Lawful Good, for all the good that does him on Athas
Location
The Wastes of Athas
Languages
Common, Elf, Kreen
Occupation
Tailor
Strength
14
Dexterity
14
Constitution
17
Intelligence
18
Wisdom
17
Charisma
17
About Cassiel "The Quiet"
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Statblock
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Cassiel "The Quiet"
Male human (Nibenese) preserver 3
LG Medium humanoid
XP: 5,000 (+10% XP gain!)
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Defense
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AC 10 (6 w/Armour spell)
hp 14 (3d4+6)
PSPs 26/26
Saving Throws
Paralyze/Poison/Death: 14
Rod/Staff/Wand: 11
Petrification/Polymorph: 13
Breath Weapon: 15
Spells: 12
(+3 vs. beguiling, charm, fear, hypnosis, illusions, possession, suggestion, etc.)
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Offense
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Speed ft
Melee Knife: ThAC0 21, 1d3-1 damage
Ranged Knife: ThAC0 21, 1d3-1 damage
Special Attacks Control Flames, ThAC0 20, 1d6 fire damage, Power Score 16
Spells Known85% chance to learn new spell, max. spell level 9th 1st: Armour, Magic Missile, Colour Spray, Change Self, Grease, Friends
2nd: Glitterdust, Invisibility
Spells Memorized 1st: Colour Spray, Colour Spray
2nd: Glitterdust
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Statistics
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STR 14, DEX 14, CON 17, INT 18, WIS 17, CHA 17
Languages Common (Read/Write/Speak), Elf (Speak), Kreen (Speak)
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Background
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The young Duong Chanda was born in the city-state of Nibenay, the third of four sons. His family worked as tailors, serving freemen, nobles and templar-wives alike. They served many clients, but they never had too much money for long; Chanda’s father had a bad habit of gambling away his profits on arena bouts.
His gambling problem caught up to him after he staked a great deal of his family’s ceramics on a montare chariot race and lost, putting him deep in debt. He was forced to sell young Chanda into slavery when he was 13 just to break even.
The boy was given to a noblewoman named Sor Suon, a defiler mage in the employ of the Shadow King of Nibenay. She was a cruel and paranoid woman, a stern taskmaster of... unsavoury tastes. She had many slaves at her beck and call, but none of them were trained in the tailor’s trade, and thus she took an interest in Chanda.
For four long years, Chanda worked as her slave, gradually earning her trust, and with it, his freedom—or, so he hoped. When he was 17, Suon finally showed him a glimpse of the magical power at her command, and said that it could be his if he became her apprentice. Chanda would never have accepted her offer willingly, but before he could refuse, Suon’s home was attacked.
The mage fought against her attackers, but was overwhelmed by their magic and forced to flee her own home. Chanda pleaded with the invaders to take him with them, telling them that he wanted to learn how to protect himself from people like her.
They agreed, but on the condition that he leave his old life—and name—behind.
And thus, Duong Chanda was no more. Cassiel “the Quiet” joined the Veiled Alliance.
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Description & Personality
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Before you stands a young man in the Nibenese mould: attractive, tall, lean, tan-skinned with a round face and black hair that falls down to his shoulders. His eyes are dark and almond-shaped, and seem to stare at you as if to size you up. He's wearing a weather-beaten tan cloak, dark brown pants and boots, and, curiously, has decided to go without a shirt. A small bone knife is belted at his side and a small leather shield can be seen on his back under the cloak.
Cassiel is, contrary to his nickname, a man who enjoys talking. He's prone to making witty (or snide, depending on how one feels about him) remarks on anything that catches his interest, when he's not rambling on about the finer points of the tailor's trade, how one can most effectively find shelter and sustenance in the sandy wastelands of Athas, or especially of his homeland of Nibenay. Curiously, he never answers questions about himself directly. If one were to press him, he'd undoubtedly make something up out of whole cloth about how he's a recently-graduated 'student of the mind' from the monastery of the Exalted Path--one of Nibenay's two psionic academies.
He's a habitual liar--unsurprising, given his profession and ties to the Veiled Alliance. However, to those whom he trusts (and those who trust him in return), he is a solid, dependable ally.
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Proficiency Breakdown
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Cassiel’s 1 Weapon Proficiency
—Knife
Power Score: Wis -3 (14)
Initial Cost: 3+
Maintenance Cost: 1+/round
Range: 30 yards
Preparation Time: 0
Area of Effect: single item
Prerequisite: none
Telekinesis, or "TK" for short, is the ability to move objects through space
without touching them. All telekinetic efforts tend to be physically taxing,
because they involve real work. Moving small, light objects is relatively easy.
As the objects become more massive, the task becomes significantly more
difficult.
The costs above (3 PSPs initially and 1 per round of maintenance) assume
that the object being moved weighs 3 pounds or less. For heavier objects, these
rules apply:
• The initial cost equals the object's weight in pounds.
• The maintenance cost is half the initial cost, rounded down.
• The character's power score is decreased by one-third of the object's weight
in pounds, rounded down.
For example, to telekinetically snatch a 15-pound battle axe from a rack, a
psionicist must pay 15 PSPs and make a power check with a -5 modifier to his
score.
A psionicist using TK can move an object up to 60 feet per round. The
object can serve as a weapon. In this case, the character attacks using his own
THACO score, with a penalty equaling the objects weight modifier (one-third its
weight, rounded down).
Power Score - The character can lift a second item of equal or lesser weight
simultaneously for the same cost.
20 - The psionicist "fumbles" the item, knocking it over, etc.
Control Flames:
Power Score: Wis -1 (16)
Initial Cost: 6
Maintenance Cost: 3/round
Range: 40 yards
Preparation Time: 0
Area of Effect: 10 sq. ft.
Prerequisites: telekinesis
By controlling flames, a psionicist can make a normal fire bigger, smaller,
hotter, or colder. He can even make it move around as if it were a living
creature.
A fire's size can be increased by 100% or decreased by 50%. If the fire's
heat is increased, it causes double damage. If its heat is reduced, the damage
is halved. This applies to flaming torches, burning oil, and other normal fires,
but not to magical fires such as fireballs or burning hands.
An animated fire can move up to 90 feet per round (MR 9). It can be shaped
like a person or an animal, as long as it covers no more than 10 square feet of
ground. If the fire moves away from its fuel, it can survive for only one more
round, then dies out.
An animated fire can also attack by engulfing an opponent. The psionicist
must make an attack roll using his regular THACO. If successful, the attack
causes 1d6 points of damage.
Power Score - Size can increase up to 200 % or decrease to 0% (the fire is
extinguished).
20 - The psionicist burns himself, suffering 1d4 points of damage.
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Gear
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—1 Backpack (20 cp)
—1 Belt (3 bits)
—2 pairs of Breeches (4 cp)
—1 Good Cloth cloak (7 cp, 2 bits)
—1 pair of Gloves (1 cp)
—1 pair of Soft Boots (1 cp)
—1 bone knife (15 cp)
—1 small leather shield (30 cp)
—1 fire kit (2 bits)
—1 large belt pouch (10 cp)
—1 small belt pouch (7 bits)
—5 sewing needles (2 cp, 5 bits)
—1 krama (1 bit)
—1 week of rations (30 cp)
—4 waterskins (4 cp total)
—3 torches (3 cp total)
—1 large sack
—1 50 ft. length of giant-hair rope
—1 grappling hook