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Summary[]

LadylawTalkrai
XP 5510Female Kalashtar Adventurer Ardent 5
Medium natural humanoid
Initiative +1; Senses Passive Insight 23, Passive Perception 23 (28 vs. hidden creatures)
HP 40, Bloodied 20, Surge Value 10, Surges 8
AC 19; Fortitude 15, Reflex 13, Will 19
Saving Throws vs. daze and dominate may be made at the beginning of Talkrai's turn instead of at the end.
Speed 5
BasicMeleeManifester Greatsword +2 (Standard; at-will)
+7 vs AC; 1d10+2
MeleeEnergizing Strike (Standard; At-will) ✦ Augmentable, Healing, Psionic, Weapon
+12 vs AC; 1d10+7 damage, and one ally within 5 squares of Talkrai gains 7 temp HP.
Augment 1
1d10+7 damage, and one dying ally within 5 squares of Talkrai regains 5 HP.
Augment 2
2d10+7 damage, and Talkrai or one ally within 5 squares of her can spend a healing surge.
MeleeFocusing Strike (Standard; At-will) ✦ Augmentable, Psionic, Weapon
+12 vs AC; 1d10+7 damage, and Talkrai or one ally within 5 squares of her can make a saving throw.
Augment 1
1d10+7 damage, and Talkrai or one ally within 5 squares of her can make a saving throw. If the saving throw is against a charm or fear effect, it gains a +4 power bonus.
Augment 2
2d10+7 damage, and Talkrai and each ally within 5 squares of her can make a saving throw.
MeleePrescient Strike (Standard; At-will) ✦ Augmentable, Psionic, Weapon
+12 vs AC; 1d10+7 damage. When the Target attacks Talkrai or an ally adjacent to her during its next turn, Talkrai can make the following secondary attack against it as an immediate interrupt.
Secondary Attack
+12 vs. Will; The target takes a -4 penalty to its attack roll.
Augment 1
As above, but the secondary attack becomes +16 vs. Will and can only be made if the triggering attack targets Will.
Augment 2
2d10+7 damage, and the secondary attack triggers when the target attacks Talkrai or any ally she can see. The secondary attack also becomes +16 vs. Will.
CloseBastion of Mental Clarity (Immediate Interrupt when When an enemy attacks Talkrai's Will; Encounter)
Close burst 5; Talkrai and each of her allies in the burst get a +4 power bonus to Will until the end of Talkrai's next turn.
CloseArdent Surge (Minor; Encounter) ✦ Healing, Psionic
Close burst 5; Effect: The target can spend a healing surge and regain 1d6 additional HP. The target also gains +2 to all defenses until the end of Talkrai's next turn (due to Mantle of Clarity and Heartening Surge). Special: Talkrai can use this power twice per encounter, but only once per round.
CloseArdent Alacrity (No Action when Talkrai is bloodied by an attack.; Encounter) ✦ Psionic
Close burst 5; Effect: Each ally in the burst can use a free action to either shift 1 or move half his or her speed.
CloseDimension Swap (Move; Encounter) ✦ Psionic, Teleportaion
Close burst 5; Talkrai and one ally in the burst teleport, switching positions.
MeleeHealer's Gift (Standard; Encounter) ✦ Healing
One dying creature can spend a healing surge.
MeleeMental Turmoil (Standard; Daily) ✦ Psionic, Weapon
+12 vs. AC; 2d10+7 damage, and the target takes a -4 penalty to attack rolls (save ends). Miss: Half damage and the target takes a -2 penalty to attack rolls (save ends). Effect: Until the end of the encounter, whenever the target misses with a melee attack Talkrai or one ally adjacent to her gains 7 temp HP.
Manifester Greatsword +2
+2 to attack and damage rolls; Critical: 2d6 psychic damage; Power (daily): Minor action. Talkrai gains 1 power point that can only be used to augment a psionic attack power.
Meliorating Chainmail +1
+1 AC; Each time Talkrai reaches a milestone in a day, the enhancement bonus of this armor increases by 1. This bonus resets to the armor's normal enhancement bonus after an extended rest.
Amulet of Protection +1
+1 Fortitude, Reflex, and Will
Bloodthirst Bracers
Power (daily): Free Action. When Talkrai hits with a melee attack, the target takes 7 ongoing damage (save ends) in addition to the normal damage and effects from the attack.
Mantle of Clarity
Talkrai and each ally within 5 squares of her get +4 to all defenses vs. Opportunity attacks. Also, each ally within 5 squares of Talkrai gets +2 to Insight and Perception checks.
Psionic Augmentation
Talkrai has 4 power points to spend enhancing her powers and items with the "Augmentable" keyword. Power points are regained by taking a short or extended rest.
Dual Soul
Talkrai may make a saving throw currently rendering her dazed or dominated at the start of her turn. If she fails, she doesn't make the save again at the end of her turn.
Telpathy 5
Talkrai can communicate with any other creature she can see within 5 squares of her that has a language. This power allows for 2-way communication.
Alignment Unaligned; Languages Common
Str 10 (+0)Dex 8 (-1)Wis 18 (+4)
Con 13 (+1)Int 10 (+0)Cha 20 (+5)
Skills Heal +11, Insight +13, Intimidate +12, Perception +13 (+18 vs. hidden creatures)
Feats Telepathic Sensitivity, Skill Power (level 2), Heartening Surge
Equipment Adventurer's Kit, Meliorating Chainmail +1, Manifester Greatsword +2, Amulet of Protection +1, Bloodthirst Bracers, 37gp



Character Information[]

Background[]

Talkrai's parents were never comfortable in the monasteries of Adar. They felt a calling to be something more, and so they left that place to search for their true purpose. They found it in Khorvaire. In a land riddled with war, they found their telepathic abilities most useful. The land was being ravaged right along with the population and they knew something needed to be done if there was to be a world left to live in when the war eventually came to an end. They made their home in The Dragonwood with a group of druids who took kindly to the thought of someone else caring what was happening to the land. It was no easy task for them, but they utilized their telepahtic abilities, as well as their physical ones to try to protect their little forest as best they could.


Talkrai was not something they really planned on, but she certainly wasn't spurned either. Her parents took her as just another challenge in life, but raising a child in war away from most of society was no easy task. In true Kalashtar fashion, however, it wasn't long before she started making herself useful. Even as a small child Talkrai was quick to try to help wounded animals, and eventually progressed to helping wounded people. She took to the forest life like a natural and some of the druids began to think she may eventually lean toward their path. Indeed, when her parents were lost in a terrible battle at the end of The Great War they took the then 12-year-old Talkrai under their wing and began teaching her more about the Druidic way so that she could make a more informed choice about her life's path. Though bereft by the loss of her parents, the druids were her family too, and so she was still at home among them until her greater powers began to manifest.


In the months leading up to her 14th birthday, Talkrai began having strange and sometimes terrible dreams. She dreamed of a huge and broken door that had swirling darkness oozing out of it. Sometimes there were monsters in her dreams trying to unblock the door or fix it. Once a great dragon appeared in her dreams, swirling around the gate and speaking to her, although in the morning she could never remember what it said. At first she kept these dreams to herself and prayed that they would go away. She didn't understand what they meant. She only knew that she awoke each time with a sense of dread, and sometimes with a sense that there was something very important she needed to do that didn't involve her small forest home.


After the dragon dream, occuring on the eve of her 14th birthday, she told the head Druid, Damon, about her dreams. He chastised her for not coming to him for advice sooner, but had a difficult time advising her on what the dreams could mean. The war was over, but the dreams were so dark. They clearly spoke of more evil and danger to come; and what of the dragon? If only Talkrai could remember what it said. Damon was certain that the dragon was the key to the whole thing. For a while he thought perhaps it was a sign that she would soon manifest a dragonmark that would help them protect the Dragonwood against the dangers that still threatened it: the new dangers that had arisen since The Great War's end. Certainly they now had their share of monster incursions, and that could account for the monsters in the dreams. Yet he was soon to realize that wasn't it at all.


As time passed, no dragonmark appeared. The dreams subsided a bit, appearing now only once a month or so, but in their place was new power. Talkrai now found that through battle, something she had done very little in the war due to her age even though they trained her, she gained a certain sense of clarity. It was as if her dual souls were acting independantly: one fought while the other lashed out with her mind to cause interesting effects on those around her. She found that she felt stronger than ever while fighting, and in team pracitces or battles (which she now participated in) her friends seemed stronger when she fought along-side them. She began to find that she could heal people of serious wounds with but a thought, although it was quite draining and she couldn't do it often. The druids didn't know what to make of it, but it was now also clear she was not meant for their path. Still, they welcomed her help; and as she developed her new-found powers they were more successful than ever at fending off the monsters that threatened their home. However, the dreams and the growing sense of dread in her heart made Talkrai realize that the time was approaching that she would need to leave.


On the eve of her 16th birthday the great dragon appeared in her dreams again, speaking words that she once again did not remember upon waking. However, she knew somehow that the time had come. There was something out there, something terrible; and somehow she was meant to play a part in stopping it. The time had come to leave, although she did so with a heavy heart. The druids bestowed upon her many gifts: some, items taken from fallen enemies; others, gifts made with their own hands. Damon professed that he knew this day had been coming and wished her well. "You will always have a home here with us, should you choose to return to it," he told her.


Thus she made her way to Sharn. She had another dream about the gate when she arrived there. Along with the impending sense of doom she felt upon waking, she also felt a sense that she was heading in the right direction. Now, she seeks a patron, an adventure, or some direction. She is hesitant to tell those she doesn't know about the dreams, lest they take them the wrong way; yet she feels certain the right person will come along, and when he does she may finally get some answers. In the meantime, she somehow knows that anything she does, as long as it both keeps her moving and continues to develop her powers, will be the right thing to do.

Appearance[]

Talkrai is tall and lithe. Growing up in the wilderness kept her fit. She cuts her auburn hair off at the shoulders so it doesn't get in the way as much while fighting and has a tendency to bind it back with a leather cord. Her eyes are pale green, and her skin is tanned a healthy bronze from spending so much time in the sun. Her clothing is mostly greens and browns and her armor is dyed black.

Age: 16 Gender: Female Height: 6'0" Weight: 195 lbs.

Personality[]

Alignment: Unaligned

Talkrai grew up in a close-knit, secluded community, so the way the larger world works is sometimes strange to her. She has a tendency to voice an opinion when she has one, even if it's unasked for, because that was important back home. Although she is seeing a lot of suspicion now that she's out on her own, she doesn't wear the frown that is often seen on other faces, nor does she feel the same type of skepticism of others. Her mental abilities being as highly developed as they are, she can often sense surface thoughts or feeling of those around her, often making it obvious what others intend toward her. As such, she can deal much more openly than some people can and/or do. Although she fights well, she is a bit clumsy off the battlefield. It's as though if her body isn't moving through fighting forms it sometimes forgets what to do.

Hooks[]

  • What is the meaning behind her dreams?
  • Her parents were killed in a great battle, but was it by chance or was it something more sinister?

Kicker[]

Talkrai is seeking the meaning to her dreams, and moves ever toward the purpose she feels calling to her from them. The Living Gate and the Dragon Above call to her for help in stemming the flow of energy from the Far Realm into this world. Perhaps these visions mean that abberant monsters of chaos are trying to create a new opening into this world, and perhaps there is something she can do, if only in a small way, to stop it. She isn't sure. It's possible that just being out there and using her particular power is all that is needed, but maybe it's something more. In case it is, she must journey and try.

Adventure History[]

First appearance at Tower's Shard Tavern
Lost Love

Ministats[]

Talkrai - Female Kalashtar Ardent (Mantle: Clarity) 4
Passive Perception: 23 (28 vs. hidden creatures), Passive Insight: 23
AC:19, Fort:15, Ref:13, Will:19 -- Speed:5
HP:40/40, Bloodied:20, Surge Value:10, Surges Left: 7/8

Power Points: 4/4, Action Points: 0, MI Daily Uses: 1, Milestones: 0
Powers: Energizing Strike, Focusing Strike, Prescient Strike
Ardent Alacrity, Ardent Surge, Bastion of Mental Clarity, Dimension Swap, Healer's Gift, Second Wind
Mental Turmoil, Manifester Weapon Power, Bloodthirst Bracers Power

Mantle of Clarity: Myself and each ally within 5 squares has +4 to all defenses vs. Opportunity Attacks. Each ally within 5 squares gets +2 to perception and insight checks.

Conditions: None

Equipment Wishlist[]

Item Name Slot Item Level
Luckbender Gloves Hands 6
Meliorating Chainmail +2 Body 8
Deep-Pocket Cloak +2 Neck 7

Equipment[]

Equipment Name Price Weight
Adventurer's Kit 15gp 33lbs
Meliorating Chainmail +1 680gp 40lbs
Manifester Greatsword +2 2600gp 8lbs
Amulet of Protection +1 360gp -
Bloodthirst Bracers 840gp -

Coins: 37gp

Encumbrance: 81lbs Normal Load: 100lbs Heavy Load: 200lbs Maximum Drag Load: 500lbs

Math[]

Attributes[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 10 0 0 10 0
Con 3 13 0 0 13 1
Dex 0 8 0 0 8 -1
Int 0 10 0 0 10 0
Wis 7 15 2 1 18 4
Cha 12 17 2 1 20 5
Totals 22   9


Attacks[]

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

0

str 5Manifester Greatsword +227AC
Basic Ranged

-1

dex21AC


Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class -1/0 dex/int 0 7 Meliorating Chainmail +1 2 19
Fortitude0/+1str/con11Amulet of Protection +12 15
Reflex-1/0dex/int 1Amulet of Protection +12 13
Will+4/+5wis/cha1 1Amulet of Protection +12 19


Senses and Reactions[]

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative -1 0 0 0 0 0 0 0 2 0 1
Passive Insight 4 0 0 2 0 0 0 0 2 5 23
Passive Perception 4 0 0 2 0 0 0 0 2 5 23

Senses: Normal

Health[]

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 13 5 0 0 0 40 20 10


Surges per day: 8 (7 Class + 1 Con)

Speed and Movement[]

Speed: 5 (6 Race - 1 Equipment)

Racial Features[]

Kalashtar (EPG)

  • +2 Insight, +2 any other skill (chose Perception)
  • +2 Charisma, +2 Wisdom
  • Encounter Power: Bastion of Mental Clarity
  • Dual Soul: Make saving throws vs. each dazed and dominated effect at the beginning of the turn instead of at the end.
  • Telepathy 5: Two-way communication with any other creature who has a language, is within 5 squares of me, and whom I can see.
  • Vision: Normal
  • Size: Medium
  • Speed: 6

Class Features[]

Ardent (PHB3)

  • Armor Proficiency: Cloth, Leather, Hide, Chainmail
  • Weapon Proficiency: Simple melee, military melee, simple ranged
  • Bonuses to Defense: +1 Fortitude, +1 Will
  • Ardent Mantle (Clarity): Myself and each ally within 5 squares of me get my Wisdom modifier as a bonus to all defenses against opportunity attacks. Each ally within 5 squares of me gets +2 to Perception and Insight checks.
  • Encounter Power: Ardent Alacrity (due to Mantle choice)
  • Power Points: Used to boost powers with the "Augmentable" keyword. At 4th level there are 4. More are gained at later levels.

Feats[]

  • 1st: Telepatic Sensitivity (EPG) - +5 to Perception checks opposed by a creature's Stealth Check
  • 2nd: Skill Power (2nd Level) (PHB3) - You gain a skill power of your level or lower from a skill in which you are trained.
  • 4th: Heartening Surge (PHB3) - The bonus that your Ardent Surge grants to either defenses or attack rolls increases by 1.

Background[]

Geography - Forest (PHB2): Perception class skill

Skills and Languages[]

Languages: Common



Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics-1dex-120
Arcana 0 int 2 2
Athletics0str-121
Bluff5cha27
Diplomacy5cha27
Dungeoneering4wis26
Endurance1con-122
Heal54wis211
History0int22
Insight54wis2213
Intimidate55cha212
Nature4wis26
Perception54wis2213
Religion0int22
Stealth-1dex-120
Streetwise5cha27
Thievery-1dex-120


Powers[]

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Energizing Strike +5 Cha 5 Manifesting Greatsword +2 0 0 2 12 AC
Focusing Strike +5 Cha 5 Manifesting Greatsword +2 0 0 2 12 AC
Prescient Strike +5 Cha 5 Manifesting Greatsword +2 0 0 2 12 AC
Mental Turmoil +5 Cha 5 Manifesting Greatsword +2 0 0 2 12 AC


Tracking[]

Money[]

+412 gp starting gold
-360 gp for Amulet of Protection +1 (PHB)
- 15 gp for Adventurer's Kit
+ 100 gp for Lost Love - her cut of the 500gp
+ 840 gp for Lost Love - in form of diamond
--------
   977 gp remaining

Treasure[]

  • Level 1: Parcel lvl+3
    • Bloodthirst Bracers (AV) - taken at character creation
  • Level 2: Parcel lvl+1
    • Meliorating Chainmail +1 (AV) - taken at character creation
  • Level 3: Parcel lvl+4
    • Manifester Greatsword +2 (PHB3) - taken at character creation
  • Level 4: Gold

XP[]

  • 3750 XP from starting at level 4
  • 1760 XP from Lost Love

Total XP: 3750

RP[]

Changes[]

  • May 29, 2010: Created
  • September 23, 2010: Updated EXP, RP, and treasure awards; updated total EXP and Level

Judge Comments[]

Judge comments (and your rebuttal) will go here.

Level 4 (starting)[]

Approval 1[]

Approval from EvolutionKB

  • Prescient Strike's secondary attack should include the weapon's bonus because the power has the weapon keyword. Just minor though, so approved.

Approval 2[]

Approval from renau1g

Status[]

Status: Approved as 4th level character with 3750 xp by EvolutionKB and renau1g

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