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My Namesake Character


Eodin

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Just for the fun of it, decided to write up my namesake character from 20 years ago. My friend DMed an AD&D campaign and he was a big fan of the Amber books - hence the red hair and psionics.

 

Eodin Feltin

Player: Rob

 

Val Char Cost
17 STR 7
16 DEX 18
20 CON 20
12 BODY 4
20 INT 10
15 EGO 10
15 PRE 5
18 COM 4
4/10 PD 1
4/10 ED 0
3 SPD 4
7 REC 0
40 END 0
31 STUN 0
8" RUN42" SWIM03" LEAP0Characteristics Cost: 87

 

Cost Power END
Elf Abilities
4 1) Elven Longevity: Life Support (Longevity: 1600 Years) 0
2 2) Elven Eyesight: +1 PER with Sight Group 0
5 3) Elven Eyesight: Ultraviolet Perception (Sight Group) 0
5 4) Elven Mind: Mental Defense (8 points total) 0
Psionics Powers, all slots Requires A Psionics Skill Roll (No Active Point penalty to Skill Roll; +0)
11 1) Domination: Mind Control 10d6 (50 Active Points); Costs END To Maintain (Half END Cost; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 5
6 2) Clairvoyance: Clairsentience (Sight Group), x2 Range (250"), Mobile Perception Point (can move up to 6" per Phase) (30 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Extra Time (Full Phase, Only to Activate, -1/4) 3
8 3) Invisibility: Invisibility to Sight Group , No Fringe (30 Active Points); Extra Time (Full Phase, Only to Activate, -1/4) 3
10 4) Shape Shift (Sight Group, any shape), Costs END Only To Change Shape (+1/4) (37 Active Points); Extra Time (Full Phase, Only to Activate, -1/4) 3
11 Psionics End Battery: Endurance Reserve (100 END, 1 REC) (11 Active Points) 0
Wizardry Spells, all slots Requires A Magic Skill Roll (No Active Point penalty to Skill Roll; +0); all slots Gestures (-1/4), Incantations (-1/4)
7 1) Burning Hands: Energy Blast 6d6, Area Of Effect (One Hex; +1/2) (45 Active Points); No Range (-1/2), Gestures (-1/4), Incantations (-1/4) 4
2 2) Feather Fall: Gliding 6", Trigger (Fall More Than 6 feet; +1/4), Uncontrolled (1 Hr + 1 Hr per point magic roll made by; +1/2) (10 Active Points); Coasting (-1/2), Gestures (-1/4), Incantations (-1/4) 0
7 3) Light: Sight Group Images Increased Size (4" radius; +1/2), +4 to PER Rolls, Costs END Only To Activate (+1/4), Uncontrolled (Duration 1 Hr + 1 Hr per point Magic Roll made by; +1/2) (49 Active Points); Only To Create Light (-1), Gestures (-1/4), Incantations (-1/4) 4
3 4) Protection Versus Evil: +2 with DCV, Uncontrolled (Duration 1 Hr + 1 Hr per point Magic Roll made by; +1/2) (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4) 1
3 5) Spider Climb: Clinging (normal STR), Uncontrolled (Duration 1 Hr + 1 Hr per point Magic Roll made by; +1/2) (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4) 1
16 6) Unseen Servant: Telekinesis (20 STR), Fine Manipulation, Costs END Only To Activate (+1/4), Uncontrolled (Duration 1 Hr + 1 Hr per point Magic Roll made by; +1/2) (70 Active Points); Gestures (-1/4), Incantations (-1/4) 6
12 7) Mage Armor: Force Field (6 PD/6 ED) (Protect Carried Items), Costs END Only To Activate (+1/4), Uncontrolled (Duration 1 hr + 1 hr per point Magic Roll made by; +1/2), Usable Simultaneously (up to 4 people at once; +3/4) (55 Active Points); Gestures (-1/4), Incantations (-1/4) 5
4 8) Detect Magic: Detect Magic 14- (Unusual Group), Discriminatory, Range, Sense (23 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4) 2
6 9) Magic Missile: Killing Attack - Ranged 1d6, Autofire (2 shots; +1/4), No Range Modifier (+1/2) (26 Active Points); Gestures (-1/4), Incantations (-1/4) 3
11 Wizardry End Battery: Endurance Reserve (100 END, 1 REC) (11 Active Points) 0
Powers Cost: 133

 

 

Cost Skill
0 Acting 8-
0 AK: Native Country of Tornvar 8-
0 Conversation 8-
0 Deduction 8-
0 Paramedics 8-
0 Persuasion 8-
0 PS: Hunter 8-
0 Shadowing 8-
2 CK: Tornvar 11-
Elf Skills
3 1) Concealment 13-
0 2) Language: Elvish (Native) (idiomatic; literate) (5 Active Points)
3 3) Language: Common (completely fluent; literate) (4 Active Points)
1 4) Language: Goblin/Orc (basic conversation)
1 5) Language: Pixie (basic conversation)
5 6) Survival (Temperate/Subtropical Forests) 15-
3 7) Climbing 12-
3 8) Stealth 12-
5 9) +5 with Stealth (10 Active Points); Limited Power Only In Forests (-1)
Fighter Skills
4 1) WF: Common Melee Weapons, Common Missile Weapons
9 2) +3 with Blades
9 3) +3 with Bows
Mage Skills
9 1) Power: Magic Skill 16-
2 2) KS: Arcane And Occult Lore 11-
3 3) Spell Research 13-
Psionics Skills
9 1) Power: Psionics Power 16-
Skills Cost: 71

 

Cost Perk
20 Follower
Perks Cost: 20

 

Cost Talent
Elven Abilities
3 1) Lightsleep
Talents Cost: 3

 

 

Total Character Cost: 314

 

Val Disadvantages
0 Normal Characteristic Maxima
5 Distinctive Features: Psionic (Not Concealable; Noticed and Recognizable; Detectable Only By Small Group)
10 Hunted: Slavers Organization 8- (As Pow, Harshly Punish)
10 Psychological Limitation: Practical Joker (Common, Moderate)
10 Psychological Limitation: Loyal (Common, Moderate)
10 Psychological Limitation: Hatred of Slavers (Uncommon, Strong)
5 Hunted: Red Ninja Clan 8- (Mo Pow, Watching)

Disadvantage Points: 50

 

Base Points: 100

Experience Required: 164

Total Experience Available: 164

Experience Unspent: 0

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Re: My Namesake Character

 

Dol Guldur was actually in Mirkwood.

It was Sauron's lair while he was undercover as The Necromancer, early in the Third Age (before he returned to Mordor).

 

I ran a short Fantasy Hero campaign set in Middle Earth, using one of the ICE Middle Earth modules. It was set around T.A. 1700, using the Court of Ardor module. Never managed to finish it; real life caused the player group to break up.

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Re: My Namesake Character

 

Dol Guldur was actually in Mirkwood.

It was Sauron's lair while he was undercover as The Necromancer, early in the Third Age (before he returned to Mordor).

 

(Tolkien nerd mode on)

 

Up until quite late in the Third Age, actually. Gandalf and the White Council assembled to force The Necromancer out of Dol Guldur shortly after Gandalf led Bilbo and the Dwarves to Beorn at The Carrock (see The Hobbit).

 

(Tolkien nerd mode off)

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