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It Doesn't Take a Kalashtar to see...
Apr 28th, 2011 at 5:57pm
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...this copy/paste from the Eberron campaign setting about Kalashtar. Weirdness in formatting and spacing is due to OCR errors.

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KALASHTAR
The kalashtar are a compound race: incorporeal entities from the alien plane of Dal Quor, the Region of Dreams, merged with human bodies and spirits to form a distinct species. They were once a minority among the quori, the native race of Dal Quor, hunted and persecuted for their religious beliefs. Thousands of years after the quori invaded Eberron and the connection between their plane and the Material Plane was severed, the kalashtar were the fi rst of the quori to discover a means to reach the Material Plane once more. Fleeing persecution, they transformed their physical forms into psychic projections that allowed them to enter the Material Plane and possess willing humans. Today, new kalashtar are born, not possessed; neither spirit nor human, they are a new race that breeds true.
It took three hundred years for the other quori to discover a similar means to psychically project their spirits out of Dal Quor and possess human bodies, forming the Inspired (see page 290), while leaving their own bodies behind—much as mortals project their minds to Dal Quor when they dream. For fi fteen hundred years now, the Inspired in their vast kingdom of Riedra have continued to persecute and oppress the kalashtar.

Personality: As a true hybrid of human hosts and quori spirits, the kalashtar possess keen intellects but are not ruled by logic. They seek the perfection of their minds and spirits, often to the exclusion of any physical pursuits.
They are generally warm and compassionate, but their manners and ways of thinking are alien to the native races of Eberron. They are more interested in psionics than in the magic that pervades Khorvaire, and often lace their discourse with esoteric terms such as “matter,” “kinetics,” and “ectoplasm.”
The kalashtar are outcasts from their home plane and can never return there—not even in dream. The combination of life in exile and a dreamless existence makes the kalashtar slightly inclined toward madness, and some have speculated that the kalashtar devote themselves to psychic and physical discipline in order to keep themselves safely sane.

Physical Description: Kalashtar appear very similar to humans, but they have a grace and elegance that makes them seem almost too beautiful. They are slightly taller than the average human, and their faces have a slight angularity that sets them apart from the human norm, but these deviations only make them seem more attractive.

Relations: Kalashtar are born diplomats and relate fairly well to individuals of all races—except, of course, the Inspired. They relate best to humans, with whom they share the greatest physical similarity, but some kalashtar find themselv es strongly drawn to other races instead. They oppose the Inspired in all ways, both within Riedra and beyond its borders, and likewise oppose any group or force that corrupts or degrades mortal souls.

Alignment: Kalashtar are generally lawful good. They combine a sense of self-discipline that borders on the ascetic with a genuine concern for the welfare of all living things, or at least their souls.

Kalashtar Lands: The kalashtar homeland is a region of Sarlona called Adar, a land of forbidding mountains and hidden fortresses in the southeastern portion of the continent. Even in Adar their numbers are small, and the number of kalashtar found in Khorvaire is much smaller still. However, they can be found in many of the largest human cities. The largest kalashtar population in Khorvaire is in the city of Sharn.

Dragonmarks: Kalashtar never possess dragonmarks.

Religion: Kalashtar do not follow gods, but they have their own religion, called the Path of Light. The center of this belief system is a universal force of positive energy the kalashtar call il-Yannah, or “the Great Light.”
Through meditation and communion with this force, the kalashtar seek to strengthen their bodies and minds for the struggle against the forces of darkness that threaten all life on Eberron. Though il-Yannah is not a deity, its few clerics draw power from the Path of Light. A greater number of devout followers of the Path are psions and psychic warriors.

Language: Kalashtar speak Quor, the language of the quori, and the common tongue of their homeland (Common in Khorvaire, or Riedran in Adar). Quor is a hissing, guttural tongue more suited to the alien forms of the quori than their humanoid hosts. It has its own written form, a flowing, elegant script with many circular letters.

Names: Kalashtar names have much in common with the name of their people: They are three to five syllables long, with a combination of hard and hissing consonants.
Male names end with one of the masculine name suffi xes –harath, –khad, –melk, or –tash.
Female names use the feminine suffi xes –kashtai, –shana, –tari, or –vakri.
Male Names: Halkhad, Kanatash, Lanamelk, Minharath, Nevitash, Parmelk, Thakakhad, Thinharath.
Female Names: Ganitari, Khashana, Lakashtari, Mevakri, Novakri, Panitari, Thakashtai, Thatari.

Adventurers: Every kalashtar enters adulthood facing a fundamental choice: Try to live a normal life as a persecuted exile in Adar, or take up a more active role in combating the Inspired in the world. Not surprisingly, many kalashtar choose the latter option and live a life at least bordering on that of the adventurer. Most kalashtar adventurers are motivated primarily by their hatred of the Inspired, but a few—primarily those advanced along the Path of Light—are driven by their compassion for all living beings and their desire to fi ght darkness in whatever form it takes.

KALASHTAR RACIAL TRAITS
• Medium: As Medium creatures, kalashtar have no special bonuses or penalties due to their size.
• Kalashtar base land speed is 30 feet.
• +2 racial bonus on saving throws against mind affecting spells and abilities, and possession: The kalashtar’s dual spirits help them resist spells that target their minds.
• +2 racial bonus on Bluff, Diplomacy, and Intimidate checks: Kalashtar are masters of social interaction, influencing others through their commanding presence and subtle psychic powers.
• +2 racial bonus on Disguise checks made to impersonate a human: Kalashtar have a close physical resemblance to humans.
• Kalashtar sleep but they do not dream. As such, they have immunity to the dream and nightmare spells, as well as any other effect that relies on the target’s ability to dream.
• Naturally Psionic: Kalashtar gain 1 extra power point per character level, regardless of whether they choose a psionic class.
• Psi-Like Abilities: Mindlink (1/day). This ability is like the power manifested by a wilder of 1/2 the kalashtar’s Hit Dice (minimum 1st level).
If you are not using the Expanded Psionics Handbook in your game, use this description of the mindlink power:
You forge a telepathic bond with another creature within 30 feet, which must have an Intelligence score of 3 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from spell resistance.
You can communicate telepathically through the bond even if you do not share a common language.
No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another), but only lasts for 1 round per character level. This is a mind-affecting ability.
• Automatic Languages: Common and Quor. Bonus Languages: Draconic and Riedran.
• Favored Class: Psion. A multiclass kalashtar’s psion class does not count when determining whether he takes an experience point penalty for multiclassing.
  
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Re: It Doesn't Take a Kalashtar to see...
Reply #1 - Apr 28th, 2011 at 6:11pm
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And some 4th edition info. (not sure if this matches official sources)

Quote:
Kalashtar
Refugees from the realm of dreams whose minds are as sharp as their swords
RACIAL TRAITS

    Average Height: 5'8" - 6'3"
    Average Weight: 130 - 220 lb

    Ability Scores: +2 Charisma, +2 Wisdom
    Size: Medium
    Speed: 6 squares.
    Vision: Normal

    Languages: Common
    Skill Bonuses: +2 Insight, +2 to choice of one other.
    Bastion of Mental Clarity: You have the bastion of mental clarity power.
    Dual Soul: At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.
    Telepathy 5: You can communicate with any other creature that has a language and is within line of sight and within 5 squares of you; this allows for two-way communication


Bastion of Mental Clarity      
Kalashtar Racial Power
You erect a psychic shield to protect your mind from assault, and you ward your allies as well.
Encounter
Immediate Interrupt      Close burst 5
Target: You and each ally in burst.
Trigger: An enemy hits or misses you with an attack against your Will
Effect: Each target gains a +4 power bonus to Will until the end of your next turn.

Kalashtar look similar to humans, but their outward appearance masks an inner demeanor that is at once serene and wild—cerebral and mad. The kalashtar fled Dal Quor, the region of dreams, eighteen centuries ago and came to Eberron. Today, they are strangers in Khorvaire, seeking refuge from agents of the Dreaming Dark in temple-keeps in the mountains of Adar.

Play a Kalashtar if you want...

    to play a wise and contemplative character who is capable of momentary madness.
    to be a stranger in a strange land, where every place you visit is full of wonder.
    to be a fugitive on the run from enemies that could be anyone, anywhere.
    to be a member of a race that favors the bard, cleric, paladin, and warlock classes.

Physical Qualities

Kalashtar, which in Quori means “wandering dreams,” first came to Eberron 1,800 years ago. They came as a renegade group from Dal Quor that sought to escape religious and philosophical persecution. Agents of Dal Quor known as the Dreaming Dark hunted them until finally the group’s leader, Taratai, found an audacious way to escape Dal Quor. She convinced Adaran monks to accept a permanent fusion of their own souls with those of the renegade quori. From that synthesis came kalashtar, and as a result, kalashtar today look similar to the monks who served as the first willing vessels. The monastery where the sixty-seven humans became kalashtar was a place of refuge, so the humans who lived there were diverse. Kalashtar have thus retained a diversity of appearance, possessing the same variety of skin, hair, and eye colors found among humans. They are usually slimmer and taller than humans, although short or stocky kalashtar exist.

  Kalashtar physically develop at the same rate as humans do and have similar life spans. A kalashtar child passes for human at first glance, but a few minutes of observation reveals the key difference. All kalashtar have a manner that is graceful, serene, and serious because of the fragment of quori soul bound within them. While human children run, laugh, and play, kalashtar children engage in the same meditative exercises, martial training, and telepathic conversations as adult kalashtar. For a kalashtar, growing up is a physical process, not a mental or emotional one.
Playing a Kalashtar

Most kalashtar remain in the temple-keeps of Adar, so any kalashtar traveling around Khorvaire probably has a good reason for doing so. A kalashtar might be driven by a desire to break the Riedran siege of Adar, or could be on the run from the Dreaming Dark.

  The typical kalashtar is contemplative and serene. They are compassionate and friendly, but in a cerebral way. Perhaps due to the turmoil within their conjoined souls, kalashtar keep a tight rein on their emotions. A kalashtar demonstrates camaraderie with a wry grin and an offhand remark rather than with a backslap or a ribald joke.

  The fragment of quori soul in a kalashtar recalls the escape from Dal Quor. Kalashtar on the run from the Dreaming Dark are wary, although they still try to maintain polite and kind behavior. Kalashtar struggle to integrate the thoughts and sensibilities of their human halves with the strange, intangible memories of their quori souls. Kalashtar flirt with madness. Occasionally, a kalashtar’s serene countenance drops to reveal crazed and baffling behavior that is inappropriate or even dangerous.

    Kalashtar Characteristics: Balanced, commanding, compassionate, contemplative, disciplined, graceful, insightful, intellectual, spiritual, thoughtful
    Male Names: Halkad, Havrakhad, Kanatash, Lanamelk, Lanharath, Malharath, Minharath, Nevitash, Parmelk, Thakakhad, Thinharath.
    Female Names: Ganitari, Khashana, Lakashtari, Meva kri, Novakri, Panitari, Sorashana, Thakashtai, Thatari.
  
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Re: It Doesn't Take a Kalashtar to see...
Reply #2 - Apr 28th, 2011 at 8:24pm
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The thought of +2 wisdom and +2 charisma to starting stats make me feel warm all over, so I know it would be too good to be true. Racial enhancements to wisdom would be even nicer, and thus even more unlikely.

I'm in no rush to TR my cleric (I need to grind more than one epic token every 3 months), but if those are coming....

Given that no other race gets one or more stat boosts without a cut to another stat (or two, I wonder what weakness Turbine would add to Kalashtar if they went with the 4th edition stats. Horcs pay for their +2 strength with -2 int and cha, WF for their +2 con with -2 cha and wis, and drow pay for their +2 dex, int, and cha with -2 con and by giving up 32 point builds.
  

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Re: It Doesn't Take a Kalashtar to see...
Reply #3 - Apr 28th, 2011 at 8:45pm
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If those are coming I need to cap my pure cleric!
  

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Re: It Doesn't Take a Kalashtar to see...
Reply #4 - Apr 28th, 2011 at 9:02pm
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My guesses...

No stat bonuses, but an enhancement line for Wis and Cha.
Social bonuses get enhancement lines for further enhancement, may even share half-elven social graces lines there.
Mind affecting/domination save bonuses enhancement line.
Main benefit will be a pool of power points and inherent psionic talents unlocked through enhancement system.
Possibly double the points granted from high charisma (or whatever the primary stat is for psions) for full psionisists.

« Last Edit: Apr 28th, 2011 at 9:02pm by Glenalth »  
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Re: It Doesn't Take a Kalashtar to see...
Reply #5 - Apr 28th, 2011 at 9:58pm
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Keep in mind those are 4th Ed stats, I'm pretty sure all races in 4th Ed have bonuses to stats and no penalties.
  

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Re: It Doesn't Take a Kalashtar to see...
Reply #6 - Apr 28th, 2011 at 10:12pm
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Is there some actual information indicating Kalashtar are next, or is this pure speculation?
  

"As my windshield melts, and my tears evaporate,
Leaving only charcoal to defend -
Finally I understand the feelings of the few,
Ashes and diamonds, foe and friend, we were all equal in the end."

-Waters
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Re: It Doesn't Take a Kalashtar to see...
Reply #7 - Apr 28th, 2011 at 10:14pm
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Glenalth wrote on Apr 28th, 2011 at 9:02pm:
Possibly double the points granted from high charisma (or whatever the primary stat is for psions) for full psionisists.


Int, so doubtful.
  

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Re: It Doesn't Take a Kalashtar to see...
Reply #8 - Apr 28th, 2011 at 10:17pm
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Auran wrote on Apr 28th, 2011 at 9:58pm:
Keep in mind those are 4th Ed stats, I'm pretty sure all races in 4th Ed have bonuses to stats and no penalties.


Yes, 4e is a completely different system.  If Turbine were to include Kalashtar, I'm pretty certain we'd see a 3e interpretation.
  

"As my windshield melts, and my tears evaporate,
Leaving only charcoal to defend -
Finally I understand the feelings of the few,
Ashes and diamonds, foe and friend, we were all equal in the end."

-Waters
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Re: It Doesn't Take a Kalashtar to see...
Reply #9 - Apr 28th, 2011 at 10:19pm
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Schmoe wrote on Apr 28th, 2011 at 10:17pm:
Yes, 4e is a completely different system.  If Turbine were to include Kalashtar, I'm pretty certain we'd see a 3e interpretation.


Probably 3e stats with 4th edition flavor for the enhancements like the Half-Elves.
  
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Re: It Doesn't Take a Kalashtar to see...
Reply #10 - Apr 28th, 2011 at 10:46pm
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Eberron has some really cool lore.  I spent a good amount of time last night reading about it on Wiki.  I have to go find a book or something.
« Last Edit: Apr 28th, 2011 at 10:46pm by Strakeln »  

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Re: It Doesn't Take a Kalashtar to see...
Reply #11 - Apr 28th, 2011 at 10:57pm
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read the blade of flame series and the storm dragon series both are very good
  

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Re: It Doesn't Take a Kalashtar to see...
Reply #12 - Apr 28th, 2011 at 10:57pm
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Strakeln wrote on Apr 28th, 2011 at 10:46pm:
Eberron has some really cool lore.  I spent a good amount of time last night reading about it on Wiki.  I have to go find a book or something.



http://www.comicweb.com/eberron.htm
  

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Calvet wrote on Oct 20th, 2011 at 12:18pm:
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Re: It Doesn't Take a Kalashtar to see...
Reply #13 - Apr 29th, 2011 at 12:08am
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Strakeln wrote on Apr 28th, 2011 at 10:46pm:
Eberron has some really cool lore.  I spent a good amount of time last night reading about it on Wiki.  I have to go find a book or something.


Well the setting did win an international contest.   Tongue

I agree though, it's pretty sweet.  My favorite part is the Rakshasa.
  

"As my windshield melts, and my tears evaporate,
Leaving only charcoal to defend -
Finally I understand the feelings of the few,
Ashes and diamonds, foe and friend, we were all equal in the end."

-Waters
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Re: It Doesn't Take a Kalashtar to see...
Reply #14 - May 2nd, 2011 at 8:36am
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While I agree that Eberron is a good campaign setting, novel + D&D = automatic and epic failure.
  

                           

Epoch wrote on Mar 14th, 2012 at 5:15am:
When people bring in their personal lives, it is all fair game.  This board promotes trolling.  If you bring something up, expect it to be used against you at a later date if not immediately.  You want to bring up personal shit, well, that is your problem.


Eladiun wrote on May 15th, 2012 at 1:46pm:
If one fails to understand the nuances of elite level trolling they would falsely interpret posts meant to fan the flames as support.
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Re: It Doesn't Take a Kalashtar to see...
Reply #15 - May 2nd, 2011 at 9:18am
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The problem of Eberron is that it's the last of a string of settings... that are more detailled/older/well known...

Lets see :
- Greyhawk, The setting from which everything started.
- Mystara ( also known as : Known World, Hollow World, ), The D&D Setting, from the time when D&D came in boxed sets.
- Forgotten Realms, no need to expand... The main ADD setting for about 15 years.
- Dragonlance... the second in row for about the same length, setting spawned from a campaign turned books.
- Spelljammer, Dungeon in Space... when the trend was for that kind of thing, to try to tie together all the settings.
- Planescape, Planar Dungeon... Lots of could have been
- Ravenloft, Really ? ..Kobold remember I9 ( and has I9 hidden somewhere at home )... Setting spawned from an adventure.
- Dark Sun...
( and I'm sure I missed at least 1 )

and then comes Eberron... after about 28 years of (A)D&D... and it's supposed to evict all the other settings and take the place.
Seriously, any setting was bound to go down the Epic fail drain with such a task... Now it's eventually going to work, as they keep reaming it up in our ass ( or down the throat, your choice Wink ), and got rid of most of those pesky and annoying alternate settings.
  

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Re: It Doesn't Take a Kalashtar to see...
Reply #16 - May 2nd, 2011 at 9:29am
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Hi Welcome wrote on May 2nd, 2011 at 8:36am:
While I Agree That Eberron Is A Good Campaign Setting, Novel + D&D = Automatic And Epic Failure.



QFMFT
  

"As my windshield melts, and my tears evaporate,
Leaving only charcoal to defend -
Finally I understand the feelings of the few,
Ashes and diamonds, foe and friend, we were all equal in the end."

-Waters
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Re: It Doesn't Take a Kalashtar to see...
Reply #17 - May 2nd, 2011 at 9:47am
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When it comes to making your own work, something that is relatively new, and both shiny and not well established as a result of that works better than things bogged down by a fuckload of bullshit details, that would probably be scrapped anyways.

Now I'm not saying Turbine didn't completely fuck it up, because they did. I am saying that novel + D&D + setting other than Eberron = automatic and epic failure for reasons other than trying to write a book about D&D. Starting with all the wanking to penis extension NPCs.

I am also saying that Kalashtar are a Half Elf type race, in that they really don't do much except fail, and bait basket weavers into playing fail races. It is possible they will be implemented in a way that is not terrible... in the same way it is possible that every last one of you reading this will win the lottery. At the same time. Remember, this is Turbine we're talking about.
  

                           

Epoch wrote on Mar 14th, 2012 at 5:15am:
When people bring in their personal lives, it is all fair game.  This board promotes trolling.  If you bring something up, expect it to be used against you at a later date if not immediately.  You want to bring up personal shit, well, that is your problem.


Eladiun wrote on May 15th, 2012 at 1:46pm:
If one fails to understand the nuances of elite level trolling they would falsely interpret posts meant to fan the flames as support.
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