Ruins of Adventure
Granson Aram
Description:
Father Aram’s eldest grandchild, Granson (age 22) was recognized early on for his keen reasoning skills and quick reflexes. His family paid heavily to have him licensed as a mage and apprenticed to a member of the church of the Blessed Afflictor who was studying the lost arts of the Nogese Mystics.
Unfortunately for Granson, one errant spell cast when he had forgotten his license at home was all it took to land him in the Hillsfar Arena. Although he lived, his day in the pits left him horribly scarred both physically and mentally, and he swore off magic. Perhaps worse, he forswore his family’s allegiance to the Blessed Afflictor and took up the worship of Tempus, god of war.
Despite these attempts to distance himself from his family’s Necromantic leanings, recent events have driven Granson out of his hometown of Hillsfar, along with the rest of the Aram family. Truth be told, he hates his family, but, for the present, he hates his home-towns legal system — which brutalized him for a cantrip and exiled him for his father’s indiscretion — much, much more.
Bio:
Race: Human
Homeland: Hillsfar
Class: Dual-Class Ex-Transmuter / Fighter
Kit: Mystic of Nog / Exile
Alignment: Chaotic, Non-Good
Religion: Tempus
Level: 4th / 3rd)
Experience: 10,000 / 16,330 (ready to level)
Next Level: NA / 8,800
Max Level: Unlimited
Ability Scores:
Str | 17 | Stamina | 18 | +1 Movement | |
Muscle | 15 | Open Doors 8 | Bend Bars 7% | ||
Dex | 17 | Aim | 17 | +2 Missile attacks | |
Balance | 16 | +1 Surprise | +2 AC | ||
Con | 13 | Health | 8 | 60% System Shock | |
Fitness | 17 | 98% Resurrection | +3 hp / level | ||
Int | 14 | Reason | 18 | Max Spells/Level 25 | +3 Power Points |
Knowledge | 9 | +2 proficiencies | Learn Spells 35% | ||
Wis | 10 | Intuition | 11 | ||
Willpower | 9 | ||||
Cha | 6 | Leadership | 7 | 3 Henchmen | -2 Loyalty |
Appearance | 5 | -3 NPC Reactions |
Reactions:
- Initiative: +0
- Surprise: +1
-
NPC Reaction: -5
- Additional -2 vs. Non-humans, -3 vs. those in positions of power, +2 vs. enemies of Hillsfar
- Movement: 13
Combat Statistics:
Hit Points: 23
Armor Class: 17 (Steelskin, Dex, Light Leather)
Base Attack Bonus: +2
Saves:
- Paralyzation/Poison/Death: 13
- Rod/Staff/Wand: 15
- Petrification/Polymorph: 14
- Breath Weapon: 16
- Spells: 15 (+1 vs. Transmutation)
Weapons | # Att | Att Bonus | Dmg | Dmg (L) | Speed | Range | Special |
Unarmed | 4/round | +6 | 1d4+5 | 1d4+5 | 3 | melee | +2 Chart Bonus. +17% KO chance (first 2 attacks). |
Dirty Fighting | +1 / round | +7 | 1d4+7 | 1d4+7 | 3 | melee | Requires check (14). Cumulative -2 on checks vs. same opponent. |
Temp: +1 to hit, +3 damage, +3% KO from Strength spell
Thief Skills: (in armor)
PP | — | HS | — |
OL | — | HN | 15% |
F/RT | – | CW | 55% |
MS | 47% | RL | — |
Non-Weapon Proficiencies: General, Rogue, Warrior
Modern Languages (Common) | 14 | Signature Spell (Enlarge) [W] | — |
Modern Languages (Cormanthan) | 14 | Signature Spell (Strength) [W] | — |
Ancient Languages (Noga) [W] | 14 | Magical Energy Conservation [W] | — |
Literacy | 17 | Elemental Resistance [W] | 14 |
Endurance | 16 | Survival (Coastal) | 14 |
Jumping [W] | 17 | Numeracy | 14 |
Running [W] | 8 | Disguise | 5 |
Tumbling | 19 | Street Fighting | 17 |
Hiding | 13 | Dirty Fighting | 14 |
Natural Fighting | 18 |
Weapon Proficiencies:
Punching, Specialized (x2)
Disarm, Specialized
Staves Group
Wheellock Belt Pistol
Special Powers:
- When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons).
- Whenever a Hillsfarran successfully attacks a target from behind, he deals double normal damage (or adds 1 to his damage multiplier if he has the rogue’s Backstab ability).
- Hands of Stone: Hands of stone allows the character to cause increased damage with his bare hands. The base damage of all the character’s unarmed attacks deal increases to 1d4+2.
- The people of Hillsfar are very alert against magic, given magic’s tight regulation in Hillsfar. As a result, they get a +1 bonus on saving throws versus spells.
- A fighter can teach weapon proficiencies when he reaches 3rd level and can train students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single “training class.” A training class requires eight hours of study each and every day for one month. At the end of that time, each student must make a Reason check. Those who pass gain a bonus proficiency slot in that weapon. A student may only be trained once, regardless of success, with a specific weapon. Students can learn any number of new proficiencies in this manner, even beyond those slots normally allowed for a character of that level.
- By paying an additional 10% experience cost to increase in experience level, an Exile may Move Silently as a Ranger of the same level (if he does not already possess that ability).
- 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.
- Steelskin hardens the skin of the mystic, allowing the mystic a form of natural armor. This ability increases the natural AC of the mystic by one point per level of the mystic (+4). The presence of steelskin is disrupted by any other protective devices, including magical bracers, rings, and cloaks.
Penalties:
- All NPC encounters are penalized at -2 due to Hillsfar’s reputation. This increases to -4 against non-humans due to Hillsfar’s reputation for xenophobia, bigotry, and exploitation.
- 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.
- Hillsfar’s xenophobia and strict education system prevent its citizens from learning about non-human cultures and magical theory, and the lack of childhood exposure plagues them even in their later careers. The proficiencies listed as “Forbidden” above may never be taken at 1st level (even if they would be Required by his Kit), and cost double the normal number of proficiency slots to learn later (regardless of class).
- Forbidden Proficiencies: Arcanology, Dwarf History, Dwarf Runes, Fey Lore, Modern Language (any except above), Spellcraft, Thaumaturgy
-
Dual-Classed: If he uses any of his previous class’s abilities during an encounter, he earns only half experience for that encounter. The character is penalized for using his old attack or saving throw numbers, his old proficiencies, and any special abilities of the old class that are not also abilities of the new class.
Once the Dual-classed character reaches a higher level in his new class than in any previous class, he once again advances in hit dice and may use all of the abilities of his previous class(es) without penalty.
Psionics:
PSPs: 64
Power | Discipline | Power Score | Cost | Maintenance | Effect |
Aura Sight | Clairsentience | 5 | 9 | 9 / round | Learn Alignment or Level of up to 2 creatures per round within sight. |
Contact | Telepathy | 11 | 3 | 1 / round | Establish psychic contact with a creature. Cost varies by HD. Check penalties for greater range or unusual creature type (see psionic handbook). |
Mindlink | Telepathy | 5 | contact | 8 / round | Two-way conversation with a contacted mind. Language is not a barrier. |
Mind Wipe | Telepathy | 8 | contact | 8 / round | Contacted target loses 1 INT, 1 WIS, and 1 Experience level per round. Save vs. spells negates each round. Cured by Psychic Surgery. |
Teleport | Psychoportation | 14 | 20+ | — | Instantly teleport yourself to a known location (you must be able to accurately picture it in your mind). If you pay double the cost (see below), you can take up to 2 passengers. If you roll your power score exactly (natural 11), the cost is reduced by 20 PP. |
Teleport Distance | PSP Cost | Check Modifier |
up to 10 yards | 10 | -1 |
up to 100 yards | 20 | 0 |
up to 1000 yards | 30 | +1 |
up to 10 miles | 40 | +2 |
up to 100 miles | 50 | +3 |
up to 1000 miles | 60 | +4 |
Wizard Spells: Caster level 4th
0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
2 | S | S |
Forbidden Schools: Abjuration, Necromancy
Paths Known: Apprentice’s Path, Giant’s Path, Path of the Beholder, Path of the Medusa, Skyrider’s Path
-
Spell Book:
- Cantrips: Change, Colored Lights, Cut, Dim, Firefinger, Gallop, Gather, Hairy, Haze, Knot, Mute, Polish, Present, Rainbow, Ravel, Shine, Snatch, Spill, Sting, Stitch, Tangle, Tarnish, Tie, Untie, Wrap
- 1st level: Avert Evil Eye, Cantrip, Enlarge (S), Feather Fall, Petrify Wood, Wizard Mark
- 2nd level: Ride the Wind, Spectral Eyes, Strength (S), Wizard Lock
Advancement Notes
- Armor Allowed: Any Armor or Shields.
- Weapons Allowed: Any weapons.
- Dual-Class Options: Thief, Illusionist
- Gain 4 PSPs per level beyond 4th.
- A fighter can operate heavy war machines when he reaches 4th level.
- A fighter can supervise the construction of defenses when he reaches 6th level.
- A fighter can command large numbers of troops when he reaches 7th level.
- At 7th level, they can make 3 attacks every 2 rounds.
- Once a fighter reaches 10th level, he attracts his first unit of followers.
- At 13th level and up, they can make 2 attacks per round.
Equipment:
- Tunic, Breeches, Soft Boots
- Light Leather Armor (5 lbs)
- Spellbook (3 lbs)
- 2 sp
Encumbrance:
Base Speed: 13
Total Weight of Gear: 8 lbs.
Unencumbered | Light | Moderate | Heavy | Severe | Max | |
Weight | 0 – 110 lbs. | 111-125 lbs. | 126-140 lbs. | 141-155 lbs. | 156-169 lbs. | 170 lbs |
Movement | 13 | 10 | 7 | 5 | 3 | 1 |