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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
XP Speed(S/M/F)
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Hero Points
Caster Level
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
=
10
+
+
+
+
+
+
+
+
TOTAL
Armor
Shield
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Dodge
Size
Natural
Deflect
Misc
Touch
Flat-footed
CMD
FCMD
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
=
+
+
+
+
REFLEX
=
+
+
+
+
WILL
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
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Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
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CMB
=
+
+
+
+
RANGED
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+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Worn
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Worn
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Max Rank
Skills
Skill Name
Key
Ab
CS
Skill
Mod
Ab
Mod
Rank
Misc
Mod
ACP
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
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=
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=
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=
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=
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=
+
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
48 g
Languages
Description
Though his outfit is more proper and less of an appealing look for an adventurer, Damon continues to wear the same odd clothing. His white long-sleeved shirt has a dark blue vest over it, and both are covered by a black coat that falls a bit beyond his knees. The light gray pants he has are covered at the legs by tall brown boots. White gloves, a blue bow tie, and a black top hat round off his strange appearance. In spite of his hat, Damon's light brown hair is still visible, as is the roughly shaven hair around his chin. In most situations, his brown eyes have a friendly sparkle to them. Only when situations become increasingly serious does he lose his light-hearted air.
Personality
To people he has just met, Damon starts off as a polite man that shows more interest in hearing about others rather than sharing details of himself. To those he grows used to being around, he opens up to show his natural self, which is more about good humor rather than formal words. Even so, he will not speak much of himself unless a situation calls for it and he truly trusts the people he is with. Though not a man to follow the law to the letter, Damon has morals that make it impossible for him to turn a blind eye on people that need help. When it comes to battle, Damon does not mind fighting, but he does not intentionally seek out conflict. He prefers to fight at a distance with his mind blades as daggers. If forced into close quarters, he resorts to dodging and counterattacking, relying on his speed rather than any sort of brawn. He is not particularly strong, which means he relies on lighter attacks that hit frequently. Damon never shows his mind blades unless he feels combat is about to occur. He would rather people do not fear him for his abilities, plus he does not like giving hints to his fighting style to people he may wind up crossing blades with.
Character Traits
Investigative Mind: Sense Motive +1 and is a class skill. Reactionary: +2 initiative.
Character Flaws
Contacts / Friends
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=448845][B][SIZE=+1]Damon Alastair[/SIZE][/B][/URL] Male Neutral Good Human Soulknife, [B]Level[/B] 5, [B]Init[/B] +8, [B]HP[/B] 60/60, [B]Speed[/B] 30 ft [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]Fort[/B] +5, [B]Ref[/B] +12, [B]Will[/B] +9, [B]Base Attack Bonus[/B] 5 [B] +1 Distance Mind Blade (Light Weapon) [/B] +14 (1d6+1, 19-20/x2) [B] +1 Distance Mind Daggers [/B] +14 (1d4+1, 19-20/x2) [B] +1 Mithral Chain Shirt[/B] (+5 Armor, +6 Dex) [B]Abilities[/B] Str 12, Dex 22, Con 14, Int 14, Wis 16, Cha 10 [B]Condition[/B] None
Condition and Effects
Additional Information
Other Notes
[
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Damon was the first of two children born to the current heads of the noble Alastair household, a family that has prominent standing in Cassomir. Ten years after he came into the world, his sister, Cynthia Alastair, was born. Their parents had not been trying to have a second child, nor had they expected one after so many years of only having Damon. Even so, they were joyful to have a daughter, especially since Damon had showed little interest in the noble way of life. Their hopes were that their daughter would grow up properly and marry into another wealthy house. As a rebellious child, Damon spent most of his youth on the streets to dodge lessons his parents hired tutors for. His plan was to become an adventurer, like the tales he heard bards tell on the streets and in the taverns. He was going to leave when he was fifteen, but Cynthia changed that. He became so close to his sister that he wound up staying for her sake. She wanted them all to live together as a family, so Damon stopped running off on his own and reintegrated himself into the lifestyle expected of a noble. His parents welcomed the change and earnestly taught their two children all they felt was important for having such a high position. When his sister was fifteen (making him twenty-five), an arranged marriage was set with an eighteen year old noble named Ethan Bennett. Damon had never had any close friends, so he was happy to become so close to his new brother-in-law. Damon, Cynthia, and Ethan became close as a trio of friends, and Damon could not think of a better person to marry his sister. They were wed a year later. Though his parents urged him to find a wife as well, nobody stood out to Damon as someone he loved, so he kept his focus on his position. When he was thirty, tragedy struck. An assassination attempt on Ethan's life by a rival house occurred. Cynthia shoved him out of the way and was fatally wounded in the process. Ethan tried to catch up with the assassin while Damon desperately attempted to save his sister. Knowing she was dying, Cynthia gave him a pocket watch she had always carried. She whispered for him to never let anybody else have it. Her last words were that she loved him and to tell Ethan the same. She passed away before Ethan could return. Both men were affected by the tragedy badly. Damon fell into depression while Ethan did everything he could to find a cleric to bring her back. By the time he finally found one, Cynthia had been dead long enough to make the magic useless. It was only after that when Ethan approached Damon, asking if Cynthia had left something with him. Ethan knew of her watch and wanted to have it, apparently as a keepsake. Damon told him of her words and said he could not part with it. Ethan said he understood and left without further argument. The next evening, Damon was nearly killed by an assassin himself. He would have died if not for his psionic powers finally manifesting. Before then he had never been in danger, thus he had never needed the blades his mind crafted for him. He used them to kill the assassin and learned, from a note he found, that the assassin had been sent by Ethan. This betrayal by the man he considered his close friend was the final blow. The following morning, Damon left the city of Cassomir without leaving any hints as to where he was going. Not even his parents were told. He continued to travel constantly to avoid anything else his brother-in-law might attempt. It seemed he was safe until a few weeks ago, when a mercenary attacked him. This second attempt on his life also failed, but due to a brutal fall Damon took, the pocket watch's face was severely cracked. He left the town as quickly as possible to search for a new safe location where he could get the last memento from his sister fixed. That location was the capital of Oppara, where Princess Eutropia. When there, he learned of her bid for artifacts, offering great pay in exchange. This caught Damon's attention for a couple of reasons. One was that he could get the funds he needed for fixing the watch. Another was that even though he did not wish to spread his identity around, he did want to know what was happening to the rulers of their country and how he could help out. So he decided to check on whether he would be accepted for the job, even if it means potentially giving away his identity and his unnatural psionic abilities. - [B]Motivations:[/B] As a short-term goal, Damon is seeking out someone to fix the pocket watch he carries. He wants to know why his sister insisted on him keeping it, and why his brother-in-law is willing to kill him for it. Staying in hiding from the assassins is also important to him. But the long-term goal he has, even if he does not know it, is to find a meaning in his life after his sister's death. His actions to become the head of his household were for her sake, and though he grew to enjoy the idea more, he feels he can do something more valuable for the country. His concern for other people was born from getting close to his sister, and it has continued to develop over the years. Helping the princess out seems like a good way to do this. In addition, Damon has an interest in psionics. His manifestation of his powers made him want to learn more, especially so that he could ensure it would not make him a 'monster', as many people seem to think of people with psionic powers. He has concluded they are simply another way of defending oneself, just like a metal weapon or a spellbook. Not many people believe this, so he hopes to enlighten them on what psionics really are like. He also keeps an eye out for other people with similar powers, especially since they could land into trouble easily, which would lead to him wanting to help them. - *Investigative Mind: +1 to Sense Motive and it is considered a class skill. After his only friend tried to have him murdered, Damon is far more wary of jumping to conclusions. He can no longer take anything for granted and seeks to find why people act as they do rather than blindly trusting their outside nature. *Reactionary: +2 to initiative. When on the streets as a child, Damon made it a habit to avoid tough gangs and brawls. The few times he was near one, he made it his priority to evade the situation.