Character Name: Stephen (Darke Stephen Edgelord)
Character Race/Class: Male Human Psionicist
(Image subject to change without notice)
Level: 16
XP: 2,019,855/2,100,000
Prime Req's: Con(16), Wis(20) => +10% xp
PSPs spent: 1005 (establishing Mindlinks, creating a psionic gem, transporting Jagrinder & Co back from the Labyrinth, and dimensional dooring himself to and from the 1st Sigil applier)
PSPs spent specifically to avoid combat: 0
Created an Empowered Item: 8,000 xp (500 x 16th level)
Day 5: 15 (cell Adjustment on Landro)+177 (Empowering Gem)+131 PSPs (Mindlink w/ Jag)+ 54 (wormhole into labyrinth) + 4 (Truthear) + 14 (Dimensional Door) +8 (Contact) +13 (Life Detection) + 8 (Wrench) = 329 total
Str: 8 -/- Weight Allow: 35 lbs, Max Press: 80 lbs, Open Doors: 5 Bend Bars/Lift Gates: 1%
Dex: 8 -/-
Con: 16 SysShock: 95% ResSurv: 96%
Int: 16 (17)[19] NPW/Lang: 6
Wis: 18 (20)* +4 magical defense adjustment
Cha: 16 Max Hench: 8, Loyalty Base: +4, Reaction Adjust: +5
* Immune to: Cause Fear, Charm Person, Command, Friends, Hypnotism, Forget, Hold Person, Ray of Enfeeblement, Scare
Armor Class:
Base: 4
Buckler: -1
Dex Bonus: 0
Total: AC 4 (3 vs 1 attack per round)
Hit Points Maximum: 71
Hit Points Current: 71
Hit Point Rolls: 6 4 6 5 1 4 5 5 3
Alignment: Neutral Good
Gender: Male
5’-11”, 155 lbs
Blonde hair, green eyes, lightly-tanned skin
Age: 24 (DoB: 15th of Highsun)
God/Pantheon: venerates Kyla - Goddess of Cunning, Insight, Speed, Deception, Control, Checks and Balances, and other similar things.
Encumbrance: 30.92 lbs - Unencumbered
Movement rate (35 lbs): 12
-- Light Encumbrance (50 lbs): 8
-- Moderate Encumbrance (65 lbs): 6 (-1 THAC0)
-- Heavy Encumbrance (80 lbs): 4 (-2 THAC0, +1 AC)
-- Max Encumbrance (90 lbs): 1 (-4 THAC0, +3 AC)
Racial Abilities:
Human:
Feeble senses (panel 3).
Bat Echolocation out to a 60-foot radius, courtesy of a Wish
Class Abilities:
Psionicist:
Primary Discipline: Telepathy
Tertiary Disciplines: Metapsioncs, Psychorportation, Psychometabolism, Clairscentience,
+2 vs Mind Affecting effects
PSPs: 0/260
Empowered Receptacle on ankle band: 260/560
Philosopher's Stone - White Powder version (+1 to Telepathy power scores, double PSP regen)
Crystal Focus: +1 Empower
Permanent Mindlink with: Lena "Angel" Gallus, Ke'Sha, Jack, and Landro
Steve's Psychic Powers (black are Telepathy):
1st Level: Mind Link (S), Contact, Aversion, Id Insinuation – Mind Blank (D)
2nd Level:
Metapsionics,
Receptacle, Ego Whip
3rd Level: Probe (S), ESP, Life Detection, Tower of Iron Will (D)
4th Level: Truthear, Sight Link
5th Level:
Psychic Surgery (S),
Convergence, Intellect Fortress (D)
6th Level:
Psychometabolism, Identity Penetration
7th Level: Domination (S),
Adrenalin Control, Mental Barrier (D)
8th Level:
Wrench
9th Level:
Energy Containment (S),
Cell Adjustment, Thought Shield (D)
10th Level: *Mass Contact (High Science)
Psychoportation,
Dimensional Door
11th Level:
Empower (S),
Intensify
12th Level:
Duo-Dimension
13th Level: Ejection,
Dimension Blade
14th Level:
Clairsentience,
Dimensional Screen
15th Level:
Wormhole (S),
See Magic
16th Level:
Sensitivity to Observation
https://adnd2e.fandom.com/wiki/Category:Psionics
Telepathy (+1 to Power Scores from Philosopher's Stone):
Ego Whip Power Score: Wis-3: 18
Id Insinuation Power Score: Wis-4: 17
Intellect Fortress Wis-3: 18
Mental Barrier Wis-2: 19
Mind Blank Wis-7: 14
Thought Shield Wis-3: 18
Tower of Iron Will Wis-2: 19
*
Mass Contact* Wis: 19(21)
Domination Wis-4: 17
Mindlink Wis-5: 16
Probe Wis-5: 16
Aversion Wis-4: 17
Contact Wis: 19(21)
ESP Wis-4: 17
Identity Penetration Wis-3: 18
Life Detection Int-2: 17
Materials do interfere with the range of the power Life Detection in a similar manner to scanning detection magics (such as Detect Magic, Detect undead, etc) at a degree of 1 plus an order of magnitude. Thus an accumulated 11 Yards of wood, 11 Feet of stone or 11 inches of metal would be the limit.
Therefore successful use of the ability would detect creatures in an empty space beyond: several wooden walls/ doors/ trees, an 11 ft thick section of wall (a little meta I admit but to accommodate the intent since standard dungeon spacing is 10 feet), or nearly 1 foot of metal. It would sense anything in an empty space beyond a lesser thickness of said materials. So, for example, If Stephen scanned through a 10 ft thick section of wall, he would detect everything in the empty room beyond until he met the opposite wall if it were 1 ft thick or more
Sight Link Con-3: 13
Truthear Wis: 19(21)
Not to be depended upon. "I don't know" will defeat it.
Metapsionics:
Empower Wis-12: 8
Psychic Surgery Wis-5/-10: 15/10
Convergence Wis: 19(21)
Intensify Con/Int/Wis-3: 13/16/17
Receptacle Wis-5: 15
Wrench Wis-4: 16
Psychometabolism:
Energy Containment Con-2: 14
Adrenalin Control Con-3: 13
Cell Adjustment Con-3: 13
Psychoportation:
Wormhole Int-2: 17
Dimension Blade Con-1: 15
Dimensional Door Con-1: 15
Dimensional Screen Con-3: 13
Duo-Dimension Con-2: 14
Clairscentience:
See Magic Wis-3: 17
Sensitivity to Observation Wis: 19(20)
Empowered Items:
Shrike: Dagger of Throwing+3
Shrike’s Sky: Blue Jasper PSPs: 61 Avail: 61
Alignment: Neutral Good Int: 16, Ego: 5
Empathy, Common, Elven, Dwarven
Dimension Blade (20,6/5) Wormhole(14,24+/6+)
Darke: Silver and Gold wire armband set with a blue jasper.
PSPs: 55 Avail: 55
Alignment: Neutral Good Int: 16, Ego: 4
Empathy, Common, Elven, Dwarven
Adrenalin Control (16, 8/4), Cell Adjustment (16, 5/up to 20)
Sharpe: Silver and Gold wire armband set with a green jasper.
PSPs: 48 Avail: 48
Alignment: Neutral Good Int: 14, Ego: 2
Empathy, Common
Dimensional Screen (17, 9/6)
Protector: Blue Dragonhide Armor (AC:4)
PSPs: 53 Avail: 53
Alignment: Neutral Good Int: 13, Ego: 3
Empathy
Energy Containment (19, 10/-)
Name: (TBD)
Item: Blue Jasper (50 gp) with silver and gold wire mount and setting.
PSPs: 48 Avail: 48 (regain 1/turn)
Alignment: Neutral Good, Int: 12, Ego: 2
Semi-Empathy
Dimension Blade (power score:17, Cost:6/5, +2 hit/dam, ignore armor, PS: double damage, 20: weapon shatters)
Note that this gem and setting can be transferred to other weapons if desired.
Saving Throws
- Paralyzation/Poison/Death: 10
- Rod/Staff/Wand: 9
- Petrification/Polymorph: 5
- Breath Weapon: 12
- Spells: 11
Ability Modifiers: +4 for Wisdom
Languages: (6)
- Common
- Elven
- Dwarven
- Draconic
- Orc
- Bugbear
Non-weapon Proficiencies (8+6): 0
- Rejuvination (Wis-1): 2
- Reading/Writing (Int+1): 1
- Power Manipulation (Int): 4
- Crystal Focus (Wis-1): 1
- Heraldry (Int): 1
- Horse riding (Wis+3): 1
- Leatherworking (Int): 1
- Swimming (Str): 1
- Etiquette (Cha): 1
- Artistic Ability – Jewelry (Wis): 1
Weapon Proficiencies: 1
Dagger: 1
Short Sword: 1
Short Bow: 1
Warhammer: 1
Equipment:
10' wooden pole
Dagger of Throwing+3
Gloves of Missile Snaring
Gem of Insight
Pearl of Wisdom
Talisman of Zagy (Friendly reaction, 16 months and 1 wish remaining - in pendant around neck tucked under clothing)
Holy Symbol of Kyla (on cord around neck)
Signal Whistle (on cord around neck)
Blue Dragonhide Armor (AC:4)
Fine Buckler
Belt pouch, Small
1 lb dried figs
Belt pouch, Small
5 gp 1 sp
In Pouches
Warhammer (in pouches)
Composite Short Bow
Quiver
24 arrows
Waterskin
Mirror
Knife (razor)
Knife (purchased by Axid)
Map Case
Paper (10 sheets)
Ink
Quill
10 glass bottles
10 candles
10 pitons
2 lbs chalk (half powdered)
Flint and steel
Whetstone
50’ silk rope
Hooded Lantern
10 flasks lamp oil
10 flasks of Greek Fire
10 Holy Water flasks
3 back-up bow strings
Jewelry-making tools and supplies (gold and silver wire, tweezers, pliers, wire cutters, jewelry hammers, monocle, etc.)
9 Ornamental gems (10 gp, blue quartz)
8 Semi-precious gems (50 gp, blue jasper)
3 Fancy gems (100 gp, deep-blue spinel)
20 gp
Combat
Base THAC0: 13
Melee: 13
Missile: 13
Weapons:
Shrike, Dagger of Throwing+3 (Pr): Spd:0, Ats: 1(2), THAC0: 10 (10/12/15), Dm: 1d4+3/1d3+3 (2d4/2d3)+3 Range: 2/4/6
Comp. Shortbow (Pr) Spd: 6, Ats: 2,THAC0: 13/17/20, Dm: 1d6 Range: 5/10/18
Warhammer (Pr): Spd: 4, Ats: 1, THAC0: 13, Dm: 1d4+1/1d4
Short background: Younger son of minor nobles on the edge of the kingdom (hence the last name), he set off to find his fortune. He joined up with a group that killed an evil alchemist who was kidnapping children, helped restore a unicorn to life (saving a 20-mile-wide swath of land from destruction as a result), and tracked down a source of corruption that was linked to the aforementioned alchemist and dying unicorn. After several more adventures, he found himself brought to the Labyrinth of Madness, and decided that freeing a paladin was a noble and worthy thing to do. The world is messed up enough already, and rescuing a paladin can only help make things better.
Stephen generally dresses in greens and blues, and is a cheerful, friendly sort. He's a bit vain, and always likes to look nice, so he learned how to make his own jewelry. He mounted an agate in his dagger himself.
When asked about his family, he typically just says his parents are minor nobles that the speaker has probably never heard of, and leaves it at that. He does
not appreciate the given name his parents gave him, and goes by his middle name whenever possible.
Stephen is exquisitely courteous, treating everyone around him with respect, until they demonstrate to him that they are unworthy of it.
*************************************************End of Character Sheet*******************************************
Copied from the other thread:
Roll: 290193: [3d4]=8,[3d4]=12,[3d4]=9,[3d4]=8,[3d4]=8,[3d4]=9
Roll: 290194: [4d6k3]=8 [4d6k3]=12 [4d6k3]=15 [4d6k3]=14 [4d6k3]=14 [4d6k3]=16 [4d6k3]=12
Here's what I'm currently leaning toward:
Str 8
Dex 8
Con 9=>16
Int 9=>16
Wis 12=>18
Cha 8=>16
Straight psionicist. I was contemplating Fighter-dual to psionicist, but that's an extremely MAD build, and getting a 15 in strength would be costly. I could dual-class wizard or cleric to psionicist, but we've already got a couple wizards (and I'd be getting 1d4 hit dice), and being a cleric could limit my already-limited weapon options.
From the recruitment thread:
TristenC wrote: Sat Oct 26, 2024 8:28 am
Ok, I'll have a look but it sounds like the meditation stuff is a way to further advance psionic abilities outside of the campaign that would happen prior to the arrival at the Labyrinth. While I might allow a little of that kind of thing in principal, since we had another psionicist start without that opportunity I'm not sure how well it will fit the balance for them. But I'll look at it this weekend.
Okay. I might like to take the High Science Mass Contact. Or maybe Power Modification on a couple powers. Self-improvement would also be nice.
If you decide to allow it, you could retro-actively allow it to the dwarf. Maybe give us each a set amount of time we can spend in meditation? Then have us roll the 10-day saving throws for each attempt?