Ruins of Adventure
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…
Class: Bard / Psionicist
Level: 5th / 4th
Experience: 13,207 / 13,207
Next Level: 22,000 / 18,150
Max Level: Unlimited / 9th
|Str||13||Stamina||12||Weight Allowance: 50 lbs|
|Muscle||13||Max Press: 140 lbs||Open Doors 7||Bend Bars 5%|
|Con||17||Health||15||System Shock 90%|
|Fitness||18||Resurrection 100%||Hit Points +4/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||16||+5 NPC reactions|
- Initiative: +0
- Surprise: +0
- NPC Reaction: +5
- Movement: 12
- Hit Points: 37
- Armor Class: 6 (Hide)
- THAC0: 19
- 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|
|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||45%|
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|
|Harness Subconscious||14||Rejuvenation||15||Netherworld Knowledge||13||Musical Instrument (Horn)||12|
Crushing/ Cleaving Group
- 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.
- 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: 63 (recover 8 per hour of rest)
Disciplines: Telepathy, Psychokinesis
|Psionic Powers||Discipline||Level||Pre-Requesite||Initial Cost||Maintenance||Power Score|
|Incarnation Awareness||Telepathy||Devotion||Mindlink, Contact||Contact||13/round||12|
|Send Thoughts||Telepathy||Devotion||Mindlink, Contact||Contact||2/round||13|
|Tower of Iron Will||Telepathy||Science||Mindlink||6||None||14|
Bard Spells: Caster level 5th
Paths Known: Enchanter’s Path, Road of Dreams, The Bard’s Road, The Path of the Mind, The Deadbuilder’s Path
- 1st level: Charm Person, Sleep, Alter Instrument, Dance Macabre, Ghostharp, Sound Bubble, Animate Dead Animals, Claws of Velsharoon, Undead Servant, Dolent’s Helm, Empathic Seizure, Empathy
- 2nd level: Circle Dance, Echoes, Animate Skeletons, ESP, Forget, Slumberward, Protection from Charm, Compose Mind
- 1st: Charm Person, Sleep, Sound Bubble
- 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.
Base Speed: 12
Total Weight of Gear: 50 lbs. (unecumbered)
|Weight||0 – 50 lbs.||51-73 lbs.||74-95 lbs.||96-118 lbs.||119-139 lbs.||140 lbs|