About Waifrin Goddon
Class Features: Student's Surge, Wild Surge +2 (may augment the manifester level and augment for free using raw emotion), Psychic Enervation (when using a wild surge, 15% chance: lose power points equal to class level, and are dazzled for one round per point of wild surge), Elude Touch (+1 Dodge bonus to AC), Surging Euphoria +1 (+1 to attack & damage rolls after successful wild surge), Surge Blast (expend psionic focus for 30' ranged touch attack, 1d6 force damage per +1 of wild surge).
Feats: Combat Manifestation, Empower Power, Expanded Knowledge (Minor Metamorphosis), Power Penetration, Psicrystal Affinity, Psionic Body (+2 hp per psionic feat).
COMBAT MANIFESTATION [PSIONIC]
You are adept at manifesting powers in combat.
Benefit: You get a +4 bonus on concentration checks made to manifest a power or use a psi-like ability when manifesting on the defensive or while grappled.
EXPANDED KNOWLEDGE [Psionic]
EMPOWER POWER [METAPSIONIC]
Power Penetration [Psionic]
PSICRYSTAL AFFINITY [PSIONIC]
PSIONIC BODY [PSIONIC]
A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand. A psicrystal is treated as a construct for the purposes of all effects that depend on its type.
Traits: Westcrown Firebrand: You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on all attack rolls.
Favoured Class: Wilder (+1 Skill Point/Level)
Equipment: Masterwork studded leather armour, staff, dagger, slingshot, 8 bullets; light crossbow, 10 bolts; backpack, caltrops, candle (3), chalk (3), flask, flint & steel, sewing needle, signet ring (heirloom), soap, torch (1); travellers outfit, dancer's costume, dress-maker's tools, sunrods (3), 3 bolts of linen, 3 bolts of silk.
Special Equipment: Potion of cure serious wounds, potion of disguise self (used).
Load: light load 33lbs or less; moderate load 34-66 lbs; heavy load 67-100 lbs. Current Load 33lbs.
Description: Waifrin tries hard to conceal her heritage and appear as a struggling artisan of which Westcrown is teeming, although her looks are sometimes hard to conceal. An experienced eye can see past these worn clothes and plaited hair to the fine, sharp classical features and innately pale skin of an aristocratic family. However, her once rich, dark hair has become a strange silvery white; like other subjects, it is one Waifrin simply refuses to discuss. When Waifrin uses her power, or when she dances, her entire demeanour changes as she raises her head, squares her shoulders and her eyes flare with passion.
The Goddon family fell from grace when both Waifrin and Marius were children, but both recall it vividly. Waifrin was sold into slavery for several years, years that she does not speak of. In this time she was separated from her parents and siblings, and she has no idea what may have happened to them. She escaped at some point in her early years when her talents first surfaced, and survived on the streets of the city, growing steadily stronger. She received some kind of help in this period before she met Marius again, but she says little of this either, referring to a benefactor she calls only 'Teacher'. He assisted her to control her psychic mealstrom of energy, and found her an apprenticeship as a dressmaker as a 'cover' (and to help make clothes and disguises for rebels and escaped slaves, of course). As she grew she became more deeply involved with rebellious factions and with the enigmatic Pathfinders. She also found more lucrative work as a dancer from time to time, which became a valuable tool to gain her access to certain places. Her knowledge of the world outside Westcrown is very sketchy, she sees Andoran as almost a mystical heaven-on-earth, and associates strongly with their ideals as she sees them.
Waifrin has tried to find out about her abilities, but those arcanists she had consulted (who are few) are clueless as to it's origin.
She was reunited with Marius only recently, and the two have a strong bond, but their long separation has resulted in some unease between them. She still keeps a small signet ring on a thong around her neck; kept hidden through years of slavery and worse, it is a tiny connection with her family's former position, and perhaps with other members that might be out there, somewhere.
Waifrin learned Azlanti from her father Alexite Goddon, a gifted scholar, almost as she learned to speak. However, she has not had cause to speak it in years.
Waifrin's father had hit upon a great archaeological secret in his investigation of Azlanti texts - that they had discovered and used a different source of arcane power. His studies enabled him to master only a modest level of this new source, but the texts implied that the best mastery came from training a person almost from birth to unlock their potential. He turned his attention to his infant daughter, and obtained promising progress. When the Hellknights and Asmodeans declared the Goddon family to be traitors, he sought to hide or destroy much of his work while his wife and daughter escaped. They failed, but in perishing he must have succeeded as the Asmodeans clearly had no idea of the time-bomb ticking in Waifrin's head. Had she continued to train, she may have made a psion; had she been martially trained and disciplined, a psychic warrior or soulknife. As it is, her passionate nature has made her a Wilder ...
Andros - this street urchin often acts as the go-between for Marius and Waifrin. Andros is a sometime resident of Teacher's house, and a member of a gang of street children.
Teacher - the mysterious individual who runs an 'underground railroad' for escaped slaves. Teacher is extremely reticent about his own training and abilities; to all appearances he is an eccentric old man who runs an 'open house' for the down-and-outs of society. The old man has an eye for escapees who invariably come his way, and also an eye for any number of informants who have passed through his house without uncovering anything.
Murdock - a professional thief and a fellow escaped slave, he is the closest thing Waifrin has had to a love interest since the two ran scams together a few years ago. While not a revolutionary, Murdock certainly has sympathies in that direction, but he is primarily concerned with survival.
The Pathfinder Wilder
Hit Dice: d8
Class Skills: Autohypnosis*(Wis), Acrobatics (dex), Bluff (cha), Climb (str), Craft (int), Diplomacy (Cha), Escape Artist (dex), Fly (dex), Intimidate (cha), Knowledge (psionics)(int), Perception (wis), Profession (wis), Spellcraft (int), Sense Motive (wis), Swim (dex), Use Magic Device (Cha).
* Autohypnosis – this skill is fully described in the Expanded Psionics Handbook.
Skill Points per Level: 4 + Int Modifier
Weapon & Armour Proficiency: Wilders are proficient with light armour and simple weapons, and all shields but tower shields.
The official Pathfinder Wilder will be released by Dreamscarred Press will be produced in 2010.
Psychokinesis [see text]
Level: Psion/wilder 1
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: None
Power Resistance: Yes
Power Points: 1
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.
Cold: A ray of this energy type deals +1 point of damage per die.
Electricity: Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A ray of this energy type deals +1 point of damage per die.
Sonic: A ray of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power’s damage increases by one die (d6).
In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.
Enhancement Menu A
+2 enhancement bonus to Strength
Abilities Menu A
You gain 5 temporary hit points.
Augment For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A. You may not choose the same option twice.
Swarm of Crystals
I couldn’t believe it when I met him … alive, but he’s got the scars like me. He’s one mean bastard in a fight, though. I’d pitch him against any Hellknight, no sweat. I don’t know how he’ll react when he finds out about it though. Otherwise, he’s the one I trust.