Kham Val'abebiJeremy Ortiz
Rogue 4/Psychic Warrior 6Val'abebiChaotic GoodAlthares
CLASS RACE ALIGNMENT DEITY
10Medium; Face 5ft. by 5ft.; Reach 5ft.; 26Male5' 10"152 lbs.WhiteBlack
LEVELSIZEAGEGENDERHEIGHTWEIGHTEYESHAIR
5000055000
5000
Current XPXP for Next LevelXP RemainingIn Game XP Gained
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
12+1

DEX
18+4

CON
10+0

INT
10+0

WIS
14+2

CHA
12+1

TOTAL WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
HP
HIT POINTS
48


30
AC242416=10+5+0+4+0+0+5
15
-2
+5

TOTALFLAT
FOOTED
TOUCH
AC
BASEARMOR
BONUS
SHIELD
BONUS
DEX
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
SPELL
FAILURE %
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
BASE ATTACK
+7/2

INITIATIVE
MODIFIER
8=4+4
TOTAL DEX
MODIFIER
MISC
MODIFIER
SAVING THROWS TOTAL BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
CONDITIONAL MODIFIERS
Fortitude
Con
6=6+0+0
+0
+
Reflex
Dex
10=6+4+0
+0
+
Will
Wis
5=3+2+0
+0
+
TOTAL BASE
ATTACK BONUS
STR
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
GRAPPLE
MODIFIER
+8=7+1
+0
+0
+
MELEE
ATTACK BONUS
+8/3=7+1
+0
+0
+
RANGED
ATTACK BONUS
+11/6=7
+4
+0
+0
+
TOTAL BASE
ATTACK BONUS
DEX
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
+1 Flintlock, Altherian PistolTOTAL ATTACK BONUSDAMAGECRITICAL
+11/6
3d4+1
x3
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
50 ft.
One-Handed
Piercing
Medium

50 - 99 ft. 100 - 149 ft. 150 - 199 ft. 200 - 249 ft. 250 - 299 ft.
9/47/25/03/-21/-4
+1 Flintlock, Altherian Pistol (OH) TOTAL ATTACK BONUSDAMAGECRITICAL
+11
3d4+1
x3
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
50 ft.
One-Handed
Piercing
Medium

50 - 99 ft. 100 - 149 ft. 150 - 199 ft. 200 - 249 ft. 250 - 299 ft.
9/47/25/03/-21/-4

+1 Flintlock, Altherian PistolTOTAL ATTACK BONUSDAMAGECRITICAL
+13/8
3d4+1
x3
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
50 ft.
One-Handed
Piercing
Medium

50 - 99 ft. 100 - 149 ft. 150 - 199 ft. 200 - 249 ft. 250 - 299 ft.
11/69/47/25/03/-2

Flintlock, Altherian Pistol, MasterworkTOTAL ATTACK BONUSDAMAGECRITICAL
+11/6
3d4
x3
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
50 ft.
One-Handed
Piercing
Medium

50 - 99 ft. 100 - 149 ft. 150 - 199 ft. 200 - 249 ft. 250 - 299 ft.
9/47/25/03/-21/-4
Flintlock, Altherian Pistol, Masterwork (OH) TOTAL ATTACK BONUSDAMAGECRITICAL
+11
3d4
x3
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
50 ft.
One-Handed
Piercing
Medium

50 - 99 ft. 100 - 149 ft. 150 - 199 ft. 200 - 249 ft. 250 - 299 ft.
9/47/25/03/-21/-4

+3 ScimitarTOTAL ATTACK BONUSDAMAGECRITICAL
+9/4
1d6+4
18-20/x2
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
-
One-Handed
Slashing
Medium
Bane Ghost Touch
+1 Dagger (OH) TOTAL ATTACK BONUSDAMAGECRITICAL
+7
1d4+1+1d6
19-20/x2
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
10 ft.
One-Handed
Piercing/Slashing
Medium
Frost

+3 ScimitarTOTAL ATTACK BONUSDAMAGECRITICAL
+9/4
1d6+4
18-20/x2
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
-
One-Handed
Slashing
Medium
Bane Ghost Touch
+2 Cutlass (OH) TOTAL ATTACK BONUSDAMAGECRITICAL
+8
1d6+2
17-20/x2
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
-
One-Handed
Slashing
Medium
Keen Speed

DaemonscarARMOR BONUSMAX DEXCHECK PENALTYSPELL FAILURE
+6
5
-2
15%
TYPESPEEDWEIGHTSPECIAL PROPERTIES
Light
30 ft.
15 lbs.


Wondrous: Boots of Elvenkind
Circumstance
WEIGHT
+5
1 lb.
SPECIAL PROPERTIES
These boots grant the wearer a +5 circumstance bonus to move silently checks (DMG250).

Ring: Freedom of Movement

WEIGHT

0 lbs.
SPECIAL PROPERTIES
The ring acts exactly like the spell of the same name (DMG232).

Wondrous: Heward`s Handy Haversack

WEIGHT

5 lbs.
SPECIAL PROPERTIES
This backpack acts as an improved bag of holding (DMG259).

Wondrous: Cognizance Crystal: Max Power Point Storage of 3

WEIGHT

1 lb.
SPECIAL PROPERTIES
Cognizance Crystals store power points that psionic characters can use to pay for manifesting their powers. (ExPsiHb167)

Ring: Protection +1
Deflection
WEIGHT
+1
0 lbs.
SPECIAL PROPERTIES
The wearer receives a +1 deflection bonus to AC (DMG232).

Wondrous: Amulet of Natural Armor +2
Enhancement (Natural)
WEIGHT
+2
0 lbs.
SPECIAL PROPERTIES
This item adds a +2 natural armor bonus to the wearer`s AC (DMG246).

Wondrous: Cloak of Charisma +2
Enhancement
WEIGHT
+2
2 lbs.
SPECIAL PROPERTIES
This cloak grants a +2 enhancement bonus to Cha (DMG253).

Wondrous: Boat, Folding

WEIGHT

4 lbs.
SPECIAL PROPERTIES
A small box that unfolds into a boat large enough to hold three people (DMG249).

Wondrous: Mariner`s Eyepatch

WEIGHT

0 lbs.
SPECIAL PROPERTIES
5th-level caster, 1/day: scorching ray, see invisibility, comprehend languages.
SKILLSMax
Ranks
13/ 6.5


SKILL NAMEKEY
ABILITY
TOTALL
RANKS
ABILITY
MOD

MISC
MOD
n
AppraiseInt
0=
+0
+
n
Balance*Dex
6=2+4
+
n
BluffCha
6=5+1
+
n
Climb*Str
1=2+1
+-2
n
ConcentrationCon
5=5+0
+
n
Control ShapeWis
2=
+2
+
n
Craft (__________)Int
-2=
+0
+-2

Decipher ScriptInt
1=1+0
+
n
DiplomacyCha
7=
+1
+6

Disable DeviceInt
-1=1+0
+-2
n
DisguiseCha
1=
+1
+
n
Escape Artist*Dex
3=1+4
+-2
n
ForgeryInt
1=1+0
+
n
Gather InformationCha
3=2+1
+
n
HealWis
2=
+2
+
n
Hide*Dex
7=5+4
+-2
n
IntimidateCha
5=2+1
+2
n
Jump*Str
5=4+1
+

Knowledge (Arcana)Int
1=1+0
+

Knowledge (Architecture and Engineering)Int
1=1+0
+

Knowledge (Dungeoneering)Int
1=1+0
+

Knowledge (Geography)Int
1=1+0
+

Knowledge (History)Int
1=1+0
+

Knowledge (Local)Int
1=1+0
+

Knowledge (Nature)Int
1=1+0
+

Knowledge (Nobility and Royalty)Int
1=1+0
+

Knowledge (Religion)Int
1=1+0
+
n
ListenWis
3=1+2
+
n
Literacy
0=
+0
+
n
Move Silently*Dex
11=4+4
+3

Open LockDex
3=1+4
+-2
n
Perform (Act)Cha
1=
+1
+
n
Perform (Comedy)Cha
1=
+1
+
n
Perform (Dance)Cha
1=
+1
+
n
Perform (Keyboard Instruments)Cha
1=
+1
+
n
Perform (Oratory)Cha
1=
+1
+
n
Perform (Percussion)Cha
1=
+1
+
n
Perform (Sing)Cha
1=
+1
+
n
Perform (String Instruments)Cha
1=
+1
+
n
Perform (Wind Instruments)Cha
1=
+1
+

Profession (Sailor)Wis
3=1+2
+
n
RideDex
5=1+4
+
n
SearchInt
1=1+0
+
n
Sense MotiveWis
3=1+2
+

Sleight of Hand*Dex
5=1+4
+

SpellcraftInt
1=1+0
+
n
SpotWis
5=3+2
+
n
SurvivalWis
3=1+2
+
n
Swim*Str
-2=1+1
+-4

Tumble*Dex
7=5+4
+-2

Use Magic DeviceCha
2=1+1
+
n
Use RopeDex
5=1+4
+
Skills marked with n can be used untrained.
* armor check penalty, if any, applies.
** Double armor penalty


Kham Val'abebi
CAMPAIGNCHARACTER
EQUIPMENT
ItemValue (ea.)#Wt. (lbs)ItemValue (ea.)#Wt. (lbs)
Armor: Daemonscar
1600 gp115.00
Wondrous: Amulet of Natural Armor +2
8000 gp1
Gem: Emerald
1000 gp1
Wondrous: Amulet of the Planes
120000 gp1
Goods: Horse, Heavy, Thurkasian
300 gp1
Wondrous: Boots of Elvenkind
2500 gp11.00
Potion: Cat`s Grace (CL 3)
300 gp2
Wondrous: Cloak of Charisma +2
4000 gp12.00
Potion: Cure Moderate Wounds (CL 3)
300 gp6
Wondrous: Cognizance Crystal: Max Power Point Storage of 3
4000 gp11.00
Potion: Invisibility (CL 3)
300 gp1
Wondrous: Heward`s Handy Haversack
2000 gp15.00
Potion: Jump (CL 1)
50 gp2
Wondrous: Mariner`s Eyepatch
12000 gp1
Potion: Magic Weapon (CL 1)
50 gp1
Armor: +3 Chainmail
9300 gp1(40.00)
Potion: Spider Climb (CL 3)
300 gp2
Goods: Coin: gp (3157)
3157 gp1(63.14)
Ring: Freedom of Movement
40000 gp1
Goods: Flintlock Toolkit, Pistol
10 gp1(2.00)
Ring: Mind Shielding
8000 gp1
Goods: Mithral Thieves` tools
600 gp1(.50)
Ring: Protection +1
2000 gp1
Goods: Powder Horn, Altherian
5 gp1(.50)
Wand: Bless Weapon (4) (Charges: 10)
600 gp1
Goods: Traveler`s outfit
1 gp1(5.00)
Wand: Comprehend Languages (1) (Charges: 14)
210 gp1
Weapon: +2 Cutlass: Keen, Speed (1d6)
72315 gp1(3.00)
Weapon: +1 Dagger: Frost (1d4)
8302 gp11.00
Weapon: Flintlock, Altherian Pistol (3d4)
1200 gp4(12.00)
Weapon: +1 Flintlock, Altherian Pistol (3d4)
3500 gp26.00
Weapon: Flintlock, Altherian Pistol, Masterwork (3d4)
1500 gp2(6.00)
Weapon: +3 Scimitar: Bane, Ghost Touch (1d6)
50315 gp14.00
Wondrous: Boat, Folding
7200 gp1(4.00)
1 - 43 lbs. 44 - 86 lbs. 87 - 130 lbs.
• LIGHT LOAD •MEDIUM LOADHEAVY LOAD
TOTAL WEIGHT CARRIED 35.00 lbs.

MONEY
COINQTYGAINED IN PLAY
Copper0 
Silver0 
Gold3,157 
Platinum0 

LANGUAGES
AltharinHigh CoryaniNative Nation


FEATS
Armor Proficiency: heavy
Armor Proficiency: light
Armor Proficiency: medium
Improved Initiative
Mulitfire
Point Blank Shot
Precise Shot
Psionic Body
Ranged Disarm
Rank and Station
Shield Proficiency
Simple Weapon Proficiency
Two-Weapon Fighting
Weapon Focus: Flintlock, Altherian Pistol
Wisdom of the Ages
SPECIAL ABILITIES
Rogue Class Features
Evasion
Proficiency: Rogue Weapons
Sneak Attack +2d6
Trap Sense +1
Trapfinding
Uncanny Dodge
Psychic Warrior Class Features
Bonus Feat (3)
Proficiency: Armor, Heavy
Proficiency: Armor, Light
Proficiency: Armor, Medium
Proficiency: Martial Weapons: All
Proficiency: Shields
Proficiency: Simple Weapons: All

Psionic Power Points
Free Manifestations
Base PPBonus PPTotal PPPP Used
Psion FreePsion UsedPsyWar FreePsyWar Used
11
6
17




8



Ego Whip
(Dex)
Id Insinuation
(STR)
Mind Blast
(CHA)
Mind Thrust
(INT)
Psychic Crush
(WIS)
2nd
Protection
Power
Points
Empty Mind+1-2+3-3-5None1
Intellect Fortress-2+10+6+43 MH**5
Mental Barrier-1+4-3+1+32 MH**3
Thought Shield-4-1-2+4+21 MH**1
Tower of Iron Will+30-1+5-32 MH**5
Non-Psionic Buffer-8-9+4-8-8STUN***N/A
Flat-footed / no PP+8+7+8+8+8
Ability Damage1d4 DEX1d2 STR*1d4 CHA1d2 INT2d4 WIS
Power Points33915
* A defender who fails a Will save ignores Mental Hardness, if any
** Mental hardness reduces total ability damage dealt by successful psionic attack
*** Nonpsionic creatures are stunned for a number of rounds equal to the points of ability damage that would be dealt


SPELL NAME
SAVECAST TIME DURATIONRANGE
Psionic Attack Modes Known
Psionic Defense Modes Known


Kham Val'abebi's Psychic Warrior Powers
Level:0123456789
Known:033--------------
PP Cost:0/11357911131517

PrepSchoolSpell NameDCCast TimeRangeDurationSaveSRVSMDescription
1st LEVEL

Psychokinesis
Force Screen

1 Action

Personal

1 minute/level
None
-
Au
Invisible disc provides +4 shield bonus to AC. (ExPsiHb108).

Psychokinesis
Inertial Armor

1 Action

Personal

1 hour/level (D)
None
-
Vi(seetext)
Tangible field of force provides you with +4 armor bonus. (ExPsiHb113).

Clairsentience
Prescience, Offensive

1 Action

Personal

1 minute/level (D)
None
-
Vi,Ma
Gain +2 insight bonus on your damage rolls. (ExPsiHb125).
2nd LEVEL

Psychometabolism
Animal Affinity

1 Action

Personal

1 minute/level
None
-
Ma
Gain +4 enhancement to one ability. (ExPsiHb76).

Psychoportation
Dimension Swap

1 Action

25 ft.+5 ft./2 levels

Instantaneous
Will Negates (Harmless, Object)
Yes (Harmless, Object)
Vi
You and ally or two allies switch positions. (ExPsiHb93).

Psychometabolism
Dissolving Weapon

1 Action

Personal

Instantaneous
None
No
Vi
Your weapon deals 4d6 acid damage. (ExPsiHb95).

Description

Kham's pupils have faded to almost white as a result of his psionically active powers.

Kham's guns all have names: Jessica, Victoria, Melara, and Alita.

His latest acquisition was taken from Zainat Zameri, the Altherian bounty hunter. It is wrought in the shape of a leaping lion. Zainat's pistol has a polished blackwood stock and handle inlayed with mother-of-pearl.


Personal History

OBLIGATIONS OF RANK: The Val bloodlines were created by the Gods with the express purpose of these "super humans" to lead Mankind into a Golden Age. Vals are expected to take on assignments or missions because it's the right thing to do, not for monetary gain. Assistance to another Val family is a matter of honor and duty, although the assisted party may give a "token" of their appreciation.

THE EMERALD SOCIETY: Vast numbers of artifacts from ancient human and non-human civilizations lie buried and forgotten in the far corners of the continent. These objects could bring about great good to humanity after being properly inspected and studied. GOALS: To recover lost lore and artifacts and deliver them to scholars who may be able to unlock their secrets.

FIREARM: As a nobleman, a Val character may legally possess an Altherian Flintlock.


Quick Reference Notes

MIND THRUST: Telepathy [Mind-Affecting], Level: Psion/wilder 1, Display: Auditory, Manifesting Time: 1 standard action, Range: Close (25 ft. + 5 ft./2 levels), Target: One creature, Duration: Instantaneous, Saving Throw: Will negates, Power Resistance: Yes, Power Points: 1. You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it. For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1.

PERFECT RECOLLECTION (EX): 1/day, Kham can recall and review anything he has seen within the past week. With a full-round action, he may look back upon the memory and make a Spot or Search check as if he were there. He can use the power on an event or location more than once but must wait 24 hours before doing so.

THE TONGUES OF MAN ARE OF ALL MEN (SP): For a number of times per day equal to the Val's blood rank, he may use a full-round action to read any text as if he were affected by comprehend languages.

WISDOM OF THE AGES (EX): All Knowledge skills are class skills.

SPIRIT OF FREEDOM: Due to the peculiar nature of your previous bond with Fleshripper, this new blade’s power has seeped in to fill the void that was left when its predecessor was destroyed. As a result, you cannot trade or otherwise voluntarily destroy the weapon. Furthermore, the blade carries echoes of the spirits of all the innocents who were slain by Fleshripper. Its special purpose is to defend the weak and liberate the oppressed. This philosophy subtly works its way into your personality and you must act in accordance with it at all times. If you ever willfully violate the blade’s special purpose, such as by selling someone into slavery or killing an innocent, the blade immediately loses all its magical properties and forevermore becomes a normal scimitar.

CURSE OF FLESHRIPPER: Although Fleshripper has been destroyed, your soul is not fully free of its legacy. Every time you sleep you are plagued with horrible, twisted nightmares of bloodlust and violence. You are constantly aware of the evil within you, goading you to commit acts of depravity at every turn. Furthermore, casting any good-aligned spells, channeling positive energy, or using any paladin abilities now causes pain to course through you (though it causes no in-game effects). You do not know if you will ever be free of the Fleshripper’s influence over you… and there are some days when you don’t want to be free from the last vestiges of your addiction.

FLINTLOCK AMMO: [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []

POWER POINTS: Kham has 3 additional power points due to his blood rank.

FIRE/ELECTRICITY

Any time a PC carrying blast powder is subjected to open flame or electricity, be it by spell or natural means, then the PC’s exposed** blast powder has a chance of igniting. If the PC is exposed to a fire or electrical-based spell, the exposed blast powder will only explode if a natural 1 is rolled on the save. If the blast powder explodes, the GM should adjudicate damage as listed below under the “Set on Fire” rule.

SET ON FIRE

If the PC is set on fire by normal or magical means, then exposed** blast powder has a 20% chance, cumulative per round the PC is on fire, to ignite. If a character’s exposed blast powder explodes, the GM should apply 1d4 points of damage per "shot" of blast powder that explodes to the PC carrying the exposed powder. The maximum damage from this explosion is 10d4, and the explosion is confined to the square containing the PC. If the blast powder in question is in a loaded flintlock, then the weapon simply discharges. The GM should feel free to apply damage as the situation dictates. For example, if the PC had a shouldered flintlock rifle, the weapon would probably just discharge harmlessly. However, if the PC had a flintlock pistol stuck down the front of their belt "pirate style," well then…OUCH!

WATER/MOISTURE

Any exposed** blast powder submerged in water is immediately ruined. Any exposed** blast powder that is subjected to continuous moist conditions (swamp, VERY thick fog, etc.) has a 10% cumulative chance per hour of being ruined. Any flintlock whose shot is ruined requires 2 full-round actions to clean and reload, assuming the user has the appropriate flintlock tools. If the user does not have the appropriate tools, the time is tripled to 6 full-round actions.

** Blast powder is considered exposed if it is not sealed in some type of container. Loaded flintlocks are NOT considered containers.


Miscellaneous Notes

RPGA#: 41011135