Duelist

Cale Vatay's page

591 posts. Alias of Lord Foul II.


Full Name

Cale'anon Vatay

Race

Athenian Elf

Classes/Levels

Preserver (arena mage) 2/psion (mercenary psion)2

Stats:
AC 6 Hp 20 Saves paralyzation, poison, death magic, 13 rod/staff/wand 11 petrification/polymorph 10 breath weapon 15 spell 12 +2 on all saves vs mind affecting effect

Gender

Male

Size

M

Alignment

NG

Occupation

Mage

Strength 10
Dexterity 19
Constitution 14
Intelligence 17
Wisdom 16
Charisma 14

About Cale Vatay

Str 10
Dex 19 (reaction +3 missile attack +3 defense -4 movement +6 squares/30ft)
Con 13 (system shock 88 resurrection survival 92)
Int 17 (6 bonus languages/proficiencies 75% chance to learn a spell)
Wis 16 (magical defense +2 (handy on a world where everyone is Psionic))
Cha 14 (reaction adjustment +2) l
Prime requisites int +10% preserver exp wisdom +10% psion exp
Offense
Thaco 20 (19 at next level)
(+1 to hit/damage with weapon of choice, +1 to hit with bows, long sword and short sword, +3 with missile attacks)

Weapon proficiencies (gain more every 4 levels) Longbow, quarterstaff
Bonus proficiency: short sword

AC 6
Hp 20

Saves
paralyzation, poison, death magic, 13
rod/staff/wand 11
petrification/polymorph 10
breath weapon 15
spell 12

+2 on all saves vs mind-affecting

Utility/other

Nonweapon proficiencies (gain more every three levels)
survival (desert), haggling, spellcraft, dancing, ancient history, find water, singing, Psionic lore, somatic concealment, path lore, reading/writing,spellweaving, language ancient
Bonus nwp heraldry, direction sense, Psionic mimicry, contact

Surprise Bonus. Because of their intimate ties with Athas’s wilderness and wastes, elves gain a surprise bonus over their opponents when in these areas. Alone or in the company of other elves, an elf can move with great stealth through the deserts and steppes of the Tyr region. Non-elves or mixed groups suffer a penalty to their surprise rolls when approached by elves.
However, elves do not gain this surprise bonus against other elves, when they are in the company of non-elves, or when they are not in the appropriate terrain. This bonus reflects the fact that elves spend so much time learning the ways of the desert that they can blend into its natural flow.
Infravision. Elvensight, or infravision, enables the desert runners to see up to 60 feet in darkness. This ability, they believe, was developed during Coraanu’s race across the stars, although we know that elves of other worlds have elvensight as well. In addition, elves have extremely keen natural vision. They can see farther and with more clarity than a human or half-elf.
Resistance to Heat and Cold. Athasian elves are less affected by their world's temperature extremes than are other races. For this reason, elves do not suffer as greatly from the heat of the day or the chill of the night and thus they appear less weathered than members of other races. The sun still bakes their flesh dark, and the cold still causes them discomfort, but not to the same degree as humans, dwarves, and halflings.
Until the temperature climbs above 110°F or dips below 32°F, elves exhibit no undue stress. They lose no body water to sweat until the heat of the day surpasses their tolerance limit, and they do not need to protect themselves from the night cold until it drops below freezing (a rare but not unheard of occurrence in the Athasian wastes). This resistance does not, however, extend to magical or supernatural heat or cold.
Natural Swiftness. While elves have the same base movement rate as humans and half-elves (12), they do not move at the same speed as the shorter, bulkier races. This inbred swiftness is related to the “elf run,” which courses through elven systems (see below). In game terms, elves receive bonuses to their base movement rate according to their Dexterity scores. Dexterity determines how swift elves are in normal movement situations (walk- ing, in combat rounds, etc.), while Constitution deter- mines swiftness when elves are engaging in long periods of overland movement.

Disciplines known: psychoportation, clariescence (I plan to learn psychokinesis next, and metapsionics around 10th-14th level (putting telepathy off to level 18)
Sciences known: clairvoyance
Devotions known 5: see magic, duodimension, dimensional blade, know direction, danger sense, contact (?).
Max powerpoints 33

long form consolidated nwp:

Spellcraft (intelligence -2)
A character with this proficiency gains no actual spell use abilities, but does possess significant knowledge
about spellcasting. Observing or overhearing a spell being cast, or a getting a good look at the spell
components, lets the character make a proficiency check. Success means the enchantment is recognized.
Modify the check by +2 if the character can both see and hear, and add another +2 if the spell components
are spotted.
Wizards using this proficiency gain +2 to checks made if the spell being studied is one from their own
specialty or school. Characters with this proficiency can also make checks to determine if an item is
enchanted.
Note that since the
spellcaster must be observed until the very instant of casting, the spellcraft proficiency
does not grant an advantage against combat spells. The proficiency is quite useful,
however, for identifying spells that would otherwise have no visible effect.
Those talented in this proficiency also have a chance (equal to ½ of their normal
proficiency check) of recognizing magical or magically endowed constructs for what they are
Survival Intelligence
A character with this proficiency has a basic knowledge of the dangers and challenges in certain wilderness
terrain: arctic, woodland, desert, plains, or tropical. Mountains are not usually a separate terrain type—a
mountain range may be tropical, wooded, snow-covered, etc.
Survival skill means the character has a good chance of finding food or water in that environment—if
there is any to be found. The character can roll a proficiency check once a day for each category. Success
means food, water, or shelter is found.
A character with this skill also understands the perils inherent in sudden storms and dangerous topical
features—avalanches, quicksand, sandstorms, and landslides, for example. The DM might allow a player to
roll a proficiency check when one of these dangers appears on the horizon—success means the character
has noticed the menace.

Singing Charisma
The character is an accomplished singer and can use this ability to entertain
others and perhaps earn a small living (note that bards can do this automatically). No
proficiency check is required to sing. The character can also create choral works on a
successful proficiency check.
The character knows and can perform the many types of songs, including some that involve complex or
difficult notes. All songs common to the character’s society will be familiar. Rare, archaic, or unusual
songs will be known with a proficiency check. Also, characters who have had a chance to hear an unknown
song can perform it (–2 modifier, +1 for each time after the first that it is heard).
The character can compose his own songs, including choral works, with a successful proficiency check.
If the character also has the Music/Singing Talent, the character can add +2 to his base score.

Dancing
Dexterity
The character knows and can perform the moves of many types of dances, including some that involve
precise and detailed steps. All dances common to the character’s society will be familiar. Rare, archaic, or
unusual dances will be known with a proficiency check. Also, characters who have had a chance to observe
an unknown dance can perform it (–2 modifier, +1 for each time after the first that it is seen performed).
Truly spectacular dances—the kind that win character’s campaign-wide acclaim—combine elements of
dance proficiency with skills of tumbling, tightrope walking, and jumping.

Heraldry intelligence
The knowledge of heraldry enables the character to identify the different crests and symbols
that denote different persons and groups. Heraldry comes in many forms and is used for many
different purposes. It can be used to identify noblemen, families, guilds, sects, legions,
political factions, and castes. The symbols may appear on flags, shields, helmets, badges,
embroidery, standards, clothing, coins, and more. The symbols used may include geometric
patterns, calligraphed lines of script, fantastic beasts, religious symbols, and magical seals
(made for the express purpose of identification). Heraldry can vary from the highly
formalized rules and regulations of late medieval Europe to the knowledge of different shield
patterns and shapes used by African tribesmen.
The character automatically knows the different heraldic symbols of his homeland and
whom they are associated with. In addition, if the character makes a successful
proficiency check, he can correctly identify the signs and symbols of other lands,
provided he has at least a passing knowledge of the inhabitants of that land. His heraldry
skill is of little use upon first entering a foreign land.

Direction sense wisdom +1
A character with this proficiency has an innate sense of direction. By concentrating for 1d6
rounds, the character can try to determine the direction the party is headed. If the check fails
but is less than 20, the character errs by 90 degrees. If a 20 is rolled, the direction chosen is
exactly opposite the true heading. (The DM rolls the check.)
Furthermore, when traveling in the wilderness, a character with direction sense has the
chance of becoming lost reduced by 5%.

This proficiency represents the study of famous masters of the
Way and the methodology of developing mental powers. the character is versed in the standard powers and effects. With a
successful proficiency check, the character can identify the
general effects of any psionic devotion or science. For example, The
the character encounters a dwarf walking across a silt basin without sinking. With a successful check, he can determine that the dwarf is using the Body Equilibrium devotion.
The second benefit of this proficiency is the ability to recognize attack patterns in mental combat. If the character makes a
proficiency check with a -4 penalty, he is able to guess which
attack and defense modes his opponent will be using that
round and select his own modes accordingly. The DM should
make this check in secret; if the PC fails the check, randomly
decide which powers he thinks is opponent is using.
If two characters with psionic lore engage in mental combat,
the character with the highest successful proficiency check is
able to read his opponent’s intentions. If the proficiency
checks are the same, neither character gains any information.

Bargain (wisdom)
Bargain
A character who has the bargain proficiency can haggle over monetary, service, and barter
transactions to gain a better deal, as follows:
46
• In a monetary transaction, a successful check allows the character to purchase an item for
10% less or sell one for 10% more than the going rate.
• In a simple barter transaction, a successful check improves the perceived value of the bargainer’s goods by 10%. in a protracted barter, a successful check allows the bargainer to
roll 3d6 instead of 2d6 for that round of barter; a separate check initiates every round.
(Simple and protracted barter are fully explained in Chapter 3: Money and Equipment.)
• In a service transaction, a successful check provides the bargainer 10% more than the
going rate for his services.
The DM should require players to role-play the bargaining session to gain the benefits of
this proficiency.

Contact
Contact is a proficiency that functions for psionicists and psionic wild talents. Psionicist PCs receive contact as a bonus proficiency, while wild talents must spend an available nonweapon proficiency slot to receive it. For full details on the uses and benefits of this proficiency, see The Way of the Psionicist book

Water Find Intelligence
Even the most barren desert yields water to those who know how to find it. Small animals burrow in the ground and store water there; some rare plants store water in cistern roots beneath
the soil, and seemingly lifeless trees sometimes have moist heartwood.
The water find proficiency can only be used once per day and takes an hour to perform.
During this time, the character can only move half his normal movement rate. A successful check indicates he’s found sufficient water to sustain himself for one day. It doesn’t mean that he’s found
enough water to rehydrate, but he won’t dehydrate further that day. The character can only find enough water for himself. If he shares his find with others, none of them gains any benefit.

Somatic Concealment dexterity
Though spellcasters can mumble verbal components and hide material components in their hands or robes, somatic components are harder to hide. The somatic component of any spell, magical or clerical, is apparent to any character watching the spellcaster. On Athas, where spellcasting is often illegal, the ability to hide the necessary gestures becomes important. If movements can be concealed, a spell can be unleashed without calling attention to the caster.
A character using the somatic concealment proficiency must announce to the DM his intention to do so at the beginning of the round. Then, when the character casts his spell, the DM makes the check in secret. A successful check indicates that anyone who can see the wizard doesn’t recognize his gestures as being magical in nature. A failed check means that all
who can view the casting wizard see his movements for what they really are.

Psionic Mimicry (Wizard: Cleric, Int -2, Cost 1 slot)
This proficiency is very useful to spellcasters who wish their spell effects to appear as
the result of psionic activity rather than magic. Using it, the spellcaster utilizes gestures, body language and facial expression to indicate that he is engaged in psionic
pursuits. Just before casting a spell, the user of psionic mimicry might, for instance, make a gesture most people associate with a psionic discipline that has an effect similar to the spell he is casting. If there is no such gesture, putting both hands to the head as if focusing one’s mental faculties is also possible. Though anyone could try to do this, those skilled in the proficiency have actually studied the various gestures and moves of psionicists and their mimicry is much more skillful and believable.
Psionic mimicry can be used in lieu of somatic concealment or in conjunction with it. If used together, the two proficiencies make it almost impossible for anyone to distinguish a spell’s effects from some sort of psionics. Further, those with the psionic mimicry proficiency have a chance equal to their proficiency skill -2 to correctly identify what sort of psionic power a person is using by observing that psionic’s body language for one round.

Spellweaving (Wizard, Dexterity 0, Cost 1 slot)
Spellweaving is a catch-all term for the art of creating a disguised spellbook. This may take several forms: a pattern woven into the material, a network of knots decorating
a robe, a series of etched designs in a brick, a painting on a reed mat, or decorative swirls on a staff. The limit to the kind of material and sort of artistic rendering is that it must be extensive enough to serve as a spellbook and common enough to not be
suspected as such.
Such works serve as collections of all the knowledge a wizard has accumulated.
They may be used like normal spellbooks. They cannot, however, be used like scrolls without destroying the whole work. The Spellweaving proficiency must be used each time a new spell is added to the “book.” A failed roll means the design for that particular spell is flawed and must be started again. It does not indicate that the
rest of the work suffers in any way. Spellweaving takes about two hours per level of the spell to create.

psionic powers:

Duo-Dimension
Power Score: Con -2
Initial Cost: 1
Maintenance Cost: 4/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
With this power, a psionicist can alter her own dimensions so that she has
height and width, but no depth. She becomes a two-dimensional image
that has no thickness; her third dimension is transferred to another plane and remains there as long as she maintains this power. The advantage of this lies in the fact that she simply does not exist if seen from the side, and is thus completely invisible and immune to any attacks from that direction. She can fit through the thinnest cracks by edging sideways, as long as there is vertical clearance for her. The psionicist can move and attack as normal, and she is not invulnerable-she can be attacked normally by any opponent in front of or phase behind her. While she is two-dimensional, she suffers double damage from any successful attack.
Power Score: The psionicist's weapon is affected by the dimension
blade power at no additional cost.
20: The psionicist vanishes into a weird pocket dimension for 1d6
rounds

Dimension Blade
Power Score: Con -1
Initial Cost: 6
Maintenance Cost: 5/round
Range: 0
Preparation Time: 0
Area of Effect: one weapon
Prerequisites: duo-dimension
A psychoporter can use her control of dimensions to make her sword
into an infinitely sharp blade by making it two-dimensional. Almost any
hand-held weapon can be altered with this power. even bludgeoning
weapons such as hammers or maces. Only jointed, chain, or rope
weapons (such as whips, flails, or nunchuks) cannot be made into dimensional blades.
While this power is in effect. the psionicist’s weapon ignores any armor worn by the victim. Only Dexterity and magical protection apply. For example, a gladiator with an 18 Dexterity in hide armor is AC 6 instead of AC 2. In the case of monsters. the DM must decide if the creature's armor Class is due to thick‚ armor-like hide or natural quickness. In
addition. the blade gains a +2 to hit and a +2 to damage rolls.
The dimension blade can also be used to cleanly sever inanimate
objects. such as an opponent’s weapon, a stone pillar. or the axle of a wagon. Any object struck by a dimension blade must make an item saving throw versus disintegration or be sliced in half.
Power Score: The dimension blade scores double damage in addition
to all other benefits.
20: The weapon the psionicist is trying to affect shatters, inflicting 1d4 damage on the psionicist

Power Score: wis -3
Initial Cost: 6
Maintenance Cost: 6/round
Range: 20ft
Preparation Time: 0
Area of Effect: personal
Prerequisites: none

The psionicist can use this power to perceive wizardly magic, including magical items, effects, and potential. Any enchanted items, scrolls, spellbooks, or potions glow faintly in the psionicist’s vision. He can see continuing spell effects such as a fire trap, wall of stone, or even a character under the influence of a charm person spell. See magic does not give the user the ability to determine what kind of magic is being used; all he would know is that the item or person radiates magical energy.
If the psionicist passes his power check with a roll of 10 or better. he also can see the spell potential of a magic-using character. A high-level wizard who has used up all of his spells would not have much potential, but one who had not expended any memorized spells would glow very brightly. This ability cannot detect priestly magic of any kind.
Power Score: The character discerns the type of enchantment on an
item or area. For example. he can tell that a fire trap is a trap of some kind.
20: The psionicist mistakenly believes a random item is highly magical.

Know Direction
Power Score: Int
Initial Cost: 1
Maintenance Cost: na
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
The psionicist becomes his own compass. By paying 1 PSP and making a successful power check, he knows which way is north.
Power Score - The power is automatically maintained for one day.
20 - The psionicist is disoriented; he cannot use this power again for 1d6 hours
Danger Sense
Power Score: Wis -3
Initial Cost: 4
Maintenance Cost: 3/turn
Range: special
Preparation Time: 0
Area of Effect: 10 yards
Prerequisite: none

When using danger sense, a psionicist will experience a slight tingling sensation at the back of his neck when a hazard or threat is near. The DM must make a successful power check on the psionicist's behalf before the character detects the danger. This power does not give the psionicist any specific information about the type of danger. He does not learn how or when it will strike. However, he does learn the general direction of the threat (i.e., to the right, left, ahead, or behind).
The character's power check results determine how much warning he gets. If the roll is 12 or more, he knows whether danger is lurking anywhere in the immediate area. If the roll is-8 or more, he enjoys a full round of warning before that danger strikes. If the roll is 7 or less, however, the psionicist isn't alerted until moments before danger strikes. If the roll is 1 exactly, he still has several moments' warning but the direction is off; e.g., if the attack, is coming from the left, he thinks it is coming from ahead, behind, or the right
(DM's option).
If the psionicist and his companions have enough warning, they can do
something to prepare-getting into defensive positions, preparing spells, or running away, for example. If they have less than one round of warning, the DM must decide how much preparation is possible. In any case, they always gain a +2 bonus on their own surprise rolls.
Power Score - The psionicist learns how far away the danger is.
20 - The psionicist cannot sense danger successfully for 1d6 hours.
Clairvoyance
Power Score: Wis -4
Initial Cost: 7
Maintenance Cost: 4/round
Range: unlimited
Preparation Time: 0
Area of Effect: special
Prerequisites: none
Clairvoyance allows the user to see images from a distant area. The
psionicist picks a viewing spot anywhere within range. He can then see anything
that he could normally see if he were standing in that spot. His field of vision
is no wider than usual, but he can scan the area by turning his head.
Clairvoyance does not replace the character's normal eyesight. The
psionicist can still "see" what is actually before him, but the distant scene is
superimposed. For this reason, most clairvoyants close their eyes to avoid the
confusion of images.
The more distant the viewed area is, the more difficult it is to use
clairvoyance. The table below shows how the range to a viewed area can diminish
the psionicist's power score.
Range Power Score Modifier
100 yards 0
1,000 yards -2
10 miles -4
100 miles -6
1,000 miles -8
10,000 miles -10
interplanetary* -12

* Players with the SPELLJAMMER boxed set should note that clairvoyance works only within a given crystal sphere or plane. (for success chance in Athas see table for contact other plane in defilers and preservers.
Clairvoyance does nothing to enhance the character's vision. Unless some other power or magic is at work, he still cannot see objects that are invisible, hidden in shadow, or behind other objects. This power also provides no sound, so the character actually sees a kind of silent movie (without subtitles, of course).
Once the viewing spot is chosen, it is fixed in space. To enjoy the view from another location, the psionicist must use this power another time, and make a new power check.
The psionicist's clairvoyant presence is undetectable by normal means. It cannot be dispelled, repelled, or kept away by any form of magic.
Power Score - The psionicist automatically gains clairaudience, too, for the duration of the clairvoyant vision.
20 - The psionicist is blind for 1d4 hours.

Contact
Power Score: Wis
Initial Cost: varies
Maintenance Cost: 1/round
Range: special
Preparation Time: 0
Area of Effect: individual
Prerequisite: none
Contact must be established before virtually any telepathic power can be used on another character or creature. It is just what its name implies - contact between the minds of the telepath and another character or creature.
Contact does not allow communication by itself; it is merely the conduit for other telepathic exchanges.
Many telepathic powers list “ contact” as their initial cost. That means contact must be established in a previous round before those powers can be used.
As long as contact is maintained, the psionicist can use other powers which require it, and can even switch (using attraction and then mindlink on the same subject after contact was established, for example).
A psionicist can maintain contact with more than one subject at a time, but he must contact each one individually, and pay a maintenance cost for each use of the power. For example, if a psionicist wishes to inspire awe in two subjects, he must establish and maintain contact with each one separately.
Once contact is established, it costs 1 PSP per round to maintain. The
psionicist can perform any other action while maintaining contact. If he uses another telepathic power on the same subject while maintaining contact, the contact power is “ free" (the cost of maintaining contact is covered by the other power's cost).
Establishing Contact: The initial cost of contact is based on the target's level or hit dice, as shown below.
1-5 levels or hit dice 3 PSPs/round
6-10 levels or hit dice 8 PSPs/round
11-15 levels or hit dice 13 PSPs/round
16-20 levels or hit dice 18 PSPs/round
A psionicist cannot contact a subject that he knows nothing about. In other words, he can't use this power to scan around and “ see what’s out there.” He must either have his subject in sight or know specifically who or what he is looking for. He cannot, for example, try to contact any random orc which may or may not be standing behind a closed door. However, he can try to contact a particular orc which he has seen before.
If a psionicist fails to establish contact, he can try again the next round. Failure doesn't necessarily mean the target’s mind cannot be contacted. Rather, it means the target has not been found yet. The psionicist can continue
searching.
Several factors can make telepathic contact difficult to establish:
* how far the target is (distance)
* resistance by the target-especially if the target is a psionicist
* whether or not the target is an intelligent mammal
Each factor is described below.
Distance: The greater the distance between the two minds, the more difficult it usually becomes to make contact. If the psionicist can see the target - either with normal vision or by using psionic powers -distance is not a factor.
If the psionicist cannot see his target, normal range modifiers apply. Simply knowing where to look does not constitute seeing the target.
Separation Power Score
Distance Modifier
Line-of-sight 0
1 mile -1
10 miles -3
100 miles -5
1,000 miles -7
10,000 miles -9
The maximum range for establishing contact is 10,000 miles when a psionicist cannot view his subject. Contact can be maintained across any distance, however;
it is not broken if a contacted subject moves out of range. There is one exception: contact cannot be extended beyond a crystal sphere.
Resistance: An untrained character - i.e., a nonpsionicist - can actively resist intrusion, resulting in a -2 modifier to the psionicist's power score. To resist, the character fills his mind with a barrage of thoughts and emotions - much as a child avoids a lecture by plugging his ears and yelling. For example, a character might repeat a poem ad nauseam, or scream battle cries. However, even these efforts won't work unless 1) the character is specifically resisting psychic intrusion, and 2) resisting intrusion is his sole activity. If the character tries to fight or cast a spell, for example, his psychic defense has too many "holes" to be useful. Unless a wild talent knows a telepathic defense mode, he is as vulnerable to contact as any nonpsionicist.
Psionicists (and psionic creatures) are much better at resisting contact. In fact, this power won't work against them unless they intentionally drop their natural defenses. They must allow another psionicist to use contact on them, and can exclude some contacts while remaining open to others. If a psionicist resists, contact can only be established through mental attacks: psychic crush, ego whip, id insinuation, mind thrust, or psionic blast. See Chapter 2, “ Psionic Combat” for more information.
Unusual Subjects: Contact can also be established with nonhuman minds, even plants. The further the subject is removed from mammals, the more difficult it
becomes to establish contact. Modifiers that affect power scores are listed on the following page.
Contact Score Life Order Modifier
Mammal (except marsupial) -1
Marsupial -2
Bird -3
Reptile, amphibian -4
Fish -5
Arachnid, insect -6
Monster -7
Plant -8
These modifiers are in addition to any distance modifiers that may apply. That means contacting a distant plant or monster is an uncertain proposition at best.
Breaking Contact: Contact is not severed until the psionicist breaks it off (fails to maintain it). If the person contacted is a psionicist, he may also do something to sever it. A psionicist often can eject an unwanted intruder (see "ejection").
Optional Rule: The minds of very intelligent beings are more difficult to latch onto. Increase the cost of contact by adding the creature's "# of Languages" minus two, as shown on Table 4 in Chapter 1 of the Player's Handbook. For example, a creature with intelligence 17 knows six languages. The cost of contacting this creature's mind is increased by four.
Power Score - The contact is maintained for four rounds for free.
20 - Further contact with this mind is impossible at this experience level.