Koriah Azmeren

Jezebel Sandstrider's page

No posts. Alias of Jesse Heinig.


Full Name

Jezebel Sandstrider

Race

Half-Elf

Classes/Levels

Psionicist 2/Ranger 2/Thief 3

Gender

Female

Size

Medium

Age

30

Alignment

Neutral Good

Languages

Common (Athasian trade tongue), Elven

Strength 15
Dexterity 18
Constitution 16
Intelligence 15
Wisdom 16
Charisma 16

About Jezebel Sandstrider

Jezebel Sandstrider
Neutral good female half-elf freewoman psionicist 2/ranger 2/thief 3
Experience points: 2,500 each class

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Defense
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AC 4 (leather armor, -4 Dex)
HP 18 (6 + 6, 10 + 6, 6 + 4 + 3, +14 Con, / 3)
Saving Throws
Paralyzation, Poison, or Death Magic 13
Rod, Staff, or Wand 14
Petrification or Polymorph 10
Breath Weapon 16
Spell 15

+2 Wisdom bonus vs. mind-affecting powers
Psionicists gain a +2 bonus on all saving throws vs. enchantment/charm spells and the like. This is in addition to their magical defense adjustment for high Wisdom.

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Offense
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Speed 30 ft.
Melee Metal dagger S-M 1d4/L 1d3 (piercing, speed 2)
Ranged Longbow with sheaf arrows S-M 1d8/L 1d8 (piercing, speed 8)

Psionic Abilities
PSPs: 35/35 (22 Wis, +1 Con, +10 level, +2 Wisdom bonus per additional psionicist level)
Disciplines: (2) Psychoportation (primary), Psychometabolism
Sciences: (1) Teleport (pp)
Devotions: (5) Cell Adjustment (pm), Mind Over Body (pm), Phase* (pp), Time Shift (pp), Time/Space Anchor (pp)
Defense Modes: (1) Thought Shield

* indicates a power found in The Will and the Way sourcebook.
† indicates a power found in the Dragon Kings sourcebook.

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Statistics
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Str 15, Dex 18, Con 16, Int 15, Wis 16, Cha 16
Languages: Common (Athasian trade tongue), Elven

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Weapon Proficiencies
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Starting weapon proficiencies: 4
Bonus every: 3 ranger levels

Bows tight group (2)
Daggers & knives tight group (2)

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Nonweapon Proficiencies
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Starting nonweapon proficiencies: 3
Bonus every: 3 ranger levels
Intelligence bonus: 4

Cooking (1): Int
Endurance (2): Con
Fire-building (1): Wis
Heat Protection (1): Int-2
Survival (sandy wastes) (2): Int
Survival (scrub plains) (free from level 3 half-elf): Int
Tracking (0): Wis

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Gear
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Total starting wealth: 390 cp

Clothing:
• Belt (3 bits)
• Blouse (4 bits)
• Boots, low, hard (1 cp)
• Cloak, plain (5 bits)
• Gloves, archery (5 cp)
• Hood, linen (2 bits)
• Pouch, large leather (1 cp)
• Skirt, cotton (3 bits)

Metal dagger (200 cp, 1 lb.)
Longbow (75 cp, 3 lbs.)
Leather armor (5 cp, 15 lbs.)
Quiver, large (5 bits, 2 lbs.)
[
• Sheaf arrows, 24 (12 bits)
]
Backpack, leather (2 cp, 2 lbs.)
[
• Dry rations, 7 days (10 cp, 10 lbs.)
• Rope, hemp, 50' (1 cp, 20 lbs.)
• Thieves' picks (30 cp, 1 lb.)
• Waterskins, 4 (1 cp ea., 1 lb. ea.)
• 50 cp
]

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Special Abilities
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Ranger Abilities

Animal Empathy -1

Hated Enemy: Scrabs

Hide in Shadows 30% (15% + 5% half-elf + 10% Dexterity)
Move Silently 31% (21% + 10% Dexterity)

Ranger stealth abilities are halved in unnatural environments.

Thief Abilities
Pick Pockets 25% (15% + 10% half-elf + 10% Dexterity)
Open Locks 55% (10% + 15% Dexterity + 30% discretionary)
Find/Remove Traps 40% (5% + 5% Dexterity + 30% discretionary)
Move Silently 25% (10% + 10% Dexterity + 5% discretionary)
Hide in Shadows 25% (5% + 5% half-elf + 10% Dexterity + 5% discretionary)
Detect Noise 15% (15%)
Climb Walls 75% (60% +15% discretionary)
Read Languages 35% (0% + 35% discretionary)

Backstab x2 damage

Psionic Sciences

Teleport:

Psychoportation science
Power Score: Int
Initial Cost: 10+
Maintenance Cost: n/a
Range: infinite
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
Teleport is the essential power within this discipline. It allows the psionicist to teleport to a familiar spot. The destination must be a place that the character knows and can picture mentally—even if he's never actually been there. For example, a psionicist may still know a location that he has seen through a crystal ball, via a sight link, or even by scanning someone else's mind for the information.
The psionicist can still teleport to a place even if it has somehow changed from the way he pictures it. For example, if a room has been rearranged, or is currently on fire, such changes won't affect the teleport.
Teleports always take characters to a fixed location. For example, if a character tries to teleport into a gypsy wagon which is on the move, he'll arrive at the wagon's location when he last knew it. The wagon itself may be miles away by then. Also, if the character was picturing the wagon's interior, he will teleport to the space corresponding to the wagon's interior—which is several feet off the ground! Because the wagon itself has moved, the teleporter will fall when he arrives. (Imagine teleporting to a room on the fifth floor of a tower, only to discover the tower has been razed by marauders since your last visit.)
Teleportation is instantaneous. The teleporting character simply ceases to exist in his previous location and springs into being at the destination. There is a slight, audible "pop" at both ends, as air rushes into the sudden vacuum or is instantly displaced.
Restraints do not affect teleportation. A character who is tied up, shackled to a wall, or buried up to his neck can still teleport. The restraints remain behind.
Clothing, on the other hand, does accompany a character who teleports. He may also carry small items in his grasp or wear equipment (e.g., armor) on his person, not exceeding one-fifth of his own body mass. If he doubles the amount of PSPs expended, he can carry up to three times his body mass, or take along one or two other characters on whom he has a firm grasp.
A character can teleport any distance, but as the distance increases, so does the chance of failure and the cost in PSPs. Ranges, point costs, and power score modifiers are shown below.
If the teleportation die roll is a 1 or 2, the character and anyone else with him are momentarily disoriented by the jump. They can do nothing during the round which immediately follows the teleport. After that, they suffer a 2-point penalty to the following for Id6 rounds: initiative die rolls, psionic power checks, and attack rolls.
Distance — Initial Cost — Power Score Modifier
10 yards — 20 — +1
100 yards — 20 — 0
1,000 yards — 30 — -1
10 miles — 40 — -2
100 miles — 50 — -3
1,000 miles — 60 — -4
10,000 miles — 70 — -5
Power Score—The PSP cost is reduced by 20 percent, rounded up.
20—No effect.

Psionic Devotions

Cell Adjustment:

Psychometabolism devotion
Power Score: Con-3
Initial Cost: 5
Maintenance Cost: up to 20/round
Range: touch
Preparation Time: 0
Area of Effect: individual
Prerequisite: none
Cell adjustment allows the psionicist to heal wounds and cure diseases. Any sort of wound can be healed, but only nonmagical diseases are affected (e.g., this power cannot heal mummy rot, nor can it cure a lycanthropic curse).
The psionicist can cure a disease in one round by spending 5 PSPs and making a succesful power check. If the die roll equals a 1, he succeeds but it's doubly taxing (10 PSPs). If it equals a 2, he fails because the disease is too widespread; he must spend another 5 PSPs and try again next round.
A "cure" doesn't automatically restore hit points lost due to illness; it merely arrests the disease. However, the psionicist can heal up to 4 points of damage in each subsequent round by spending 5 psionic strength points per hit point recovered. He cannot cure the disease and restore hit points during the same round.
Power Score—All disease—or up to 10 points of damage—is instantly healed at a cost of 5 PSPs.
20—The psionicist suffers 1d10 points of damage but the patient is unaffected.

Mind Over Body:

Psychometabolism devotion
Power Score: Wis-3
Initial Cost: n/a
Maintenance Cost: 10/day
Range: touch
Preparation Time: 0
Area of Effect: individual
Prerequisites: none
Mind over body allows the user to suppress his body's need for food, water, and sleep. In exchange for one hour of meditation per day, all of the psionicist's physical needs are overcome. He does not feel hunger, exhaustion, or thirst, nor does he suffer any ability reductions for privation.
The psionicist can also suppress the basic needs of others while suppressing his own. To do so, he must pay an additional 10 PSPs per person and spend an additional hour of meditation per person. Each person being aided must be in physical contact with the psionicist throughout the entire period of meditation. Usually, all the characters hold hands, forming a continuous line or circle.
The psionicist can survive in this fashion for a number of days equal to his experience level, or five days, whichever is more. At the end of that time, he collapses from exhaustion. He must then rest one day for every two days spent sublimating his body's needs. Or he can be restored through 24 hours of complete healing.
These rules also apply to any characters the psionicist has aided.
Power Score—The psionicist need not rest after using this power.
20—The power fails, but the psionicist collapses with exhaustion and must rest for 24 hours.

Phase*:

Psychoportation devotion
Power Score: Wis-1
Initial Cost: 6
Maintenance Cost: 6/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
This power allows a psionicist to shift his body's molecules into a different frequency of motion, making him ghostly and transparent to the unphased world around him. The psionicist can walk through solid materials; his enemies' weapons will pass right through him, and no physical force or energy can harm him. He can be affected by other phased objects or creatures, though.
A phased character is not affected by gravity. He will retain any falling momentum he has, but when he arrives ta the ground he is not harmed. He can move over solid ground at his normal movement rate, over water or quicksand at one-half normal, and through solid matter at one-quarter his normal move. He moves vertically at 10 feet per round. If the character fails to maintain phasing while passing through matter, he takes 3-30 points of damage, falls into a coma for 1-6 hours, and becomes trapped in the Ethereal Plane.
It is difficult to achieve contact with a phased mind. Any psionic attacks suffer a -4 penalty on their power checks, and the psionicist saves at +2 versus any mind-affecting magic or effects. Of course, these same penalties affect the psionicist's own attacks while phased.
Power Score—The psionicist's phased movement rate doubles.
20—The psionicist saves versus death at +4 or disintegrates.

Time Shift:

Psychoportation devotion
Power Score: Int
Initial Cost: 16
Maintenance Cost: n/a
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: teleport
Time shifting allows the psionicist to travel up to three rounds into the future and observe things until time catches up with him. He sees everything frozen around him just as it will be when that moment in the future actually arrives.
The psionicist enters a different reality when he uses this power. No one in the "still life" that surrounds him can see or detect him in any way. He can move freely through the environment, putting himself wherever he wants to be when he returns to normal time. But he cannot affect anything around him, nor can anything affect him. Even two time-shifted characters are completely invisible to each other. To the people in real time, the character simply vanishes and then reappears sometime later.
The character does not exist for any normal game purpose during the period when he is time shifted. If, for example, a fireball spell detonates in the room while the character is time shifted, the character is completely protected against its effects. In fact, unless the blast leaves visible effects (charred walls or corpses or sulfurous fumes), the character won't even know it happened. He sees none of the intervening events.
This power cannot help a character escape contact, however. If someone has established contact or tangents (see Chapter 2) with the time shifter—and continues paying their maintenance cost—then the tangents or contact will still be in effect when the character returns to normal time.
Time shifting offers an obvious advantage in combat. A psionicist can leap one round into the future and maneuver into position for an attack. In that case, the shifter receives a +4 bonus to his attack roll. With enough time, he could even escape.
How long does a time shift last? If the psionicist travels one round forward, then he has one round in which to maneuver. If he travels two rounds forward, then it takes two rounds for reality to catch up. Three rounds is the limit. The farther (or longer) the trip, the more difficult it is to make, as shown in the table below.
Time Shifted — Psionic Strength Cost — Power Score Modifier
1 round — 3 — 0
2 rounds — 6 — -2
3 rounds — 12 — -6
Power Score—No other effect.
20—The psionicist is disoriented, and suffers a -2 penalty on all die rolls for as many rounds as he intended to shift.

Time/Space Anchor:

Psychoportation devotion
Power Score: Int
Initial Cost: 5
Maintenance Cost: 1/round
Range: 0
Preparation Time: 0
Area of Effect: 3 yards
Prerequisites: none
This power protects psionicists against unwanted teleportation. When a time/space anchor is in effect, the psionicist cannot be teleported against his will unless he loses a psychic contest.
Anyone and anything else inside the 3-yard radius is also protected using the psionicist's power score. Items are protected automatically, but living creatures or characters are protected only if the psionicist wants them to be. Each additional creature protected costs another PSP per round. This power cannot prevent someone from teleporting himself away; it only prevents teleporting from an outside source.
Power Score—The psionicist receives a +2 bonus in any resulting psychic contests.
20—The psionicist is rooted to the spot for 1d6 rounds. During that time his AC is penalized 5 points.

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Backstory
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Description: Jezebel is an olive-complected half-elf of a spritely countenance. She has a narrow chin and sharply pointed ears, dark hair kept neat, and large, luminous eyes. She is wiry and tough from years of travel in various harsh conditions.
Jezebel almost always wears her bone-studded leather armor and carries a long bow, with which she is an excellent shot. She generally wears a maroon-colored blouse and a mustard-colored skirt, and has a cloak and hood to keep off sand. She generally wears calf-height boots with hard soles and fingerless archery gloves as well.

Hair: Dark brown
Eyes: Green
Height: 5' 9"
Weight: 157 lbs.

Personality: Like most half-elves, Jezebel is a bit reserved, because she is not used to making friends. When she finds people with whom she can bond, she becomes talkative, even bubbly. When alone, though, she becomes morose and withdrawn.
Jezebel flits from place to place and job to job, never sticking to one thing for too long. She's learned to survive on her own, but she secretly craves contact with other people.
Jezebel enjoys interacting with animals almost as much as with people. She is mystified by children; she felt that she never had a "real" childhood because she didn't fit in, and she doesn't really know how to interact with them.

Background: Jezebel is the unwanted daughter of a Tyrian entertainer—a freewoman who traded in pleasures for money. Her father, an elf, left the city long before she was born, off to run with his tribe. Jezebel was born and grew up in hardscrabble circumstances, with a mother who had limited skills to earn money.
Jezebel's mother died when she was fifteen, and she was forced to take what little she could from their shared household and flee. The other residents of the brothel had little use for a young woman who wasn't going to join the trade.
For several years she wandered from place to place, slowly gaining skill in stealth, survival, and when needed, in the violence necessary to quickly end scraps in her favor.