Sir Rekkart Cole

Alain O'Dim's page

27 posts. Alias of Patrick Curtin.


Full Name

Alain O'Dim

Race

Human

Classes/Levels

Gunslinger 1

Gender

AC: 17// ST: F +4 R +5 W+5// Sanity: 38

Alignment

Lawful Neutral

Strength 7
Dexterity 18
Constitution 14
Intelligence 11
Wisdom 20
Charisma 7

About Alain O'Dim

Combat: dice= +1 Pistol, "Justice"]1d20+6;1d8+6[/dice]
AC: 17
Fort: +4 Reflex: +4 Will: +4

Feats:
Gunsmithing
Deadly Aim
Point-Blank Shot

Skills:(6pts/lvl)
All skills are Class Skills

Perception: +10
Survival: +8
Craft(Alchemy): +5
K(Local):+5
Acrobatics:+8
Heal:+8

Deeds:
Dead Eye
Gunslinger's Dodge
Quick Change

GRIT: 5 USED:

GEAR:
+1 Legacy Pistol (Justice")
25 Studded Leather
.5 Bag of charcoal
26 Gunslinger's kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith’s kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin

Background: Alain searches for a home that no longer exists. Scion of an ancient house, he watched his life, his family, his Order and his land all dissolve into chaos. Now he wanders, trying to fight chaos wherever it rears its head

DM Notes:

Spoiler:
Alain O'Dim. Based on your background, let's have you originate from Taldan. You are essentially forced out by the Civil War (as per the adventure path War for the Crown). As a wanderer, you end up working caravans that make their way to Ustalav. Your particular talents for Holy Gunslinging make that a sensible transition as plenty of mindless undead trouble caravans in that dark nation. Due to your talents, you came to be introduced to Doctor Rudolph van Richten who in turn introduced you to Bastian 'Ogre' Zorovich.

Sanity Rules:

Spoiler:

Sanity Rules:

Sanity Score: This is sort of like mental hit points. It’s the sum of all your mental stats (Wisdom, Intelligence, Charisma) less any damage to those scores.

Sanity Damage: this is like hit point damage done in physical combat (like a sword blow, etc), only, it affects your sanity score, not your hit points. So, if you encounter an attack on your sanity and suffer damage, you deduct that damage from your sanity score.

Losing Sanity and Gaining Madness:
When you’re faced with a monster that can do sanity damage, you have to make an immediate will save. If you save, most of the time, you will be able to ignore all Sanity damage (i.e. your mental faculties hold up) though some creatures may do damage regardless of your save (like Great Old Ones).

If you lose ALL of your Sanity (i.e. Sanity pool moves to zero), you gain a lesser madness (this is generally a temporary condition), I will not have PCs suffer more than 1 lesser madness at a time. This mechanic is for flavor not to annihilate PCs effectiveness.

If you lose ALL of your Sanity facing a Great Old One, that will trigger a greater madness. This is permanent though each PC will only ever gain a single one of these.

Losing Madness and Gaining Sanity:
Madness can be lost (and sanity restored in several ways).
1. Rest: Every 7 full days of uninterrupted rest heals sanity damage equal to your Charisma modifier (minimum 1). You’re letting your own sense of self and force of personality reassert itself and mend together the tattered fragments of your tortured psyche.
2. Therapy: Tell someone else your problems (mentor, counselor, confidante, friend, family, priest, advisor, etc). At the end,, the ally attempts a Wisdom or Intelligence check (whichever is higher) DC equal to the amount of Sanity you have lost. Success means you add their ability modifier (wis or int, whichever is higher) to the amount of sanity damage you heal.
3. Magic:
a. lesser restoration: 1d2 points once per day
b. Restoration: 2d4 points per day
c. Heal: 3d4 points/day
d. Greater restoration, psychic surgery, limited wish: all of it, if your sanity was below your edge (in other words, you still had more than half your sanity points left). Or, to 1 point below your sanity edge if you had more than half of your sanity lost.
e. Miracle and wish fix everything

Effects of Restoring Sanity:
Lesser Madness - If all of your sanity damage is healed, your lesser madness is removed entirely.

Greater Madness - If all of your sanity damage is healed, your greater madness is dormant. It will become reactivated if you again suffer a full loss to your Sanity score. A greater madness can only be fully healed with a long term psychiatric stay (1 month, which could well be played out over a downtime depending on how the chronicle proceeds) r the use of a Wish or Miracle spell (hard to come by in Ravenloft!).

In my next post I will cover the more traditional fear/horror checks of Ravenloft and how I will use those alongside Sanity Rules.

d'Honaire

Spoiler:
d’Honaire receives:

+2 Bonus to Wisdom.
Perception is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 Will saves vs. Hypnosis, Charm Person, and Dominate Person Spells/Spell Like Abilities