Advanced Dungeons & Dragons 2nd Edition Logo ZORN SEREGON
Legion of the Schwartz
Phoenix Gaming Club Logo
Male Human Neutral Good Kit None
Class(es) Psionicist 9 XP 390,100 of 400,000
Strength Score Hit Damage Weight Allow. Max. Press Open Doors Bend Bars
15 55 170 8 7%
Dexterity Score React Missile Atk Defense      
13      
Constitution Score Hit Points Sys. Shock Resurrect Poison Save Regen  
15 +1 90% 94%  
Intelligence Score # Lang Spell Level Learn Spell # Spells/Lvl Immune  
13 3 6th 55% 9  
Wisdom Score Magic Def. Bonus Spells Spell Fail Immune    
15 +1 2/1 0%    
Charisma Score # Henchmen Loyalty React      
12 5 0 0      
 MV 9
 # Atks 1
 THAC0 16
 Hit Dice 8d6+10
 Hit Points 41
 AC 6 (6 Armor)
 Initiative (1d10 + 0)
Paralysis, Poison, Death Magic Rod, Staff, Wand Petrify, Polymorph Breath Weapon Spell
11 11 8 13 12
Weapon # Atks Range Atk Mod S-M L Speed
dagger 1 +0 1d4 1d3 2
hand crossbow +2 1 6/12/181 +2 1d3+51 1d2+51 5
knife 1 -4 1d3 1d2 2
scimitar +1 1 +1 1d8+1 1d8+1 5
1ring of projection triples range and adds +3 damage (included in stats above)
Languages

 Common, Elf, Goblin, Neutral Good, Orc

Weapon Proficiencies
 Initial 2; #Levels 1; Penalty -4

  Dagger, Hand Crossbow, Scimitar

Nonweapon Proficiencies
 Initial 3 (plus 3 Int); #Levels 2

choose 1

  Detect Noise (3) (n/a; n/a), Harness Subconscious (14) (Wisdom -1; 2 Slots), Meditative Focus (16) (Wisdom +1; 1 Slots), Psionic Detection (13) (Wisdom -1; 1 Slots), Reading/Writing (Common) (14) (Intelligence +1; 1 Slots), Rejuvenation (14) (Wisdom -1; 1 Slots), Shipwright (14) (Dexterity +1; 1 Slots), Signaling (15) (Intelligence +2; 1 Slots)

Class Notes

  • Psionic Detection—Prepare for 1 full round, make proficiency check each round while concentrating. On successful check, detect use of psionics within 50 yards. No other information is gained.
Psionics
 Psionic Strength Points (PSP) 100
 Manifester Level 9 choose 1 science and 1 devotion keeping in mind that you must have at least twice as many devotions as sciences per discipline.

 Psychic Defenses: intellect fortress (PS 12; IC 4; MC n/a), mental barrier (PS 13; IC 3; MC n/a), mind blank (PS 8; IC 0; MC 0), thought shield (PS 12; IC 1; MC n/a), tower of iron will (PS 13; IC 6; MC n/a).

 Clairsentience: Sciences—None. Devotions—danger sense (PS 12; IC 4; MC 3/turn).

 Psychokinesis (Primary): Sciences—disintegrate (PS 11; IC 40; MC n/a), project force (PS 13; IC 10; MC n/a), telekinesis (PS 12; IC 3+; MC 1+/round). Devotions—animate object (PS 10; IC 8; MC 3/round), ballistic attack (PS 13; IC 5; MC n/a), control flames (PS 14; IC 6; MC 3/round), inertial barrier (PS 12; IC 7; MC 5/round), levitation (PS 12; IC 12; MC 2/round), molecular agitation (PS 15; IC 7; MC 6/round), soften (PS 13; IC 4; MC 3/round).

 Psychometabolism: Sciences—shadow-form (PS 9; IC 12; MC 3/round). Devotions—adrenalin control (PS 12; IC 8; MC 4/round), biofeedback (PS 13; IC 6; MC 3/round), cell adjustment (PS 12; IC 5; MC up to 20/round), displacement (PS 12; IC 6; MC 3/round), flesh armor (PS 12; IC 8; MC 4/round).

Biography

 Height 6'; Weight 167 lbs.; Age 18; Hair Brown; Eyes Blue; Skin Caucasian
 Homeland Oerth; Religion Path & Way

Defeated Enemies

 Aartuk, Goblin (2), Grey Scavver (2), Krajen (2), Mummy (2), Orog, Starbeast Clan Archer (2), Wraith (2)

Equipment

 Magic Items boots of elvenkind (Move Silently 95% in worst conditions, 100% in best), hand crossbow +2 (S-M: 1d3; L: 1d2; type: P; speed factor: 5), potion of extra-healing (cures 3d8+3 hp), potion of invisibility (8 doses; 1d4+2 turn duration), ring of projection (triple range and +3 damage on all missile weapons; objects retain small bubble of air until impact; use jump but inactive ring for 1 round after each such usage; Code of the Harpers, pg. 106), ring of water walking (support 1,200 lbs.), scimitar +1 (S-M: 1d8; L: 1d8; type: S; speed factor: 5), scroll of protection from fire (30' diameter static sphere; resist all heat and flame; 1d4+4 turn duration), studded leather armor +1 (AC 6; -3 MV)

 Clothing belt (3 sp), breeches (2 gp), gloves (1 gp), good cloth cloak (8 sp), leather baldric (7 gp), soft boots (1 gp), tunic (8 sp)

 Non-Magic Items backpack (2 gp), 10 candles (6 inches; 5 ft. radius; 10 minutes/inch duration) (1 cp each), dagger (S-M: 1d4; L: 1d3; type: P; speed factor: 2) (2 gp), flint and steel (5 sp), hammer (1 gp), 12 hand quarrels (range: 2/4/6) (1 gp each), knife (S-M: 1d3; L: 1d2; type: P/S; speed factor: 2) (5 sp), knife sheath (3 cp), 10 pitons (3 cp each), quiver (8 sp), silk rope (50 ft.) (10 gp), 2 small belt pouches (7 sp each), 2 small sacks (5 cp each), small metal mirror (10 gp), 5 torches (15 ft. radius; 30 minutes duration) (1 cp each), whetstone (2 cp), wineskin (8 sp)

 Treasure
  PP 10; GP 10; EP 10; SP 10; CP 10
  Other None

Advanced Dungeons & Dragons® 2nd Edition. Flight of the Phoenix, A Spelljammer Campaign. Phoenix Gaming Club — 2012.
11 Games Played | Last Played on 01/31/2013 | Created on 09/27/2012 | Played by Chris Harmon