Gildors Warog

A very tall, muscular and attractive male greenish/gray skinned half-ogre wearing smelly animal hide armor with rodent skulls, pantaloons, tunic and soft boots, a bo, rod, katana and backpack. His black hair tied back in a ponytail show his grayish eyes.

Description:

Race : Half-Ogre
Homeland : New Phlan
Class : Fighter / Psionicist
Kit: Slave Warrior
Alignment: TN
Religion: Mask
Level: F 5 / Psi 5
Experience: 16,954 / 16,953
Next Level: 32,000 / 30,000
Max Level: 16 / 16


Ability Scores:

Stamina 16 Weight Allowance: 70 / 105 lbs ogre Movement Bonus +0
Muscle 15 Max Press 170 lbs Attack +0 Damage +0 Feat of Strength 26%
Enh Str Psi boost 18 Max Press 255 lbs Attack +1 Damage +3 Feat of Strength 36%
Slave Boost +3 18(76) Max Press 330 lbs Attack +2 Damage +4 Feat of Strength 50%
Aim 13 Missile Attack +0
Balance 16 Surprise +1 AC +2
Health 18 System Shock 92% Poison Save +0 PSPs +3 Regeneration 0
Fitness 11 Resurrection 75% Hit Points +0 / level
Reason 17 Max Spell Level 8th Max Spells/Level 24 PSPs +2 Illusion Immunity: none
Knowledge 13 Bonus Profs 3 Bonus Paths 1 Learn Spell 55%
Intuition 17 Spell Failure 0% Bonus Runes 3 Bonus Spells 1,1,2,2,3 Earned XP +10%
Willpower 16 Mental Save +2 PSPs +1 Spell Immunity: none
Leadership 13 Max Henchmen: 6 NPC Loyalty +1
Appearance 18 NPC Reactions +7

Gildor rolls repeat 6 4d6h3 = 13; 14; 13; 16; 14; 11

Gildor rolls repeat 6 4d6h3 = 17; 14; 17; 16; 13; 18
Half-Ogre +1 Muscle, +1 Health, 1 Knowledge
Slave Warrior Kit +3 Health, +3 Stamina -
- Boost Muscle +3 1/day


Reactions:

  • NPC Reaction: +7-3(Slave warrior) = +4
    -2 on NPC reaction rolls with anyone not native to the Moonsea.
  • Surprise: +1
  • Initiative: +0
  • Movement: 12

Combat Statistics:
Hit Points: 27
Damage 0
Remaining HP 27

Armor Class vs Slashing +2: = 19
Armor Class vs Piercing: = 17
Armor Class vs Bludgeoning -2: = 15

Base 10, Balance +2, Pelt of the Demon Mother Chain +5
Chain mail Slash +2 , Chain mail Pierce 0, Chain mail Bludgeoning -2

Base Attack Bonus: +4

Saves:

Mental saves +2
Psionicists gain a +2 bonus on all saving throws us. enchantment/charm spells and the like. This is in addition to their magical defense adjustment for high Willpower.
Anyone wearing the Plague Rat Belt gains a +2 bonus on all saving throws against Poison or Disease

  • Paralyzation/Poison/Death: F11 +2 Poison or Disease
  • Rod/Staff/Wand: F13
  • Petrification/Polymorph: P9
  • Breath Weapon:F13
  • Spells: F14 Mental Saves +2, Charm/Enchant +2
  • Fear: F10 Mental Saves +2
  • Horror: P15 Mental Saves +2
  • Madness: P14 Mental Saves +2

Weapons, Initial: 4

  • Slave Warrior Kit – Weapon Slots: -1 slot
  • Homeland Weapon Slots: +1 slot
  • Level 3 +1 slot

New Weapon, Initial 5

Next WP at Lvl 6 ?? Possibler WPs – range weapon

Required Weapon Proficiencies: Any polearm, Any sword

  • Allowed Weapons: Small or Medium weapons of 6 lbs. or less
  • Allowed Armor: Non-metal Armor, Small Shields

Weapon Proficiencies:

  • Shakujo Yari
  • Sword, Katana (two-handed)
  • Unarmed Combat
  • Punching specialization
  • Cestus
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Rod of Terror 1 +4 1d6+3 1d6+3 6
Rod of Terror 1 +5 1d6+6 1d6+6 6 Enh Str psi +1 to Hit, +3 to Dmg
Rod of Terror 1 +6 1d6+7 1d6+7 6 Enh Str psi/Slave Boost +2 to Hit, +4 to Dmg
Shakujo Yari 1 +4 1d8+1 2d6 6
Shakujo Yari 1 +5 1d8+4 2d6+3 6 Enh Str psi +1 to Hit, +3 to Dmg
Shakujo Yari 1 +6 1d8+5 2d6+4 6 Enh Str psi/Slave Boost +2 to Hit, +4 to Dmg
Sword, Katana (two-handed) 1 +4 2d6 2d6 4
Sword, Katana (two-handed) 1 +5 2d6+3 2d6+3 4 Enh Str psi +1 to Hit, +3 to Dmg
Sword, Katana (two-handed) 1 +6 2d6+4 2d6+4 4 Enh Str psi/Slave Boost +2 to Hit, +4 to Dmg
Punching Specialization 2to4 +5 1d2+2 1d2+2 2 Unarmed Combat +1 to Hit, +1 to Dmg, +1 Atk with Natural Fighting Proficiency, +1 Atk with Street Fighting Proficiency +15% KO first 3 atks
Punching Specialization 2to4 +6 1d2+5 1d2+5 2 Unarmed Combat +1 to Hit, +1 to Dmg, Enh Str psi +1 to Hit, +3 to Dmg, +1 Atk with Natural Fighting Proficiency, +1 Atk with Street Fighting Proficiency +18% KO first 3 atks
Punching Specialization 2to4 +7 1d2+6 1d2+6 2 Unarmed Combat +1 to Hit, +1 to Dmg, Enh Str psi/Slave Boost +2 to Hit, +4 to Dmg, +1 Atk with Natural Fighting Proficiency, +1 Atk with Street Fighting Proficiency +18% KO first 3 atks
Wrestling 2to4 +4 1 1 2 Unarmed Combat +1 Atk with Natural Fighting Proficiency, +1 Atk with Street Fighting Proficiency +15% KO first 3 atks , Plague Rat Belt
Wrestling 2to4 +5 1+3 1+3 2 Unarmed Combat Enh Str psi 1 to Hit, +3 to Dmg,1 Atk with Natural Fighting Proficiency, +1 Atk with Street Fighting Proficiency +18% KO first 3 atks , Plague Rat Belt
Wrestling 2to4 +6 1+4 1+4 2 Unarmed Combat Enh Str psi/Slave Boost +2 to Hit, +4 to Dmg, +1 Atk with Natural Fighting Proficiency, +1 Atk with Street Fighting Proficiency +18% KO first 3 atks , Plague Rat Belt
Cestus Specialized 3/2 +5 1d4+2 1d3+2 2 Specialized +1 to Hit, +2 to Dmg
Cestus Specialized 3/2 +6 1d4+5 1d3+5 2 Specialized +1 to Hit, +2 to Dmg, Enh Str psi +1 to Hit, +3 to Dmg
Cestus Specialized 3/2 +7 1d4+6 1d3+6 2 Specialized +1 to Hit, +2 to Dmg, Enh Str psi/Slave Boost +2 to Hit, +4 to Dmg

Shakujo Yari: This is a spear concealed with a sheath to look like a staff. It can be used as a bo when the sheath is in place.

Sword, Katana: The katana is the samurai’s sword. It’s a medium-length, slightly curved blade with no quillions (only a small, circular guard) and a hilt suitable for one-handed and two-handed use. The blade is sharpened only along one edge and at the tip, but it is sharpened to a razor’s edge. It is forged with a special technique known only in the east, where layers of steel and iron are sandwiched, heated, folded, stretched, re-folded, stretched, re-folded, on and on until the blade consists of microscopically thin layers of alternating metals, providing strength, resilience, and the ability to hold a remarkable edge. This is why the katana has the excellent speed and damage listed for the weapon.

Natural Fighting: This proficiency allows humanoids with natural weaponry (claws, fangs, tails, etc.) or a character fighting unarmed, a +1 damage bonus on all natural weapon attacks. In addition, they receive a free natural or unarmed attack each round, beyond normal attacks they are allowed. A successful proficiency check must be made at the beginning of combat to gain the benefits of this skill. Failure indicates that the benefits cannot be used for the duration of the battle.

Street Fighting: This proficiency is extremely beneficial to a character who is engaged in unarmed combat. An individual knowledgeable in street fighting may add his Muscle score to the % chance to KO a target, when a successful unarmed attack is made. Thus, a fighter with 15 Muscle thus adds +15% to his chance of knocking out his opponent with any attack.
Furthermore, if the character makes a successful proficiency check on the same round, he is allowed an additional bonus unarmed attack, but this time without the Muscle bonus to his KO chance.

Punching or Martial Arts: If a character spends one Weapon Proficiency on Punching or Martial Arts Specialization gains the following benefits:
He gains a +1 bonus to all his attack rolls when punching;
He gains a +1 bonus to all damage when punching;
He gains a +1 chart bonus with all punching attacks;
He gains one additional punching attack per combat round (both hands must be free, holding nothing, for the character to gain this benefit).
The chart bonus is a reflection of the character’s superior accuracy with punching. When the character successfully hits, the roll itself determines which maneuver was made (see the chart under the Unarmed Combat page). But on a successful hit, the punching specialist can modify that result. If he has a chart bonus of +1, he can choose the maneuver one higher or one lower on the chart.

Wrestling: This lists the action or type of grip the character managed to get. Some wrestling moves are holds maintained from round to round, unless they are broken. A hold is broken by a throw, a gouge, the assistance of another person, or the successful use of a weapon. (Penalties to the attack roll apply to weapon attacks by a character who is in a hold.)
All wrestling moves inflict 1 point of damage plus Strength bonus (if the attacker desires), while continued holds cause cumulatively 1 more point of damage for each round they are held. A head lock held for six rounds would inflict 21 points of damage total (1+2+3+4+5+6).

Weapons Cestus
Weapon Descriptions Cestus


Non-Weapon Proficiencies:

  • Available Groups: by class/kit
  • Non-Weapon, Initial: 3
  • 1 every 3 levels 3rd Level +1
  • Bonus Profs +3 for High Knowledge
  • Homeland Non-weapon Slots: +1 slot, Avail Group = All

Total NWP = 8

Next NWP gained at Lvl 6 Cartography again to get to 13

Languages

Race Bonus Languages: Common, Jogishk
Slave Kit Bonus Non-weapon Proficiencies: Bureaucracy, Endurance, Heraldry
New Phlan Bonus Proficiencies: Bureaucracy, City Familiarity (Phlan), Literacy
Homeland New Phlan Bonus Languages: Tharian, Cormanthan
Psionicist – Non-Weapon, Initial: 3 Weapons, Advancement: +1 per 3 levels
Psionicist – Non-weapon Proficiency Groups: Craft Proficiencies , Detection Proficiencies , and Psionic Proficiencies
Fighter – Non-weapon Proficiency Groups: Martial Proficiencies , Pastoral Proficiencies , and Craft Proficiencies
New Phlan – Available Categories: All Groups Non-Weapon Proficiencies

Proficiency Proficiency Score Notes
Modern Languages (Common) K 13 Rejuvination (1) -2 W 14
Modern Languages ( Jogishk ) K 13 Bureaucracy R 17
Modern Languages (Tharian) K 13 Endurance H 15
Modern Languages (Cormanthan) K 13 Heraldry K 13
Cartography (1) -2 K 11 Literacy +1 K 14
Dodge (1) -3 B 13 Natural Fighting (2) +1 S 17
Evade (1) -3 B 13 Street Fighting (2) M 15/18

Bureaucracy: This proficiency encompasses a working knowledge of governmental protocol and the skills necessary to navigate bureaucratic organizations. A character with this proficiency knows which official to approach and the best time to approach him (a tax collector’s aide may have better access to information than the tax collector himself; a city clerk may be less harried and more helpful at the beginning of the month than at the end). He knows where government records are kept and the procedures for examining them. He knows how to circumvent sluggish or uncooperative bureaucrats. He obtains permits and other government documentation in half the normal time. No proficiency checks are needed for any of these functions.
A character can also use Bureaucracy to turn the system against someone else. A successful proficiency check doubles the amount of time to make a government decision, causes a permit to be issued under the wrong name, or temporary misplaces an important document. A paladin must be careful with this ability, to avoid breaking the law and violating his ethos.
Official organizations include government councils, regulatory boards, and church hierarchies. The proficiency is only effective when dealing with organizations of 10 or more members.

Cartography: This proficiency grants skill at map making. A character can draw maps to scale, complete with complex land formations, coastal outlines, and other geographic features. The character must be reasonably familiar with the area being mapped.
The DM makes a proficiency check in secret to determine the accuracy of the map. A successful proficiency check means that the map is correct in all significant details. If the roll fails, the map contains a few errors, possibly a significant one. A roll of exactly 20 means the map contains serious errors, making it useless.

Dodge: Once per round, on a successful check, a character with this proficiency can jump aside to avoid one melee attack that would otherwise hit her. A special attack form (hug, constrict, smothering, etc.) can be evaded at an additional -2 penalty on the check. The character must have at least one open adjacent space in order to Dodge an attack, and will shift into that space as part of the act of dodging (this may place them in the way of other harm if they are not careful). If multiple spaces are open around the character, the one he dodges into is determined randomly, as he is more concerned with avoiding the blow than where he lands.

Endurance: A character with endurance proficiency is able to perform continual strenuous physical activity for twice as long as a normal character before becoming subject to the effects of fatigue and exhaustion. In those cases where extreme endurance is required, a successful proficiency check must be made. Note that this proficiency does not enable a character to extend the length of time that he can remain unaffected by a lack of food or water.

Evade: Once per round, on a successful check, a character with this proficiency can jump aside to avoid one ranged attack that would otherwise hit her. A magic missile or similar missile-like spell can be evaded at an additional -2 penalty on the check. The character must have at least one open adjacent space in order to Evade an attack, and will shift into that space as part of the act of dodging (this may place them in the way of other harm if they are not careful). If multiple spaces are open around the character, the one he dodges into is determined randomly, as he is more concerned with avoiding the blow than where he lands.

Heraldry: The knowledge of heraldry enables the character to identify the different crests and symbols that denote different persons and groups. Heraldry comes in many forms and is used for many different purposes. It can be used to identify noblemen, families, guilds, sects, legions, political factions, and castes. The symbols may appear on flags, shields, helmets, badges, embroidery, standards, clothing, coins, tattoos, and more. The symbols used may include geometric patterns, calligraphed lines of script, fantastic beasts, religious symbols, and magical seals (made for the express purpose of identification). Heraldry can vary from the highly formalized rules and regulations of late medieval Europe to the knowledge of different shield patterns and shapes used by African tribesmen.
The character automatically knows the different heraldic symbols of his homeland and whom they are associated with. In addition, if the character makes a successful proficiency check, he can correctly identify the signs and symbols of other lands, provided he has at least a passing knowledge of the inhabitants of that land. His heraldry skill is of little use upon first entering a foreign land.

Literacy: The character is able to Read and Write any and all Modern Languages, Ancient Languages, or Secret Languages for which he has the appropriate proficiency. See Languages for a list of possible languages and relevant skill levels.

Rejuvenation: This proficiency allows a psionicist to recover PSPs more quickly than is usual by entering a rejuvenating trance. This state of deep concentration requires a successful proficiency check. For every hour a character maintains this trance (and makes the check), he regains PSPs at twice the usual rate (one-quarter of his total instead of one-eighth). He can’t expend PSPs while in this trance, and his state is much like deep sleep.


Special Powers:
Psionics (recover 10 per hour of rest 20 with Rejuvination)
PSP Total = 81
PSP Used = 00
PSP Left = 81

Level Disciplines Science Devotions Defense
5 2 3 10 3

Free – Telepathic
|Power | Level | Prerequisites | Power Score | Initial Cost | Maintenance|

Contact Devotion N/A W 16 3+ 1 per round

Defense Modes

Intellect Fortress Devotion N/A W-3 (13) 4 N/A
Tower of Iron Will Science N/A W -2 (14) 6 N/A
Mind Blank Devotion N/A W -7 (9) 0 Always Active

Intellect Fortress
Initial Cost: 4
Maintenance Cost: na
Range: 0
Preparation Time: 0
Area of Effect: 3-yd. radius
Prerequisites: none
Intellect fortress is one of five telepathic defenses against unwanted
contact. It calls forth the powers of the ego and superego to stop attacks.
Unlike most other defenses, intellect fortress has an area of effect beyond
the psionicist’s mind, offering protection to other minds within that radius.
Every mind within that area defends against telepathic attack with the
psionicist’s intellect fortress power score.
A psionicist can initiate one other psionic power in the same round that he
uses intellect fortress.
Power Score – No additional effect.
20 – This defense falters and is not usable again for 1d4 rounds.

Mind Blank
Initial Cost: 0
Maintenance Cost: 0
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
Mind blank is one of five telepathic defenses against unwanted contact. It
attempts to hide the mind from attack, making its parts unidentifiable. This
defense is particularly effective against a psionic blast and id insinuation.
(See Chapter 2, “ Psionic Combat” for details.)
Mind blank is unique. Unlike the other four defense modes, it costs nothing
to maintain. In fact, a character can still recover PSPs while using this power.
That’s because mind blank is almost instinctual; if a character knows it, it’s
nearly always active, even when he’s sleeping or meditating. The power is
inactive only if 1) the player announces it, or 2) the character uses another
defense mode.
Even though mind blank has no PSP cost, it still constitutes psionic
activity. If the power is active, a character is vulnerable to detection. He
still may attract psionic feeders, or suffer some other unpleasant effect.
A psionicist can use one other psionic power (but not another defense mode)
in the same round that he uses mind blank.
Power Score – No other effect.
20 – The character cannot use mind blank for 1d4 hours.

Tower of Iron Will
Initial Cost: 6
Maintenance Cost: na
Range: 0
Preparation Time: 0
Area of Effect: 1 yard
Prerequisites: none
Tower of iron will is one of the five telepathic defenses against unwanted
contact. It relies only upon the superego to build an unassailable haven for the
brain.
Like intellect fortress (a telepathic devotion), tower of iron will has an
area of effect beyond the psionicist’s mind. At 3 feet, it’s very limited.
A psionicist can initiate one other psionic power during the round in which
he uses the tower of iron will.
Power Score – The area of effect increases to 10 feet.
20 – The psionicist is lost inside himself and cannot engage in psionic
activity for 1d4 hours.

*Primary *
*Discipline 1 – PsychoMetabolic *

Complete Healing Science 1 N/A H (18) 30 N/A

Range: 0
Preparation Time: 24 hours
Area of Effect: personal
Prerequisite: none
The psionicist who has mastered this power can heal himself completely of
all ailments, wounds, and normal diseases. He places himself in a trance for 24
hours to accomplish the healing. The trance is deep, and cannot be broken unless
the character loses 5 or more hit points. As he uses this power, the
psionicist’s body is repairing itself at an incredible rate. At the end of the

Life Draining Science 2 N/A H-3 (15) 1 5/rnd

Range: touch
Preparation Time: 0
Area of Effect: individual
Prerequisites: none
With this devotion, a psionicist can drain hit points from another character
and use them to recover his own. This transfer occurs at the rate of 1d6 points
per round.
The character can absorb up to 10 more hit points than his healthy total,
but these bonus points last only one hour. After that, if the psionicist still
has more hit points than he should, the excess points vanish.
Power Score – Rate of drain increases to 1d20 points per round.
20 – Backfire! Half of the psionicist’s remaining hit points are absorbed by
the target, reversing the power’s effects.

Body Equilibrium Devotion 1 N/A H-3 (15) 2 2/rnd

Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
Body equilibrium allows the user to adjust the weight of his or her body to
correspond with the surface he’s standing on. Thus he can walk on water,
quicksand, or even a spider’s web without sinking or breaking through. If the
character is falling when he uses this power, he will fall 120 feet per round -
slow enough to escape injury.

Body Weaponry Devotion 2 N/A H-3 (15) 9 4/rnd

Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
Body weaponry allows the psionicist to convert one of his arms into a
weapon. Virtually any sort of weapon can be imitated – except a short bow, hand
crossbow, light crossbow, or any weapon the psionicist cannot normally use. The
arm actually becomes wood and/or metal, and assumes the weapon’s form. It
behaves in every respect like a normal weapon of the chosen type, with a bonus:
it can never be dropped or stolen.
Power Score – The “armament” gives the psionicist a +1 attack bonus (but no
damage bonus).
20 – The psionicist must make a system shock roll or pass out for 1d10
rounds.

Displacement Devotion 3 N/A H-3 (15) 6 3/rnd

Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
This power resembles the displacer beast’s natural ability to make itself
appear to be up to 3 feet from his actual location. The psionicist decides where
this false image will appear. This is a very effective means of protecting
oneself from attack, giving the psionicist a two-point bonus on his armor class
(lowering it two points). True seeing will reveal the character’s real location.
Power Score – The AC bonus is +4
20 – No effect.

Ectoplasmic Form Devotion 4 N/A H-4 (14) 9 9/rnd

Range: 0
Preparation Time: 1
Area of Effect: personal
Prerequisite: none
With this power a psionicist converts himself to ectoplasm, (a fine-spun,
smoky substance). He becomes insubstantial, ghostlike, and able to walk through
solid material as if it didn’t exist. The psionicist is still visible as a wispy
outline. He moves at his normal movement rate and in the normal fashion (e.g.,
if he couldn’t fly before, he can’t now).
The psionicist can also convert the following to ectoplasm: his clothing,
armor, and up to 15 pounds of equipment that he’s carrying.
Power Score – The maintenance cost is 3 PSPs per round.
20 – The psionicist’s items become ectoplasmic, but he doesn’t. He must use
this power again (successfully) to retrieve them.

Enhanced Strength Devotion 5 N/A H-3 (15) Varies Varies/rnd

Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
A psionicist can increase his physical Strength score to a maximum of 18
through this devotion. The PSP cost is twice the number of points he adds to his
Strength score. (If he fails, he loses half this amount; see Chapter 1.) The
maintenance cost per round equals the number of Strength points he has added.
Physical Strength cannot be raised above 18 psionically. The psionicist
does not qualify for exceptional Strength bonuses if he raises his Strength to
18.
Power Score – The psionicist can raise his strength to 18/00, with each 25%
increase costing an additional PSP.
20 – The power backfires and lowers Strength by 1d6 until arrested by this
power.

Heightened Senses Devotion 6 N/A H (18) 5 1/rnd

Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
By means of this devotion the psionicist sharpens all five of his normal
senses: sight, hearing, taste, touch, and smell. This has several effects, which
are described below. The DM may allow additional applications as he sees fit.
First, the character has a good chance to notice thieves who are hiding in
shadows or moving silently. The thief’s skill chance is halved when someone with
heightened senses is observing him. Even if the thief is already hidden, he must
roll again when a character with heightened senses enters the picture.
Second, the psionicist can track someone like a bloodhound. He must make an
intelligence check every turn to stay on the trail or recover the trail if it is
lost. His movement rate when tracking is 6. The trail can be no more than 24
hours old.
Third, the psionicist’s ranges for hearing and seeing are tripled. He can,
for example, identify a person (in daylight) at a range of 400 yards.
Fourth, the character can taste poisons or other impurities in quantities
that are much too small to cause any harm.
Fifth, the character can identify almost anything by touch. He can, for
example, tell two gold pieces from each other after having previously handled
just one of them. He can also tell if something has been handled in the last
five minutes simply by handling it himself.
Power Score – One of the heightened senses (chosen randomly) stays with the
psionicist for a full day.
20 – 0ne of the psionicist’s five senses is lost for 1d12 hours.

Reduction Devotion 7 N/A H -2 (16) varies 1/rnd

Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
This power is the reverse of expansion. The psionicist can reduce his
body’s dimensions along any or all axes: height, length, width, or thickness.
The change amounts to 1 foot per PSP spent, until the dimension being affected is
1 foot or less. After that, the psionicist can halve his dimensions each time he
spends a PSP.
For example, let’s assume Magnilda (a dual-class psionicist and warrior
maiden) stands 6 feet tall. Five strength points reduce her height to 1 foot.
Three more strength points halve her size three times: to 6 inches, then 3
inches, and finally to 1.5 inches.
Now let’s assume Magnilda only wants to make her arm thin enough to slide
through a keyhole. At its thickest point, her arm measures 4 inches across.
Three strength points will reduce the thickness of her arm to 1/2 inch (from 4 to
2, then to 1, then to 1/2) without altering its length at all. She can now slide
her arm through the keyhole and unlock the door from the inside.
Power Score – Each PSP spent results in twice the described effect (if
desired).
20 – The psionicist doubles in size, and stays this big for an hour or until
he uses this power again successfully.

Secondary
Psychoportation Discipline 2

Teleport Science 2 N/A R (17) 10+ N/A

Range: infinite
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
Teleport is the essential power within this discipline. It allows the
psionicist to teleport to a familiar spot. The destination must be a place that
the character knows and can picture mentally – even if he’s never actually been
there. For example, a psionicist may still know a location that he has seen
through a crystal ball, via a sight link, or even by scanning someone else’s mind
for the information.
The psionicist can still teleport to a place even if it has somehow changed
from the way he pictures it. For example, if a room has been rearranged, or is
currently on fire, such changes won’t affect the teleport.
Teleports always take characters to a fixed location. For example, if a
character tries to teleport into a gypsy wagon which is on the move, he’ll arrive
at the wagon’s location when he last knew it. The wagon itself may be miles away
by then. Also, if the character was picturing the wagon’s interior, he will
teleport to the space corresponding to the wagon’s interior – which is several
feet off the ground! Because the wagon itself has moved, the teleporter will
fall when he arrives (imagine teleporting to a room on the fifth floor of a
tower, only to discover the tower has been razed by marauders since your last
visit).
Teleportation is instantaneous. The teleporting character simply ceases to
exist in his previous location and springs into being at the destination. There
is a slight, audible “ pop” at both ends, as air rushes into the sudden vacuum
or is instantly displaced.
Restraints do not affect teleportation. A character who is tied up,
shackled to a wall, or buried up to his neck can still teleport. The restraints
remain behind.
Clothing, on the other hand, does accompany a character who teleports. He
may also carry small items in his grasp or wear equipment (e.g., armor) on his
person, not exceeding one-fifth of his own body mass. If he doubles the amount
of PSPs expended, he can carry up to three times his body mass, or take along one
or two other characters on whom he has a firm grasp.
A character can teleport any distance, but as the distance increases, so
does the chance of failure and the cost in PSPs. Ranges, point costs, and power
score modifiers are shown below.
If the teleportation die roll is a 1 or 2, the character and anyone else with
him are momentarily disoriented by the jump. They can do nothing during the
round which immediately follows the teleport. After that, they suffer a 2-point
penalty to the following for 1d6 rounds: initiative die rolls, psionic power
checks, and attack rolls.
Initial Power Score
Distance Cost Modifier , 10 yards 20 +1, 100 yards 20 0, 1,000 yards 30 -1, 10 miles 40 -2,
100 miles 50 -3, 1,000 miles 60 -4, 10,000 miles 70 -5, planet to planet* 100 -6

  • Players with the SPELLJAMMER boxed set should note that interplanetary
    teleports are possible only within the same crystal sphere. It is impossible to
    teleport between crystal spheres or different planes of existence.
    Power Score – The PSP cost is reduced by 20 percent, rounded up
    20 – No effect.

Gildor wt = 299 lbs / 5 = 58.9 lbs additional weight he can carry at no cost. For 2xPSP he can carry 598 lbs more.

Dimensional Door Devotion 8 N/A S-1 (15) 4 2/rnd

Range: 50 yards +
Preparation Time: 0
Area of Effect: na
Prerequisites: none
Like teleportation, a dimensional door takes a character from one location
to another. The similarity stops there, however. With dimensional door, the
psionicist opens a man-sized portal which leads to the edge of another dimension.
The edge acts as a lightning-quick transit system, carrying travelers to a
destination chosen by the psionicist who uses this power.
When the psionicist uses this devotion, he creates a door leading into the
alternate dimension. The door is a vaguely outlined portal, which appears in
front of the psionicist. At the same time, an identical portal appears wherever
he wants it, within range (see below). The door can have whatever orientation
the psionicist chooses. If someone (including the psionicist) steps into either
portal, he immediately steps out of the other. Both doors remain in place for as
long as the psionicist maintains the power.
The dimension accessed by this power is not fully understood. Clearly, it
has very different qualities of time and space, such that motion is greatly
accelerated. For many years this transit was thought to be instantaneous, but
arduous experiments by Larue d’jar Azif of Dhaztanar have proved that a very tiny
bit of time does elapse. What this means is still unknown.
Travel via this power is disorienting. Presumably, exposure to the
alternate dimension traumatizes the body in some way. As a result, a traveler is
dazed and cannot attack or move for one round after stepping through a
dimensional skip portal. Quick transit is advisable. People who shove only an
arm through a portal suffer intense pain. Fools who poke their head through a
portal must make a system shock roll; failure means they lose 50% of their
current hit points and pass out.
Inanimate objects are not affected by exposure to the dimension’s edge. In
fact, a character can throw or fire objects through a portal, and they’ll come
out on the other side. Attackers suffer a -4 penalty on their to-hit rolls
against targets on the other side of the dimension’s edge.
Range: The normal range of this power – i.e., the maximum distance between
the two portals – is 50 yards. The distance can be extended only with severe
reductions to the character’s power score, as shown below. Increasing the range
does not increase the PSP cost, however.
Distance Power Score
Between Doors Modifier -,50 yards 0, 75 yards -2, 100 yards -5, 150 yards -8, 200 yards -12
Power Score – Transit does not cause disorientation.
20 – The psionicist is momentarily exposed to the transit dimension and is
disoriented as if he had stepped through the portal.

Teleport Trigger Devotion 9 N/A R+1 (18) 0 2/hr

Range: infinite
Preparation Time: 0
Area of Effect: personal
Prerequisites: teleport
A teleport trigger is a programmed event which causes the psionicist to
instantly and reflexively teleport to a safe location. After making a successful
power check, the psionicist must specify where he intends to go. He must also
define very specifically what conditions will trigger the teleportation. These
can be anything he wants, but the teleport will not be triggered unless he is
aware that the conditions have been met. A volcanic eruption 500 miles away will
not trigger teleportation unless the character has some way to know that the
volcano is erupting.
For example, here are three typical triggers: being reduced to 10 or fewer
hit points, seeing a mind flayer, and being attacked by a magic missile spell.
When such predetermined conditions are fulfilled, the character instantly
teleports to the programmed location.
When the teleport is triggered, the character must have enough PSPs
remaining to teleport to that location, because he pays the cost just as if he
were performing a normal teleport (see “teleport”). He must also make a
teleport power check, with penalties based on the distance traveled. If this
power check fails, so does the programmed teleport.
No PSPs are spent when the trigger is defined, but the character spends two
points per hour from that time just to maintain the trigger. The trigger remains
in effect until the character stops paying the maintenance cost.
Power Score – The character can ignore power score penalties for distance.
20 – No other effect.

Time Shift Devotion 10 Teleport R (17) 16 N/A

Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: teleport
Time shifting allows the psionicist to travel up to three rounds into the
future and observe things until time catches up with him. He sees everything
frozen around him just as it will be when that moment in the future actually
arrives.
The psionicist enters a different reality when he uses this power. No one
in the “still life” that surrounds him can see or detect him in any way. He can
move freely through the environment, putting himself wherever he wants to be when
he returns to normal time. But he cannot affect anything around him, nor can
anything affect him. Even two time-shifted characters are completely invisible
to each other. To the people in real time, the character simply vanishes and
then reappears sometime later.
The character does not exist for any normal game purpose during the period
when he is time shifted. If, for example, a fireball spell detonates in the room
while the character is time shifted, the character is completely protected
against its effects. In fact, unless the blast leaves visible effects (charred
walls or corpses or sulfurous fumes), the character won’t even know it happened.
He sees none of the intervening events.
This power cannot help a character escape contact, however. If someone has
established contact or tangents (see Chapter 2) with the time shifter-and
continues paying their maintenance cost-then the tangents or contact will still
be in effect when the character returns to normal time.
Time shifting offers an obvious advantage in combat. A psionicist can leap
one round into the future and maneuver into position for an attack. In that
case, the shifter receives a +4 bonus to his attack roll. With enough time, he
could even escape.
How long does a time shift last? If the psionicist travels one round
forward, then he has one round in which to maneuver. If he travels two rounds
forward, then it takes two rounds for reality to catch up. Three rounds is the
limit. The farther (or longer) the trip, the more difficult it is to make, as
shown in the table below.
Psionic Power
Time Strength Score
Shifted Cost Modifier
1 round 3 0
2 rounds 6 -2
3 rounds 12 -6
Power Score – No other effect.
20 – The psionicist is disoriented, and suffers a -2 penalty on all die
rolls for as many rounds as he intended to shift.


Special Abilities
Slave Warrior

A freed or fugitive slave starts with a +4 bonus to all saving throws vs. wizard spells from the enchantment/charm school and priest spells from the Charm sphere. If placed under any form of charm spell, a slave warrior makes new saving throws against the spell as if his Intellgence was 3 points higher, shortening the time between checks. He gains his +4 bonus vs. enchantment/charm spells on new rolls.
From his years of grueling enslavement, work, punishment, and training, a slave warrior has a better chance to resist pain and stress. He gains a +3 bonus to his starting Health and Stamina scores.
Once per day, a slave warrior may summon all his willpower and channel it into a sudden burst of energy that raises his Muscle score by 3 points for as many rounds as he has levels. This may occur during combat, when attempting to bend bars or lift gates, or under any other circumstance when strength is needed.
A fugitive slave can survive on a minimum of food and water each day, half the amount anyone else of his race uses. He quickly develops better eating habits but in emergencies survives with little food.

New Phlan

Citizens of New Phlan have free access into and out of the New City.
The Council of Phlan have invested heavily in the training and preparation of adventurers for their battles against the monsters of the Old City. Characters from New Phlan may learn non-weapon proficiencies from all groups without spending extra slots. In addition, Phlan natives are assumed to already be enrolled in the “New Phlan Public Training Hall”, and may train there for half the usual cost (500gp each level).
Over the course of recent years the spellcasters of New Phlan have turned away from offensive magic favored by their neighbors and mastered the more subtle and defensive elements of spellcasting. As a result, they can prepare an additional spell for each spell level available to them. These additional spells must come from the abjuration school or the Protection priest sphere. This stacks with any bonus spells from high ability scores, specialization, or other sources.
Additionally, each native Phlannar character “knows someone”. This “someone” is an NPC of 1d4+2 levels in any one character class, usually living in the Old City. This NPC will provide a favor (pawn goods, provide sage advice, provide a safe-house) for the PC once per month. Any favors beyond that require a favor in return. This NPC will never risk his or her life for the character.

Half-Ogre

Half-ogre infravision enables them to discern gradients of heat within 60 feet in darkness.
Half-ogres gain hit dice by class and receive 4 bonus hit points at 1st level.
Half-ogres are large creatures and can carry 50% more than a human of similar strength.
A half-ogre’s tough hide grants him +2 to his natural AC. As with all creatures with natural armor, this is superseded by (does not stack with) actual worn armor. Armor that grants an armor bonus of +2 or less grants a +1 bonus to the half-ogre’s AC (this does stack).
Half-ogre priests gain minor access to the spheres of Combat, Divination, Healing, Protection, and Sun, in addition to the spheres normally granted to their priest class.
Single-classed half-ogres with exceptional ability scores are able to advance nearly as high as their human forebears. A single classed half-ogre adds double the normal number of additional levels to his racial maximum (thus a half-ogre cleric with a Wisdom of 18 could potentially reach 10th level).

Psionicists gain a +2 bonus on all saving throws us. enchantment/charm spells and the like. This is in addition to their magical defense adjustment for high Willpower.



Penalties:
Special Disadvantages:

Slave Warrior

Even freed slaves have lived as slaves all their lives and suffer a -3 reaction penalty in dealing with non-slave civilized characters. Escaped characters are suspicious and paranoid, and legitimately free characters still carry the social stigma of a slave’s birth.
While they are highly trained, slave warriors must abide by the regimen set for them. Slave warriors may not gain weapon specialization or fighting style specialization at 1st level. After initial character creation, he may use his weapon proficiencies however he chooses.
A runaway slave may be hunted by his former owner with the aid of bounty hunters and assassins.
This hunting can go on for years, until his former owner and anyone else with an interest in him dies. The punishment for escaping slavery is nearly always death.

Optional
A player may wish to play a slave warrior who is still a slave. In such cases the character is assumed to be adventuring under the orders of his master. He is expected to follow orders from his master to the letter, but in exchange has his food and board payed for and starts with a free suit of Scale Mail armor, one sword (player’s choice), and one polearm (player’s choice).

New Phlan

The constant turmoil in Phlan and the Council’s tendency to hand out favors and monopolies has left the city’s economy in shambles and the vast majority of its citizens impoverished. Phlan natives start with half as much starting cash as other characters of the same class and kit. This includes flat amounts of starting gold, such as that granted by the Noble kit.
Though the reputation of the city-states are less sinister than Hillsfar or Mulmaster, that is not saying much. These characters have only the normal Moonsea native bias to overcome. Mooneyes from New Phlan suffer a -2 on NPC reaction rolls with anyone not native to the Moonsea.
While these spellcasters have mastered the art of protective magic, they have become less proficient when using magic to inflict damage on their enemies. Any spell cast by a caster of Phlan that directly harms an opponent has a -1 penalty for every die rolled for damage (minimum 1 per die).

Half Ogre

Half-Ogres take damage as Large creatures.
Dwarves and Gnomes gain a +4 bonus to AC against Half-Ogres.
Background: Half-ogres are the offspring of ogre and human matings. They have much of the strength and size of their ogre heritage, but also retain much of the native intelligence and reason of their human side. Half-ogres stand between seven and eight feet tall, appearing as huge humans. The skin coloration that marks ogres is very much subdued in half-ogres: swarthy skin, lank hair and usually, but not always, human eyes.
Half-ogres have a fairly easy time of it, for their monstrous sides are tempered by human thoughts and emotions. Except for their unusual size, they look much like ugly humans. This makes it easier for them to find a place in human society, even if they must hide part of their heritage.


Advancement Notes

  • Allowed Weapons: Small or Medium weapons of 6 lbs. or less
  • Allowed Armor: Non-metal Armor, Small Shields

Equipment:

Worn -

Total Wgt of clothes and Rod = 41 lbs

Backpack 2 lbs, 2 gp
Strapped to the backpack – Shakujo Yari 6 lbs
Strapped to the backpack – Sword, Katana (two-handed) 6 lbs

  • Everything below is in the backpack
  • Potion of Vitality
  • 2x Elixer of Madness
  • Scroll of Protection from Fire
    Lantern, Self-Dousing 2 lbs 6 sp
    Candles for lantern x30 3 lbs 3 sp
    Flint and Steel 0 lbs, 5 sp
    Whetstone 1 lb 2 cp
    Wineskin, 3-gallon 1/3 full 10 lbs, 2 gp
    Cheese, Apple (per lb) 1 lb, 1 sp
    Dried Apples (per lb) 1 lb, 1 gp

Total backpack Wgt = 32 lbs.

Combined Total Wgt = 73 lbs.

Total 9 gp, 1 sp, 6 cp

  • Starting gold was 20 but Homland kit made it 1/2 = 10 GP

Money

PP GP EP SP CP
0 0 0 8 4

Gems

10 GP 50 GP 100 GP 500 GP 1000 GP
0 0 0 0 0

Encumbrance:

Base Speed: 12

Total Weight of Gear: 73 lbs.

Unencumbered Light Moderate Heavy Severe
Weight 0 – 105 lbs. 106-131 lbs. 131-157 lbs. 158-184 lbs. 185 lbs.
Movement 12 8 6 4 1
Attack Penalty 0 0 -1 -2 -4
AC Penalty 0 0 0 -1 -3
Bio:

Height – 92in or 7 ft 8 in
Weight – 299 lbs
Age – 19 yrs

Gildors was given up as a slave to Mov-bray Tharsudottir in Kur-Tharsu. He was only 5 at the time. For 14 years he has worked for her. Training as a slave warrior/psionicist. Even Professor swipe trained him in psionics in New Phlan when New Phlan sprung to life several years ago. With New Phlan outlawing slavery he hopes to be a free half-ogre soon.

Gildors is a favorite slave and as such gets more luxuries than most others. His life is not unpleasant as a slave. He just isn’t free and he often wonders what he’d do once he is free. While working for Lady Mov-Bray he showed an aptitude in cartography and has been studying it. Lady Mov-Bray has provided him with Ornate HIde Armor, a Shakujo Yari, and a Sword, Katana (two-handed) for his duties.

Two years ago on one of Lady Mov-bray’s twice a year visits to her home in New Phlan, Gildors had joined the religion of Mask. While studying the religion he liked their point of view on slavery. While he enjoyed his time with Lady Mov-bray he often wondered how things would be if he were free. 6 months ago on their last visit to the city Lady Mov-bray was notified that she would need to allow her slaves to gain citizenship on their next visit. The council had outlawed slavery. Lady Mov-Bray had set things up with Faelana Beragaion to obtain Gildors citizenship on his current trip with Lady Mov-Bray. They have an appointment to meet with her to finalize everything. Gildors remained behind at Lady Mov-bray’s manor in New Phlan. During this 6 months he continued studying cartography with the cartographer in town.

Gildors Warog

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