Sands of Blood Story Hour Characters

Spatula

Explorer
Stats for the the PCs and any important NPCs from my Dark Sun story hour will be posted in this thread. All the PCs started at 3rd level, and at the time of this posting are currently at 5th level. We're using my own 3rd edition update of Dark Sun, not the athas.org version or the one featured in Dragon magazine. Although for the most part, I am using the athas.org monsters (kudos to them for doing all that work).

The current PCs:
  • Krik, male thri-kreen fighter 2
  • Basal, female half-elven earth priestess 5
  • Karick Reshaw, male human psion (kineticist) 5
  • Aral Karef, male human psion (kineticist) 5
  • Kanyth, male human bard 5
 
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[Note: This is Aral as he exists as of 7/29/2004; the story hour is a bit behind the actual game. Stats were generated by taking the best of six 4d6-drop lowest sets. Also, all characters began play with a free Wild Talent (2 power points and a random first-level power) and some additional bonuses for background, and almost all characters were illeterate by default.]

Aral Karef
NG Human male Psion (Kineticist) 5

Ability Scores: Str 11 Dex 12Con 16 Int 16 Wis 13 Cha 9
Saves: Fort +4 Ref +2 Will+5

Combat:
BAB +2
HP 27
AC 14 (10 + 2 leather armor + 1 dex + 1 amulet of natural armor)

Skills:
Autohynosis +11 (8 ranks + 1 Wis + 2 synergy)
Concentration+14 (8 ranks + 3 Con + 3 Psicrystal [+4 Narrow Mind when attempting to become psionicly focused])
Disable Device +11 (8 ranks + 3 Int)
Intimidate 0 (1 rank - 1 Cha)
Knowledge (psionics) +13 (8 ranks + 3 Int + 2 synergy)
Knowlege (beuracracy) +9 (5 ranks + 3 Int + 1 background
Psicraft +13 (8 ranks + 3 Int + 2 synergy)
Literacy

Languages:
Common, Thri-kreen, Gith, Elven

Feats:
Psicrystal affinity, Imprint Stone, Enlarge Power, Narrow Mind, Psionic Meditation, Alertness (when psicrystal is within 30')

Psionics:
Power points: 34
Powers known: Inertial armor, Detect Psionics, Far Hand, Crystal Shard, My Light, Catfall, Psionic Identify, Energy Missile, Elfsight, Swarm of Crystal, Dispel Psionics, Energy Cone

Equipment:
Leather armor, backpack, waterskins (4), traveler's outfit (3), trail rations (4 days), bedroll, 50' silk rope, belt pouch, tent, 5 sheets parchment, pen, ink, power stone of know direction and location, horn of clairaudience, psicrystal (single-minded)

Animals:
kank (with saddlebags)
 
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The background stuff is an idea that I stole from d20 Modern. Each character gets to choose a skill from a short list that is determined by the environment the character grew up in (city-state, wastelands, merchant house, etc.). The selected skill is always a class skill for the character, and if it was already a class skill for the PC's first level, the PC also gets a +1 bonus to the skill. It allows for a touch of character customization based on your backstory, so you could have (for example) a wandering earth cleric with full ranks in Wilderness Lore, or a fighter raised in a merchant house with full ranks in Diplomacy.

I believe that Aral and Kanyth picked "city-state" as their background, Karick and Basal chose "wastelands", and Krik the thri-kreen selected "slave".

The Knowledge (bureaucracy) skill has basically the same functions as the Bureaucracy non-weapon proficiency from 2E.
 

Krik
LN Thri-kreen male Fighter 2 (ECL 5)

Ability Scores: Str 16 Dex 21 Con 14 Int 12 Wis 15 Cha 9
Saves: Fort +5 Ref +8 Will +5

Combat:
BAB +4
HP 34
AC 18 (10 + 3 natural armor + 5 dex) + 1 dodge vs one opponent
Initiative +5
Speed 40 feet
Attack +10 melee (1d4+3, claw); or +7 melee (1d8+4, gythka); or +9 ranged (1d6+1 20/x3, longbow); or +9 ranged (1d4+3, chatkcha)
Full Attack +10 melee (1d4+3, 4 claws), +2 melee (1d4+1+poison, bite); or +7 melee (1d8+4, gythka), +2 melee (1d4+1+poison); or +9 ranged (1d6+1 20/x3, longbow); or +9 ranged (1d4+3, chatkcha)

Skills:
Craft (weaponmaking) +4 (2 ranks + 1 Int + 1 misc)
Craft (armormaking) +4 (2 ranks + 1 Int + 1 misc)
Hide +9 (4 ranks + 5 Dex)
Jump +41 (4 ranks + 3 Str + 30 racial + 4 speed)
Listen +5 (3 ranks + 2 Wis)
Move Silently +8 (3 ranks + 5 Dex)
Spot +6 (4 ranks + 2 Wis)
Wilderness Lore +6 (4 ranks + 2 Wis)

Languages:
Thri-kreen, Common, Elven

Feats:
"Dodge" Arrows, Exotic Weapon Proficiency (gythka & chatkcha), Weapon Finesse (claws), Weapon Focus (claws), Dodge, Mobility

Abilities
Poison (bite, Fort DC 13, 1d6/1d6 Dex), low-light vision, sleep immunity, +4 to Hide checks in sandy wastes

Psionics:
Power points: 2
Powers known: Control Light (1st-level manifester)

Equipment:
Gythka, chatkcha (4), mighty (+1) composite longbow, leather harness w/ pouches, waterskin, chalk, string (30 feet), flint & steel (yes, you read correctly), spices for meat, potionfruit of cure light wounds (1), tanglefoot bags (2), everburning torch, psi-tattoos of inertial armor (2)

"Tastes like chicken."
 
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Karick Reshaw
NG Human male Psion (kineticist) 5

Ability Scores: Str 10 Dex 14 Con 13 Int 17 Wis 13 Cha 11
Saves: Fort +2 Ref +3 Will +5

Combat:
BAB +2
HP 18
AC 12 (10 + 2 dex)
Initiative +2
Speed 30 feet
Attack +2 melee (1d6, staff); or +5 ranged (1d3 19-20/x2, masterwork dagger)

Skills:
Autohypnosis +11 (8 ranks + 1 Wis + 2 synergy)
Concentration +9 (8 ranks + 1 Con) [+4 when manifesting defensively]
Knowledge (heraldry) +7 (4 ranks + 3 Int)
Knowledge (local) +11 (8 ranks + 3 Int)
Knowledge (psionics) +13 (8 ranks + 3 Int + 2 synergy)
Profession (guide) +7 (6 ranks + 1 Wis)
Psicraft +13 (8 ranks + 3 Int + 2 synergy)

Languages:
Common, Thri-kreen, Elven, Gith

Feats:
Combat Manifestation, Psionic Endowment, Greater Psionic Endowment, Power Penetration, Psionic Meditation

Psionics:
Power points: 34
Powers known:
  1. Catfall, Create Sound, Empty Mind, Far Hand, Interial Armor, Matter Agitation
  2. Control Sound, Energy Missile, Knock, Sustenance
  3. Telekinetic Force, Telekinetic Thrust
Equipment:
Staff, stone dagger (3), bone dagger (3), masterwork bone dagger (1), backpack, bedroll, trail rations (1 week), waterskin, silk rope (50 feet), antler grappling hook

Animals:
kank (with saddlebags)
 
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Finishing up the "K"'s...

Kanyth
CN Human male bard 5

Ability Scores: Str 10 Dex 13 Con 12 Int 17 Wis 14 Cha 18
Saves: Fort +2 Ref +5 Will +6

Combat:
HP 25
AC 14 (10 + 1 dex + 3 armor)
Initiative +1
Speed 30 feet
BAB +3
Attack +3 melee (1d4 19-20/x2, stone short sword); or +4 ranged (1d6 19-20/x2, light crossbow)

Skills:
Alchemy +10 (7 ranks + 3 Int)
Bluff +12 (8 ranks + 4 Cha)
Diplomacy +18 (8 ranks + 4 Cha + 4 synergy + 2 feat)
Disguise +8 (4 ranks + 4 Cha) [+2 when acting in character]
Gather Information +13 (7 ranks + 4 Cha + 2 feat)
Hide +18 (8 ranks + 1 Dex + 10 circumstance - 1 armor)
Move Silently +8 (8 ranks + 1 Dex - 1 armor)
Knowledge (bureaucracy) +9 (6 ranks + 3 Int)
Perform +14 (8 ranks + 4 Cha + 2 feat) [+2 with masterwork instruments]
Search +11 (8 ranks + 3 Int)
Sense Motive +10 (8 ranks + 2 Wis)
Spot +10 (8 ranks + 2 Wis)
Use Magic Device +11 (7 ranks + 4 Cha)
Literacy

Languages:
Common, Elven, Dwarven, Thri-kreen

Feats:
Skill Focus (Perform), Trustworthy, Obscure Lore

Abilities:
Bardic Lore +11, Sneak Attack +3d6, fascinate 5/day, can handle poisons safely

Psionics:
Power points: 2
Powers known: Attraction (Will DC 15, 1st-level manifester)

Equipment:
Stone short sword, obsidian dagger, light crossbow, studded leather armor, masterwork lute, masterwork harmonica, disguise kit, backpack, belt pouches (3), waterskin, tanglefoot bag, poison (dark reaver powder x1, carrion crawler brain juice x1), wand of magic missile (1st-level caster, 16 charges), dorje of entangling ectoplasm (1st-level manifester, 46 charges), cloak of elvenkind, hand of glory

Animals:
kank (with saddlebags)

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Bards in Dark Sun aren't spellcasters. In fact, you can just about create a 2E Dark Sun bard with the 3E rogue class if you make the proper skill choices. However, the rogue brings in some extra baggage that doesn't necessarily work with the bard's role in Dark Sun (which is that of a spy and assassin). So I made the bard a variant of the rogue class that swaps out some of the rogue abilities (trap finding, evasion, uncanny dodge) for some of the bardic abilties (lore, fascinate, suggestion) (although fascinate and suggestion are psi-like instead of spell-like abilities for the Dark Sun bard). The bard can also handle poisons safely and gets a handful of extra class skills.
 

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