Dark Sun: North & South Tablelands Games
Hurk
Description:
Player: Markus Lindlahr
Character Name: HurK
Race: Half-Giant Sex: Male
Height: 12’ Eyes: Green
Weight: 1200 lb. Hair: Long Black
Size: L Age: 29
Class: Psion
Kit: Psiologist
Level: 8
Alignment: Lawful + variance
Current Experience: 147,900
Need for Next Level: 200,000
Armor Class: 7 (w/ Densis’ Ring of Protection)
Without Dexterity: 7 Rear: 7
Without Shield: 7 Touch: 7
Hit Points
Temporary: -
Maximum: 100
Movement Rate: 15
Ability Scores
Strength 20
To Hit/Damage +3 / +8
Allowance: 535
Press: 700
Doors: 17 (10)
Lift Gates: 60%
Dexterity 11
Reaction Adj. 0
Missile Bonus 0
Defensive Adj. 0
Constitution 17
Hit Point + 2
System Shock 97%
Resurrection 98%
Poison 0
Regeneration 0
Intelligence 16
Maximum Spell Level: –
Learn Chance: –
Max Spells/lvl: –
Bonus Prof: +5
Wisdom 18
Magical Def. Adj. +4
Spell Level: –
Chance of Failure: -
Charisma 8
Max Henchmen: 3
Loyalty Base: -1
Reaction Adj. 0
Saving Throws (w/ Densis’ Ring of Protection)
Paralysation, Poison, or Death Magic: ≥ 9
Rod, Staff, or Wand: ≥ 10
Petrification or Polymorph: ≥ 6
Breath Weapon: ≥ 12
Spells: ≥ 11
***Additional +4 against magical spells that attack the mind: beguiling, charm, fear, hypnosis, illusions, possession, suggestion, etc. These bonuses are applied automatically, without any conscious effort from the character.
Special/Racial/Class Abilities:
Magical aversion. The psiologist avoids using magical items or magical spells. He may keep one magical weapon, one magical protective device (a ring or cloak protection, for example), and no more than two miscellaneous magical items such as potions, scrolls, or other items. If the character exceeds this limit, he earns only half the experience for the adventure that he normally would.
This limitation also applies to receiving magical aid in the form of spells. Receiving a beneficial spell (bless, haste, cure light wounds, etc.) during the course of an adventure penalizes the character 10% of his experience earned during that adventure. Multiple infractions can reduce his earned experience by as much as 50%, but no more.
Free Harness Subconscious & Rejuvenation NWP skills
+2 PSP’s / lvl & school help in research & advancement
Increase one power score by +1 every even level
-1 to attack rolls with melee weapons
May not wear armor
School boarding: One guest per level/one day per level
Large size
Double hit points
Languages Known: Common
Proficiencies:
Weapon
Initial Slots: 8 Free Slots: 0
Additional Slots: 1/3 (3rd, 6th, 9th, 12th, 15, 18, 21)
Attacks per Round: 2 with great Scimitars. 1 with everything else
With Specialized Weapon: N/A
free Longsword Prof (taught by the elf)
4 Great Scimitar Prof
(4 +2 for out of class selection) Great Scimitar Expertise: Attacks per round as a Fighter
Non-Weapon
Initial Slots: 9 Free Slots: 2 + Contact
Additional Slots: 1/3 (3rd, 6th, 9th, 12th, 15, 18, 21)
(free) Contact (Wis) = 18
(free) Harness Subconscious (Wis -1) = 17
(free) Rejuvenation (Wis -1) = 17
1 Heat Protection (Int -1) = 15
1 Meditative Focus (Wis +1) = 19
1 Crystal Focus (Wis -1) = 17
2 +5 slots Power Manipulation (Int -4) = 17
1 +2 slot Psionic Lore (Int +1) = 19
Spent the in game time to learn but don’t have any open NWP slots:
-Sea(silt)manship
-Sail manipulation
-Distance sense
-Direction sense
-Astronomy & Blue Age stone Astrolabe
-Rope use
-Teaching
Equipment
Dhojakt’s War Stave, “The Bringer of Locusts” wrapped in Silk of the Dream Spider
Densis’ Ring of Protection
Clay Orbs of Light Stored in closed Top Bandolier pocket
Throg-ma’s Sandals Worn
Psionic Talisman (Tyrian sleepy old dwarven clerk named Dormus)
Berg’mench’s Mind Cheese Currently being stored in sack within HurK’s backpack. Two in front belt pouch.
The Hefty Psurlon’s Medallion of Hovering – Given back by Shardivan the Dwarf
5 stone Tablets wrapped in Phase spider silk (plus extra spider silk, enough to cover 2 large urns)
The Overcompensator 10’ gigantic, mekillot bone scimitar (back sheath), Datchi Club of the Primal Earth (Rt. hip)
5’ Bone Great Scimitar (Lt. hip sheath), Lg. Bone dagger (Rt. Boot sheath), 6 Chatkcha’s (bandolier), Balician Toga, Traveling Robe, Chatkcha Bandolier, Cold weather robes, Sack of 120 lemon cheese wheels, 4 × 100′ Giant hair rope, Large backpack, Large Dust goggles, Large Filter mask, 2 Lg. Water skins (2 gallons), Lg. Bedroll & blanket, Lg. Signal whistle on hemp necklace, 24 quartz crystals on hemp necklace, 5 torches & fire kit, 6′ × 6′ “fishing” net, 2 Zerka’s
Mounts & Livestock Other
Encumbrance:
(Weight in packs: Weight in pouches: Other: )
Combat
THAC0: 17
Weapons:
* + 3 Dhojakt’s War Stave, “The Bringer of Locusts” +1 to hit, 1d6 +3, speed ?
- Throg-ma’s Sandals +3 to hit, 1d6 +7, speed 6 (large size natural attacks)
- The Overcompensator +1 to hit, 3d8 +7, 5d4 +7, 13 speed, 2 attacks/rnd.
- Bone Great Scimitar, +1 to hit, 2d8 +7, 4d4 +7, 9 speed. 2 attacks/rnd.
- Large Bone Dagger, -3 to hit, 1d6 +7, 1d8 +7, 2 speed
- Chatkcha (6), -2 to hit, 1d6 +10, 1d4 +9, range: 30/60/90, 4 speed
- Datchi Club of the Primal Earth -2 to hit, 1d6 +8, 1d4 +8, 4-1=3 speed
- Zerka (2), -3 to hit, 2d4 +7, 1d10 +7, range: 10/20/30, 7 speed
The zerka (meat-seeker) is a short, barbed javelin. It can be used as a melee weapon, or it can have a line attached to it and thrown like a harpoon. On a successful hit, the target can make an open doors check to pry it out. Failure causes a point of damage, while success inflicts a regular damage roll as the weapon is ripped out. If a zerka has a line attached, one stuck into a target can be used to control the target’s movements with opposed Strength checks. After combat, a zerka can be carefully extracted without causing more damage.
Loot
Bits:
Ceramic: 21
Silver:
Gold:
Other:
Psionics
Psionic Strength Points: 161 (+25 from talisman)*
Total Disciplines: 3 Total Sciences: 4 Total Devotions: 13
Power Score Bonus: +4
Power score Bonus from quartz crystal NWP: +1
Power score Bonus from Kit: +1 (one power every even level: 2 on Control sound, 2 on Metamorphosis)
Attack Modes:
Contact, (W) +5 = 17-20
1 Id Insinuation, (Wis -4) +5 = 19
2 Ego Whip, (Wis -3) +5 = 20
3 Psionic Blast, (Wis -5) +5 = 18
4 Psychic Crush (Wis -4) +5 = 19
Defense Modes:
1 Tower of Iron Will (W-2) +5 = 19-20
2 Intellect Fortress (W-3) +5 = 20
3 Mental Barrier (W-2) +5 = 19-20
4 Thought Shield (W-3) +5 = 20
Psychokinesis
Sciences:
Kinetic Control, (Int -3) +5 = 18
Devotions:
4 Molecular Agitation, (Wis) +5 = 17-20
5 Control sound (I-7) +7 = 16
Clairsentience
Sciences:
Subjective Reality (Wis -5) +5 = 18 • 35, 7/rnd.
Devotions:
12 See Magic (W -3) +5 = 20
11 Probability Manipulation (I -4) +5 = 17
Psychometabolism
Sciences:
Metamorphosis, (Con -6) +7 = 18
Life Draining, (Con -3) +5 = 19
Devotions:
1 Expansion, (Con -2) +5 = 18-20
2 Accelerate, (Con -1) +5 = 19-20
3 Ectoplasmic Form, (Con -4) +5 = 18
6 Graft Weapon, (Con -5) +5 = 17
7 Cell Adjustment, (Con -3) +5 = 19
8 Double Pain, (Con -3) +5 = 19
9 Iron Will (W) +5 = 17-20
10 Reduction (C -2) +5 = 20
13 Magnify (W -5) +5 = 18
Bio:
*QUIRKS:
Healed from
Dirt…* there is always dirt and worms issuing from your clothes. It falls out of your ears, from the cuffs of your pants and shirt, when you pull out your sword, when you open your pack… the dirt of the grave is always with you.
As the day progresses you rot. Your eyes will bloat, ears or fingernails will fall off, teeth will fall out, and you smell like rancid rotting meat. When you wake the next morning you are back to your normal visage and the process starts all over again.