Sajan

Ludi of Sarenzo's page

81 posts. Alias of Jesse Heinig.


Full Name

Ludi of Sarenzo

Classes/Levels

DECEASED

Size

Medium

Age

25

Alignment

Neutral Good

Languages

Common (Athasian trade tongue); Dwarven

Strength 12
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 18
Charisma 14

About Ludi of Sarenzo

Ludi of Sarenzo
Neutral good male human freeman psionicist 3
Experience points: 4,571

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Defense
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AC 6 (studded leather armor + small shield)
HP 11 (3d6)
THAC0 20
Saving Throws
Paralyzation, Poison, or Death Magic 13
Rod, Staff, or Wand 15
Petrification or Polymorph 10
Breath Weapon 16
Spell 15

+4 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 Spear S-M 1d6/L 1d8 (piercing, speed 6)
Melee Club S-M 1d6/L 1d4 (bludgeoning, speed 4)

Psionic Abilities
PSPs: 51/53 (26 Wis, +1 Int, +20 level, +6 Wisdom bonus per level)
Disciplines: (2) Clairsentience (primary), Psychokinesis
Sciences: (2) Clairvoyance (cs), Detection (cs)*
Devotions: (7 + wild talent) All-Round Vision (cs), Compact (pk)†, Cryokinesis (pk)*, Danger Sense (cs), Know Location (cs), Psychic Messenger (tp, wild), Safe Path (cs)*, See Magic (cs)*
Defense Modes: (2) Thought Shield, Tower of Iron Will

* 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 12, Dex 14, Con 14, Int 16, Wis 18, Cha 14
Languages: Common (Athasian trade tongue); Dwarven

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Weapon Proficiencies
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Starting weapon proficiencies: 2
Bonus every: 5 psionicist levels

Club
Spear

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Nonweapon Proficiencies
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Starting nonweapon proficiencies: 3
Bonus every: 3 psionicist levels
Intelligence bonus: 5

Agriculture (1): Int
Animal Handling (1): Wis-1
Cooking (1): Int
Fire-building (1): Wis
Heat Protection (1): Int-2
Psionic Lore* (1): Int+1
Reading/Writing (1): Int+1 - Common (Athasian trade tongue)
Rejuvenation (1): Wis-1
Water Find (1): Int

* indicates a proficiency found in The Will and the Way sourcebook.

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Gear
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Total starting wealth: 180 cp

Clothing:
• Belt (3 bits)
• Hat, straw (1/5 bit)
• Pouch, large leather (1 cp)
• Sandals (2 bits)
• Sash, linen (2 bits)
• Tunic (8 bits)
• Trousers, cotton (3 bits)
• Vest, cloth w/pockets (5 bits)

Spear (8 bits, 5 lbs.)
Club (3 lbs.)
Metal scimitar (4 lbs.)
Studded leather armor (20 cp, 25 lbs.)
Small shield (3 cp, 5 lbs.)
Dry rations, 7 days (10 cp, 10 lbs.)
Potion fruit of extra-healing
Waterskins, 4 (1 cp ea., 1 lb. ea.)

• 108 cp, 7 bits, 4/5 bit

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Special Abilities
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Psionic Sciences

Clairvoyance:

Clairsentience science
Power Score: Wis-4
Initial Cost: 7
Maintenance Cost: 4/round
Range: unlimited
Area of Effect: special
Prerequisites: none
Clairvoyance allows the user to see images from a distant area. The psionicist picks a viewing spot anywhere within range. He can then see anything that he could normally see if he were standing in that spot. His field of vision is no wider than usual, but he can scan the area by turning his head.
Clairvoyance does not replace the character's normal eyesight. The psionicist can still "see" what is actually before him, but the distant scene is superimposed. For this reason, most clairvoyants close their eyes to avoid the confusion of images.
The more distant the viewed area is, the more difficult it is to use clairvoyance. The table below shows how the range to a viewed area can diminish the psionicist's power score.
Range—Power Score Modifier
100 yards — 0
1,000 yards — -2
10 miles — -4
100 miles — -6
1,000 miles — -8
10,000 miles — -10
Clairvoyance does nothing to enhance the character's vision. Unless some other power or magic is at work, he still cannot see objects that are invisible, hidden in shadow, or behind other objects. This power also provides no sound, so the character actually sees a kind of silent movie (without subtitles, of course).
Once the viewing spot is chosen, it is fixed in space. To enjoy the view from another location, the psionicist must use this power another time, and make a new power check.
The psionicist's clairvoyant presence is undetectable by normal means. It cannot be dispelled, repelled, or kept away by any form of magic.
Power Score—The psionicist automatically gains clairaudience, too, for the duration of the clairvoyant vision.
20—The psionicist is blind for 1d4 hours.

Detection*:

Clairsentience science
Power Score: Wis-2
Initial Cost: 15
Maintenance Cost: 6/round
Range: 0
Area of Effect: special
Prerequisites: none
Detection is the art of finding substances or items by their psychic vibrations. It can be used to dowse for water, to find lost items, or to prospect for gold. To use this power to locate a substance, the psionicist must have a sample of what he is searching for. To locate an item, he must have seen the item himself or successfully used object reading on its owner.
The initial range is 30 yards, but by maintaining the power the psionicist can expand the radius of the search by 10 yards per round. At first, the character only detects the nearest location of what he is seeking, but by maintaining the power he can detect more sources at the rate of one per round, working from the nearest to the farthest.
Power Score—The character detects all sources within range and gets a rough idea of their numbers or concentrations.
20—The character imagines a concentration of what he is looking for in a random direction.

Psionic Devotions

All-Round Vision:

Clairsentience devotion
Power Score: Wis-3
Initial Cost: 6
Maintenance Cost: 4/round
Range: 0
Area of Effect: personal
Prerequisites: none
This power gives the psionicist "eyes in the back of his head"—and in the sides and top, as well. (Of course, this is figurative; he does not literally sprout eyeballs.) In effect, the character can see in all directions simultaneously. Besides its obvious application when combined with the clairvoyance power, all-round vision prevents anyone from sneaking up on the character without some sort of concealment. On the down side, the psionicist suffers a -4 penalty against all gaze attacks while using this power.
Power Score—Infravision is also gained.
20—The psionicist is blind for 1d4 hours.

Compact†:

Psychokinesis devotion
Power Score: Wis-1
Initial Cost: 4
Maintenance Cost: n/a
Range: 10 yards
Preparation Time: 0
Area of Effect: special
Prerequisites: none
With this power a psionicist can take any nonliving material and compact it into a smaller size. The material retains its original mass, but its substance is compressed. Each use of this power can compact 10 cubic feet of material into one cubic foot of space (volumes smaller than 10 cubic feet are reduced by nine tenths). The material can be gaseous, liquid, or solid, and reacts to temperature changes normally while compacted. It will remain compact for 24 hours. Then it quickly expands to its original size, exerting tremendous force.
When expanding, the material forces its way around existing things. For instance, an expanding boulder on a surface of sand causes no damage, but compacted water poured into the cracks of stone severely damages the stone when it expands. If carefully applied, each cubic foot of compacted materials can cause as much as 25 structural points of damage on expansion. A creature that ingests compacted materials takes 1d20 points of damage per ounce taken in when the material reexpands. Expansion is quick, but not explosive.
As a side effect of compaction, the material receives a +4 bonus to all item saving throws.
Power Score—The material is actually compacted by 20 times instead of the normal 10 times.
20—The material does not compact, but instead becomes extremely hot, possibly destroying itself and causing burn damage to those around it.

Cryokinesis*:

Psychokinesis devotion
Power Score: Wis
Initial Cost: 8
Maintenance Cost: 7/round
Range: 30 yards
Preparation Time: 0
Area of Effect: one object or creature
Prerequisites: none
Cryokinesis is the opposite of molecular agitation. Instead of increasing the energy of the target's molecules to raise its internal heat, molecular motion is suppressed to lower the object's heat. Objects may freeze, become brittle, crumble, shatter, or explode from extreme drops in temperature. The list below shows some of the possibilities, depending on how long the power is maintained.
One round: Embers and coals are extinguished, metal becomes cold to the touch, skin becomes clammy, water condenses on object.
Two rounds: Small fires are reduced to cold embers, bone and chitin become brittle, skin becomes frostbitten (1d3 points of damage), liquids freeze.
Three rounds: Large fires reduced to embers, metal and wood become brittle, flesh freezes (1d8 points of damage). Damage does not increase after this round, but does continue at the rate of 1d8 per round.
Four rounds: Stone and obsidian become brittle.
Most items are not automatically destroyed by being frozen and then thawing out, but they may become more susceptible to breakage. Armor and weapons that become brittle due to cryokinesis must make saving throws versus crushing blows each time they deliver or receive blows in combat. (Thri-kreen who are struck while their chitin is brittle suffer double damage from any physical blow.)
Power Score—After the first round, the rate of freezing doubles.
20—The psionicist inflicts mild hypothermia on himself and suffers 1d4 points of damage.

Danger Sense:

Clairsentience devotion
Power Score: Wis-3
Initial Cost: 4
Maintenance Cost: 3/turn
Range: special
Preparation Time: 0
Area of Effect: 10 yards
Prerequisites: none
When using danger sense, a psionicist will experience a slight tingling sensation at the back of his neck when a hazard or threat is near. The DM must make a successful power check on the psionicist's behalf before the character detects the danger. This power does not give the psionicist any specific information about the type of danger. He does not learn how or when it will strike. However, he does learn the general direction of the threat (i.e., to the right, left, ahead, or behind).
The character's power check results determine how much warning he gets. If the roll is 12 or more, he knows whether danger is lurking anywhere in the immediate area. If the roll is 8 or more, he enjoys a full round of warning before that danger strikes. If the roll is 7 or less, however, the psionicist isn't alerted until moments before danger strikes. If the roll is 1 exactly, he still has several moments' warning but the direction is off; e.g., if the attack is coming from the left, he thinks it is coming from ahead, behind, or the right (DM's option).
If the psionicist and his companions have enough warning, they can do something to prepare—getting into defensive positions, preparing spells, or running away, for example. If they have less than one round of warning, the DM must decide how much preparation is possible. In any case, they always gain a +2 bonus on their own surprise rolls.
Power Score—The psionicist learns how far away the danger is.
20—The psionicist cannot sense danger successfully for 1d6 hours.

Know Location:

Clairsentience devotion
Power Score: Int
Initial Cost: 10
Maintenance Cost: n/a
Range: 0
Preparation Time: 5
Area of Effect: personal
Prerequisites: none
This power is useful to characters who frequently travel by using teleportation, gates, or via other planes of existence. When it works, the power reveals general information about the character's location. The information is usually no more detailed than the response of a simple farmer when asked, "Where am I?" Typical answers include "a few miles southwest of Waterdeep...as the crow flies," "in the house of Kilgore the taxidermist," or "adrift on the Blood Sea."
The higher the result of the power check, the more precise the location will be. If the die roll is 8 or more, the location is specified within a mile or less. If the roll is 7 or less, the location is specified within 10 miles.
The character can get additional information that is less specific than the initial answer if his player asks for it. (The psionicist does not make another power check.) For example, if the DM's first response is "you're in the house of Kilgore the Taxidermist," the player might then ask where the house is. The DM might answer by saying Kilgore's house is in Chendl, in the Kingdom of Furyondy.
Power Score—The psionicist learns the exact location he's trying to determine.
20—Nothing within 100 miles can be located with this power for 24 hours.

Safe Path*:

Clairsentience devotion
Power Score: Wis-4
Initial Cost: 8
Maintenance Cost: 5/round
Range: special
Preparation Time: 0
Area of Effect: personal
Prerequisites: danger sense
This power enables a psionicist to use her danger sense abilities to help guide her steps. By listening for the warning tingle of her danger sense at work, she knows when to duck, when to dodge, and when to move forward. This ability is more tactical than danger sense, provided the character trusts her instincts and moves when she is supposed to.
A character using this ability to attempt a dangerous feat of climbing, balance, or coordination gains a +4 (d20) or +25% (d100) to whatever rolls are required. The character could use this ability to walk blindly across a room she knows to be full of traps and still receive the bonus on her chances to avoid the traps by Dexterity checks or saving throws. In combat, the psionicst gains a -2 bonus to her Armor Class and a +4 bonus to saving throws each round she maintains the power.
Power Score—The character automatically succeeds with her first saving throw or ability check.
20—The character's reactions are mistimed and she suffers penalties equal to the bonuses she would have received had the successfully initiated the power.

See Magic*:

Clairsentience devotion
Power Score: Wis-4
Initial Cost: 8
Maintenance Cost: 5/round
Range: special
Preparation Time: 0
Area of Effect: personal
Prerequisites: danger sense
The psionicist can use this power to perceive wizardly magic, including magical items, effects, and potential. Any enchanted items, scrolls, spellbooks, or potions glow faintly in the psionicist's vision. He can see continuing spell effects such as a fire trap, wall of stone, or even a character under the influence of a charm person spell. See magic does not give the user the ability to determine what kind of magic is being used; all he would know is that the item or person radiates magical energy.
If the psionicist passes his power check with a roll of 10 or better, he also can see the spell potential of a magic-using character. A high-level wizard who has used up all of his spells would not have much potential, but one who hd not expended any memorized spells would glow very brightly. This ability cannot detect priestly magic of any kind.
Power Score—The character discerns the type of enchantment on an item or area. For example, he can tell that a fire trap is a trap of some kind.
20—The psionicist mistakenly believes a random item is highly magical.

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Backstory
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Description: Ludi has a weathered face with an often-inscrutable expression under a furrowed brow. His skin is a tanned a rich brown coloration from the sun, and his head is completely bald, although he does have body hair and eyebrows. He has an average nose and somewhat hollow cheeks, as he has lived through many hardships. His frame is lean and his ankles and calves are powerful from many years walking through sand. He has a soft, slightly gravelly voice.
Ludi usually wears a plain tan linen tunic and trousers, with a small pocketed vest and a brown sash that has a leather pouch folded into it. He wears sturdy sandals and, when expecting trouble, carries a spear and a small wooden framework shield with leather hide stretched over it, as well as soft leather armor studded with pieces of hard bone. He always wears a simple straw hat to protect against the heat of the sun.

Hair: Bald (blond eyebrows)
Eyes: Dark brown
Height: 5' 9"
Weight: 175 lbs.

Personality: Ludi is introspective and somewhat introverted. He enjoys the pursuit of psionic ability as its own reward. Having grown up in a small independent village, he is used to his freedom and has some degree of distaste for the institution of slavery. When dealing with people he doesn't know he tends to elide his motivations, deliberately omitting facts to shape the narrative that influences other people. He is slow to trust but quick to assist in small ways when called upon.
Ludi believes that it's possible to make a better society, or a place for one's community at least, through study, practice, and hard work. He despises tyrants and bullies.

Background: Ludi comes from a small village in the western Tablelands called Sarenzo - named for its founder, a wandering nomad who found the location and started a settlement. Over the years Sarenzo attracted a few escaped slaves or travelers looking for a place to settle and became a small but self-sufficient village. Situated in the rough hills some distance south of Tyr, the village of Sarenzo survived via a deep well bored into the low ground not far from a silt patch in the rugged terrain, and a small field of flax, lentils, and wheat. Ludi was born here to a pair of escaped former slaves.
As a young man Ludi worked in the fields with the other children and studied haphazardly with the older members of the village. His quick mind drew the attention of those skilled in the Way, and he picked up the rudiments of psychic power readily.
A few years ago the well in Sarenzo dried up, and the villagers, demoralized, had no choice but to go their separate ways. Packing up their meager possessions, everyone headed to different destinations in hopes of finding a new future.
Ludi is now traveling in search of further tutelage for his psionic abilities.