Kalashatar Psion 7, CN Male, 52yrs old, 5ft8'', 147lbs.
Senses: Listen 2, Spot 2
Languages: Common, Quor, Draconic, Riedran, Elven

Hp 34/34 Initiative +0
AC 12 (+2 Leather) - Flatfooted (12) Touch (10)
Action Points: 5/5
Speed 30 (6 squares)

Base Attack: 3 Grapple: 4
Melee: +2 = 3+1(str) -2(flaw)
Ranged: +3 = 3 + 0(dex)


Quarterstaff: +2 (1d6/1d6 x2)
Dagger: +2 (1d4 19-20/x2)
Dagger (Thrown): +3 (1d4+1 19/20/x2) Range 10 feet

Saves: Fort: 4 = 2+2(con) Reflex: 2= 2+0(dex) Will: 7 = 5+2(wis)
Abilities: Str: 13 (+1) Dex: 10 (0) Con: 15 (+2) Int: 17 (+3) Wis 15 (+2) Cha: 14 (+2)

Skills: Concentration: 12 = 10 +(2); Knowledge (Psionics): 9 = 6+(3) Knowledge (Planes): 6 = 3+(3)
Knowledge (Architecture and Engineering): 8 = 5 + (3) Knowledge (Dungeoneering): 8 = 5 + (3)
Profession (Cartographer): 12 = 10 + (2) Appraise (cc) : 7 = 4 +(3)

Narrow Mind - +4 bonus on concentration checks to become psionically focussed
Psionic Endowment - When expending Psionic focus Save dc of power increases by 1
Psionic Talent - 2 additional Power points
Greater Psionic Endowment
Maximize Power
Combat Expertise
Flaw: Noncombatant - -2 on Melee attack rolls

Special Ability: Psi-Like Abilities: Mindlink (1/day). This ability is like the psionic power manifested by a wilder of 1/2 the kalashtar’s Hit Dice (minimum 1st level). You forge a telepathic bond with another creature within 30 feet, which must have an Intelligence score of 3 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from spell resistance. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another), but lasts for only 1 round per character level. This is a mind-affecting ability.

Special Quality: +2 racial bonus on Bluff, Diplomacy, and Intimidate checks: Kalashtar are masters of social interaction, influencing others through their commanding presence and subtle psychic powers.
+2 racial bonus on saving throws against mindaffecting spells and abilities, including possession: The kalashtar’s dual spirits help them resist spells that target their minds.


Power Points per day: 56 PP remaining: 56
Max Power Level Known: 4
Save DC: ** 13 + spell lvl
Powers Known:** 15
1st Level
Mind thrust - 1d10 damage, close range, Will save 14 negates, 1PP;
Augment: For every additional Power Point spent increase damage by 1d10 points, every extra 2d10 points increases save dc by 1
Inertial Armor: - +4 AC, personal, 1hr per lvl does not stack with normal armor ac, 1PP;
Augment: For every 2 additional PP +1AC
Energy Ray: 1d6 energy damage (Fire, Cold, Elect, Sonic) which have specific benefits, ranged touch attack, No saving throw, close range, 1 PP ;
Augment: For every additional pp spent increase damage by 1d6
Control Object (kineticist): Animate an inaminate object for 1 round per level with concentration, attack is your base attack + int, deals 1d6 + your int modifier dmg, speed 20feet.
2nd Level
Control Air: You have control over wind speed and direction.
Energy Missile: Deal 3d6 energy damage to up to five subjects.
Psionic Tongues:You can communicate with intelligent creatures.
Sustenance: Go without food and water for one day.
Swarm of Crystals: Crystal shards are sprayed forth doing 3d4 slashing damage.
3rd Level
Energy Cone: Deal 5d6 energy damage in 60-ft. cone.
Energy Wall: Create wall of your chosen energy type.
Telekinetic Thrust: Hurl objects with the force of your mind.
Time Hop: Subject hops forward in time 1 round/level.
4th Level
Energy Ball: Deal 7d6 energy damage in 20-ft. radius
Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target..


Leather Armor: +2 AC, +6 Max Dex, 0 ACP, 10% spell failure, speed 30feet (15lbs)
Quarterstaff: 1d6/1d6 X2 (4lbs)
Dagger: 1d4 19-20/x2 (1lb)

Backpack: 2lbs
In Backpack: Bed roll (5lbs), Map Case x6 (3lbs), 50 ft silk rope (5lbs), Lamp Common (1lb), Oil x 2 (2lbs), Trail Rations x4 (4lbs) = 22lbs

Belt Pouch:Ink x3, Ink Pen, Paper x10, Parchment x20, Gold

Wearing: Explorers Outfit (8 lbs), Illithid Skull

Total weight = 50lbs (Light Load)

Carrying Capacity: Light 0 -50, Medium 51-100, Heavy 101-150lbs

Wealth: 59gp

Physical Description: A kalashtar with angular features and a thin wiry frame. The most striking feature is the Illithid Skull perpetually placed upon his head.

Personality and Tactics: Nevimelk loves to make things explode with his mind, and now it's his job!

Background: Nevimelk is now a high ranking commander of a psionic strike team known as the Skullminds, the name taken from his penchant for wearing the Illithid Skull. He now has a phobia of suffocation/strangulation thanks to a near death experience with an animated scarf. He also distrusts any animated objects, including golems, believing them all to be "Out to get him".
For the past 3 months he has been on a "Trade Mission" in Sarlona, after dealing with a pair of Inspired Assassins sent to kill him in Khorvaire. He was reporting back to Sharn on the threat of The Dreaming Dark he discovered in Sarlona when he caught wind of the situation on Isla Mogrova involving his old friend Torion. He decided to lobby his superiors to assign him as back-up with a small contingent of Psions. The Psion figured this was a good chance to adventure again with his old friend, for old time's sake, and it would also be good to go back to the island and blow up as much of it as he could, for therapeutic purposes.

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