|
|||||||||||||||||||||||
|
Profile
About MerrikBackstory:
Spoiler:
Merrik was not that special as a child. He could not beat the strong childs, and he didn't collect as much wisdom as others did. But he also didn't lack anything in particular, he had no discernable flaws. He wasn't stupid, he wasn't rude, he wasn't frail, he wasn't clumsy. This is all true for now as well. He is strong, but not the strongest. He is wise, but not the wisest.
That was probably why he was choosen to travel westwards, seeking Gnomes to aid his people in the coming war against the Giants. Abilities:
Spoiler:
Set one for characteristics: 11, 14, 10, 6, 9, 11)
Set two for characteristics 13, 15, 11, 15, 12, 11) Taking the better of the two sets leads to: 13, 15, 11, 15, 12, 11. Half-Giant racial adjustment: +2 Strength, +2 Constitution, -2 Dexterity STR 15 (13+2), DEX 13 (15-2), CON 13(12+2), INT 11, WIS 15, CHA 11 STATS:
Spoiler:
Half-Giant Psychic Warrior 1 LN, Medium Giant Initiative +1; Senses: Low-Light Vision, Languages: Common AC 16 (+1 Dex, +5 armor (+2 studded leather))
HP 6/9 (8[Psychic Warrior] + 1[CON])
Speed 40ft (boots) Base Attack +0 (+0 PsW1);
Grapple +6 (+0 BAB, +2 Str, +4 Size)
ABILITIES
Spoiler:
FEATS: 1: Combat Manifastation Bonus: Mind over body PsW1: Body fuel CLASS FEATURES:
RACIAL FEATURES:
# Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger.
# Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. # Psi-Like Ability: 1/day—stomp. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based. Used! Psionic Powers: Spoiler:
Power Points per day: 3 = 0 (PsW1) + 1 (Bonus Wis) + 2 (Bonus Race) Powers known: 1 Maximum Power level known: 1 Powers known:
Power points used: 0 SKILLS Spoiler:
Psychic Warrior: 2+INT
Total = Ability + Rank + Misc *Autohypnosis +6 = +2 +4 +0
EQUIPMENT:
Spoiler:
masterwork heavy flail masterwork magic +2 studded leather of Fast Healing 1 Backpack Travel rations for 2 weeks Bedroll Blanket, winter Fishhook Rope, hempen (50ft.) Sewing needle Waterskin wooden amulet of an owl (masterwork, embedded with listening lorecall CAdv pg. 54) masterwork medicine pack (worth 50gp)
small carved wooden Bear figurine, "Goliragh" a deed to 5 acres of land somewhere in the Celt area neclace of Soulfire (immune to any spell of the Death Subtype, energy drain, and negative energy effects including chill touch and inflict wounds.) mastercraft boots; +10 movement speed; +5 survival skill and running skill rolls, and grants Barskskin (+4 to Natural armor) 1/day Money:
Background provided by DM:
Spoiler:
Parents are married; Marsel (Dad)and Merle (mom); warrior(4) and druid (7) respectively; your the only child but their still young enough for more.
Social class; lowest of the low among non mountain people; moderate at home; most races consider your people noble savages at best as your tribes are nomadic and poor in thier eyes. Your dad and you got along fine, middle of the road; but your mom and you have a real connection and deep love and admiration for each other.
You and your class mentor got along great; the old guy loves you (Verrick; Pychic Warrior 7) and was a courage and kindly mentor as well as courageous and strong. The tribal council;(nine eldars of various classes(tribes best and brightest and most experienced); 4 women ((Aesel, Bera, Torna, Gleesa (currently head of council and 5 men Culak, Dornil, Hesum, Koval Split-Ear, and Loomiv atm) they think very highly of you and show you great favor. Dad gives you five 10 gp gems and one ruby worth 100gp in most markets. Mom gives you a bag of 5 golden nuggets; worth 5 gp each; exchange of of your items to masterwork and give it Listening Lorecall Cadv pg 54; she also gives you a small carved wooden bear figurine; has the name "Goliragh" on it; will call a bear to fight for you once. Your uncle gives you a deed to 5 acres of land somewhere in the Celt area; hope you go there and not come back. The deed is good though; he got it in trade somewhere. Your Aunts give you a medicine bag though it pretty obvious you mom had a hand in it; it itself is masterwork and a worth 50gp; Aunt Maes is a wonderful leathercrafter; it is full of basic first aid gear and stuff for basic rituals of your tribe; also; 5 blessed herbs that will each do "cure minor wounds" ie 1 pt heal each. Your mentor gives you a neclace of Soulfire; making you immune to any spell of the Death Subtype, energy drain, and negative energy effects including chill touch and inflict wounds. The council gives you (and the other runners) mastercraft boots; +10 movement speed; +5 survival skill and running skill rolls, and grants Barskskin (+4 to Natural armor) 1/day. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||
|