The Advancing Hoard - 3.5 D&D Adventure (Full)

Ok, here be my character, either for this game or the other.

Vestra Morger
Female Elan Psion (Egoist) 1

Alignment: Neutral Good
Patron Deity: Mystra
Region: Lantan
Height: 5' 10''
Weight: 136lbs
Hair: Red
Eyes: Green
Age: 24

Str: 15 (+2)
Dex: 16 (+3)
Con: 15 (+2)
Int: 18 (+4)
Wis: 17 (+3)
Cha: 11 (+0) [-2 racial]

Class and Racial Abilities: -2 Cha, Aberration (no darkvision), Medium size, naturally psionic (+2 power points), resistance (can spend 1 power point to gain +4 racial bonus to saving throws until next action), resilience (can reduce damage by 2 for every 1 power point she spends), repletion (can spend 1 power point and not need to eat or drink for 24 hours). Psionic powers, bonus feats, psychometabolism discipline.


Hit Dice: 1d4 + 2
HP: 6
AC: 13 (+3 Dex)
Init: +3 (+3 Dex)
Speed: 30ft

Saves:
Fortitude +2 [+0 base, +2 Con]
Reflex +3 [+0 base, +3 Dex]
Will +5 [+2 base, +3 Wis]

BAB: +0
Melee Atk: +2 (1d6+2/x2/B, club)
Ranged Atk: +3 (1d6+2/x2/P, shortspear)

Skills:
Autohypnosis +7 [4 ranks, +3 Wis]
Concentration +6 [4 ranks, +2 Con]
Craft (gemcutting) +6 [2 ranks, +4 Int]
Craft (tattooing) +6 [2 ranks, +4 Int]
Heal +5 [2 ranks, +3 Wis]
Knowledge (psionics) +11 [4 ranks, +4 Int, +3 psicrystal]
Knowledge (magic) +6 [2 ranks, +4 Int]
Psicraft +8 [4 ranks, +4 Int]

Feats:
Psicrystal Affinity (1st level)
Imprint Stone (psion bonus 1st level)

Languages: Common,

Powers Known
Save DC +4 – Power points available – 6
1st - thicken skin, inertial armor, crystal shard

Equipment
Club
6 shortspears 6gp
Dagger 2gp
Gemcutter’s kit 5gp
20 gp ruby
Tattooer’s kit 5gp
Backpack 2gp
Bedroll 5sp
Waterskin 1gp
50 ft. silk rope 10gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp
Explorer’s outfit
2 self-made power stones of crystal shard 25gp
power stone of sense link 25gp

Money
7gp, 5sp

Quallax the Sage (psicrystal): Diminutive construct; HD 1: hp 3; Init +2; Spd 30 ft., climb 20 ft.*; AC 16 (+4 size, +2 Dex*) touch 16, flat-footed 4; Base Atk +0; Grp -17; Atk --; full Atk --; Space/Reach 1 ft./0 ft; SA --; SQ improved evasion, sage personality, self-propulsion, share powers, telepathic link; AL NG; SV Fort +0, Ref +2, Will +2; Str 1*, Dex 15*, Con --, Int 6, Wis 10, Cha 10.

Skills and Feats: Climb +14*, Listen +6, Move Silently +6, Search +2, Spot +6; Alertness.
*With self-propulsion ability activated.

Appearance: Vestra is a tall, and incredibly thin woman with long, straight red hair. She tends to wear it long and loose, or occasionally tied back, and it reaches nearly to her knees when unbound. Her skin is pale, and sprinkled with freckles, as well as elaborate tattoos that cover her shoulders, arms, hands, collarbone, neck, sides, hips, legs, and feet in flowing, abstract designs in colors of deep blue, brown, and red. She tends to wear vests, short trousers, and sandals where weather permits in order to show off her tattoos.

She has several shortspears in an oversized leather quiver attached to her backpack, and carries a club in her hands whilst on the road. Sometimes you can see what appears to be a round, faceted ruby sitting on her shoulder, but then you realize that it was only her hair…

Personality: Vestra is a curious individual, driven to find out what knowledge she can about the mysteries of the mind. However, knowledge comes at a price, and Vesta has often been forced to defend herself, her knowledge, and those that have given it to her. Though her psicrystal often hounds her to keep to libraries, Vestra enjoys the challenge of experiencing knowledge first hand, and can often be found in the strangest of places.

Background: Vestra was born Kilee Ishram, a daughter of a sheep farmer in the highlands. She worked twenty years in the trade, having no way or means to leave her village. While her parents were kind, and her older sister and brother decent, Kilee often felt that she was capable of being more than a sheep farmer’s daughter. It was the arrival of bard in their small village that brought Kilee’s latent desire and talent to life. The bard spoke of tales of hidden power, and magic stranger than Kilee had ever seen.

Kilee sought out the bard, to ask him about some of her own childhood experiences. She could recall being the only child to be able to hide in the berry patch yet come out without a scratch. Another time she was butted by one of the rams in breeding season, and while she was flung across the field, she was not even hurt. The bard was intrigued by her tales, and spoke to her of some people in the highest mountains that knew of the powers she spoke of.

Still a bit uncertain, it took Kilee nearly a month to work up the courage to leave, and finally left her town and family in the night, going with the bard to the strange and mysterious north. On the way there, the bard spoke of the people called the élans, strange people that were not born, but bound themselves to humans that wished a new life. Elans could greatly help those with gifts like Kilee, and the young woman was intrigued.

At the élan enclave, Kilee was tested and questioned, taught and tempered to see if she was able to become one of them. The sheep farmer’s daughter did remarkably well, and two months after she came to them, Kilee was reborn as Vestra Morger. She learned to master her new powers of the mind, energized and empowered by her new existence. Applying herself to the knowledge she had never known in her small village, Vestra has set out into the world to explore it to the fullest.
 

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Okay, didn't think the Dromite would work out. I was thinking of going Rogue/Wilder and then taking the Elocator PrC from the Expanded Psionics Handbook. Would that be acceptable? I was gonna be a strongheart halfling, I suppose.
 


Mithreander said:
That still leaves the remaining respondense to The Baron, Zerth, Isida Kep'Tukari, the Brain and Thels. That's 5 more people... some of which already have characters made. What say you if we start a second thread for you all to play. Same game, different group. We'll see how much the players influence things in my games that way. What say you?
I say I like, I like :)

Ok, rolled the stats and got: 13, 14, 11, 17, 14 and 14, making it 13, 14, 18, 17, 14 & 14. I think I can live with those :cool:

Edit: Character moved to the other thread.
 
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Ule Ragnarson Silvermoore

LG Mountain Dwarf fighter level 1
Str 18
Dex 16
Con 18
Int 14
Wis 15
Cha 12

F +6, R +3, W +2

Hp 14
AC 18
BAB +1

Waraxe +5 1d10+4 x3 (two handed 1d10+6x3)
dagger +4 1d4+4 thrown.
Dwarf Traits
• +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against orcs and goblinoids.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing


Feats: Improved Unarmed Strike, Defelect Arrows

Skills:
Knowledge Dungeoneering 2 ranks +2= +4
Listen 2 ranks +2= +4
Spot 2 ranks +2= +4

Languages Dwarven, Common, Giant, Gnome, Goblin, Orc, Terran, Undercommon,

Equipment
Dwarven War Axe 30gp
Breastplate 200 gp (+5 armor, +3 max dex, -4 armor check)
dagger 2 gp

4 days trail rations
bedroll
backpack

5 gp
9 sp


Ule son of Ragnar of the Clan Silvermoore is a dwarf from the underground mountain city of Ostohar who enjoys a good fight in a good cause. Ule is a bit of a linguist, picking up languages from everyone he meets. He has traveled throughout the underground kingdom of his people and picked up a thing or two along the way from the dwarves and their trading partners the svirfneblin. He is now traveling to where he heard there was work where he could earn gold with his waraxe, either gaining bounties on goblin worg riders or perhaps as a merchant guard. Ule also hopes to learn some new languages when he gets the chance.
 
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