Cale | |
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Aliases: | Cale of the Red Snake |
Age: | 28 |
Hair: | none |
Eyes: | brown |
Height: | 6' |
Weight: | 160lbs |
Race: | Human |
Class: | Psion nomad 1 |
Alignment: | Chaotic Neutral |
Level: | 1 |
Experience: | 0 |
Hit Points: | 5/5 |
Gold: | 201gp 7sp 8cp |
Current Status: | Active |
Played by Brearen |
Gallery
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 12 | +1 | +0 | +0 |
Dexterity | 16 | +3 | +0 | +0 |
Constitution | 13 | +1 | +0 | +0 |
Intelligence | 18 | +4 | +0 | +0 |
Wisdom | 13 | +1 | +0 | +0 |
Charisma | 14 | +2 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Dexterity = 13 |
Flat-Footed | 10 |
Touch | 10 |
Saving Throws | Base | Bonus | Total |
Fortitude | +0 | +1 | +0 |
Reflex | +0 | +3 | +0 |
Will | +2 | +1 | +0 |
BAB | Mod | Total Range/Melee |
+0 | +Dex/+Str | +3/+1 |
Initiative |
Dex = +3 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +0 | +0 | +0 | +0 |
X | Balance (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Climb (Str) | +2 | +1 | +0 | +0 | +0 |
C | Concentration (Con) | +4 | +1 | +0 | +0 | +0 |
C | Craft (Int) | +0 | +0 | +0 | +0 | +0 |
X | Decipher Script (Int) | +0 | +0 | +0 | +0 | +0 |
X | Diplomacy (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Disable Device (Int) | +0 | +0 | +0 | +0 | +0 |
X | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Escape Artist (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Forgery (Int) | +0 | +0 | +0 | +0 | +0 |
X | Gather Information (Cha) | +2 | +2 | +0 | +0 | +0 |
X | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Heal (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Hide (Dex) | +2 | +3 | +0 | +0 | +0 |
X | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Jump (Str) | +2 | +1 | +0 | +0 | +0 |
C | Knowledge (Local) (Int) | +4 | +4 | +0 | +0 | +0 |
X | Listen (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Move Silently (Dex) | +2 | +3 | +0 | +0 | +0 |
X | Open Lock (Dex) | +2 | +3 | +0 | +0 | +0 |
X | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Profession (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Psicraft (Int) | +0 | +0 | +0 | +0 | +0 |
C | Ride (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Search (Int) | +2 | +4 | +0 | +0 | +0 |
X | Sense Motive (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Sleight of Hand (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
X | Spellcraft (Int) | +0 | +0 | +0 | +0 | +0 |
X | Spot (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Survival (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
X | Tumble (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Use Psionic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Use Rope (Dex) | +0 | +0 | +0 | +0 | +0 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Trade Tongue, Sylvan, Literacy, Goblin
Skill Tricks:
Skill Tricks go here
Skill Point Total: 28
1st 28
Feats:
Speed of Thought
Armor Proficiency (light)
Run
Class Abilities:
Weapon and Armor Proficiency
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Power Points/Day
A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Discipline
Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can’t even use such powers by employing psionic items.
Powers Known
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline. You cannot choose powers from restricted discipline lists other than your own discipline list. You can choose powers from disciplines other than your own if they are not on a restricted discipline list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points.
A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier. Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level.
Bonus Feats
A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
These bonus feats are in addition to the feats that a character of any class gains every three levels. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
Psionic Disciplines
A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy.
Racial Abilities:
* Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Humans have a base speed of 30 feet.
* Bonus Feat: Humans select one extra feat at 1st level.
* Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
* Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Dagger (2) | +1 | +1d4 | 19/20 x2 | piercing or slashing |
Sling | +3 | +1d4 | x2 | bludgeoning |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Leather Armor | +2 | +6 | 0 | 10% | 30ft | 15lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Sunrod
Thieves' Tools
Backpack
Sling
20 bullets
whetstone
Statistics of Items Here:
Power Points per Day:
2
Spell DCs:
10 +4 = 14 + Spell Level
Spells Known:
Level 1:
Inertial Armor
Burst
Far Hand
Character History:
Somewhere in a shadowy corner of the Torn Skirt inn, two figures sit talking over mugs of ale. One has his back turned to you, the hood of his black cloak pulled far over his head, the only noticeable feature on him a silver ring as he pushes a well-filled purse towards the man opposite of him. The other is a figure indeed. He is clad entirely in black, with his arms and part of his chest bare. There swirling red tattoos can be seen adorning the skin, up his chin to just below his ears. Completely bald, including the absence of facial hair and eyebrows, he almost seems a living mannequin. In the blink of an eye, the cloak of the man opposite him rustles, the mugs on the table tremble lightly and the purse is gone. Instinctive curiosity forces you to lean in and you can't help but overhear the conversation.
“Sure, it helps, but fancy powers alone don't get you where you want to go, does it? If it did, you wouldn't come to me, you'd just hire a sellsword at half the price and be done with it.” The tattooed man leans back in his chair and reaches for his mug.
“No, I know what you need. Speed, finesse, discretion. That's what the Red Snake offers its clients. This,” patting his clothing where he apparently put the purse, which softly jingles, “is the entirety of our contract. No writing, nothing that serves as evidence, just the word of the Snake and your gold.”
The cloaked figure nods and softly begins to speak, just too soft for you to be able to hear. The tattooed man smiles and starts to trace his finger over the table as he starts explaining.
“I used to be just another street rat, a little thieving beggar like there are so many in the slums. I just got lucky, I guess. One night, stalking the rooftops, empty bellied and hollow eyed, I stumbled on an open window, the smell of roast beckoning me closer. Idiot as I was, needing nothing more than a rumbling stomach to get me somewhere, I slipped inside, snatched the roast and climbed out, all in four heartbeats flat.” The tattooed man fell silent for a moment, obviously increasing the dramatic moment for his one man (or should that be two man) audience.
“And then the world spun around. As I exited the window and readied myself for the landing on the outside roof, I got pulled back, like some kind of reverse wind blew me back inside. The window closed mere moments after I was pulled back in, slamming shut. Everything was silent for just a moment. And then footsteps. As I got up, I saw an old man in the doorway of that kitchen, his eyes sparkling with that glint that you see in boys causing mischief. 'Welcome back,' he said with a smile, 'We have been expecting you.' Well, that was it, he turned out to belong to the Red Snake and they've been scouting me for some weeks, until they decided they could use me. And now I'm here.” With that, the tattooed man made a gesture that the other man seemingly recognized, judging from the shaking movement under his cloak that was caused by muted laughter. As the cloaked figure rises from his chair and offers some parting words to the tattooed man, he also gets up. You watch the cloaked man leave through the front door, and only for a moment lose track of the tattooed man. One moment too long. A smiling face hangs in front of yours, and as you look down, the gleam of a dagger against your chest is hard not to notice.
“I think we need to talk,” the tattooed man says, “Come with me, right now.”
Although he prefers to call himself a trafficker, information broker and at times an unwanted savant, Cale is a thief, a crook and a swindler. Even though he became one by necessity, Cale came to like his occupation and has become quite proficient at his little business. Cale discovered he had a knack for making space fold into itself at an early age, and in a few months was discovered by a small cabal of psions leading a life of secrecy in Avalon. They trained him, fed and clothed him and when Cale turned eighteen, they left, supposedly in search for an artifact they could only describe as deciding in the outcome of coming events, and called the Xepher Eye.
In the years that followed, Cale developed something of a legend surrounding the source of his powers and the reason why and how he is able to provide his services. Cale invented a small organization called the Red Snake, named after the swirling tattoos covering his body. Using this front, the smalltimers (actually on the same level as he is) don't dare to challenge him, fearing the repercussion of the Red Snake, and the bigger fish aren't able to pinpoint the whereabouts of the head of the organization.
Cale never knew his father, who left his mother while she was pregnant. Cale's mother, a prostitute, died when he was six, killed by a drunk client. Cale and his older brother Rane had to resort to thievery and begging to get by. While Cale was taken up by a small group of petty thieves, Rane went to the docks, where he was able to find work as a dockworker. While Rane worked hard to lead an honest life, Cale learned the thieving trade. At the age of twelve, Cale was caught stealing, but instead of being turned in to the watch, they told him they had been watching him. Cale stayed with his gang of petty thieves and streetrobbers, even though he spent more and more time with his new mentors. As the numbers of his gang dwindled at the hand of the city watch and rival gangs, Cale felt himself more and more drawn to his tutors, choosing to undergo some long years of rigorous training. Cale was taught skills that enhanced his existing thievery skills, being educated in the ways of what his mentors called a Nomad.