Ruins of Adventure
Long, thin face (like Liv Tyler), Red fingernails (never needs to paint them), and Forked tongue (also like Liv Tyler).
When she was just 8 years old, Storm Reynes began picking fruit as a full-time farm laborer in the Dalelands for less than 1 copper an hour. Storm and her family moved often, living in migrant worker camps—usually without clean water or other amenities. With all that moving around, she learned to live and travel lightly.
“Books are heavy, and when you’re moving a lot you have to keep things just as minimal as possible,” she says.
She remembers a tough childhood in the migrant camps.
“The conditions were pretty terrible. I once told someone that I learned to fight with a knife long before I learned how to ride a bicycle,” Storm says. “And when you are grinding day after day after day, there is no room in you for hope. There just isn’t. You don’t even know it exists. There’s nothing to aspire to except filling your hungry belly. That’s how I was raised.”
But when she was 12, a traveling monk came to the fields where she and her family worked.
“So when I saw this big wagon on the side of the road, and it was filled with books, I immediately stepped back,” she says. “Fortunately the monk saw me, kind of waved me in, and said, ‘These are books, and you can take one home. You have to bring it back in two weeks, but you can take them home and read them.’”
The monk asked Storm what she was interested in and sent her home with a couple of books.
“I took them home and I devoured them. I didn’t just read them, I devoured them,” Storm says. “And I came back in two weeks and had more questions. And he gave me more books, and that started it.”
The experience, she says, was life-changing.
“That taught me that hope was not just a word. And it gave me the courage to leave the camps. That’s where the books made the difference.”
Storm taught herself the magic of runes from the books lent to her by the monks. She left the camps as a teenager and traveled to Phlan where she hoped to make a new life for herself.
“By the time I was 15, I knew there was a world outside of the camps,” she says. “I believed I could find a place in it…”
Alignment: Neutral, Non-Evil
Next Level: 5000
Max Level: 13th
Hit Points: 11
Armor Class: 14 (2 Dex, 2 Armor)
Base Attack Bonus: +1
- Paralyzation/Poison/Death: 14
- Rod/Staff/Wand: 11
- Petrification/Polymorph: 13
- Breath Weapon: 15
- Spells: 12
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Dagger||3 / 2 rounds||+3||1d4+3||1d3+3||2||melee|
|Dagger, Thrown||3||+3||1d4+3||1d3+3||2||10 / 20 / 30|
|F/RT||—||CW||5% (30% for Trees)|
Non-Weapon Proficiencies: General, Warrior, Wizard
|Language (Planar Slang)||14||Direction Sense||15|
|Language (Yugoloth)||14||Animal Lore||14|
|Language (Tharian||14||Chaos Shaping||14|
|Reading/Writing (Runes)||15||Weapon Sharpening||13|
Allowed Weapons and Armor:
- Weapons: One-handed melee weapons, Bows, Crossbows
- Armor: Non-metal armor, no shields
- A gypsy can freely use any magical items that emulate Divination spells or effects (including any scrolls containing Divination spells), even if the item is intended for another class, and regardless of any limitations their own class may place on might item use.
- By using any magical item suited for scrying, such as a crystal ball, a Gypsy can divine the future, gaining the benefits of an augury spell. Each day, the Gypsy can ask one question per five levels of experience (rounded up).
Besides items suited for scrying, Gypsies are able to perform the same feat with a deck of many things. Additionally, when a deck of many things is used for this purpose, the gypsy suffers none of the normal effects of drawing a card from the deck. However, the deck still functions normally when used for purposes other than the augury.
- The traditional weapon of the gypsy is the knife. For that reason, any gypsy can specialize and even gain mastery in the use of the knife or dagger just as if he were a fighter. This specialization requires the normal allocation of proficiency slots.
- 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.
- Despite the impressive-sounding name, Battledale is a sparsely-populated Dale. There is a 50% chance that any two Battledalesmen in a group know each other, or at the very least have heard of each other.
- Because of their martial heritage, characters from Battledale gain a +1 bonus on all attack rolls.
- Tieflings have infravision to a range of 60 feet.
- Tieflings inherit a variety of abilities from their fiendish ancestors.
- Cast Blur 1/day and Mirror Image 1/day
- +2 saves vs. Electricity and +4 saves vs. Cold.
- A Gypsy’s climbing ability works best when climbing trees. They are not skilled at climbing cliffs, building walls, or cave walls; they suffer a -25% penalty when scaling these surfaces.
- Because the gypsies are generally distrusted by most common folk, they suffer a marked disadvantage in earning their trust. Whenever a gypsy is called upon to make an NPC reaction check against a non-gypsy, his result is automatically shifted one place toward hostile. Thus, a gypsy never receives a result of “friendly” when dealing with a non-gypsy.
- Characters from Battledale may never gain the thief Backstab ability, regardless of class.
- Characters from Battledale never receive bonuses on thief skills for high Dexterity scores.
- The time that a character from this regions spends on martial training is, of course, lost from the study of magic. To reflect this, characters from this region reduce their chance to learn spells by 10%.
- Tieflings tend to look alien: Long, thin face (like Liv Tyler), Red fingernails (never needs to paint them), and Forked tongue (also like Liv Tyler).
Psionic Wild Talents:
PSPs: 27 (recover 3 per hour)
- Contact (PS 14, Initial Cost 3+, Maintenance Cost 1 per round)
- Invincible Foes (PS 11, Initial Contact, Maintenance Cost 5 per round)
- Mindlink (PS 9, Initial Contact, Maintenance Cost 8 per round)
Runes: as 2nd-level Runecaster
Scribing a rune is a three-step process known as skapeng (shaping). The first step is the gormeng (planning). During this stage, the caster begins to concentrate on the essential truths and modifies the rune’s ideal image in his mind in accordance with the circumstances. The second step is the skrapeng (scraping), during which the rune is actually carved, drawn, or inscribed. No special tools or items are necessary to shape most runes (any old carving knife or quill will do). The third step is the virkreng (activation); only then does the caster summon forth the rune’s power. The final step in any activation is wetting or “baptizing” the rune to release its energies. Any non-poisonous liquid is quite suitable for this purpose (ale, water, blood, or even saliva will do). After baptizing the rune, the caster makes a save vs. spells (the “activation roll”). If the save succeeds, the rune becomes active. If it fails, the rune is useless and the caster must begin all over again.
Unlike other magical writing, once a rune has taken effect, it does not disappear. Once its effects are exhausted, however, the rune becomes an ordinary carving with no magical properties. To renew the rune’s power, the caster must shape it all over again. , though the rune may stand ready in its activated state for years before its power is called upon. Note that at any given time, . Should the caster shape more runes, the power automatically fades from one of his earlier runes.
- Blinding light
- Shaping Time: 1d8 hours
- Prerequisites: None
- Once activated, this rune Turns the first undead creature that views it (as a 6th-level priest). Regardless of the number of potential targets who stumble across the rune, it turns only the very first undead to see it.
The blinding light rune gets its name from the brilliant flash that accompanies its effects. The resulting burst of light illuminates everything within 200 feet for a single round. All creatures in the area of effect must roll successful saving throws vs. spell or be blinded for 1d3 rounds (2d4 rounds if they were using infravision at the time). Creatures to whom sunlight is harmful or unnatural (such as vampires or drow) suffer permanent blindness if the saving throw is failed, and are blinded for 2d6 rounds if the saving throw is successful. Those within its area of effect lose any infravision capabilities for 1d4+1 rounds.
- Shaping Time: 1d8 hours
- Prerequisites: None
- This rune is shaped on the side of a cup, goblet, or bottle. Thereafter, the first time the cup is filled, its contents transmute into a potion of healing. When shaping this rune, the caster must make his activation check behind a shield, out of his own view. If the activation roll is a 1, the contents of the cup do not metamorphose into a potion of healing, but into a deadly Type J poison that is indistinguishable from a potion of healing.
- Shaping Time: 1d12 hours
- Prerequisites: Healing
- This rune is shaped upon a helmet or girdle. Thereafter, any character who wears this item receives a +1 bonus to his Strength ability (and all associated bonuses, etc.) for a number of minutes equal to the level of the caster. If the runed object is removed from the character during this time period, the runes spell is instantly broken.
- Shaping Time: 1d3 days
- Prerequisites: Strength
- The thunder rune is useless until a natural thunder or rainstorm arises. During such a storm, a hammer inscribed with the rune beat on the ground for three rounds summons a powerful lightning bolt from the heavens (as though cast by a 7th-level wizard). This bolt will strike any target the character beating the hammer desires (not necessarily the caster), but it is incapable of striking targets that are indoors, underground, or otherwise inaccessible to the sky. Up to three thunder runes may be placed upon a single hammer (make separate activation rolls for each; each requires the full Shaping Time), allowing the wielder to conjure up to three lightning bolts.
- They may attempt to learn one additional rune each time they advance in level, just as wizards may attempt to learn new spells. To learn a rune, casters must pass a Chance to Learn Spell roll based upon their Intelligence score. Runecasters who fail this roll may never make another attempt to learn the particular rune in question; its simply beyond their grasp. In order to learn a new rune, one must either: Have access to a teacher who already knows the rune, or complete an epic quest that ends with the appropriate revelation or insight. In either case, the runecaster may never know more runes than his level plus any bonus for high Intuition.
- The character receives 4 additional PSPs every time he gains a new experience level (no die rolls or other modifiers apply after the initial PSPs gained).
- Because of their rapport with animals, Gypsies gain the ability to cause certain spell-like effects, each once per day. At 5th level, they are able to cause the effects of animal friendship by speaking kindly in their own language. At 10th level, they can concentrate and gain the benefits of a locate animals or plants spell. Finally, at 15th level, they gain the speak with animals ability.
- Characters from Battledale acquire weapon proficiency slots at the rate of 1 every 3 levels, regardless of class.
- All Characters from Battledale are entitled to hit point bonuses for high Constitution scores as if they were warriors.