Evil Jeff's Character

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VonAlric
Ranger Knight
Ranger Knight
Posts: 1572
Joined: Tue Oct 23, 2012 7:13 pm
Location: South Carolina

Evil Jeff's Character

#1 Post by VonAlric »

Caprini (psychic sheep-folk)

Beykoyun
Race/Class/Level Caprini 1
XP 1250/2250
Alignment Neutral
XP Modifier None
Max Level 13

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 12
INT 12
WIS 14 (+1)
DEX 9
CON 17 (+2)
CHA 13 (+1)

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

Caprini attack and save as clerics, and if using the Cleave rules from Into the Wild will Cleave as clerics, too, with a maximum number of attacks equal to half their HD. They may wear any armor, including using shields, and can use any weapons. They are slightly larger than the average human, with greater bulk, and prefer to use two-handed weapons. If using the rules from Into the Wild, sheep-folk begin play knowing how to use three weapons, and learn how to use an additional weapon at levels 6 and 12.

To be a caprini, the character must have a Wisdom of at least 9, and if they have both a Wisdom and Strength of 13 or higher they get a 5% bonus on earned XP. Characters with a Strength of 13 and a Wisdom of 16 or higher get a 10% bonus to XP instead.

The sheep-folk are sure-footed, and if making a roll to keep their footing, or when climbing, roll with Advantage. Additionally, they do not have their overland movement rate penalized when traveling through hilly or mountainous terrain. Sheep-folk can climb as a thief of the same level.

Psychic Abilities
Using psionics requires a character to achieve and maintain a state of mental clarity and inner reserves. The powers one possesses are rarely easy to manifest, and often take a toll — both physical and mental — on the character.

The practice of psionics is divided into six disciplines, each one associated with an ability: Strength, Intelligence, Wisdom, etc. Each discipline contains a number of devotions, or powers, that are categorized as minor, moderate, and major. To use a devotion, the character must roll a specific die and attempt to hit within a target range: a minor devotion is successful on a roll of 1-5, a moderate devotion on a roll of 1-3, and a major devotion on a roll of 1. If a roll is not successful, it may be attempted during the following time interval (one round, one minute, etc.), and so on, until it is either successful or the character chooses to try another tactic.

Characters can attempt to speed up activation of a devotion by increasing the die size by two steps for each time interval decreased, as follows:
Instant >> Round >> Minute >> Turn >> Hour

Example: If a devotion has an activation time of one minute and uses 1d6, but the character really needs to activate it as an instant action, they can do so by increasing the die size by four steps, from 1d6 >> 1d8 >> 1d10 >> 1d12 >> 1d20.

If desired, the activation dice chain can be used with DCC dice, adding 1d14 and 1d16 to the chain. Note that an activation die cannot be decreased below 1d6.

Characters can also push an activation roll by spending either Willpower or ability points associated with the devotion’s discipline. Willpower acts as a pool of universal energy that can be spent on any discipline; otherwise, the character must spend points in the associated ability score. A character can choose to spend points to push a roll *after* the roll has been made. The points pushed are subtracted from the activation roll.

Example: A character is attempting to use a moderate clairsentient devotion in which they have an activation die of 1d8, which means they must succeed on a roll of 1-3 in 8. They roll a 5, and decide to spend one point of Willpower and one point of Intelligence, which brings the total of the roll to 3, a success.

As long as the character has at least one point of Willpower remaining at the end of the day, they regain all of their Willpower after a night’s rest. If a character’s Willpower is reduced to 0, they:
► Cannot wield psionics until they regain at least one point of Willpower and,
► Must spend a day of rest to regain one Willpower, after which point they regain their abilities and will regain Willpower at the normal rate. Therefore, in this situation, it takes two days to regain their entire pool of Willpower: one day of complete rest and one day of activity with a normal night’s rest.

Burned ability points only return with complete rest, at a rate of 1 per day in each ability score (if a character has burned points from Str, Cha, and Con, and spends a day of bedrest, they regain 1 point in each score). If any one of a character’s ability scores is reduced to lower than 3 in this way, they may regain points as normal, but their ability score maximum is permanently reduced by 1. If a score is reduced to 0 by burning points, the character dies (and, if resurrected, the ability score is permanently reduced by 1).

Example. A character finds themself in desperate straits and has to succeed in activating a devotion, even though doing so will reduce their Strength to 2. They spend the points and succeed in activating the ability, but when they get a chance to rest and recover find that the effort has permanently affected them, reducing their Strength by 1 permanently.

Willpower and ability points can be combined to push a roll. Points spent to push a roll only affect a single roll. If the roll fails, the character can try again in the subsequent round, but must either spend more points or accept the chances they have. If a roll fails by 5 or more, a mishap occurs. Each devotion has its own mishap.

Effects of Lowered Ability Scores

Strength. The character’s attack and damage are reduced as per the reduced score, as are other Strength-related effects (such as chance to break down a door). The character feels physically weaker.

Intelligence. A kindly Referee will allow the player to choose which languages are temporarily lost, but it is suggested that the language lost is chosen at random. Also, note that if lowered past a certain point, the character may lose the ability to read. The character is unable to mentally focus and has a hard time remembering information.

Wisdom. There are not many in-game effects of Wisdom, unless the alternate rules for the bonus to saving throws against magical effects is in use. Additionally, the Referee might increase the chances that a character with reduced Wisdom triggers a trap, or penalize their ability to notice secret doors or hidden objects. The character becomes less aware of their surroundings and more reckless, acting without fully considering consequences.

Dexterity. The character’s bonuses to AC and missile attack rolls are reduced due to the lower score. The character’s manual and fine motor skills suffer; they become more clumsy and less graceful.

Constitution. The character’s maximum hp total is reduced along with the reduction in score. This does not necessarily translate into a loss of current hp.

Example: A 3rd-level contemplative with a CON of 14 and 14 max hp has been reduced to 10 hp by the time they decide they need to burn three points of CON to power an ability. Their max hp is reduced to 11, but that doesn’t affect their current hp total. The next round, they’ve taken no damage, but need to burn three more points of CON, taking their total to 8 and reducing both their max and current hp total to 8.

The character is easily winded from physical activity and feels less healthy. Allergies they have never suffered before begin to plague them.

Charisma. The character suffers the indicated penalties to reaction rolls and retainer morale checks while their CHA is reduced, but do not have their maximum number of retainers affected. The character becomes more irritable and brusque, short-tempered and difficult to be around.

In order to use a devotion, the character must be able to focus, as when casting a spell, but they do not need to be able to gesture or speak while doing so, and can even use abilities while bound, gagged, or otherwise incapacitated, as long as they are conscious. If a character’s concentration is broken while using an ability, the use is disrupted for that round, and any ability points or Willpower used are considered spent.

Likewise, a character cannot normally move during the activation time for an ability, but can do so once it is successfully activated. If an ability is activated as an instant action, however, the character may activate the ability *and* move in the same turn. If the ability requires concentration to maintain, they may move at half speed but cannot attack, and suffer a –2 penalty to their AC while concentrating. Limited conversation is possible, but it will likely be obvious the character is distracted. If hit with an attack, or failing a saving throw, while concentrating, the character can make a Constitution check on 4d6, attempting to roll their score or lower in order to maintain concentration.
*Willpower 1
*1 Discipline: Psychoportation
*1 Minor Devotion: Dimensional Skip (Success on 1-5 in 8), Dimensional Window (Success on 1-5 in 8)
Dimensional Skip (minor)
Activation Time: 1 round
Duration: 1 round/level
Range: Personal

By exploiting and making use of the ability to move through dimensions at a right angle, the character is able to drastically increase the distance they travel, even though their actual speed does not increase. Rather, they shift towards their goal as they move, doubling the distance they can move in a round. If the Referee is using rules for how high or far a character can jump, those distances are doubled as well.

Additionally, using this power makes the character harder to hit, as they seem to flicker in and out of existence briefly. They gain a +1 bonus to their AC while doing so.

Mishap: You ever think that maybe, if you concentrated hard enough, you could walk through a wall — only to be painfully disappointed? That’s what happens here, as the character bounces off the dimensional rifts that are exploited to use this ability. They’re stunned for one round immediately after they try to move for the first time.

Dimensional Window (minor)
Activation Time: 1 minute
Duration: 1 round/level
Range: 240’

The character creates a small window in reality, similar to the portal created via dimensional door, but small, no larger than 6” in diameter. This window in reality does not allow transportation, but individuals can use the window to see what is on the other side, and they can stick appendages through to grab or manipulate items, cast spells or effects through the window, etc.

The window is two-way, so creatures in the area where the other end of the window appears can see through it, cast spells through it, etc. By concentrating, the character can cause the window to move at 20’ per round, rotate, etc. One end must be within 5’ of the character, while the other end is up to 240’ away in any direction. The character must specify where the other end appears by providing a series of direction offsets, as per dimensional door. For each increase in the activation die the character can multiply the base range of this ability by two.

Mishap: The character is instantly sucked through the portal and deposited unceremoniously on the other end. The window then closes on both ends.
===Background===

Having come of age, Beykoyun leaves the familiarity of the battery to gain the necessary resources that will allow him to herd together others like him.

===Languages===

Common

===Knacks===

Additional Devotion. The character gains access to another devotion. If this Knack is selected at levels 1 or 4 they are limited to minor devotions. If at levels 7 or 10 they may choose either a minor or moderate devotion, and at level 13 they may choose a minor, moderate, or major devotion.

===Skills===

Language: Sani

== Combat ==
AC 4 [15]
HP 4/4
HD1d8
Movement Rate 60'/20'
Initiative Modifier - 0
Attacks - 1
*Primary Melee Attack: Sword (1d8)
*Secondary Melee Attack:
*Primary Ranged Attack:

Saves:
*Poison 11
*Wands 12
*Paralysis 14
*Breath 16
*Spells 15

== Equipment ==
Money: 10 sp
*Encumbrance: 641

Readied:
*Sword (60 cn)
*Chainmail (400 cn)
*Shield (100 cn)

Packed
*Backpack (320 cn of 400 left)
**Waterskin
**Lantern
**4 flasks of oil
**1 wk iron rations
**50' rope (x2)
**Hammer (small)
**Iron Spikes (12)
**1 clump wolfsbane
**1 vial holy water
**1 bunch wolf'sbane
**1 bunch garlic
**1 large sack (400 cn capacity)

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