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About BelamBackground:
The ragged figure lay broken and battered in the crevice. The watchers stationed near the small enclave of Elan buried in the foothills of the mountain studied the man carefully, then levitated him up to the ledge. Upon examining the man, they were surprised to find he still lived, and one of the sentinels sent a mental message to the High Mind relaying the event and requesting instructions.
The High Mind scryed the unknown intruder from the safety of his chambers and found something of interest in his mind, a curiosity. The order was sent, and the figure was brought into the enclave. Barely alive, the man was might not survive the Process. Pursing his lips, the High Mind made the decision, nodding his head. The Egoists went to work, preparing the man as best they could for his ordeal. Against the odds, the man survived and was reborn. The High Mind smiled. He knew the outcome already. Over the next few days, the Elan welcomed their new brother and taught him of the benefits and responsibilities of his new life. He took to his studies eagerly and soon showed great promise as a Nomad, having a peculiar knack for understanding the interrelationships between time, space and motion. Then the dreams started. Bits and pieces of memory trickling in where they did not belong. Once you became an Elan, your old life was over. None of them had ever before recalled their previous existence, it was supposed to be wiped clean by the Process. The High Mind frowned. This he had not seen. As more of the memories surfaced, Belam (as he was now called) began asking questions. Who was the raven-haired woman with the kind smile – a mother, sister, lover?
His brothers become disturbed by his presence, he was causing ripples in the ocean of thought and fracturing the calm of the Collective. A decision was made, and the High Mind told him he had to leave, for the good of all. Belam, bowed, thanked him for all he had done and departed quietly. He travelled quickly, his new form allowing him to traverse with ease the harsh terrain that had once almost killed him. The town he came to was a disturbing mix of maddening familiarity and shocking strangeness. The people were mind-blind, separate from each other and suspicious of him. He wandered the streets until he suddenly heard a voice call out a name which struck a chord deep within him. He turned to find an elderly man looking at him in disbelief. The man barely recognized him, so greatly had he changed. Where had he been the last few years? Belam could not say, he claimed not to remember, to keep the Collective safe. He pressed the man for information about his life, his family. The man shook his head. Belam's family was all but gone, his mother and sister having left on a ship a year ago after all had given up looking for him. His father still worked in his shop, but he had never been the same after losing everything. Racing to the shop, Belam stared into the face of the large man from his dreams, his beard now almost entirely gray. His father did not believe him at first, but after some talk which triggered more of Belam's memories, he embraced his son with tears in his eyes. Belam's eyes remained dry as he awkwardly hugged the stranger who was his father. As the days went by, he tried to reconnect with others in the town who had known him before. It was always the same, though, he remembered them but it was as if he was watching the memories from outside. The knowledge was there, but the emotion was missing. When he first demonstrated his new abilities, people at first thought it was magic but became wary of him as the difference between his psionics and the magic practiced by the wizard he had been apprenticed to before his disappearance became apparent. He had to find a new purpose, it was becoming more and more clear to him that he could not return to his old life. The High Mind watched from afar, and pursed his lips. Perhaps what he had seen would still come to pass... Description: Tall, red-haired, usually with a shadowy beard. Dark hazel eyes and a narrow face with a sharp nose. He dresses in simple traveller's clothes, usually in earth tones but always has at least one item in a bright blue. Defense:
AC: 13, Touch: 13, Flat-Footed: 10 (Dex +2, Dodge +1) HP: 11 (1d6+1 Con +4 feat) Fort: +1, Refl: +2, Will: +3 Defensive Abilities: Offense:
Speed: 30' Init: +2 Melee: Quarterstaff +1 (1d6+1, 20/x2) Ranged: Lt. Crossbow +2 (1d8, 19-20/x2) (80ft) Special Attacks: Energy Ray +2 (1d6, 20/x2) (25ft) Statistics:
Str: 12 (+1), Dex: 14 (+2), Con: 12(+1), Int: 17 (+3), Wis: 12 (+1), Cha: 12 (+1) BAB: +0, CMB: +1, CMD: 14 Feats:
Simple Weapons Proficiency: Club, Dagger, Crossbow (Hvy), Crossbow (Lt), Quarterstaff, Shortspear Psionic Body: gain 2 hp for each psionic feat (including this one) Psionic Talent: gain 2 pp Dodge: Gain +1 dodge bonus to AC & CMD Traits:
Memories: You have fleeting memories of your past life before becoming what you now are. Your Charisma-based penalty does not apply against individuals you knew prior to becoming an elan. Reckless: You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield: gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you Skills:
(2/level +3/level Int=5) (bold are class skills, Italics are untrained) Mod Ranks Skill +7 1 Acrobatics +3 0 Appraise +5 1 Autohypnosis +1 0 Bluff +5 1 Climb +3 0 Craft +1 0 Diplomacy +2 0 Disable Device +1 0 Disguise +2 0 Escape Artist +2 0 Fly +1 0 Handle Animal +1 0 Heal +1 0 Intimidate +3 0 Knowledge (Arcana) +3 0 Knowledge (Dungeoneering) +3 0 Knowledge (Engineering) +3 0 Knowledge (Geography) +3 0 Knowledge (History) +3 0 Knowledge (Local) +3 0 Knowledge (Nature) +3 0 Knowledge (Nobility) +4 0 Knowledge (Planes) +7 1 Knowledge (Psionics) +3 0 Knowledge (Religion) +3 0 Linguistics +1 0 Perception +1 0 Perform +1 0 Profession +2 0 Ride +1 0 Sense Motive +2 0 Sleight of Hand +7 1 Spellcraft +2 0 Stealth +1 0 Survival +1 0 Swim +1 0 Use Magic Device Languages
Racial Abilities:
+2 to one ability score (Int) Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans. Naturally Psionic: He gains the Psionic Talent feat. Resistance (Su): As an immediate action, he can spend 1 pp to gain a +4 racial bonus on saving throws until the beginning of his next action. Resilience (Su): As an immediate action, he can reduce the damage he is about to take by 2 hp for every 1 pp he spends. Repletion (Su): If he spends 1 power point, he does not need to eat or drink for 24 hours. Psionic Aptitude: When he takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. Special Abilities:
Equipment:
Combat Gear Quarterstaff, Lt. Crossbow & 20 bolts Other Gear
Money
Psionics:
(ML: 1st) (Concentration +4) Power Points: 6 Talents (0-level) (if he expends focus, may use at 0 pp)
1st level Energy Ray: (Auditory) R: 25’+5’/2lvls, ranged touch attack (1d6 cold, electricity, fire or sonic) must choose energy type when he gains psionic focus. Cold/Fire: +1 dam/die, Elect: +3 to att if target is wearing metal armor & +2 to overcome PR, Sonic: -1 dam/die and ignores an object’s hardness.
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