Kalashtar Quest Game


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Ferrix said:
Time for actual recruitment.
Cool.
The story/background needs some work. I'm happy to have him be from somewhere other than Sharn.

Happy to have my back ground tie into other characters if that works.

[Edit = fixed a bunch of problems. Character should be ready now.
Oh and I think the melee types would like to thank Ozmar for taking empathic substitution....]

The character is constructed to be able to take the Sanctified Mind class (Book of Madness page 199) next level. Is that cool?

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Jormal
Kalashtar Barbarian 2/Wilder 3

Age: 21
Gender: Male
Height: 180cm
Weight: 85 kg.
Eyes: Brown
Hair: Black
Skin: Ruddy brown

STR: 14 [--] (6 points)
DEX: 12 [--] (4 points)
CON: 14 [--] (6 points)
INT: 10 [--] (2 points)
WIS: 10 [--] (2 points)
CHA: 16 [--] (8 points + 1 level)

Hit Dice: 2d12+2 & 3d6+8
HP: 40
Action Points: 7
Armor Class: 15 (10 base + 1 Dex + 4 Armor)
Initiative: +1
BAB: +4
- Melee: +6
- Ranged: +6

Speed: 40'

FORT: +6 (3+1 Base + 2 Con)
REFL: +3 (0+1 Base + 2 Dex)
WILL: +5 (0+3 Base + 0 Wis +2 feat)

Abilities:
- Kalashar Racial abilities: Mindlink 1/day as a 2nd level wilder; +2 against mind-affecting effects and posession; +2 to Diplomacy, Bluff and Intimidate checks; +2 to Disguise checks to take the place of a human; Immune to Dream and Nightmare spells; Natural psion: 1 power point per level.

- Fast movement[/size]
- Uncanny Dodge (never flat footed; no dex loss vs. invisible opponet[/size]
- Rage 1/day[/size]
- Elude Touch[/size]
- Wild surge +2(Enervation)[/size]

Feats:
1st Level
- Power Attack

3rd Level
- Iron Will[/size]

Skills:
Balance +2 (1 ranks, +1 Att)
Climb +3 (1 ranks, +2 Att)
Concentration +7 (5 ranks, +2 Att)
Intimidate +6 (3 ranks, +3 Att)
Knowledge (Dungeneering) +2 (2 cross-class ranks, +0 Att)
Knowledge (Psionics) +2 (2 ranks, +0 Att)
Jump +3 (1 ranks, +2 Att)
Listen +7 (7 ranks, +0 Att)
Ride +2 (1 ranks, +1 Att)
Sense Motive +2 (2 ranks, +0 Att)
Spot +0 (0 ranks, +0 Att)
Survival +4 (4 ranks, +0 Att)
Swim +3 (1 ranks, +2 Att)
Tumble +2 (1 ranks, +1 Att)
Illiterate (-- free for being a Barbarian :))
Spoken Language: Goblin (bought with Barb skill point)


Languages:
- Common, Goblin


Powers:
Manifester Level: 3rd
Save DC: 10 + 3 Att + Level
Powers Known 2 – Power Points: 20 (11+4+5)
1st level – Force Screen, Vigor


Equipment (9,000 gold for CL 5):
Melee weapons
-Hzrat's Razor Aberration Bane GreatAxe +1 (1d12+1, 20/x3)
This massive single bladed ax glows with a faint blue light. The ornate carvings on the axe head look like they all centered around the center of the face of blade. However whatever was there has been torn out, leaving behind a pitted hole. (8302 gp, lb)

Ranged weapons
-Handaxes (1d6+2, 20/x2, 20 ft.) Several (3)worn throwing axes (24 gp, 6 lb)

Potions or Psionic Tattoos
-Cure Light Wounds (CL 1) x 3 (150 gp)

Power Stones
-Know Direction and Location (25 gp)
-Darkvision (375 gp)

Mundane equipment
-Chain Shirt (100 gp), Adventurer’s Furs(8lb), Potion Belt (2 gp)
Misc stuff (40 gp)
-- Hairbraiding oils and ties, camping supplies (skinning knives, flint & tinder, etc), 1 week dried trail rations, 2 waterskins, bedroll, 20ft of rope

Weight Carried: lb
Remain money: 5 gp


Description
Lean and tan the Kalashar before you has an antsy and wild look about him. His thick long hair and beard are strange on a Kalashar, but they are braided neatly enough. For all of his peculiar behavior and appearance he looks attentively at those around him.

Personality
Returning to Kalashar society after many years has mellowed Jormal greatly. Among his own people he has begun to lower his defenses and is significantly more agreeable than the wildman who served as Redken Bloodknife's first lieutenant during the strikes against Sylbaran in YK 995.
Still he tends to make decisions quickly, and with little thought, and prefers solutions involving violence. He wishes badly to take the Light back into this life and guide his way, but when combat begins he finds himself whispering the same prayers to the Mockery that he learned as a beardless boy on the battlefield.

Background
Jormal grew up in Sharn, among the small community of Kalashar who dwell there. His days were filled with religious practice and escapades among the towers and he expected that he would grow up to be a crystal shaper like his father, or else, a warrior like his mother. Then fate plucked him from his blessed environment and gave him a taste of something far worse.
While returning with his father from a trip to visit his great grandmother on the other side of Breland Jormal fell into a river during a freak accident.
Presumed dead he washed downstream until he was picked up by a goblin raiding party and taken back to Droaam as a slave. The next ten years would pass in a blur as the boy was conscripted into the goblinoid war machine. Though non-goblinoid slaves rarely survive for long the boys warped psionic powers and savagery on the battle field led to his being sold into indentured servitude in a Droaamish “mercenary” group (really a conglomeration of greedy tribes and their slaves). Though he was tempted many times to leave the utter brutality with which he saw the Five Nations slaughtering each other on the battle field (as well as the close watch of the goblin wizard set to keep what on the non-goblins) kept him from daring to leave.
With the end of the last war the goblins switched to tomb raiding, striking against numerous ruins in the NE of Droaam. Unfortunately the only tombs that had not been picked clean had existing occupants, most frequently abberitions against nature rising up from Kyber itself. Despite the frenzied combat Jormal was quietly thrilled with facing his new opponets. They reminded him little of his own lost family, and were appaling enough that he felt no guilt in taking their lives.
Finally the mercenary company was almost wiped out by some sort of mind controlling horror; as the group rushed back to the surface Jormal barely managed to avoid succumbing to an intense mental onslaught that left the ogres and goblins he had been running with standing stunned in the tracks. Having earned his freedom by virtue of being the only survivor Jormal looted a pitted and damaged magical ax from camp (Hzrat's Razor) and left for home.
Jormal nearly perished again after taking refuge in an ancient temple to avoid a medusa and her gnoll press gang he discovered. Sneaking through the darkened tunnels looking for a back exit he roused some terrible tentacled creature; a wrong turn left him running toward a dead end and the body of a fallen warrior. as the creature grappled him a great blast of energy arced into it. Badly injured it retreated and Jormal could study the corpse. Apparently a paladin, though not one affilieated with the Silver Flame or Dol Araah, the figure seemed to have fallen in battle. Feeling an intense kindship and gratitude toward the fallen dwarf Jormal gathered up his journal (or what looked like it for he could not read it) as well as (what Jormal thinks is) the paladin's holy symbol, a bearded head with a sword and mace crossed above it, and used the crudely drawn man and sunrods from the figure to make his escape.

He keeps his hair and beard long in memory of the dead figure, even as he searches for a member of his religious order to return the books and amulet to.
[/sblock][/QUOTE]
 
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Hokay... here's my character submission...

[sblock]
Karharath
Kalashtar Psion (Egoist) Level 5

Age: 30
Gender: Male
Height: 6'1"
Weight: 180
Eyes: Gold
Hair: Gold
Skin: Fair

STR: 10 [+0] (2 points)
DEX: 12 [+1] (4 points)
CON: 16 [+3] (10 points)
INT: 17 [+3] (10 points + 1 level)
WIS: 10 [+2] (2 points)
CHA: 8 [-1] (0 points)

Hit Dice: 5d4 + 15 + 8 [feats]
HP: 37
Action Points: 7
Armor Class: 12 (10 base + 1 Dex + 1 Deflection)
Initiative: +1
BAB: +2
- Melee: +2 melee (not armed)
- Ranged: +3 ranged touch (crystal shard: 1d6 damage)

Speed: 30’

FORT: +5 (1 Base + 3 Con + 1 resistance)
REFL: +3 (1 Base + 1 Dex + 1 resistance)
WILL: +5 (4 Base + 0 Wis + 1 resistance)

Abilities:
- Kalashar Racial abilities: Mindlink 1/day as a 2nd level wilder; +2 against mind-affecting effects and posession; +2 to Diplomacy, Bluff and Intimidate checks; +2 to Disguise checks to take the place of a human; Immune to Dream and Nightmare spells; Natural psion: 1 power point per level.
- Psion Class abilities: 2 bonus feats, psionic discipline (psychometabolism), 25 base power points, 11 known powers, max power level 3rd, manifester level 5.


Feats:
1st Level
- Psionic Body [psionic]
- Overchannel [psionic]
3rd Level
- Talented [psionic]
5th Level
- Combat Manifester [psionic]



Skills:
Autohypnosis +10 (8 ranks, +0 Wis, +2 synergy)
Concentration +11 (8 ranks, +3 Con)
Concentration +15 (8 ranks, +3 Con, +4 feat) (to manifest defensively)
Heal +8 (8 ranks, +0 Wis)
Psicraft +11 (8 ranks, +3 Int)
Know(Psionics) +5 (2 ranks, +3 Int)
Know(Dungeoneering) +4 (1 rank, +3 Int)
Know(History) +5 (2 ranks, +3 Int)
Know(Religion) +4 (1 rank, +3 Int)
Know(The Planes) +5 (2 ranks, +3 Int)


Languages:
- Common
- Quor
- Draconic
- Riedran
- Giant


Powers:
Manifester Level: 5
Save DC: 10 + 3 Int + Level
Powers Known – Power Points: 37
1st level – Vigor, Thicken Skin, Crystal Shard, Inertial Armor, Sense Link
2nd level – Animal Affinity, Empathic Transfer, Biofeedback, Forced Sense Link
3rd level – Ectoplasmic Form, Body Adjustment


Equipment:
Miscellaneous Magical or Psionic Items
-Boots of Stomping (600 gp, 2 lb)
-Ring of Protection +1 (2000 gp, 0 lb)
-Cloak of Resistance +1 (1000 gp, 0 lb)

Psionic Tattoos
-Crawling Tattoo of Energy Bolt (750 gp)

Power Stones
-Metamorphosis (1125 gp)
-Body Adjustment (375 gp)
-Body Purification (375 gp)
-Darkvision (375 gp)
-Dispel Psionics (375 gp)
-Energy Wall (375 gp)
-Share Pain (150 gp)
-Psionic Knock (150 gp)
-Bestow Power x5 (150 gp)
-Empty Mind (25 gp)
-Inertial Armor (25 gp)

Mundane equipment
-Adventurer’s Outfit (2 gp, 8lb)
-Backpack

Weight Carried: 18 lb
Remain money: 550 gp


Description The Kalashtar are locked in an eternal war, but not all participants are warriors. Those who do not have the skills to become great warriors or powerful soulblades must help with the talents that they possess. Karharath has never learned to fight, but he is no stranger to battle. Karharath is a healer. His psionic talents have led him to explore the workings of the physical body. He takes great interest in the ways and means that spirit binds with body to produce life. The mystery of life is his challenge. He seeks to aid his warrior brothers and sisters by restoring their strength and repairing their wounds.

Physically, Karharath appears to be a "typical" kalashtar, with a lean, tanned body, and golden skin, eyes and hair. He wears loose robes and an open shirt, displaying an elaborate psionic tattoo that occasionally crawls lazily across his chest. He carries only a leather satchel containing a small collection of psionic crystals, which he uses in his work.

PersonalityKarharath is quiet and reserved, but fierce in his determination to protect his kalashtar brethern. He considers himself to be weak and without skill in combat, and tries to maintain a low profile so he can slip in and help his allies. His quiet nature is displayed through all aspects of his life. He is the last to volunteer a plan of action, but the first to step in to help when someone is in need of healing.

His wartime experiences have left him feeling bitter towards humans and non-kalashtar humanoids, whom he considers to be as barbaric as orcs and hobgoblins. He has slightly racist attitudes against all non-kalashtar as a result, and prefers to focus on helping his own people above all others.

Background Karharath is a native of Sharn, and works closely with the kalashtar community there. Growing up in the kalashtar community in Sharn, he learned the lore of his people, and was encouraged to develop his psionic talents. He greatly loved his elder brothers, and respected their teachings. As he came of age, they encouraged him to help Breland through service in the War. He reluctantly agreed.

During the War, he served Breland as a combat medic, and honed his medical and psionic skills on the battlefield. Although he was raised to be loyal to Breland, he never saw any moral distinction between the various human nations, and was noted for healing enemy soldiers (especially kalashtar) as often as his own allies. He was censured several times and threatened with a court martial in one incident when he restored a Cyran kalashtar spy who later escaped. He might have been tried, but the War ended abruptly, and charges against him were dropped. He gladly left military life, and returned to Sharn where he could help his fellow kalashtar exclusively.

Since returning to Sharn, he has renewed his contacts with his brethren in the community, and made friends with several other displaced kalashtar. He recognizes that the true war, the eternal war between the kalashtar and the quori, continues, and he is eager to put his talents to real use by aiding his kalashtar brethren in this fight.
[/sblock]

Ozmar the Kalashtar Healer
 
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Ok, here´s it. I´m not sure if some things, like personality and background, would fit, but anyway:

Name: Amalkhad
Kalashtar soulknife 5

Age: 55
Gender: Male
Height: 5´10´´
Weight: 150 lb
Eyes: Green
Hair: Black
Skin: Tan
Alingment: Neutral Good

STR: 14 [+2] (6 points)
DEX: 16 [+3] (8 points) [+1 4th level ability bonus]
CON: 14 [+2] (6 points)
INT: 14 [+2] (6 points)
WIS: 10 [+0] (2 points)
CHA: 8 [-1] (0 points)

Hit Dice: 5d10 + 10
HP: 42
Action Points: 7
Armor Class: 19 (10 base + 3 Dex + 5 Armor +1 Deflection)
Initiative: +3
BAB: +3
- Melee: +5
- Ranged: +6

Speed: 30’

FORT: +3 (1 Base + 2 Con)
REFL: +7 (4 Base + 3 Dex)
WILL: +4 (4 Base + 0 Wis)

Abilities:
Mindlink 1/day as a 5th level psion
+2 against mind-affecting effects and posession
+2 to Diplomacy, Bluff and Intimidate checks
+2 to Disguise checks to take the place of a human
Immune to Dream and Nightmare spells.
Natural psion: 1 power point per level

Mind blade
Bonus feats: Weapon focus, Wild talent.
Throw mind blade
Psychic Strike +1d8
+1 Mind blade
Free draw.
Shape mind blade.

Feats:
1st Level: Point blank shot
1st level Soulknife bonus: Weapon focus (mindblade)
1st level Soulknife bonus: Wild Talent
3rd level: Psionic Shot
-
Code:
Skills: 
Concentration   +8 (6 ranks, +2 Con)
Autohypnosis    +8 (8 ranks, +0 Wis)
Tumble         +11 (8 ranks, +3 Dex)
Move silently  +16 (8 ranks, +3 Dex, +5 Competence)
Hide           +11 (8 ranks, +3 Dex)
Spot            +5 (5 ranks, +0 Wis)
Listen          +5 (5 ranks, +0 Wis)

Languages:
- Common, quori, draconic, goblin.


Power Points: 7 (+2 Wild Talent, +5 racial)

Equipment:
Melee weapons
- +1 Mindblade +7 (1d10+3, 19-20/x2) (Two handed)

Ranged weapons
- +1 Mindblade +8 (1d10+2, 19-20/x2, 30 ft.) [+1 to hit and damage within 30 feet]

Miscellaneous Magical or Psionic Items
-Cloak of resistance +1 (1000 gp, 1 lb)
-+1 Mithril chain shirt (2100 gp, 10 lb)
-Boots of elvenkind (2500 gp, 1 lb)
-Elixir of hiding (250 gp, --)
-Ring of protection +1 (2000 gp, -- lb)

Potions or Psionic Tattoos
-Psionic tattoo of Animal Affinity (+4 Dex) (300 gp)
-Psionic tattoo of Force screen (50 gp)
-Potion of Fly (750 gp)


Mundane equipment
-Adventurer’s Outfit (0 gp, -- lb)
-Backpack ( 2 gp, 2 lb) with:
-Rope ( 1 gp, 10 lb)
-1 day rations ( 0,5 gp, 1 lb)
-3x Sunrod ( 6 gp, 3 lb)
-Blanket ( 0,5 gp, 3 lb)

Weight Carried: 31 lb
Remain money: 40 gp

Description: [sblock]Amalkhad is rather non-descript; he seems even more human-like that the normal kalashtar -once you discount the contrast between his short, black hair and his green eyes. He had made stealth an habit, a thing that others find unnerving. He wears several items of elven craft[/sblock]

Personality: [sblock]Amalkhad has grown in a dangerous environment, where words are of little use, so he doesn´t like to speak -or think- too much and rather act, but in a kalashtar fashion; instead of jumping into action, he reaches conclusions too early, and maintains them despite all: he unlikely abandons a course of action, no matter what effort or patience he has to invest, making him the closest thing the kalashtar have to a "wild card". The elders in his family lament his disinclination to follow the psionic traditions, given his natural born talent, a gift he´s used only as much as he needed to manifest and hone his mind-blade. Others thank Amalkhad followed that path, since his expertise as scout has avoided them a lot of trouble in the group´s recent moves.[/sblock]

Background: [sblock]He´s a member of a kalashtar group -mostly a moderately large family or clan- exiled from Sarlona centuries ago, and that has survived preserving the traditions and customs of his former land, living an uncomfortable life in some of the most dangerous lands or Khorvaire. The Last War multiplied their concerns, as the marching armies forced them to move out of their way and put them in danger more than once. Amalkhad followed the group´s monks, the most experienced in stealth and moving unnoticed into their scouting missions, to keep sure the group´s way was clean of danger. That appealed to the young kalashtar, but he lacked the inclination to follow the monk´s discipline. Soon, however, he learned how to manifest his psionic might into a dangerous weapon, a path rarely followed in the group.

Five or six years ago, while doing his duty, he spotted a group of riders. They spotted him too, and decided to attack, shooting him. Taking refuge in a nearby group of trees, he forced the horsemen to close, opportunity he used to kill one of them with a well-thrown mind blade. The others fled, thinking maybe that the shining blade was a spell effect, and they were ambushed by spellcasters. Amalkhad checked the fallen man, and it turned to be a tall elf, killed by his blade and the fall from the horse. After briefly mourning the death, he took his things -armor, weapons and boots- and returned to the group. It wasn´t the first time he was forced to kill, but this time the elders decided that maybe the death wasn´t totally neccesary, and he had to learn to master his mind better. So he had to stay with the group, learning how to focus and sharpen his will.

Soon after the war finished, and many thought it was like a portent, the time of change for them too. Amalkhad shared that belief, and started to think on was was the right thing to do.[/sblock]
 
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Jor of the line of Mal (above) is done. I stuck with the whole Sharn/Droaam thing since there were no comments about it. I would like to work in his character with others but maybe I'll wait until all the characters are posted first.

Ferrix: I'd like to ask for permission to work on taking the Sanctified Mind PrC (Book of Aberrations). I've cleaned up the back story a bit to tie it in more neatly and have it make better sense.
 


since I am at work, i have to make this quick, but here is what my character is going to be.

Race: Kalashtar
Class: Psion (telepath) 5
Future plans: Thrallheard PrC next level

Personality: She believes the mind is better than the body. She is very friendly, but firm and has a tendency to be very commanding. She gets enjoyment out of seeing what people will do if she asks. Is she could be waited on hand and foot, she would take the opportunity immediately.

Once I get out of work I will put the background and the stats up. I just wanted to give you a quick idea.
 

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