstaff
- 20 Masterwork crossbow bolts
- 20 Crossbow bolts
- Dagger
- Pouch (Spell Component)
- +2 Headband of Intellect
- +1 Cloak of Resistance +1
- Bag of Tricks (Gray)
- Hand of the Mage
- Ring of Healing (User can cast Cure Light Wounds 5/day) (cost 2,000 cp)

Total Weight Carried: 53 lb
Load: Light


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Familiar: Lizard; CR: ?; Size: T; Type: Animal; HD: 1/2 5d4+5; hp 11; Init: +2; Spd: 20 ft, climb 20 ft; AC: 17 (flatfooted 15, touch 15), Attk: Bite +4 melee (1d4-4 dmg); SA: Empathic Link, Improved Evasion, Share Spells, Speak with Master, Touch; AL: NG; Sv: Fort +2, Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 2.
Skills: Balance +10, Climb +12, Hide +13, Listen +4, Spot +4.
Feats: Weapon Finesse (Bite).



------------------------

Sand Spray
Conjuration [Creation]
Level: Sor/Wis 1
Components: V, S
Casting Time: 1 action
Range: 10 ft
Area: 10ft long cone
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
A blast of sand and grit shoots from your outspread fingertips. Any creature in the area of the blast takes 1d3 point of damage per caster level (up to 5d3). Also, all creatures with their heads in the area must succeed a Reflex saving throw or be blinded for 1 round.



------------------------

From a young hatchling, Odten was being groomed for the Life Path of the Druid. He quickly developed an empathy for nature, but not one his teachers liked: he started following the way of the Preserver. Once word of his abilities spread through his village, the elders banished this "dangerous abomination" from their lands. Hurt and confused by this, Odten spent the next couple of seasons wondering the wilderness, barely escaping with his life from several dangers.

He meet up with a band of humans, who not only tolerated his magical powers, but practiced the Preserver's Way themselves. Odten was accepted into the group, but found it hard to make friend amongst the humans, most dismissing him as a "dumb lizard". One amongst their number did not judge Odten this way, Drinchek, a foundling cared for by the group. The young human seemed to care little about outwards appearance, and wanted company as badly as Odten. Odten has perhaps made little impact of the young man's reserved manner, but the pterran is happy to call this strange human friend.
 
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