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Kalashtar Quest PC's


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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 Manifestation [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.

Personality: Karharath 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.

Proposed Group Background Outline:

So piecing together what we've posted so far on backgrounds, I am gonna throw out some ideas just to get (or keep) the ball rolling. Feel free to edit, comment, etc...

Karharath went off to war in the service of Breland, and nearly got court-martialled. He deserted his station at the end of the war, hoping that he would be presumed dead on the battlefield. Fearing prosecution, he decided to lay low in Amalkhad's village. There the two of them met and discussed their views of the world. Karharath told Amalkhad that he should not be ashamed of the deaths of his enemies. In war, these things are required, and he must keep his eye on the greater good. After all, they were not kalashtar. In Karharath's view, Amalkhad and others like them have a powerful gift, and they must use it to protect the kalashtar from the insidious attacks of the Inspired.

Jorhad is a wild card (literally). He may have been born to a human/kalashtar union and grew up in some of the wilder regions west of Breland. He may have had to deal with orcs and goblinoid raids and frequent battles. Maybe his parents were killed, and he resolved to seek out others of his kind and so travelled eventually to Sharn, hearing that there was a large community there.

Once in Sharn, he found his way to Overlook, and was taken in by the Had clan. He came to the attention of the Enlightened Havakhad, who saw great potential in the young barbarian. Havakhad taught him to begin to harness his wild, untamed psionic potential.

Panitari and Selahtari are sisters (literally, in the kalashtar sense of being from the same clan). They met when Selahtari and her mother arrived in Sharn, where they often practiced or studied together in the kalashtar community in Overlook. Panitari was fascinated with tales of ancient Sarlona, and together the two of them resolved to one day return. The two probably trained under their elder sister, Selkatari, who oversees martial training and monastic discipline at the Gathering Light. (Although, they may not have been the best students, preferring, methinks, less martial arts.)

Shortly after the War ended, the two were asked by Hannamelk (the resident seer) and Selkatari to travel with Jorhad to the edges of Breland in order to discover the fate of Karharath, a soldier who has gone missing. After some searching, the three discovered Amalkhad's village, and found Karharath hiding there. Karharath at first didn't want to leave, but Panitari was able to convince him to follow her (and he may even have fallen for her?) Amalkhad saw this as an opportunity to explore another kalashtar community in Sharn, and so he asked to accompany them.

So the five returned to Sharn, and there received direction from the wise sage, Havakhad, who had a task of particular urgency that needed completion. The five young kalashtar are each eager, for their own reasons, to help Havakhad in whatever this task may be, and having grown to know and trust each other over their recent journey, look forward to working with each other on this "Kalashtar Quest".

How's that? Its a start, anyway...
 

Selahtari
CG Kalashtar Bard 3/Wilder2

Age: 47
Gender: Female
Height: 5’6”
Weight: 113 lbs.
Eyes: golden brown
Hair: Black
Skin: deeply tanned

STR: 12 [+1] (4 points)
DEX: 15 [+2] (6 points, +1 lvl 4)
CON: 10 [+0] (2 points)
INT: 14 [+2] (6 points)
WIS: 8 [-1] (0 points)
CHA: 16 [+3] (10 points)

Hit Dice: 3d6 plus 2d6
HP: 20
Action Points: 7
Armor Class: 19 (10 base + 2 Dex + 5 Armor +2 Shield)
Initiative: +2
BAB: +3
- Melee: +4
- Ranged: +5

Speed: 30’

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

Abilities:
- +2 racial bonus on saves vs. mind affecting spells and possession
- +2 racial bonus on Bluff, Diplomacy, Intimidate, and Disguise checks to pass as human.
- immune to dream and nightmare
- naturally psionic. +1 pp/level
- Psi-like ability: Mindlink 1/day. ML 2
- Bardic music 3/day
- Bardic Knowledge +5
- countersong
- fascinate
- inspire courage +1
- Wild Surge +1
- psychic enervation
- elude touch: +3 touch AC
- inspire competence


Feats:
1st Level
- Combat Expertise
3rdt Level
- Path of Shadows



Skills:
Balance +8 (5 ranks, +2 Dex, +2 synergy, -1 ACP)
Bluff +10 (5 ranks, +3 Cha, +2 racial)
Diplomacy +10 (0 ranks, +3 Cha, +2 racial, +4 synergy, +1 glamerweave)
Disguise +3 (0 ranks, +3 Cha) [+2 acting in character][+2 humans]
Intimidate +11 (4 ranks, +3 Cha, +2 synergy, +2 racial)
Jump +7 (5 ranks, +1 Str, +2 synergy, -1 ACP)
Knowledge (Arcana) +8 (6 ranks, +2 Int)
Knowledge (Nobility and Royalty) +4 (2 ranks, +2 Int)
Knowledge (Psionics) +8 (6 ranks, +2 Int)
Perform (Dance) +11 (8 ranks, +3 Cha)
Perform (Sing) +9 (6 ranks, +3 Cha)
Sense Motive +4 (5 ranks, -1 Wis)
Tumble +13 (8 ranks, +2 Dex, +2 PoS, +2 synergy, -1 ACP)


Languages:
- Common, Quor, Draconic, Riedran


Spellcasting:
Caster Level: 3
Save DC: 10 + 3 Cha + Level
Spells Known:
0th level – (3/day)
Detect Magic
Flare
Resistance
Read Magic
Light
Prestidigitation
1st level – (2/day)

Cure Light Wounds
Tasha’s Hideous Laughter
Identify

Powers:
Manifester Level: 2
Save DC: 10 + 3 Cha + Level
Powers Known – Power Points: 14 pp
1st level –
Mind Thrust
Precognition, defensive


Equipment:
Melee weapons
-Rapier +5 (1d6+1, 18-20/x2) +1 rapier ( 2,370 gp, 2 lb)
-Whip +5 (1d3+1, 20/x2) 15 ft. reach, Trip, +2 on Disarms, masterwork ( 301 gp, 2 lb)

Ranged weapons
-light crossbow +6 (1d8, 19-20/x2, 80 ft.) masterwork (335 gp, 4 lb)

Miscellaneous Magical or Psionic Items
-+1 chain shirt (1,250 gp, 25 lb)
-+1 mithril buckler (2,015 gp, 2.5 lb)
-Cloak of Resistance +1 (1,000 gp, 1 lb)


Potions
-Shield of Faith x 3 (150 gp)

Wands
-Cure Light Wounds (bard 2) (50/50chg) (1500 gp, 1oz)

Mundane equipment
-Glamerweave Entertainer’s outfit (103 gp, 3 lb)
-10 bolts (1 gp, 1lb)
-Spell Component Pouch (5 gp, 2 lb)
-ID papers with portrait (5 gp)
-Belt Pouch (1 gp, .5 lb)


Weight Carried: 42 lb
Remain money: 14 gp


Description
Selahtari is a small, dark, fit woman with unearthly grace and beauty. She exudes confidence in herself. She is commonly seen in her fascinating dark blue dancer’s outfit, though occasionally she’ll also don her fine shirt of chain and her simple mithril buckler.

Personality
Those who meet Selahtari come away with a single adjective to describe her: Confidant. She knows what she can and can’t do, and occasionally is willing to try the latter just to push herself. She’s as active in the struggle against the dreaming dark on the floor of a House Phiarlan party as she is late at night, stalking the streets in search of Inspired plots.

Background
Selahtari lived her early years in Sarlona, training with some of the finest private song and dance instructors, learning the rarely taught secrets of the arcane arts. Her family was wealthy and active in the battles the Kalashtar occasionally waged across Riedra. When her father was killed in an attack by the inspired, Selahtari’s mother brought her to Khorvaire, away from her teachers, and into Sharn…in an attempt to escape the grasp of the vile dreaming dark.
In Khorvaire, Selahtari and her mother found that, not only were they relatively poor, but they were even larger targets for the Dreaming Dark’s plots. The two women were fortunate when they met an heir of house Phiarlan, who offered to showcase Selahtari’s dance and songs in an upcoming showcase of exotic performers. Selahtari was a hit, and she worked as a dancer in parties of the wealthy in Sharn for years, supporting her mother and herself. Her contacts at House Phiarlan offered her another opportunity. They set her up with another Kalashtar living in Sharn, to teach her the skills she needed to survive on Khorvaire and battle the dreaming dark. When it became clear that Selahtari’s psionic proclivities were of the wilder sort, she began training with some of the most active wilders in Sharn: active in fighting the vile Inspired.
Today, Selahtari leads a double life. Most times she is the graceful dancer to the rich, charming at parties, and beautiful to observe. At other times, she is a warrior-crusader hunting the streets of Sharn with the other underground Kalashtar, looking for the Inspired, and foiling them every chance she gets.
 
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Name: Amalkhad
Kalashtar Rogue 4/Psion (Egoist) 1

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

STR: 12 [+1] (4 points)
DEX: 16 [+3] (8 points) [+1 4th level ability bonus]
CON: 14 [+2] (6 points)
INT: 12 [+1] (4 points)
WIS: 14 [+2] (6 points)
CHA: 8 [-1] (0 points)

Hit Dice: 5d6 + 1d4 + 10
HP: 33
Action Points: 7
Armor Class: 19 (10 base + 3 Dex + 5 Armor +1 Deflection)
Initiative: +3
BAB: +3
- Melee: +4
- Ranged: +6

Speed: 30’

FORT: +4 (1 Base + 2 Con +1 resistance)
REFL: +8 (4 Base + 3 Dex +1 resistance)
WILL: +6 (3 Base + 2 Wis +1 resistance)

Abilities:
Mindlink 1/day as a 2nd 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

Sneak attack +2d6, Trapfinding
Evasion
Trap sense +1
Uncanny dodge

Bonus feat, discipline, psionic powers.

Feats:
1st Level: Point blank shot
1st level psion bonus: Psionic Shot
3rd level: Up the walls


Code:
[b]Skills:[/b] Rogue: 63 skill points, Psion 3 skill points.
Concentration   +5 (3 ranks, +2 Con)
Tumble         +11 (8 ranks, +3 Dex)
Move silently  +16 (8 ranks, +3 Dex, +5 Competence)
Hide           +11 (8 ranks, +3 Dex)
Spot           +10 (8 ranks, +2 Wis)
Listen         +10 (8 ranks, +2 Wis)
Search          +9 (8 ranks, +1 Int)
Disable device +11 (8 ranks, +1 Int, +2 circumstance)
Open locks     +12 (7 ranks, +3 Dex, +2 circumstance)

Languages:
- Common, quori, goblin.

Psionic powers:
Manifester level: 1
Save DC: 11 + power level
Power Points: 7 (+2 class, +5 racial)
Powers known:
1st level:
Skate, Crystal Shard, Force Screen.

Equipment:
Melee weapons
- Masterwork shortsword +5 (1d6+1, 19-20/x2)

Ranged weapons
- Ranged touch attack +6 [+1 to hit and damage at 30 feet or closer]

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)
-Ring of protection +1 (2000 gp, -- lb)

Power stones
-Touchsight (375 gp)
-Thicken skin x2 (25)
-Animal affinity x2 (300)

Potions or Psionic Tattoos
-Psionic tattoo of Chameleon x2 (100)

Mundane equipment
-Adventurer’s Outfit (0 gp, -- lb)
-Masterwork short sword (310 gp, 2 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)
-Masterwork thieve´s tools.

Weight Carried: 33 lb
Remaing money: 155 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. He was however quite talented por psionic training, but the time spent alone, honing his mundane skills, meant that he only bothered to develop those powers that could already improve his other skills. As the group moved from the wild to the cities, his areas of expertise expanded, including those skills needed to bypass locks, traps and guards, saving more than one of his brethen of a tight spot -be on the jail, or from he hands of kidnappers.

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 crystal shard. The others fled, thinking maybe that the shining missile was a spell effect, and they were ambushed by spellcasters. Amalkhad checked the fallen man, and it turned to be a tall elf, instantly killed by the shard 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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Qilkhad (Quill to his friends)
LG Kalashtar Psion (Shaper) 5

Age: 92
Gender: Male
Height: 5'8"
Weight: 120 lbs
Eyes: Ice Blue
Hair: Jet Black
Skin: Pale, Translucent

STR: 08 [-1] (0 points)
DEX: 10 [+0] (2 points)
CON: 12 [+1] (4 points)
INT: 17 [+3] (10 points) [+1 at 4th level]
WIS: 14 [+2] (6 points)
CHA: 14 [+2] (6 points)

Hit Dice: 5d4 + 5
HP: 19
Action Points: 7
Armor Class: 10 (10 base + 0 Dex + 0 Armor)
Initiative: +0
BAB: +2
- Melee: +1
- Ranged: +2

Speed: 30’

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

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
-


Feats:
1st Level - Overchannel, Boost Construct
3rd Level - Craft Universal Item
5th Level - Craft Dorje


Skills:
Concentration +9 (8 ranks, +1 Con)
Knowledge (Arcana) +5 (2 ranks, +3 Int)
Knowledge (History) +4 (1 rank, +3 Int)
Knowledge (Local - Sharn) +5 (2 ranks, +3 Int)
Knowledge (Noblity and Royalty) +4 (1 rank, +3 Int)
Knowledge (The Planes) +16 (8 ranks, +3 Int, +5 Mask)
Knowledge (Psionics) +11 (8 ranks, +3 Int)
Knowledge (Religion) +5 (2 ranks, +3 Int)
Psicraft +13 (8 ranks, +3 Int, +2 syn)


Languages:
- Common, Quori, Draonic, Riedran, Elvish


Powers:
Manifester Level: 5
Save DC: 13 + Level
Powers Known – 11 Power Points: 37
1st level – Astral Construct, Detect Psionics, Vigor, Entangling Ectoplasm, Sense Link
2nd level - Cloud Mind, Levitate (Psionic), Psionic Lock, Psionic Repair
3rd level - Concealing Amorpha (Greater), Ectoplasmic Cocoon


Equipment:
Melee weapons
-Dagger Piercing/Slashing (1d4 19-20/x2) A simple dagger. (2gp, 1lb)

Miscellaneous Magical or Psionic Items
Everburning Torch (110gp, 1lb) Looted from a Thranish Officer
5 Sunrods (10gp, 1lb)
Cloak of Resistance +1 (1000gp) Standard issue Sept equipment.
Ring of Sustenence (2500gp) Standard issue Sept equipment. A real lifesaver.
Crystal Mask of Knowledge (The Planes) (2500gp) Self-crafted; materials were a graduation gift from the masters at the University

Potions or Psionic Tattoos
2 Potions of Cure Light Wounds (CL1) (100gp)

Dorjes
Dorje of Energy Ray (ML1, 25 charges) (375gp)
Dorje of Missive (ML1, 25 charges) (375gp)
Dorje of Mind Thrust (ML2, 50 charges) (1500gp) His latest creation...

Power Stones
4 Ecto Protection (100gp)
2 Call To Mind (50gp)
1 Empathy (25gp)
1 Sense Link, Forced (ML3) (150gp)
1 Knock, Psionic (ML3) (150gp)

Mundane equipment
Scholars Outfit 5gp, 6lb
Backpack 2gp, 2lb
Bedroll (1sp)
Flint and Steel 1gp
5 Candles 5cp
5 pieces of Chalk (5cp)
2 Ink Vials 16gp
Inkpen 1sp
10 sheets of Parchment (2gp)
Map/Scroll Case (1gp)
Signal Whistle 8sp
3 Bars of Soap 15sp, 3lb After those years in the mud of the battlefields...
Empty Sack 1sp

Weight Carried: about 25 lb
Remain money: 34 gp, 6 sp


Description

You see a small, delicate man with an easy smile and bright inquisitive eyes. He appears to be a human, but his eyes seem just a little too bright, his bowl-cut hair a little too black and his skin is so pale as to be almost translucent. He is dressed in a well-cut white scholar's robe, embroidered at the hem and cuffs with strings of tiny gold suns. He wears sandals. A pouch bulges at his hip, and on his belt you see four long thin leather cases, a larger scroll case, and a strange crystal mask attatched by a mithril chain. He carries no weapon that you can see.

Personality

Quill is a cheerful fellow, and enjoys the good things in life. But he is also very serious about his work, and about the fight against the Enemy. He is a dedicated follower of Havakhad, and has worked to protect the Overlook community since he was a child. He is also a patriotic citizen of Sharn, and believes in the rule of law. He fights to protect the City, second only to the Family. Breland as a whole doesn't inspire such protective instincts in him.

Background

Born and raised in the Overlook community, the son of a Seer in the service of Havakhad, Quill was clearly a talented scholar from an early age. He showed a keen fascination for tales of the otherworldly, and sat for a time at the University, earning his degree in Planar studies, focussing particularly on the Astral and Ethereal. His work with the community primarily involves researching the Quori, the Inspired, and the secretive Dreaming Dark. He is also a crafter of magical goods - and though he possesses very little artistic talent of his own, he strives to work in concert with other Kalashtari craftspeople to create beautiful and wonderous objects of power. He is currently pursuing a line of research that (he hopes) will lead him to the secrets of making Psionic Constructs. Recently he has been making friends in House Cannith to learn what he can of their arcane techniques and how this knowledge might be applied to his own studies.

During the War, he was part of a Sept -- groups of 7 Kalashtar sent to find other Family dispaced by the chaos and help them find their way to Sharn and sanctuary. His team ran into trouble in Thrane while tracking down the scattered remnants of a tiny community of Kalashtar; 5 of the 7 were killed by Thranish soldiers led by a Cleric of the Silver Flame, and only Quill and a Diviner by the name of Ke’mal escaped with their lives. Powerful psionics were used against the group; both Quill and Ke'mal hold a suspicion that the Cleric may have been under the influence of the Enemy. Shortly thereafter the Great Disaster struck Cyre; the pair spent 2 years making their way back to Sharn through the fallout of the war.

Naturally, Quill knows a number of the other members of the group due to their fame amongst the People. He knows Jorkhad’s family personally, and regularly shares dinner with them. However, he has been out of the loop for some years, and has spent the time since his return to Sharn studying and contemplating, and considering his future in this newly uncertain world. His latest creation is a Dorje of purely offensive power. His experiences during the War have taken a bit of the shine off his once-brilliant smile.
 

Panitari
N Kalashtar Psion (Telepath) 5

Age: 60 years
Gender: Female
Height: 5'9"
Weight: 119lbs
Eyes: Pale Blue
Hair: Dark Blonde
Skin: Fair

STR: 8 [-1] (0 points)
DEX: 10 [+0] (2 points)
CON: 10 [+0] (2 points)
INT: (17)20 [+5] (13 points)
WIS: 13 [+1] (5 points)
CHA: 14 [+4] (6 points)

Hit Dice: 5d4 + 6(Psionic Body)
HP: 20
Action Points: 7
Armor Class: 10 (10 base + 0 Dex + 0 Armor)
Initiative: +0
BAB: +2
- Melee: +1
- Ranged: +2
- Grapple +1

Speed: 30’

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

Abilities:
- Took 5th level Kalashtar Telepath Racial Substitution Level
- +2 racial bonus on saving throws vs. mind-affecting spells and abilities and possession
- +2 racial bonus on Bluff, Diplomacy, Intimidate
- +2 racial bonus on Disguise checks made to impersonate a human
- Immune to dream and nightmare spells
- Naturally Psionic: 1 extra power point per character level
- Mindlink 2/day: manifest the power with a manifester level equal to character level.
- Bonus Psionic Feat

Feats:
1st Level
- Psicrystal Affinity
- Inquisitor
3rd Level
- Psionic Body

Skills:
Bluff +12 (8 ranks, +2 Cha, +2 race)
Concentration +8 (8 ranks, +8 Con)
Diplomacy +22 (8 ranks, +2 Cha, +2 race, +6 synergy, +3 psicrystal, +1 glamerweave)
Disguise +6 (0 ranks, +2 Cha, +2 race(human), +2 synergy(stay in character))
Intimidate +6 (0 ranks, +2 Cha, +2 race, +2 synergy)
Knowledge (noblity and royalty) +10 (5 ranks, +5 Int)
Knowledge (psionics) +13 (8 ranks, +5 Int)
Listen +3 (0 ranks, +1 Wis, +2 psicrystal)
Sense Motive +6 (5 ranks, +1 Wis)
Spot +3 (0 ranks, +1 Wis, +2 psicrystal)

Languages:
- Common, Quori, Draconic*, Riedran*, Elven, Golbin, Halfling, Giant, Dwarven, Daelkyr*, Syranian*, Infernal*


Powers:
Manifester Level: 5
Save DC: 15 + Level
Powers Known – Power Points: 42
1st level – Attraction, Demoralize, Empathy, Intertial Armor, Psionic Charm, Telempathic Projection
2nd level - Brain Lock, Id Insinuation, Psionic Suggestion*, Recall Agony
3rd level - Crisis of Breath*, Energy Burst, Solicit Psicrystal
*Powers gained from 5th level Kalashtar Racial Substitution

Psicrystal:
5 HD Diminutive Construct
HP:
7
Initiative:
+2
Speed:
30ft, climb 20ft
AC: +4 size, +2 Dex, +2 natural
Special Qualities: Construct Traits, Hardness 8, Improved Evasion, Personality (friendly), self-propulsion, share powers, sighted, telepathic link, deliver touch spells, telepathic speech
Saves: Fort +1, Ref +1, Will +5
Abilities: 1*, Dex 15*, Con --, Int 8, Wis 10, Cha 10
Skills: Climb +14*, Listen +6, Move Silently +6, Search +2, Spot +6
Feats: Alertness
* with self-propulsion activiated

Equipment:
Melee weapons
-Quarterstaff +1 (1d6-1, 20/x2) (--gp, 4lb)

Ranged weapons
-Light Crossbow +2 (1d8, 19-20/x2, 80ft.) (35gp, 4lb)

Miscellaneous Magical or Psionic Items
- Headband of INT +2 (4000gp, --lb)
- Crystal Mask of Languages (2500gp, .5lb)
- Heward's Handy haversack (2000gp, 5lb)

Potions or Psionic Tattoos
-2 Cure Light Wounds Potion (100gp)
-4 Force Screen Tattoo (200gp)
-1 My Light Tattoo (50gp)

Mundane equipment
- Glamerweave Adventurer’s Outfit (100gp, 7lb)
- 20 Crossbow Bolts (2gp, 2lb)
- Hooded Lantern (7gp, --lb)
- 5 Oil Flasks (5sp, --lb)
- 3 pieces of Chalk (3cp, --lb)
- Bedroll (1sp, --lb)
- 50' Hemp Rope (1gp, --lb)
- Grappling Hook (1gp, --lb)
- 10 sheets of Parchment (2gp, --lb)
- Map/Scroll Case (1gp, --lb)

Weight Carried: 22.5lb
Remain money: 3sp 7cp


Description
The young woman stands at 5'9" and weighs 119lbs. Her dark blonde hair is held back by the thin silver headband and her pale blue eyes can be seen from through the slits of a crystal mask that distorts her angular facial features. She wears a set of adventuring gear that is covered by a cloak which seems to shift between being silver and peach in color. She carriers a walking stick and has a simple backpack strapped over her shoulders. As she gracefully moves, you can catch a glimpse of a crossbow hanging from her left hand side underneath the cloak. A crystal hangs from a leather cord around her neck. She has a sense of confidence and an aura of authority as she seems to stare into your soul and read your inner thoughts.

Personality
Panitari loves the workings of the mind. She believes that the workings of the mind will always outlast the workings of the body. A master of many tongues, she believes a quick word is stronger than a quick blade. She is very demanding and usually gets people to do what she wants, without them even knowing. Always with a smile on her face, she has a way with words. At almost any given time, it seems as if she knows exactly what you are thinking and how you are feeling. She loves getting inside the minds of her allies and foes. There isn't much someone can hide from her, that she will not learn. She cannot wait for the day that she is able to lead an army back to Sarlona and destroy the Inspired and claim what she believes belongs to the Kalashtar.
 

Jorhad
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: 39
Action Points: 7
Armor Class: 15 (10 base + 1 Dex + 4 Armor)
Initiative: +1
BAB: +4
- Melee: +6
- Ranged: +5

Speed: 40'

FORT: +6 (3+1 Base + 2 Con)
REFL: +2 (0+1 Base + 1 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 +4 (4 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: Common, Quori, 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)
In combat: +7/1d12+4/Raging +9/1d12+7
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.
 
Last edited:

Into the Woods

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