Sasha Ethhald

Half-elf Bard/Psionicist

Description:

Sasha Barrison… while traveling the countryside as a wandering bard playing his way from town to town he came across a tower and agreed to play for the local lord… as he has been known to do when drinking his playing gets a bit mean spirited and the jokes more offensive he managed to not only insult the local lord but the baron himself and being a favored cousin of the king the baron has the ability to make life difficult if not non-existent…

So long story short… exiled from his homeland Sasha is traveling in search of new adventures…

Bio:

Race: Half-Elf
Homeland: Battledale
Class: Bard / Psionicist
Kit: Exile
Alignment: Neutral Good
Religion: Agnostic
Level: 3rd / 2nd
Experience: 10,594 / 10,594 (ready to level)
Next Level: 5,500 / 4,840
Max Level: Unlimited / 9th


Ability Scores:

Str 13 Stamina 12 Weight Allowance: 50 lbs
Muscle 13 Max Press: 140 lbs Open Doors 7 Bend Bars 5%
Dex 13 Aim 14
Balance 12
Con 16 Health 15 System Shock 90%
Fitness 16 Resurrection 96% Hit Points +2/level
Int 14 Reason 13 Max Spell Levle 6th Spells/Level 18
Knowledge 15 +4 Proficiencies +2 Paths Learn Spell 55%
Wis 16 Intuition 16 +10% Earned XP
Willpower 16 +2 Mental Saves Power Points: +1/level
Cha 16 Leadership 16 8 Henchmen +4 Loyalty
Appearance 15 +3 NPC reactions

Reactions:

  • Initiative: +0
  • Surprise: +0
  • NPC Reaction: +3
  • Movement: 12

Combat Statistics:

  • Hit Points: 14
  • Armor Class: 6 (Hide)
  • THAC0: 19
  • Saves:
    • Paralyzation/Poison/Death: 13
    • Rod/Staff/Wand: 14
    • Petrification/Polymorph: 10
    • Breath Weapon: 16
    • Spells: 15 (+2 vs. Enchantment/Charm)
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Longsword 1/round +2 1d8+1 1d12+1 4 melee magic
Dagger, Thrown 2/round +1 1d4 1d3 2 10 / 20 / 30

Thief Skills: (in armor)

Pick Pockets 15% Hide in Shadows
Open Locks Hear Noise 25%
Find/Remove Traps Climb Walls 60%
Move Silently 17% Read Languages 15%
Legend Lore 15%

Non-Weapon Proficiencies: General, Psionicist, Rogue, Warrior, Wizard

Modern Languages (Common) 14 Agriculture 14
Modern Languages (Espruar) 14 Endurance 13
Modern Languages (Cormanthan) 14 Disguise 15
Modern Languages (Tharian) 14 Planes Lore 11
Literacy 15 Local History (Dalelands) 16
Musical Instrument (Lute) 12 Survival (Forest) 14
Singing 16 Etiquette 16
Harness Subconscious 14

2 unused slots

Weapon Proficiencies:
Longsword
Dagger

1 unused slot


Special Powers:

  • Half-elven infravision enables them to see up to 60 feet in darkness.
  • Half-elven characters have a 30% resistance to sleep and all charm-related spells.
  • Psionicists gain a +2 bonus on all saving throws us. enchantment/charm spells and the like.
  • Battledalesmen gain a +1 bonus on all attack rolls.
  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
  • All Characters from Battledale are entitled to hit point bonuses for high Constitution scores as if they were warriors.
  • An exile is something of a hero to those that oppose his former homeland. When dealing with enemies of his former government or church, whether they are oppressed peasants, foreign governments, or criminals, he receives a +2 modifier to his reaction rolls. Additionally, he and his companions will be given food and shelter from all such NPCs whose modified reaction is Friendly.
  • Secret or concealed doors are difficult to hide from half-elves, just as they are from elves. Merely passing within 10 feet of a concealed door (one hidden by obstructing curtains, etc.) gives the half-elven character a one-in-six chance (roll a 1 on 1d6) of spotting it. If the character is actively seeking to discover hidden doors, he has a one-in-three chance (roll a 1 or 2 on 1d6) of spotting a secret door (one constructed to be undetectable) and a one-in-two chance (roll a 1, 2, or 3 on 1d6) of locating a concealed door.
  • Influence Reactions: When performing for an audience, the bard can attempt to alter the mood of his listeners. Such an audience must not be attacking or preparing for an immediate attack. After 1d10 rounds, all NPCs able to hear the performance (regardless of whether or not they are paying attention) must roll a saving throw vs. paralyzation. There is a -1 penalty to the saving throw for every three levels of experience of the bard. Those failing the roll have their reactions adjusted one level in the desired direction (either positive or negative). Those whose saving throws succeed have their reactions adjusted one level in the direction opposite from that intended by the bard.
  • Rally Allies: To use this ability, the bard must know the nature of the upcoming combat. A bard can’t rally allies if there is no obvious opponent. Such heroic recitals always take at least three rounds, and the audience must be in close proximity to the bard for the effects to occur (within a 10-foot radius per level of the bard). When complete, all the affected allies automatically receive one of the following three benefits (as decided by the bard’s player): +1 to attack rolls, +1 to saving throws, or +2 to morale. The chosen effect lasts one round per level of the bard. The effects can be renewed by the bard, even during the same encounter, but combatants have to return to within the bard’s radius and listen to his tales for another three rounds. It is impossible to rally allies who are actively battling opponents.
  • Counter Song: This is the intricate art of canceling the effects of hostile sound, whether it be songs, chants, wails, or even commands and suggestions from magical spells. In order to sing the proper counter song or chant the proper counter poem, a bard must concentrate intensely. He may perform no additional actions other than a slow (half speed) walk. If he is struck by an attack or fails a saving throw, his attempt is ruined. The exertion is such that only one counter song may be attempted per encounter or battle. Success of the counter song is realized only if the bard rolls a successful saving throw vs. spell. If this is successful, the hostile sounds have no effects within 30 feet of the bard. If the saving throw fails, the bard’s attempt is fruitless and the hostile sounds have their standard effects (applicable saving throws and other defenses still apply).
  • Legend Lore: One of the most useful abilities of the bard is his knowledge of famous magical items and uncanny knack for figuring out how they function. To perform legend lore, the bard must scrutinize the item closely. Scrutiny takes 1d10 rounds, after which a percentile roll is made. The exact information revealed is up to the DM.

Penalties:

  • Psionicists are not limited in the armor they wear, but metal armor interferes with the operation of psionic abilities. A psionicist wearing metal armor suffers a penalty to all psionic power scores equal to one-half the AC bonus granted by the armor (thus Banded Mail would impose a -3 penalty to all of the psionicist’s power scores).
  • A psionicist can use his powers while wearing a helmet that is psionically active, or one featuring magical enchantments that affect or simulate psionic powers. But if the psionicist is wearing a normal helmet of any sort, he cannot use his powers. Removing a normal helmet won’t affect the character’s armor class, but it does make the character vulnerable to called shots to his head (effective AC 10 for head shots).
  • Characters from Battledale never receive bonuses on thief skills for high Dexterity scores.
  • High-ranking NPCs are reluctant to associate too closely with an exile, fearing they might invite the wrath of the exile’s former government or church. Therefore, sensing the exile’s discomfort and distrust, all characters in positions of power suffer a –3 modifier to their reaction rolls.
  • Officials of the exile’s original government or church consider him an embarrassment at best, a traitor at worst. An exile is constantly hunted and harassed by his former society, who may seek to punish, arrest, or even execute him.

Psionics: as 2nd-level

Power Points: 48 (recover 6 per hour of rest)
Disciplines: Telepathy, Psychokinesis

Psionic Powers Discipline Level Initial Cost Maintenance Power Score
Mindlink Telepathy Science Contact 8/round 11
Contact Telepathy Devotion 3+ 1/round 16
Psionic Blast Telepathy Devotion 10 11
Awe Telepathy Devotion Contact 4/round 14
Daydream Telepathy Devotion Contact 3/round 16
Invisibility Telepathy Devotion Contact 2/round 9
Incarnation Awareness Telepathy Devotion Contact 13/round 12
Aversion Telepathy Devotion Contact 8/turn 12
Send Thoughts Telepathy Devotion Contact 2/round 13

+1 Defense Mode


Bard Spells: Caster level 2nd

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2

Paths Known: Enchanter’s Path, Road of Dreams, +2 open slots

Spell Book:

  • 1st level: Charm Person, Sleep
  • Prepared Spells:
    • 1st:

Advancement Notes

  • Armor Allowed: Chainmail or lighter armor, Small Shields
  • Weapons Allowed: Any weapons.
  • Gain 15 points for Thief skills per Bard level.
  • Gain 1d6+5 Power Points per Psionicist level.
  • An Exile may Move Silently as a Ranger of the same level.
  • Additional instruments can be learned by spending proficiency slots, the bard can learn two instruments for every proficiency slot spent.
  • Characters from Battledale acquire weapon proficiency slots at the rate of 1 every 3 levels, regardless of class.
  • At 9th level, a psionicist becomes a contemplative master. He can build a sanctuary (usually in an isolated place), and use it as his headquarters. Most importantly, he begins to attract followers.
  • Being something of a warrior, a bard can build a stronghold and attract followers upon reaching 9th level. The bard attracts 10d6 0th-level soldiers into his service.
  • Upon reaching 10th level, a bard can attempt to use magical devices of written nature-scrolls, books, etc. However, his understanding of magic is imperfect (although better than that of a thief), so there is a 15% chance that any written item he uses is read incorrectly.

Equipment:

  • 102 gold, 94 silver, 100 copper
  • Long Sword +1 (4 lbs)
  • 10 Throwing Daggers (10 lbs)
  • Hide Armor (30 lbs)
  • Lute (4 lbs)
  • Change of Clothes
  • Backpack (2 lbs)
  • 5 Crossbow Bolts +1
  • Scroll with 3 Spells (Darkness 15-ft. Radius, Sepia Snake Sigil, and Fear)
  • 1 vial Holy Water
  • 1 flask Sleep Gas

Encumbrance:

Base Speed: 12

Total Weight of Gear: 50 lbs. (unecumbered)

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 50 lbs. 51-73 lbs. 74-95 lbs. 96-118 lbs. 119-139 lbs. 140 lbs
Movement 12 9 6 5 2 1

Sasha Ethhald

Ruins of Adventure Brand_Darklight BKRulze