Drek Blackstone

Personal Information
Name: Drek BlackstonePlayer: Mike F Version: 4.2
Race: Human Gender: Male Height: 6'4"Weight: 172 lbs
Classes: Fighter Age: 16 Alignment: Chaotic Neutral CP: 14
XP: 13556 Levels: 4 Next Level: 16,000
Kit: Melderni Trained Swordsman Bonus XP: +15% (Human/Fighter)
Ability Scores
Str:18/93Stamina:18/93Weight Allowance: 235 lbsBend Bars/Lift Gates: 35%
Muscle:18/93Attack Adj.: +2Damage Adj.: +5Max. Press: 380 lbsOpen Doors: 15(3)
Dex:16Aim:15Missile Adjustment: +0Pick Pockets: +0%Open Locks: +0%
Balance:18Reaction Adjustment: +2Armor Class: -4Move Silently: +10%Climb Walls: +10%
Con:16Health:14System Shock: 88%Poison Save: +0
Fitness:18Hit Point Adjustment: +2(+4)Resurrection Chance: 100%
Int:11Reason:9Max. Spell Level: 4thMax. Spells Per Level: 6Illusion Immunity: None
Knowledge:13Bonus Proficiencies: 3Chance to Learn New Spell: 55%
Wis:12Intuition:12Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0Clerical Spell Failure Chance: 5%
Willpower:12Magic Defense Adjustment: +0Spell Immunity: None
Cha:11Leadership:13Loyalty Base: +0Maximum Number of Henchmen: 5
Appearance:9Initial Reaction Adjustment: +0

Hit Points: 51
Base THAC0: 17
Melee THAC0: 15
Missile THAC0: 17
Natural armor class 10
Full armor, chain mail -5
Balance Defensive adj. -4
One-handed WS (-2)
FINAL: 1 (-1)
Weapon Proficiencies
Full armor, chain mail (halves armor Encumb)
Sword, Elven longsword (17-19 +1) (Specialist +1 ToH/+2Dam)
Swords (Broad group)
Fighting Style:
  Two Weapon (equal length)
  Two-handed Weapon
  One-handed Weapon (+2 AC)
Non-Weapon Proficiencies
Alertness (S&P) 6
Ambidexterity-SFH 5
Blind Fighting 11
Eitquette, Melderyn 8
Reading/Writing Melderynese 7
Riding, Horse 13
Rope Use 10
Swimming 14
Weapon Appraisal 10
Native Languages
Weapons - Primary and Offhand
WeaponMeleeMissileRoundFactorSm-MedLargeTypeSize PB / S / M / L /EX
Sword, Elven longsword (17-19 +1)143/241d10+71d12+7P/SM
Dagger 1517121d4+51d3+5PS246
Sword, Elven longsword (17-19 +1)14141d10+71d12+7P/SM
Dagger 1517121d4+51d3+5PS246
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 14 Polymorph: 14
Rod: 15 Staff: 15 Wand: 15 Breath Weapon: 16 Spell: 16

Psionics, Wild Talent
PSPs: 35 MTHAC0: 19 MAC: 10
Attacks: None Defenses: None
Wild Talent
Power PSPs Range Area of Effect MAC
Reduction varies 0 Personal 6
Psionic Powers

(Psychometabolic Devotion)
PSP Cost:
Preparation Time:
Area of Effect:

This power is the reverse of expansion. The psionicist can reduce his body's dimensions along any or all axes: height, length, width, or thickness. The change amounts to 1 foot per PSP spent, until the dimension being affected is 1 foot or less. After that, the psionicist can halve his dimensions each time he spends a PSP.

For example, let's assume Magnilda (a dual-class psionicist and warrior maiden) stands 6 feet tall. Five strength points reduce her height to 1 foot. Three more strength points halve her size three times: to 6 inches, then 3 inches, and finally to 1.5 inches.

Now let's assume Magnilda only wants to make her arm thin enough to slide through a keyhole. At its thickest point, her arm measures 4 inches across. Three strength points will reduce the thickness of her arm to 1/2 inch (from 4 to 2, then to 1, then to l/2) without altering its length at all. She can now slide her arm through the keyhole and unlock the door from the inside.

Racial Abilities
Experience bonus - +5% experence point bonus.
Class Abilities
    1d12 for hit points - d12 Hit Point die.
    Weapon specialization - Allows specialization in one weapon.
    Limited armor - May not wear armor heavier than chainmail.
Kit - Melderni Trained Swordsman
This kit is for single class warriors that have graduated from one of the few prestigious weapons training schools of New Melderyn.

This kit focuses on warriors that trained and specialized in all manner of swords.

At 1st level, the swordsman gains +1 "To Hit" vs single humanoid opponent weilding a hand-held weapon.

At 5th level, the swordsman's bonus increases to +2 "To Hit" vs a single opponent, or +1 "To Hit" vs two humanoid opponents weilding hand-held weapons.

At 10th level, the swordsman's final bonus is +3 "To Hit" vs a single opponent, +2 "To Hit" vs two opponents, or +1 "To Hit" vs three humanoid opponents weilding hand-held weapons.

The swordsman gains no bonuses against monsters, unless they are in a humanoid form using a hand-held weapon.

Trained Swordsmen gain an additional CP to be used toward the purchase of a Broad or Tight Sword weapon group which they must purchase at 1st level.

Free NWP Skills: Ambidexterity, Blindfighting, weapon Appraisal

Recommended Skills: Any sword related fighting style, sword specialization.

Benefits: If the character takes Weaponsmithing, they get get an additional +2 bonus when creating swords.

Disadvantages: The swordsman has an uncontrollable snobby attitude toward other warriors that did not attend elite military training schools. No matter the level of the warrior, his disdain is due to the improper techniques used regardless if it seems effective or not.

   -5 Reaction Adjustment to other warriors with no formal training.
   -3 Reaction Adjustment to other warriors. from lesser training schools.
   +3 Reaction Adjustment to other warriors from same school.
Wild Talent (free) - Allows automatic aquisition of a Wild Psionic Talent.
Family Curse: Major

The character carries the family curse, which rears its ugly self every few generations. Drek is an incurable kleptomaniac. His thieving takes the form of random items seemingly "magically" showing up in his sack or backbpack. Drek is in such a state of denial that he will improvise any sort of unbelievable story to explain how he came to have such items. He cannot decide which items he wants to unconsciously procure. His base base chance is roughly 70%, depending on the circumstancial modifiers. His seemingly phenominal success can be attributed to the fact that he doesn't appear to NEED for anything and also the fact that he is very relaxed when doing the theft (because it is his subconscious actually doing it). His curse most often produces a random unneeded/unuseful item or two a day (less if in a locale that doesn't have anything to steal, like the forest or a desert). Being absolutely confronted with incontrovertable proof that he stole an item brings him to clarity of all the times he has stolen items.. then within a day or two.. his mind finds a reason to reject the claims no matter far fetched. For example, anyone catching the character red-handed will bring him to believe that it is correct, he is a kleptomaniac. But, later his mind will begin to believe that he was fooled somehow.

Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-235 236-274 275-313 314-352 353-380
Movement: 16 12 8 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 77.80 pounds (None Encumbrance, 16 Movement)
  • Animals
    • Horse, riding
      • Bit and bridle
      • Saddle bags, small
        • Knife sheath
          • Knife
        • Mug, from Rusty Bucket
        • Rope, hemp (50 ft)
        • Torch x3
      • Saddle blanket
      • Saddle, riding
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Torch x3
      • Wineskin
    • Bag
      • Whetstone
    • Bag of Holding, Non-Magical
    • Belt pouch, small
    • Dagger
    • Sheath of Holding, Elven Longsword
    • Tent, small
    • Ring of Light (Continual Light 3/D at 9L, & Dispels Darkness, 60' at 9L 1/D CW="FILTA/ATLIF")
    • vial of poison (from Dream Tree)
    • Potion of Fiery Burning
  • Items Readied
    • Sword, Elven longsword (17-19 +1)
  • Items Worn
    • Belt
    • Boots, riding
    • Breeches
    • Cap, hat
    • Drawers
    • Full armor, chain mail
    • Gloves
    • Hood
    • Pouch
      • Dram x373
    • Shirt
    • Tunic
    • Vest
1AzukarElfFigherN/G183Lt. Palace GuardDream TravelCherifar
2HonchoDwarfFighterN/N174Gate GuardDanger SenseCherifar
Character History
Drek's was born to the Blackstones, a rather wealthy New Melderyn family. Dispite their money, Drek's parents to not believe in giving away their "hard-earned" family money to their children. Dispite this, they did spare no expense in sending Drek to one of the most prestiged sword training New Melderyn has to offer. Upon graduation, Drek was gifted his grandfather's weapons to prove his way. The weapons were a finely balance matched pair, one an elven longsword and the other an elven dagger. When fighting other swordsman, he often cannot hide his disdain for any sword faux paus or bad habits they exhibit. He is a very driven swordsman and wants to prove himself to everyone else, often challenging those that are far his betters.