Player Name: Preston
G-Mail: pnasheton@gmail.com
Link to Ledger: Ledger
Character Name: Daskyn Sunder
Alias: Daskyn
Race: Elf (pg 290)
O.C.C.: Mind Mage (pg 161)
Alignment: Unprincipled
XP Level: 3
XP Points: 7,431 (Updated by Mr Rogers 1FEB25)
Next Level @ XP: 8,961
Racial Hostilities:
Sentiments/Western Empire: The humans of the Western Empire have demonstrated their capacity for evil and Daskyn considers them to be egotistical and aggressive.
Sentiments/Dominion of Man: The humans of the East are more agreeable and Daskyn has had generally good interactions with them.
Sentiments/Non-humans: Daskyn treats most non-humans the same and on an individual basis, but he is not shy to enter the mind to determine their true intentions if he suspects something.
Disposition: Daskyn comes across as polite, suave and holds himself high. He has spent much time with many races and does not share the same particular disdain associated with his kind.
Insanity: None yet.
ATTRIBUTES
I.Q.: 15
M.E.: 15
M.A.: 10
P.S.: 16
P.P.: 13
P.E.: 16
P.B.: 17
Speed: 12 (~8 MPH / 14 KPH)
PHYSICAL DATA
P.P.E.: 3
I.S.P.: 119 +12/lvl
H.P.: 20 +1d6/Lvl
S.D.C.: 10
Age: 75
Sex: Male
Height: 6’8”
Weight: 180lbs
Description: Daskyn is a lean, tall elf who carries himself proudly. He is usually dressed in fine clothing, with jet-black hair and sapphire blue eyes
Racial Abilities
Nightvision 60ft
Natural Abilities
Perception Bonus: 39% (+3%)
Charm/Impress: 35%
Invoke Trust/Intimidate: N/A
Max. Encumbrance: 54 lbs
Max. Carrying Weight: 160 lbs
Max. Lifting Weight: 320 lbs
Max. Jumping Ability: 8ft long, 4ft high
Special Abilities
Psionics
Master Psionic
+2 Lesser, +3 Super per level
Healing
1 Bio-regeneration (Self, 6)
2 Suppress Fear (8)
3 Psychic Purification (8)
4 Healing Touch (6)
Physical
Alter Aura (Self, 2)
Mind Block (Self, 4)
1 Teleport Object (10)
2 Telekinesis (varies)
3 Resist Hunger (2)
4 Resist Thirst (6)
Sensitive
Meditation (0)
See Aura (6)
Total Recall
1 Object Read (6)
2 Extended Presence Sense (8)
3 Sixth Sense (2)
4 Empathy (4)
5 See the Invisible (4)
Super
1 Bio-Manipulation (10)
2 Electrokinesis (varies)
3 Hydrokinesis (varies)
4 Pyrokinesis (varies)
5 Telepathy Superior (8)
6 Invisible Haze (30)
7 Empathetic Transmission (6)
8 Mental Illusion (20)
9 Psi-Sword (30)
O.C.C. Skills
Language, Elven – 98%
Language, Eastern – 60% (+5%)
Language, Wolfen – 60% (+5%)
Math, Basic – 80% (+5%)
W.P. Staff
W.P. Sword
H2H Expert
O.C.C. Related Skills
+1 @ levels 6, 9, 12
[@Lvl1] Literacy, Elven – 45% (+5%)
[@Lvl1] Lore, Demons and Monsters – 50% (+5%)
[@Lvl1] Art – 50% (+5%)
[@Lvl3] Horsemanship, General – 50%/30% (+5%)
Secondary Skills
+1 @ levels 4, 8, 12
[@Lvl1] Prowl – 40% (+5%)
[@Lvl1] Palming – 35% (+5%)
[@Lvl1] Ventriloquism – 28% (+4%)
[@Lvl1] Card Shark – 45% (+4%)
Combat Data
HTH Type: Expert
Number of Attacks: 4
Initiative Bonus: +0
Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +3
HTH Damage Bonus: +1
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Other: Karate Punch does 1D6 damage, Kick attack does 1D8 damage
Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
W.P. Staff - +2 Strike, +1 Parry (+1 to strike at levels 1, 3, 7, 10, and 13. +1 to parry at levels, 2, 5, 8, 11, and 14. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.)
W.P. Sword - +2 Strike, +1 Parry (+1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.)
Saving Throw Bonuses
Coma/Death: 4%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (10+):
Psionics (10+):
Mind Controlling drugs, portions, or magic (varies): +6
Possession (varies): +5
Horror Factor: +3
Daskyn Sunder (Elf, Mind Mage)
Daskyn Sunder (Elf, Mind Mage)
Last edited by Daskyn on Thu Sep 05, 2024 10:02 pm, edited 6 times in total.
Re: Daskyn Sunder (Elf, Mind Mage) - Equipment
Equipment
GM : All your equipment is currently in an unknown location at start of play.
Carried/In Hand
Worn on Person
Ornate Cloak, Belt and Boots
Leather of Iron
Clothing
Superior Balance Elven Longsword
Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: knife, canteen, food ration pack, minor items or individual tools.
• Attachment: Water-skin
• Attachment: Silver coated Dagger
• Attachment: Gold Pouch: 150g
• Attachment:
Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Blanket
• Space: Food Rations
• Space: Pocket Mirror
• Space: Tin of snuff
• Space: Tinder box
• Space: Extra set of clothing
• Space: Personalized deck of cards
• Space:
• Space:
• Space:
Gear Stats
Superior Balance Elven Longsword

Superior Balance Elven Weapon
Silver coated Dagger

Leather of Iron

Uncommon Enchanted Armor
A.R.: 15
S.D.C.: 60
Weight: 11 lbs.
Modifiers: Appears to be a suit of dark leather armor; the Sunder family crest is etched on the chest.
Magic Features
Curse: None
History: None
Book Reference: PFRPG, p.249
GM : All your equipment is currently in an unknown location at start of play.
Carried/In Hand
Worn on Person
Ornate Cloak, Belt and Boots
Leather of Iron
Clothing
Superior Balance Elven Longsword
Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: knife, canteen, food ration pack, minor items or individual tools.
• Attachment: Water-skin
• Attachment: Silver coated Dagger
• Attachment: Gold Pouch: 150g
• Attachment:
Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Blanket
• Space: Food Rations
• Space: Pocket Mirror
• Space: Tin of snuff
• Space: Tinder box
• Space: Extra set of clothing
• Space: Personalized deck of cards
• Space:
• Space:
• Space:
Gear Stats
Superior Balance Elven Longsword

Superior Balance Elven Weapon
- Range: Close Combat or ranged
- Damage: 2D6
- Weight: 3.5 lbs
- Features: W.P. Sword; one-handed and 3' long.
- Modifiers: Superior balance, +3 parry bonus
- Book Reference: p.269 & 271, PFRPG 2ndEd
Silver coated Dagger

- Range: Close Combat or ranged
- Damage: 1D6
- Weight: 1 lb
- Features:
- W.P. Knife; one-handed and 10-20" long.
- Range: 40' for P.S. 3-19, 80' for Ex. P.S. 20-30, 200' for SN P.S. 18+
- Modifiers: None
- Book Reference: p.268, PFRPG 2ndEd
Leather of Iron

Uncommon Enchanted Armor
A.R.: 15
S.D.C.: 60
Weight: 11 lbs.
Modifiers: Appears to be a suit of dark leather armor; the Sunder family crest is etched on the chest.
Magic Features
- Enchanted to be tougher than normal leather armor
Curse: None
History: None
Book Reference: PFRPG, p.249
Last edited by Daskyn on Fri Aug 30, 2024 9:22 pm, edited 2 times in total.
Re: Daskyn Sunder (Elf, Mind Mage) - PFRPG WIP
Background Story
Daskyn Sunder is the proud son of a noble elven family that resides primarily within the Eastern Territory. His father is an accomplished wizard that lives in Llorn and his mother serves as a councilwoman. When Daskyn was born he was a mischievous child, constantly playing pranks on his friends and family though all in good fun. He developed a passion for card games and tricks at an early age. In his early youth, when his mental abilities began to manifest, his parents were overjoyed and he was soon taken to be trained by a close family friend who was also a mentalist. This friend was a member of the Dying Races, the Jeridu, and enjoyed keeping their identity a closely guarded secret to the general public.
Daskyn was enamored by their family and soon formed a close relationship with their daughter, a young Jeridu named Alvina. The two would get into all sorts of mischief together with her being more willing to venture into public, though always hiding her true nature as best as possible. The pair soon became inseparable and spent many years together, though both of them insisted it was strictly a platonic friendship to their families. Daskyn and Alvina were known by their families to get into trouble together frequently. Despite their gifts, or perhaps because of them, Daskyn would often find himself at the card tables while Alvina found herself lifting loose items. The pair would largely stay within Llorn for the early years of their lives, long after Daskyn’s training as a Mind Mage was completed and he was growing into his own.
Daskyn even served temporarily as a city Mind Mage at his mother’s direction, a service, she said, was to help him build his standing with the citizens. During these few years as a city mentalist, he used his abilities to help sift out some smaller criminal dens in the city. Alvina helped him from the shadows by being his arms in the street, though the city guard never knew of her involvement. After several years as a city mentalist, Daskyn grew tired of the tediousness of his role and left his position in good standing. His mother tried to argue against him leaving his position but her warnings fell on deaf ears as Daskyn was all too eager to make his own name.
Unfortunately for them both, one of the dens Daskyn and Alvina had helped to oust in Llorn was a changeling den. They did not forget Daskyn’s role and soon after he left the safety and security of his role with the city, the pair found themselves being hunted by the remainder of the changeling den. Daskyn tried to warn his mother of what was happening, but before anything could be done officially, Daskyn and Alvina both vanished from Llorn’s streets. The pair woke up in opposite cells in a dark and cobblestone keep and soon discovered it was owned by changelings. Their captors mocked the elf and jeridu, using them as leverage against their families. The pair had one goal now, escaping, with Alvina vowing to take as many of them to their grave as possible.
Daskyn Sunder is the proud son of a noble elven family that resides primarily within the Eastern Territory. His father is an accomplished wizard that lives in Llorn and his mother serves as a councilwoman. When Daskyn was born he was a mischievous child, constantly playing pranks on his friends and family though all in good fun. He developed a passion for card games and tricks at an early age. In his early youth, when his mental abilities began to manifest, his parents were overjoyed and he was soon taken to be trained by a close family friend who was also a mentalist. This friend was a member of the Dying Races, the Jeridu, and enjoyed keeping their identity a closely guarded secret to the general public.
Daskyn was enamored by their family and soon formed a close relationship with their daughter, a young Jeridu named Alvina. The two would get into all sorts of mischief together with her being more willing to venture into public, though always hiding her true nature as best as possible. The pair soon became inseparable and spent many years together, though both of them insisted it was strictly a platonic friendship to their families. Daskyn and Alvina were known by their families to get into trouble together frequently. Despite their gifts, or perhaps because of them, Daskyn would often find himself at the card tables while Alvina found herself lifting loose items. The pair would largely stay within Llorn for the early years of their lives, long after Daskyn’s training as a Mind Mage was completed and he was growing into his own.
Daskyn even served temporarily as a city Mind Mage at his mother’s direction, a service, she said, was to help him build his standing with the citizens. During these few years as a city mentalist, he used his abilities to help sift out some smaller criminal dens in the city. Alvina helped him from the shadows by being his arms in the street, though the city guard never knew of her involvement. After several years as a city mentalist, Daskyn grew tired of the tediousness of his role and left his position in good standing. His mother tried to argue against him leaving his position but her warnings fell on deaf ears as Daskyn was all too eager to make his own name.
Unfortunately for them both, one of the dens Daskyn and Alvina had helped to oust in Llorn was a changeling den. They did not forget Daskyn’s role and soon after he left the safety and security of his role with the city, the pair found themselves being hunted by the remainder of the changeling den. Daskyn tried to warn his mother of what was happening, but before anything could be done officially, Daskyn and Alvina both vanished from Llorn’s streets. The pair woke up in opposite cells in a dark and cobblestone keep and soon discovered it was owned by changelings. Their captors mocked the elf and jeridu, using them as leverage against their families. The pair had one goal now, escaping, with Alvina vowing to take as many of them to their grave as possible.
Last edited by Daskyn on Sat Aug 31, 2024 8:50 am, edited 2 times in total.
Re: Daskyn Sunder (Elf, Mind Mage) - PFRPG WIP
ATTRIBUTES
Rolling one extra, dropping lowest
I.Q.: 4d6+1: [2, 6, 4, 4]+1 = 17
M.E.: 4d6: [3, 4, 6, 5] = 18
M.A.: 3d6: [6, 2, 4] = 12
P.S.: 4d6: [3, 6, 6, 4] = 19
P.P.: 5d6: [5, 4, 1, 2, 2] = 14
P.E.: 4d6: [6, 5, 3, 5] = 19
P.B.: 6d6: [1, 3, 4, 4, 1, 5] = 18
Speed: 4d6: [6, 3, 2, 3] = 14
PHYSICAL DATA
P.P.E.: 1d6: [3] = 3
I.S.P.: 3d6*10: [3, 4, 1]*10 = 80 +12/lvl
H.P.: PE + 3d6: [1, 2, 1] = 4 /Lvl
Rolling one extra, dropping lowest
I.Q.: 4d6+1: [2, 6, 4, 4]+1 = 17
M.E.: 4d6: [3, 4, 6, 5] = 18
M.A.: 3d6: [6, 2, 4] = 12
P.S.: 4d6: [3, 6, 6, 4] = 19
P.P.: 5d6: [5, 4, 1, 2, 2] = 14
P.E.: 4d6: [6, 5, 3, 5] = 19
P.B.: 6d6: [1, 3, 4, 4, 1, 5] = 18
Speed: 4d6: [6, 3, 2, 3] = 14
PHYSICAL DATA
P.P.E.: 1d6: [3] = 3
I.S.P.: 3d6*10: [3, 4, 1]*10 = 80 +12/lvl
H.P.: PE + 3d6: [1, 2, 1] = 4 /Lvl