Cleric

Lady Calista Lisia Da Romano's page

53 posts. Alias of Johnny_Panic.


Full Name

Lady Calista Lisia Da Romano

Race

Aasimar Peri-Blooded (Emberkin)

Classes/Levels

Psion Telepath [L5]

Gender

Female

Size

6'4"

Age

Unknown

Special Abilities

Telepathy Mind Link 25'

Alignment

LN

Location

Bis Manner house in the city of Kaer Maga.

Languages

Elven, Celestial, Abyssal, Common, Draconic, Infernal, Sylvan.

Strength 15
Dexterity 17
Constitution 17
Intelligence 30
Wisdom 20
Charisma 20

About Lady Calista Lisia Da Romano

Under Construction

Image of Lady Calista Lisia Da Romano In the Da Romano Bis Manner house.

LN Psion Telepath L5
Race: Aasimar Peri-Blooded (Emberkin)

Description & Personality:

Elf looking but for her eyes
Eyes: Iridescent Blue

Description
This tall [6'4"] and slender Calista passes for an elf, The only odd Aasimar thing about her is the Electric blue eyes. Calista does not look that strong but when she moves it’s with some grace. Wearing no Armour but has on only her well made Black and silver Psionic clothing. Piratically and intelligently designed for the city. For weapons she seems only to carry a cold Iron dagger in her right boot.

Personality
The Lady Calista is complicated. Talk to her and you will find a Highly intelligent, Highly self-disciplined elf, [Really Aasimar Peri-Blooded (Emberkin) Kn Planes DC16 to spot] she is very well educated and sophisticated. Her manners are impeccable, her grasp of language wide. She can be kind and if you spend time with her and you may start to think that Calista is always thinking, meticulously calculating and assessing and that she do's not show this off. When fighting evil she can be cunning, manipulative even cruel. The reason for this is simple, if you read minds you know just how evil someone has been. With her gifts she has strict personal code for their use, she dos no read minds willy-nilly, she do's so only if there just course.

Size: 6'4' 75Lb
Eyes: *Iridescent Electric Blue [fire]
Hear: White
Skin: Pale

*Only Aasimar trait

Crunch:

20/15/18/17/17/22

Str=15 [+02][15]
Dex=17 [+03][17]
Con=17 [+03][17]
Int=30 [+10][22+2Race+2Race+2Boon+2Item]
Wis=20 [+05][20]
Cha=20 [+05][18+2Race]

Her Menial stat's reflect her powerful mind and strong will.

Offence

Movement
Land 30'

Init +2 Perception +6
Dark Vision 60'

BAB+0 RBAB+2 MBAB+1

Unarmed strike TH+1 DMG1d3+1 B+NL
Mind thrust 1d6 DC16 Range 25'
Energy Splash RTA+2 1d3 Range 25'
Dagger: TH+1 Thrown TH+2 DMG 1d4+1 [r20' 2x]
Light Cross bow TH+2 DMG1d6 Range 80' 2x

CMB +0

Defiance
Senses perception +6

HP [6/6] 1x(6+0)=6

AC12 T12 FF10 [10 +2Dex]
power-Internal Armor +4 [1p] / [1p] +4AC Armor 1 Hours
AC16 T16 FF14 [10 +2Dex+4Power]

CMD =13 [10+0BAB+1STR+2dex]

Saves:
F=0 [+0class+0Con]
R=2 [+0Class+2Dex]
W=4 [+2class+2Wis]

Celestial Resistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
--Focused--
+4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.

Feats and Traits

Feats
1:Access Psionic Talents

Class
1:Psicrystal Affinity

Item Psicyrtal
Alertness
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Improved Evasion (Ex)
Prerequisite: Advanced talents
Benefit: This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Proficiency Weapon's

Weapon Proficiency
Classes - Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear.

Armor Proficiency
None: Armor does not, however, interfere with the manifestation of powers.

Traits
1:rich Parents +900gp start of game.

2: Forced mind +2 Concentration

Draw Back.
1:Family Ties [Da Romano Family]
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.

Effect(s) When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

Special Abilities:

Scion of Humanity Elf-kind
Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human Elf) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human Elf without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Darkvision
Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Skills:

Skill Points [2+5]x1=[7]
+1 on Knowledge, Perform, or Profession skill.

+02 Acrobatics(+2dex, +0rank)
+05 Appraise (+5int, 0rank)
+06 Autohypnosis (+2Wis +1Rank +3Class)<
+06/08 Bluff (+2Cha +1Rank +3class)< [+2 power]
+01 Climb (+1str, +0rank)
+05 Craft [All](+5int, 0rank +0Class)<
+02 Fly (+2dex, +0rank)
+05 Disable Device (+5int, +0rank)
+06/08 Diplomacy (+2Cha +1Rank +3Class)[+2 power]<
+02 Disguise(+2cha, +0rank)
+02 Escape Artist(+2dex +0Rank)
+02 Heal (+2wis +0rank)
+02/04 Intimidate (+2Cha 0Rank)[+2power]
+02/08 Perception (+2wis, +1rank +3Class)<*Item 2'
+02 Ride (+2Dex +0ranks)
+02 Perform (+2Cha 0Rank)
+02 Profession (Giuld master) (+2Wis +0Rank +0Class)<
+06/08 Sense Motive(+2wis, +1rank +3class)[+2power*]<
+02 Sleight of Hand(+2dex, +0rank)
+09 Spell/Psionic craft(+5int, +1rank +3class)<
+02 Stealth(+2dex, +0rank)
+02 Survival(+2Wis 0rank)
+01 Swim (+1Str 0rank)
+02 Use Magic/Psionic Device(+2cha, +0rank +0class)<
5p

Knowledge Cascade *+5 Power + re-roll.
+05 Knowledge (Dungeoneering) (+5int, +0rank +0class)<
+05 Knowledge (Engineering) (+5int, +0rank +0class)<
+05 Knowledge (Geography) (+5int, +0rank +0class)<
+05 Knowledge (History) (+5int, +0rank +0class)<
+05 Knowledge (Local) (+5int, +0rank +0class)<
+05 Knowledge (Nature) (+5int, +0rank +0class)<
+05 Knowledge (Nobility) (+5int, +0rank +0class)<
+05 Knowledge (Planes) (+5int, +0rank +0class)<
+05 Knowledge (Psionics/Arcana) (+5int, +0rank +0class)<
+05 Knowledge (Religion)(+5int, +0rank +0class)<
+05 Knowledge (Mathematics) (+5int, +0rank +0class)<

+11 Linguistics (+5int, +1rank +3class +2Race)<
1p

Concentration +11 (1ML+5INT+3Item+2Trait)

< = Classfeat other Skill

Languages: Elven, Abyssal, Celestial, Common, Draconic, Infernal, Sylvan.

Race Aasimar Peri-Blooded (Emberkin):

Masters of fire, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil. In her case picking N-law as a means to do so.

Standard Racial Traits
Aasimar Peri-Blooded (Emberkin) Racial Traits
Ability Score Racial Traits:
Aasimars are insightful, confident, and personable. They gain Ability Modifiers +2Int, +2Cha
Type:
Aasimars are outsiders with the native subtype.
Size:
Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed:
Aasimars have a base speed of 30 feet.
Languages:
Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Celestial, Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Celestial Resistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
Truespeaker
There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.Skilled:
Magical Racial Traits
Variant Aasimar Heritages +2 Int,
Her Birth leed to her gaining in mind mage powers and inherent intelligence.
Darkvision
Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Scion of Humanity Elf-kind
Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human Elf) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human Elf without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Psion -> Telepath L1:

Psion - telepath

1th
BAB+0
Hit Die: d6.
SAVES +0/+0/+2
Bonus feats,x1
Discipline Detect Psionics, +
Class Talentsx2
Discipline Ability x1

Skill Ranks at Each Level: 2 + Int modifier.

Skills
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int). Telepath Skills (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).
Weapon and Armor Proficiency:
Psions are proficient with the club/sap, Dagger, heavy crossbow Long Bow, light crossbow Short Bow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield.
Armor does not, however, interfere with the manifestation of powers.
Telepathy Discipline:
A psion who chooses the discipline of telepathy is known as a telepath. She is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of her enemies with ease.
Discipline Talents (Ps)
Choose two powers from the following list: mind link, mind thrust, telepathic lash. As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.

Powers:

2+2 [4/4] PP/day
Powers known 3
Power level 1th
Max power spend 1pp
DC15 [10+5int+PL]

A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.

To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

Powers Known

Psion Discipline ability x2+1 DC15
1:Detect Psionics 30' [no pp cost]
2:Mind Thrust 1d6 25' [no pp cost]
3: Mind Link 25' 10mins [no pp cost]

Talents: 5 DC15
1:Empathy 25' 1mins
2:Far Hand 5lb 25' 1r
3:Psionic Repair
4:Conceal Thoughts 1Hours
5: Unearthly Terror 25'
--Energy Splash 25' 1d3 DG

1st level powers 1pp DC16
1:call-to-mind [1p] +4
2:Energy Ray 25' [1p] 1d6
3:Inertial Armor [1p] +4AC 1hours

Psicrystal:

Single-minded +3 bonus on concentration checks

Psicrystal
A small crystal, about the size of a hand, walks on spidery legs and glows with an inner light.

Psicrystal Basics

Equipment:

Starting cash 1,150

Dagger: Cold Iron Dagger 4gp [Boot]
Light Cross bow +Qiver+Bolts 70gp

Armor: [Powers]

Belt: -
Body: Mind Mage outfit 50gp
Chest: -
Eyes: -
Feet: Fine boots
Hands: -
Head: -
Neck: - 20gp
Shoulders: -
Wrists: Psionic sleeves of Many Garments 220gp
Ring L: -
Ring R: -

Slotless
Custem made Jacket, but three pouches woven into a fine Leather Suit.
One pouch acts as a Quiver and cross bow holder.
Pouch 1

Pouch 2
Signal whistle 1sp
Smoked glasses 10gp

Pouch 2
Letters of Refinance and Credit.
Note book + silver tip pen.

Belt Clip 1
For her Psicrystal 1/4lb

Belt Clip 2

Carrying 5lb Light

COIN spent ,480 left 580gp

Background:

Kaer_Maga_Map

Calista was not born on the Prime living most of her life in the city of Kaer Maga, the City of Strangers. Her mother a respected elf cleric had had trouble conceiving children. So Divine magic was used how ever there was a side effect. The temple seer told her she would have triplets, all girls and it would be a hard birth. Help would be needed with the birth. The cost a great deal but aid from outsiders was got and after 2 days, three girls come into the world. All three sisters where Aasimar. Talain, Lillira and last one to be birthed Calista. The other two had a hard but fine birth how ever with Calista there was a complication, the her new born mind was unfixed, shifting from those around her it could was not be held in its own body. The wise of higher planes placed a gem stone on the child’s forehead to stabilize her mind, After this she found focus and peace, but the side affect was the implanting of her mind-mage powers. Powers that would come to life later in her life.

As a child to a respected noble family of Eleves, Calista and her two sisters spent most of their time with servants. The three where all but inseparable as children and where always known for getting in trouble. Talain the eldest by 5 mins, had a gift with plants, and to her was given then craft and skills of the Druidic arts. Lillira the middle sister was strong and arm and blade, to her was given the training of the bow and blade. Both elder sisters had a future of respectable roles in the Noble house Da Romano. But poor Calista showed no ability's as such, her mind powers just seem to limit other things, she had little gift for the bardic crafts, cleric arts where not for her, nor magaery, she understood magic she just could not do it. Alchemy then, no, all she did was make her hair green for a while, the fighting arts, again no, she was good with a dagger but not much more, she also hated wearing armor and use of the larger blades.

It seemed that she the younger was destined to be just wed off to some halfwit noble’s son. Meetings where held but each time the boy involved would blurt out so reason he could not marry Calista, a few times to great comic affect. Her mother started to suspect that Calista had a hand in this. Her suspicions where raised when she noted how Calista always seemed to know how others felt around her, it was more than hard to keep secrets from her in fact. Calista was needed to be talked to. This suspicion lead to a fateful meeting, with once again the Temple seer, the very one that advised she be born on the higher planes.

The meeting

She sat waiting and the old elf seer, blind came into the room. With her stick she found the table and sat across from Calista. She lifted a set of cards from her bag and placed them on the table.

”Well young elf it’s been a while, last time I was with you, you were no bigger than a fox cub. Now look at you, all ready to have a family of your own. But I can tell that is not what you wish. So let’s see you fate then.”

She took a deck of harrow cards and placed them in the form for prediction.

”The big sky, adventure awaits you child. The Crows, there will be evils and dangers to face, The Dance, grate forces will be in play, The Forge, you must train your skills and talents but what are they, I was told child you had none hum.”

She turned over the last two cards, and sat back an odd look on her face.

” The Unicorn, you will seek to undo something, and, arr this is unexpected”

::”The Mute Hag, so you’re a mind mage, well that I did not expect”::

Calista was shocked as the old elfs words came to her mind without being spoken.

::”But, how??, what? Err can you hear me my thoughts”::

The old elf seer nodded.

::”Its more you can hear mind, I am using magic, but you, your doing this all on your own, Yes?. It seems the powers that be have plans for you my girl. You have a destiny, so the cards you see in front of you say, one that is linked to your mind. So now we know what you need training in mind-mage.”::

Calista had no idea what that meant but when this old seer talked of talents she was all ears.

She was sent for training it was sparse and mostly from books. When she came back to the city she had a plan, she would find and train others like herself. Mind mages where seen with stigma, and that had to change. She would make a guild, a training school and collage. They would test children and find the gifted. They will work with the powers that be in the city and make themselves respected. Having a mind-mage in the family would become a thing of pride. Until then as an asset to the family she would be given tasks aliened for her skills. Being a noble family meant all of them worked to keep its name and interests safe.

Background sub story - Bad man

Nurob was happy; he had just fenced some more gear and was heading down to see Maka to do a nice blackmail on some out of town trader. Make him some real cash from a noble City of Strangers's fat-cat. He slipped in to Old Beekys Bar and grill and make his way to the booths at the back. Maka used one as his office to keep the laws eyes away. Nurob popped the door open and backed in checking he was not seen. Once he had the door closed he turned around says.

"Maka have I got as sweet deal for you..."

He stopped, where Maka normally sat there was now a white haired Elf. She could be one of Maka's girls.

"Err where Maka girly?"

She took a moment to look him up and down, and then said in a clear voice.

"Mr Makadreen decided to give up his life of crime and has gone the local Temple to confess all."

It took a moment, then he burst out laughing after a while he stopped.

"A Joker, funny but no really where's he gone?"

She looked him hard in the eyes.

"As I said, so now Mr Nurob Alfeen Gib and please take a seat, I would like some words with you."

Now he looked shocked, The law? city watch? Who in the the hell's was this elf, All this ran through his mind, she even knew is real full name, She has got to be the law, ye they wanted him, must be, yer now he was going to be in the big time. Deal with her then off to bigger things. He sat and looked at her, she poured him a drink of lemon tea she had in front of her. He did not take it, but she had a sip of hers. As she did he felt his leg under the table, felt for his poison tipped dagger there.

"Now Mr Gib you have come to my attention in regards to some documents you stole a few days ago from the Boyle Grand Inn, from room 10, the ones that you’re now thinking about in your top breast pocket and ones that belong to others."

He looked at her shocked,

"Mind reader!"

A crime here about's, So she's not local law, then what? free agent, someone hire her? or... the trader, he hired her, that's who this girl was, right him, need them back a, so girly now they would talk money.

What he had in his pocket was a trade deals worth 1,000s.

"You come alone?"

He asked her.

"Yes, I did not see the need for others."

Shot back her reply.

"Right, here is the offer, 4,000 in uncut gems, that's the price, pay and the papers are all yours. Any funny stuff and ill gut ya."

She sipped her tea again studding him.

::"No Mr Gib, I think you like me, in fact I think your a good pal and as such why not just hand the papers to, I think you would feel that would be a good idea"::

His mind was weak, she had no great difficulty, as a criminal she was free to use her full powers now. She held her hand out and before he knew it he had done just that, taken them out and handed them to her. He had really wanted to, really. She slipped them into a small case she had with her.

"Err, what the hell's just happened"

He shook his head,

"WHAT THE...!!"

He went for his dagger pulling it out and then froze. He could not move his hand out with the blade in it just inches from her head. She had not moved but still sat sipping her tea looking at him as if thinking what to do.

"Thank you Mr Gib, I have strict rules what I can do to others, but now you have tried to hurt me with poison no less, I don't feel bad about what I have to do, you’re an evil man and evil things are going to happen to you."

He was frozen as she stood and walked round the table to his side. She was tall over 6' but slim, but there was something very worrying about this Elf. She was to still to focused she had no fear of him at all. He could only move his eyes, so looking to the side he could see her come close, she pulled the dagger form his hand. Spinning it around she cut his arm with it, Still he could not move.

::"That will be painful soon, contact poison can be so painful, you really should not use it"::

She put the dagger back in his leg sheath, then he was free of her, but so weak, he fell to the floor shivering. The poison starting to work.

::"Now you made a number of mistakes, you should have checked your mark, you should have fully read the papers I now have and you should never have thought about blackmailing us."::

She looked down at him.

::"So with your mistakes I am sorry to say I have been ordered to set example of you. Your do understand, this is not at all personal it’s just business. They use me when they need things done out of sight."::

His mind raced
O O^#&& *#^#&*! the Noble's, the f^#& nobles!! O my god!!, The @&@& Da Romano's!

::"Yes I can see it in your mind, you just worked it out, now please try not to..."::

Too late he had messed himself.

::"O well, it will wash out, now then, as I was saying, the Nobles of this city need to as an example. You know for others of your kind who may be thinking of doing something like you. So a short distance from here is cities main witch keep."::

Now he was whimpering as fear and his own poison had taken him.

::"Your time is short and if you run there fast, and ask for healing I think they will try and keep you live for the reward that has just been on your head. I also think you may want to tell them all about the bad things you have done, get it all off your chest you will feel a lot better. You will not tell them about me."::

He crawled, when they arrested him and he told all. He had no idea why, he just knew he had to, that he must. There was a lot of pain and crying and evil things done, dead families, dead children but in all he told them he never said a word about letter or a strange elf he had just meet. They hang him two days later.

The trade deal was signed the same day.

Castista's NPC/Player links:

1: contacts/Relationships
Her Family She has a drawback linked to them, Mother, Father and two sisters and servants.

1: Rivals/Enemy's
Piplin Coush A petty crime boss who was fingered by Castista after an interview with Lord Riffingdale and her, he is now awaiting judgement. He was sword revenge on them both.

1: One other player she knows and has links with.
1: As yet an unknown other player.

NOTES: