| ALEF Narrator |
When the story begins, none of the three PCs are consciously aware of their supernatural powers (although Farenthar has long suspected that there is something unusual about how other people react to him). Any early use of their special abilities and psychic magic will be intuitive, and they won’t fully understand what they are capable of for a while.
| Ivaia Haldizi |
1st level character sheet for Ivaia:
Ivaia Haldizi
Human kineticist 1
Medium humanoid (human); Alignment: Neutral
Init +2; Senses Perception +5
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DEFENSE
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AC 12, touch 12, flat-footed 10
hp 10
Fort +4, Ref +4, Will +1
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OFFENSE
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Speed 30 ft.
Melee rapier -1 (1d6-1/18-20)
Ranged dagger +2 (1d4-1/19-20)
Special Attacks telekinetic blast +2 (1d6+3)
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STATISTICS
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Str 8, Dex 15, Con 10, Int 14, Wis 12, Cha 10
Base Atk 0; CMB -1; CMD 11
Feats Martial Weapon Proficiency (rapier), Psychic Sensitivity
Skills Acrobatics +6, Appraise +3, Climb +0, Knowledge (Nobility) +2, Perception +5, Perform (dance) +1, Sleight of Hand +6, Stealth +6
SQ burn, elemental focus (aether), gather power, infusion (kinetic blade), telekinetic blast
| Farenthar |
1st level character sheet for Farenthar:
Farenthar Sammed
Human mesmerist 1
Medium humanoid (human); Alignment: Neutral
Init +1; Senses Perception +2
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DEFENSE
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AC 11, touch 11, flat-footed 10
hp 8
Fort +0, Ref +3, Will +4
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OFFENSE
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Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged dagger +1 (1d4-1/19-20)
Psychic Spells Known (CL 1st; concentration +4)
1st (2/day) - charm person (DC 15), expeditious retreat
0 (at will) - daze (DC 14), detect magic, detect psychic significance, message
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STATISTICS
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Str 8, Dex 12, Con 10, Int 13, Wis 15, Cha 16
Base Atk 0; CMB -1; CMD 10
Feats Psychic Virtuoso, Spell Focus (enchantment)
Skills Acrobatics +2, Bluff +8, Diplomacy +7, Linguistics +5, Perform (act) +7, Perform (dance) +7, Perform (sing) +7, Sense Motive +6, Stealth +5
SQ consummate liar, hypnotic stare, mesmerist trick (psychosomatic surge), painful stare
| Karalisel |
1st level character sheet for Karalisel:
Karalisel Vrae
Human psychic 1
Medium humanoid (human); Alignment: Neutral
Init +1; Senses Perception +8
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DEFENSE
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AC 11, touch 11, flat-footed 10
hp 6
Fort +0, Ref +1, Will +4
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OFFENSE
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Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged dagger +1 (1d4-1/19-20)
Psychic Spells Known (CL 1st; concentration +3)
1st (4/day) - command (DC 13), psychic reading, telempathic projection (DC 13)
0 (at will) - detect magic, detect psychic significance, know direction, message
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STATISTICS
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Str 8, Dex 12, Con 10, Int 15, Wis 15, Cha 14
Base Atk 0; CMB -1; CMD 10
Feats Alertness, Empath
Skills Bluff +6, Diplomacy +6, Heal +3, Perception +8, Profession (Baker) +6, Sense Motive +8
SQ discipline power (mental placidity), phrenic amplification (overpowering mind), phrenic pool +2, psychic discipline (tranquility)
| ALEF Narrator |
Stats for the singer:
Caller
CN Medium outsider (aetheric daemon, chaotic)
Init +5; Senses Perception +2
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DEFENSE
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AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 16 (3d10)
Fort +3,Ref +2, Will +5
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OFFENSE
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Speed 30 ft.
Melee touch +3 (1d6 nonlethal force)
Spell-Like Abilities (CL 3rd)
3/day - charm person (DC 14)
1/day - alter self, suggestion (DC 16)
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STATISTICS
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Str 10, Dex 12, Con 10, Int 12, Wis 14, Cha 16
Base Atk +2; CMB +2; CMD 13
Feats Improved Initiative, Weapon Finesse
Skills Bluff +6, Diplomacy +6, Knowledge (planes) +3, Perform (sing) +6, Perform (string instruments) +6, Sense Motive +5, Stealth +4
Languages Aetheric, Local; telepathy 100 ft.
| ALEF Narrator |
Stats for the Duke:
Lord Dastiarn Volcharoth, His Grace the Duke of Tuarensi
Human rogue (phantom thief) 6
Init +5; Senses Perception +12
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DEFENSE
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AC 11, touch 11, flat-footed 10
hp 30
Fort +1, Ref +6, Will +7
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OFFENSE
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Speed 30 ft.
Melee masterwork rapier +7 (1d6/18-20)
Ranged masterwork dagger +6 (1d4/19-20)
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STATISTICS
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Str 10, Dex 12, Con 8, Int 14, Wis 16, Cha 15
Base Atk +4; CMB 4; CMD 15
Feats Combat Expertise, Improved Disarm, Improved Initiative, Iron Will, Quick Draw, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +10, Bluff +14, Diplomacy + 11, Intimidate +14, Knowledge (local) +11, Knowledge (history) +11, Knowledge (nobility) +11, Perception +12, Profession (administrator) +12, Ride +10, Sense Motive +15
SQ broad education, evasion, refined education, social sense (+2)