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Psionics
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The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier. Domains: War and Nobility: See bottom of notes for abilities Starting stats: 34 pt buy: 10/12/12/16/15/14 which with racial mods become 12/10/14/16/15/14 Primary stat is INT Racial lvl 5: +1 int ability score increase, 5 skill points, 2 powers (share pain, empathic transfer), HP:2 from die roll Recieved +2 Wisdom for entering/seeing the Oracle, and surviving. Racial lvl 6: HP: 2 from die roll, 2 powers (psychoportive shelter, body equilibrium), 8PP, 5 skill points. Racial lvl 7: HP: 3 from die roll, 2 powers ( time hop, dispel psionics ), 9PP, 5 skill points, 1 feat Racial lvl 8: HP: 4 from die roll, 2 powers ( telekinetic thrust, energy wall), 11PP, 5 skill points Racial lvl 9: HP: 2 from die roll , 2 powers, ( ) , 11PP, 6 skill points (need to pick) +1 int ability score increase Psicrystal affinity, and improved psicrystal Personality 1: Single-minded, +3 concentration checks Personality 2: Nimble, +2 on initiative checks have to figure out the skill stats for the crystal for hide (diminutive? +??) Gem of Odin: +2 spot/search. fixed to forehead. Advance 1 lvl in cleric with each lvl gained but only wrt to spellcasting abilities. Now at lvl 2 Cleric due to gem. At lvl 7 Psion, advanced to lvl 3 Cleric. Spells 1 2 3 3rd: 4 2+1 1+1 Character progression: Using the racial classes from Complete Psionic for leveling. So, at lvl 4 racial, have 3 class lvl's, but 4 hit die (I think). HP max at first, roll for rest, min of 1/2. Will roll if PC is inserted into the game. would be 4HP+con on first lvl, then 1d4+1d6+4 (con) for remaining HP. Get first ability stat increase at racial lvl 5 (complete psionic). Not sure how many languages she gets, listed the ones given by the race, but does she get 3 more for Int? I have die rolls on the boards, but the die rolls didn't seem to allow this character to be fleshed out. I can revert her to them if you want, not sure what it does overall though. It occurs to me that earth sense and earth power are from races of stone, and might not be allowed. description is at end of this section. skill points to be assigned: 20 at lvl 1, 5 at lvl 2, 5 at lvl 3 (based on class lvl, not racial lvl) HP: Going to be very limited. Learn to use Vigor often. With Earth Power, get 10 THP for 1PP, 15 THP for 2PP. If have psicrystal, and Share Pain, then get 20 THP for 1PP, 30 for 2PP. (so, need Share Pain) 30HP is reduced by 4 for frail. Character premise: Angroth Stormwind is a female half-giant, who was a psion and heard the call of Odin. She was told to do 'Great Deeds' for Odin, she left her family, friends, and culture to travel to the North into the domain of Odin. She knows she is to be reviled by both the Giants and the humans, but her calling is one that cannot be denied. She will do Odin's will, and if she is slain, she believes she will rise again as one of his Valkyrie. BACKGROUND STORY: Angroth Stormwind The hot blistering sands of the desert, oh how Angroth longed to be back on them. Instead, she found herself on the side of this mountain, hiding from both the humans and the giants, despised by both. "It isn't fair. Odin, why have you sent me, your messenger, here to this place if all those that must hear would kill me before listening to your message? Must I slay a thousand before I find one with sense?" Angroth had retreated to the safety of the mountainside after her last unfortunate encounter with a human settlement. Barely had she escaped. Now, with the earth and stone under her feat, she was more in tune with her nature. Still, the cold bore down upon her. Her armor was frozen where it was exposed to the elements. Her red hair flowed out from under her helm, her copper eyes took in the land around her. "There must be a way to get through to them. Why else would I have been called? What else must I do before Odin grants me the chance to serve and do his will? Where is the eloquence of his words? What would they hear?" Turmoil struck at her thoughts. It had been months making the journey from home to here. Months, her thoughts went back to her homelands, and the peaceful existence that had once been ... ... Home, bright days with cloudless skies, hot sands, a soothing oasis to escape the harshest rays. Her mother Ingerth, and father Hremlort had spent their lives there. Her birth had been something to rejoice and a cause for confusion. Her mother toiled through the labor, the mid-wife lending her strength and solace through a link forged with her mind. Then, at the moment of birth, the mid-wife, Lanthera, exclaimed "What is this? It has not been seen for generations. Such shocking red hair, as if the fire of the sands has been implanted into the soul of the child!" Ingerth looked to the child, the copper eyes matching the coppery skin, but the red hair, already full, was both beautiful and ominous. "What does it mean?" she asked. "It means I have a student when she is old enough. Such things do not just happen. She must be trained to know why those accursed gods would play such a trick on her." Lanthera replied. Angroth grew, not so strong as others, but strong enough. But, as she trained with Lanthera, both her intelligence and wisdom grew together. She learned the powers of the mind. With Lanthera as the teacher, she turned those powers to those of healing, an egoist, Lanthera told her the discipline was called. But, for all the power of her mind, her body was, while healthy, still a little weaker than most . Also, she just didn't seem to pick up the arts of self-defense like the other kids. Still, her mind was strong, and she learned to compensate, using the powers that Lanthera taught her to draw from the earth itself. Her life was good. There were no worries beyond what any child or young adult might face. The boys looked at her a little strangely, but that was ok. She could best most of them in play, and besides, some of them liked to be seen with her. Yes, life was good. At least until the dreams started. At first, she thought it was just that, dreams. She saw a one-eyed man, huge, but still a man, she thought, beckoning to her. "Come, come and speak, come and lead, come and save" he said to her as she slept. She felt compelled to obey, but, when she woke, the compulsion left as well. "A bad dream" Angroth would tell herself. "Just a dream" So, she redoubled her training with Lanthera, control the mind, obey the will. Then, after a few weeks, the dream returned "Listen, listen and repeat, listen and learn, listen and see" the man spoke again. Again, with dawn and awakening, the compulsion left. Angroth was troubled by her lack of discipline, but she kept silent. Telling Lanthera these dreams would only cause problems, of that she was sure. Then, one night, he returned again "Obey, obey and earn glory, obey and earn might, obey and live!!!" Angroth awoke with a start, so real it seemed, so forceful. Only this time, even awake, the compulsion did not leave her. She tried to collect her thoughts, fought to control the turmoil of her mind. Even as she did so, she could still see the man standing in front of her, as real as the bed she lay upon. "Who are you?" she finally asked, surrendering to the thought that this was real. "I AM ODIN" echoed in her mind, "I CALL YOU TO MY SERVICE!" She cringed, "A god? You only serve yourselves, you require me?" "YES, I SERVE MYSELF AND IN SO DOING, SERVE THOSE THAT BELIEVE. YOU ARE CALLED" Inside her, she felt her will break and being subjugated to the will of ODIN. "I LEAVE YOU FREE WILL TO SERVE, BUT YOU WILL SERVE" Angroth understood, as long as she served Odin's calling, she could follow her own. Free will without free will. A jail without bars. "YOU WILL CARRY MY MESSAGE TO THE NORTH" Odin continued. "I understand, and when must I start?" Angroth asked, fearful of the answer she already knew. "NOW!" was the response. Angroth rose, it was not yet morning, and she packed quickly, then, following the compulsion, she started walking north, without even time for a note to her parents or Lanthera, she headed out, forced into a role which was alien to her. "I WILL INSTRUCT AS YOU TRAVEL" came into her mind "YOU WILL LEARN WHAT IS NEEDED, NOT MORE, NOT LESS" Thus, as if in a waking dream, Angroth travelled north, seeking passage on boats as able, making treacherous trips alone when required. Finally, after months, she arrived in the Stormlands. "Even my name fits with this place?" she thought. "YES" came the answer, "IT IS PART OF MY PLAN" Nodding, as if to herself, she continued onwards. And, as she found out, the people of the land did not want to hear the message, at least not from this messenger. "How" she asked in her dreams. "FIND A WAY" was the answer ... So, now, after many attempts, and as many failures, she found herself on the side of the mountain, uncertain of where to turn next. Waiting for divine guidance, her will uncertain but her spirit committed to finding a way. ----------------------- Wanderer's addition Falling to dispair on the mountainside in a land of strangers who bear no goodwill for Angroth, she shivers in the chill spring air of the high altitude. Sleep on this morning had been rudely interrupted though by the loud CAW of a crow. CAW CAW CAW! Angroth already tired and worn the first thought was to chase away the loud bird, and if the rock that was used to scare it off hits it...so the better. Breakfast. To her suprise though, when she saw the crow, it was perched only 7' away actually yelling at her, only one beady eye regarding her, with an empty socket for another. Whether it was supersitsion or just a better insight on things Angroth stayed her rock. The crow then flew off and landed some few feet away, and it didn't take an intelligence check to see that it was beckoning to follow. The one eyed crow had taken her along the side of the mountain before coming to perch over the opening of a rocky cave. Entering the cave to see what the message would be Angroth enters and walks though the confines, before the shaking of the ground causes her to tense in fear...The enterance and most of the already travelled tunnel had collapsed the dust choking her and stinging her eyes. Crawling through the remaining of the tunnel she smells fresh air that leads her to another exit. Upon exiting she finds herself on the mountainside, but something is different she is much higher than before. The air to her is more clear and fresh. Crisp yet not not chilling her as it should. The mountainside is sparse with vegetation, but perhaps a thousand or two feet below lay a treeline of evergreens which shortly get caught up in the thick mist of the valley. Mountians abound all over, more than before. Then bursting out of the cave with a loud HAW! was the crow. It lands on a large rock that seems to have been set into the rocky ground like a monolith. It's once vacant eye appears as a speck of red, and it flies off into the mist below HAW HAW HAW HAW, as if laughing mockingly. Angroth would have spent a few days wandering the landscape lost and disoriented. I would do religion or planes checks throughout the ordeal, but she would've come to the conclusion that she may be in the legendary Jotunheim; Land of the Giants. which would explain that while here she is effected by having the bonuses of: Alertness Endure elements (natural weather related only) After wandering aimlessly, from atop on rugged hill one night as she had spied an orange glow off in the mist some distance away, seeming to be a large fire of some sort. Howls of wolves or dogs can be heard, as well as a Yii Yii Yii Yii. -------------------------------------- Synopsis by BH You all have been sent here apparently to be killed for some unknown reason. -Your wanderings have led you to another ambush by your summoners while you were investigating giant village. - Your actions in the Giant Village has made the locals send out the young giant 'at fault' to go to the witches and give them peace offerings. - The giant left prematurely, and thankfully to Angroth's spying it was noticed. The giant had left to go get a cup of water from the Well of Mirmir from Angroths' brother a.k.a Loki. -You all had decided to follow the young giant first, but apparently he wasn't supposed to be followed and there were 'obstacles' to stop or delay you. -You were delayed by Trick #2, Loki got the water. Horloth was abandoned and taken by Urgals. -You guys save the young giant, and with 4 days left before the full moon (when he has to go to witches) you guys go to the well first to confront the oracle. -------------------------------- In the CAVE: Angroth it was those eyes that will look into you that they are not the eyes of Rovkym, but that of black pools with the stars itself and soon their blackness takes your whole vision to where you are surrounded by those orbs of blackness and feel that you yourself are in the middle of the night sky with the stars, alone. Above and below and around all is the stars, but one in particular shines brighter, and although your concepts of space, the solar system, and even the shape of your world is foreign to you, for this moment you understand what you are looking at, with the sun, the planets and revolving of the endless dance of the cosmos. Like a clock some sembelance of yourself whispers to you, and as you watch the turning of the planets and stars, you find that after a few centuries that your focus shifts on the alignment of all of the planets as well as the star in where the gods that grant the weave of magic are aligned with a tiny blue sphere which is the very world itself that you call home. You sense a rush of emptyness as they align and the shadows of the planets block off the star, and for that moment you realize that that magic no longer casts its gaze on the little world. With a rush you are on that world, in where you see the trouble that results from the cosmic alignment. Invasion, death, War, and magic. Used against the unprepared broiling over the seas and lands, with cruel forsight a foreign god by the name of Hextor stalks the lands through his followers that can still use magic, both divine and arcane striking down those of other dieties, and ridding the lands of other beliefs. Armies thunder across the land, with their mages laying waste to those that have magics that no longer work, Forests, grass and bush wither and die along the path of the casting wizards, the secrets they've kept giving them full use of their powers. Angroth you see yourself alone on the mountainside a week ago, your calls to Odin falling on deaf ears as his one gaze is cast upon a new foe; hextor, who has already launched fleets and is prepareing to keep the cosmic alliance permenant with a fleet of a hundred ships that sink under the waves to sail within the storm safe underwater...Trouble though plagues both sides, and you find yourself in your body following the raven into these lands, but the raven is not that of Odin, but Loki who's sense of good and bad swing like a pendulum as you see him help you and hinder you all for the sake of his own entertainment. Loki's actions have done something forseen though by Odin himself who is aware at the time need will his followers need to be girded by the secrets that work against them and you mind is filled with the See house rule for description knowledge that the dire wizards have unlocked. ou all Are overcome by the events that have and have not taken place, but are left knowing that the natural duration of the eclipse lasts 333 days, and it hasn't happened yet. Angroth you are fed the knowledge of the secrets of Hextors mages, and feel that it was the will of Odin that had indirectly led you to discover their source to assist with helping fight fire with fire. Onrod, you yourself find the seeing this Opal shining like the sun, not in the ziggurat but on a pedestal in a dusty chamber somewhere...but your vision fades Onrod with you clinging to the root and coming to your senses, still somewhat dizzy you look into the cave beyond and see the others lying there in a state of unconsciousness, and with what insight you've been given so far your companions constant exposure to the magical waters will eventually fill their minds with so much, that their mortal minds will snap and be as smart as a bowl of tapioca although the magic of the cave will keep their bodies sustained until the end of time if left. Get the FREE feat -------------------------------------------------------- EARTH SENSE [General] Prerequisites: Con 13, Wis 13 Benefit: while touching the ground, use a move action to sense the number of creatures within 20 feet that are also touching the ground and the direction to each one. You cannot pinpoint the location of any creature with this feat. EARTH POWER [Psionic] Prerequisites: Con 13, Wis, earth sense Benefit: Reduce cost of any manifesting a power by 1 power point (to minimum of 1) when standing on stone or unworked earth (including soil) -------------------------------------------------------- War Domain: Granted Power : Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon. War Domain Spells (first few levels) 1. Magic Weapon: Weapon gains +1 bonus. 2. Spiritual Weapon: Magical weapon attacks on its own. 3. Magic Vestment: Armor or shield gains +1 enhancement per four levels. 4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. --------------------------------------------------------- Nobility Domain: Granted Power : The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character’s Charisma bonus and can be used once per day. Nobility Domain Spells 1. Divine favor 2. Enthrall 3. Magic vestment 4. Discern lies 5. Greater command ---------------------------------------------------------- Mind Thrust: You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it. Augment: For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1. ----------------------------------------------------------- Energy Missle: Range: Medium (100 ft. + 10 ft./ level) Target: Up to five creatures or objects; no two targets can be more than 15 ft. apart. Duration: Instantaneous Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 3 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of energy of the chosen type at your foe. The missile deals 3d6 points of damage to each creature or object you target, to the maximum of five targets. You cannot hit the same target multiple times with the same manifestation of this power. Cold :A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save. Electricity :Manifesting a missile of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire : A missile of this energy type deals +1 point of damage per die. Sonic : A missile of this energy type deals -1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment For every additional power point you spend, this power’s damage increases by one die (d6) and its save DC increases by 1. ---------------------------------------------------------- Psychic Reformation Level: Psion/wilder 4 Display: Auditory, mental, and visual Manifesting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 7, XP; see text When this power is manifested, the subject can choose to spend its most recently gained skill points differently (picking new skills and abandoning old ones if it chooses) and to choose a different feat from the one it selected when advancing from its previous level to its current level. The subject can also choose to forget powers it acquired when advancing to its current level, replacing them with new ones. The subject can undo decisions of these sorts that were made at lower levels, if both the subject and the manifester agree to pay the necessary XP before this power is manifested (see below). The subject must abide by the standard rules for selecting skills and feats, and so it cannot take feats for which it doesn’t qualify or take crossclass skills as class skills. XP Cost This power costs 50 XP to manifest to reformat choices made when the character reached her current level. For each additional previous level into which the revision reaches, the power costs an additional 50 XP. The manifester and subject split all XP costs evenly. -------------------- Schism Telepathy [Mind-Affecting] Level: Telepath 4 Display: Auditory and visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) Power Points: 7 Your mind splits into two independent parts. Each part functions in complete autonomy, like two characters in one body. Your new “second mind” does not control your body physically but is free to take one standard action in each round if the action is purely mental (such as manifesting a power) in the same round you take your normal actions. Your second mind can manifest powers using your power point reserve, but only as if your manifester level were six lower than it is. Your second mind doesn’t provoke attacks of opportunity when manifesting a power, because doing so doesn’t distract your primary mind. Your second mind takes its first action on your turn in the round after schism is manifested. Both your minds communicate with each other telepathically. If you are subject to a compulsion or charm effect while you are of two minds, make a second saving throw if you fail the first. If you fail both, then the schism ends and you are affected normally by the power. If you fail just one, the schism ends immediately, but you are not subject to the compulsion or charm. Your second mind does not gain any advantages if you are subject to a haste effect, although you gain the overall standard benefits.