The savant...
Ashrem Bayle
Sueloise Human
1st level Psion (Savant)
Alignment: Lawful Neutral
Experience: 0 / 1,000
ABILITIES
Str: 12 (+1)
Dex: 14 (+2)
Con: 16 (+3)
Int: 12 (+1)
Wis: 14 (+2)
Cha: 6 (-2)
SAVING THROWS
Fortitude: +3
Reflex: +2
Will: +4
COMBAT
Hit Points: 7
Initiative: +2
Base Attack Bonus: +0
Armor Class: 16 (2 Dex + 4 Inertial Armor) or 14 (2 Dex + 2 Leather Armor)
Attacks:
Short Spear - Att: +1; Dmg: 1d8+1
Lt. Crossbow - Att: +2; Dmg: 1d8
Dagger - Att: +1 (+2); Dmg: 1d4+1
SPECIAL ABILITIES:
Bonus Feat (Human)
Bonus Skills (Human)
Psionics
Psicrystal
Psychic Combat
FEATS:
Empowered Psicrystal (Free, Mind’s Eye)
Psychic Prodigy (+2 Con for psionic purposes, Tome and Blood)
Inertial Armor (+4 Armor Bonus, 1 power point reserve)
SKILLS: (24 Points)
Autohypnosis (+6, 4 ranks); Concentration (+6, 3 ranks); Craft: Gemcutting (+2, 1 rank); Disable Device (+3, 1 ranks); Knowledge: Psionics (+4, 3 ranks); Open Lock (+3, 1 ranks); Pick Pocket (+4, 2 ranks); Profession: Miner (+2, 1 rank); Psicraft (+3, 2 ranks); Search (+5, 4 ranks); Spot (+2, 0 ranks); Listen (+2, 0 ranks); Hide (+2, 0 ranks); Move Silently (+2, 0 ranks), Stabilize Self (+4, 1 rank)
EQUIPMENT: (Starting Gold: 90gp)
Short Spear (2gp)
Light Crossbow w/ 30 bolts (38gp)
Dagger (2gp)
Belt Pouch x 2 (1gp)
Flint & Steel (1gp)
Leather Armor (10gp)
Signet Ring (5gp)
Treasure:
31gp
PSIONICS:
Power Points: 3
Psychic Combat Modes: Psychic Crush, Mind Blast
Psychic Defense Modes: Empty Mind, Intellect Fortress, Tower of Iron Will
Secondary Disciplines: Telepathy & Clairsentience
Displays:
Psychokinetic Powers: A low humming sound.
Clairsentient Powers: Eyes glow green
Telepathic Powers: Everyone senses that they are being watched
Psychoportation Powers: Sound of glass breaking
Psychometabolism Powers: A wet cracking sound as the body disfigures or heals.
Metecreation Powers: Ectoplasm soaks or blankets the created object or effected area for a brief second.
Talents: Free Uses: 4
Far Hand
Daze (DC:+4)
Missive
Inkling
1st Level Powers: Cost: 1 pp
Matter Agitation (DC:+5)
Charm Person (DC:+5)
BACKGROUND
Appearance:
Age: 22
Height: 5’-10”
Weight: 145 lbs.
Hair: long and white
Eyes: ice blue
Slender and graceful, Ashrem seemingly has no body fat. While he appears frail, his time spent in slavery and practicing exotic conditioning exercises has developed his body to a level of health and fortitude that few ever achieve. His body, especially his back, is covered in numerous scars from his time as a slave. Also, there is a slave mark tattooed into the back of his neck. He wears his hair long to cover this.
Ashrem prefers dark clothing. He wears a suit of tight fitting black leather armor adorned with numerous buckles and straps that protect his body. Worn over his armor is a long black cloak with a deep hood. His long white hair stands out in contrast to his dark clothing. Ash often carries a spear topped with two prongs. Set between the prongs is a small rough-cut ruby that is removable. This is the resting place of Tarsis, his sentient psicrystal.
Ashrem is actually good looking, however his lack of a normal childhood and his dependency on psionics make him seem distant and brooding. He never bothered to learn diplomacy when he could simply will the other person to agree with him.
History:
Born in the Duchy of Urnst, Ashrem Bayle’s first memory was of blood and carnage. At the age of but four summers, he became one of a dozen survivors of a drow raid on his hometown of Kalari Springs. Along with the other captives, Ashrem was taken into the underdark and sold into the service of a brood of mind flayers.
Serving under the lash of a harsh taskmaster, Ashrem spent his youth mining the cold stone of the underdark. However, at the age of twelve, he was taken by one of the more prominent illithids for study. Ashrem has little memory of this time for he often faded in and out of consciousness. His memories and perceptions distorted by rigorous psychic experimentation, Ashrem was finally returned to the mines.
Little did he know that he was being watched. The Illithid leader had managed to awaken the boy’s latent psychic potential. He had been returned to the other slaves in order for the illithids to watch his abilities naturally manifest. Unfortunately for the mind flayers, Ashrem was quicker to manifest his abilities that they imagined. Using his psychic abilities, Ashrem melted through his shackles and freed his fellow slaves. In the revolt, only he and a half dozen others managed to escape to the surface.
After his escape, Ash returned to the remains of what was once his home. There he found a delapidated farm house and his family's remains. He buried his family and from his father's corpse he took a signet ring depicting a wolf with three eyes. The importance of the third eye was not lost on Ash who now believes his family had a strong psionic heritage. He wishes he knew how to contact anyone else in his family, but he has only a few very vague memories of his chilldhood before slavery.
Leaving his home behind, Ash traveled about and soon found himself in the Yeomanry region. There he lived on the streets and made his way as a petty thief. He learned to use his powers to bend the will of men so that they would be more than generous with their offers of charity. While most thieves were slick tongued and smooth, Ashrem refused to spend time developing those abilities. His psychic abilities made such tactics unnecessary.
He lived this way for a year before his abilities were discovered. A man by the name of Sorren recognized the youth’s abilities and gave him an ultimatum. He would not turn Ash over to the authorities, if he agreed to become Sorren’s pupil. Ashrem agreed and began a formal study of the “Unseen Way” under the strict tutelage of his new master. In his studies, Ash developed the ability to engage others in mental combat and learned a great deal of psionic theory and principles.
He had learned a great deal, but while very different than the mines of the underdark, he still resented being in a submissive position. After spending a year with his teacher, Ashrem has decided to move on. He does not know where he plans to go, but he craves adventure and the freedom of the road. He searches for knowledge and treasures so that one day he may create his own estate and forever be free.
<Stats included for future use.>
PSI-CRYSTAL:
Tarsis
Hit Dice: 1 special (20hp)
Initiative +6
Speed: Varies
AC: 13 (-5 Dex, +8 Size); Hardness 15
Attacks: --
Damage: --
Face/Reach: Special
Special Attacks: Special
Special Qualities: Regenerate 2d4hp per day, Personality (Resolve, +2 Will)
Saves: Special
Abilities: Str: 1, Dex 0, Con -, Int 6, Wis 14, Cha 6
Skills: Special
Feats: --
Special Abilities: Sighted, Empathic Link,