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Waifrin Goddon's page

844 posts. Alias of Dabbler.


Full Name

Waifrin Goddon

Race

Human

Classes/Levels

Wilder 5th | AC13 | HP39 | Str 10 | Dex 15 | Con 13 | PP37/37

Gender

Female

Size

5'5" 110 lbs

Age

17

Alignment

Chaotic Good

Deity

None, but inclining toward Milani, the Everbloom

Languages

Common (Taldane), Azlanti

Strength 10
Dexterity 15
Constitution 13
Intelligence 13
Wisdom 11
Charisma 20

About Waifrin Goddon

Skills
*Acrobatics (3+3 ranks +2 dex) = 8
*Autohypnosis* (1+3 ranks) = 4
*Climb (2+3 ranks) = 5
*Bluff (3+3 ranks +5 cha) = 11
*Craft (seamstress) (1+3 ranks +1 int) = 5
*Diplomacy (1+3 ranks +5 cha) = 9
Disguise (1 rank +5 cha) = 6
*Escape Artist (1+3 ranks +2 dex) = 6
*Fly (+2 dex) = 2
*Intimidate (1+3 ranks +5 cha) = 9
*Knowledge (psionics)* (2+3 ranks +1 Int) = 6
Knowledge (local/Westcrown) (2 rank +1 Int) = 3
*Perception (5+3 ranks) = 8
Perform (dance) (1 rank +5 Cha) = 6
Perform (acting) (1 rank +5 Cha) = 6
*Sleight of Hand (2+3 ranks +1 trait +2 dex) = 8
*Spellcraft (1+3 ranks +1 int) = 5
*Sense Motive (3+3 ranks) = 6
Stealth (1 rank +2 dex) = 3
*Swim (1+3 ranks +2 dex) = 6
*Use Magic Device (1+3 ranks +5 Cha) = 9

Saves:
Fortitude = +2 Reflex = +3 Will = +6
AC = 16 (13 touch, 13 flat-footed)
Hit Points = 39 (current = 31 non-lethal = 31) {8 basic +1 Con +12 Psionic Body + 5 2nd level + 3 3rd level + 5 4th level +5 5th level}
Temporary Modifiers: None.
Attack bonus = +3 Melee, +5 Missile
CMB: +3 CMD: 15
Attack: Punching Dagger (+3, 1d4 damage, x3 Crit), slingshot (+5, 1d4 damage), Energy Ray (+5 ranged touch, damage 1d6+1 fire/cold or 1d6 electrical or 1d6-1 sonic per power point / wild surge point), Light Crossbow (+5, 1d8 damage), Surge Blast (+5 ranged touch, 2d6 force damage).
Initiative: +3 (+2 dex +1 trait)
Power Points: 37 (25 level, 12 for charisma) (current = 37)
Currently Psionically Focussed: Yes.

Psionic Powers:
1st Level: Energy Ray, Demoralize, Minor Metamorphosis.
2nd Level: Swarm of Crystals.

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).

Feats:

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]
You learn another power.
Prerequisites: Manifester level 3rd.
Benefit: Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline’s list or even from another class’s list, even if that power is already on your class’s power list.
Special: You can gain this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest.
1st Power: Metamorphosis, Minor (as Egoist).

EMPOWER POWER [METAPSIONIC]
You can manifest powers to greater effect.
Benefit: To use this feat, you must expend your psionic focus. You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1-1/2 times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables.
Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

Power Penetration [Psionic]
Your powers are especially potent, breaking through power resistance more readily than normal.
Benefit: As long as you maintain psionic focus, you gain a +2 bonus on manifester level checks made to overcome a creature’s power resistance. You may expend your psionic focus to increase this bonus to +4.

PSICRYSTAL AFFINITY [PSIONIC]
You have created a psicrystal.
Prerequisites: Manifester level 1st.
Benefit: This feat allows you to gain a psicrystal. Should your psicrystal be destroyed, you gain a new one after 24 hours. A new psicrystal must have the same personality as the original.

PSIONIC BODY [PSIONIC]
Your mind reinforces your body.
Benefit: When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points.

Psicrystal:

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.

PSICRYSTAL
Diminutive construct (CG)
Init +2 Senses Sighted 40 ft., Perception +6
DEFENSE
AC 17, 16 touch, 15 flat-footed (+4 size, +2 Dex, +1 Natural Armour*)
HP 14
Fort +2, Ref +3, Will +4
Hardness 8
OFFENSE
Speed 30 ft., climb 20 ft.*
Melee -
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1*, Dex 15*, Con -, Int 7, Wis 10, Cha 10
BAB +0; CMB -9; CMD +3
Feats -
Skills Climb +10*, Perception +6, Stealth +6

Abilities:
Alertness (for creator), improved evasion, personality (Resolved, +2 to Willpower saves), self-propulsion, share powers, sighted, telepathic link, Deliver touch powers.

Skills:
*Acrobatics (2+3 ranks +2 dex) = 7
*Autohypnosis* (1+3 ranks) = 4
*Climb (2+3 ranks +2 Dex +8 Racial) = 15
*Bluff (2+3 ranks) = 5
*Craft (seamstress) (1+3 ranks) = 4
*Diplomacy (1+3 ranks) = 4
Disguise (1 rank) = 1
*Escape Artist (1+3 ranks +2 dex) = 6
*Fly (+2 dex) = 2
*Intimidate (1+3 ranks) = 4
*Knowledge (psionics)* (2+3 ranks -2 Int) = 3
Knowledge (local/Westcrown) (1 rank -2 Int) = -1
*Perception (4+3 ranks) = 7
Perform (dance) (1 rank) = 1
*Sleight of Hand (2+3 ranks +2 dex) = 7
*Spellcraft (1+3 ranks -2 int) = 2
*Sense Motive (3+3 ranks) = 6
Stealth (4 rank +2 dex) = 6
*Swim (1+3 ranks +2 dex) = 6
*Use Magic Device (1+3 ranks) = 4

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.
Child of the Streets: You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.

XP: *

Cash: 772gp

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.

History:

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.

Secret History:

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 ...

Contacts:

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.

Wilder Class:

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.

Psionic Powers:

Energy Ray
Psychokinesis [see text]
Level: Psion/wilder 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
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).

Demoralize
Telepathy [Mind-Affecting]
Level: Psion/wilder 1
Display: Mental and olfactory
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius spread centered on you (Currently House Ruled at 15' radius)
Duration: 1 min./level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an Intelligence score are unaffected.
Augment: For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet, and the power’s save DC increases by 1.

Metamorphosis, Minor
Discipline Psychometabolism
Level Psion/Wilder 2, egoist 1
MANIFESTING
Display Material
Manifesting Time 1 standard action
EFFECT
Range Personal
Target You
Duration 1 min/level
Power Points Egoist 1, Psion/Wilder 3
DESCRIPTION
You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change, your abilities, powers or stats do not change beyond the options selected below. If you choose to imitate an existing person, you gain a +4 circumstance bonus to Bluff checks to convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise imposing form, you gain a +2 circumstance bonus to Intimidate checks.

In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.

Enhancement Menu A

+2 enhancement bonus to Strength
+2 enhancement bonus to Dexterity
+2 enhancement bonus to Constitution
Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
Increase your base land speed by 10 feet.

Abilities Menu A

You gain 5 temporary hit points.
You gain the Cleave feat.
You gain the Improved Trip feat.
You gain a +1 natural armor bonus.
You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).
You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.
You gain a swim speed of 20 feet.
You gain a climb speed of 20 feet.
You gain a burrow speed of 15 feet.

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
Metacreativity (Creation)
Level: Psion/wilder 2
Display: Material
Manifesting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3
Thousands of tiny crystal shards spray forth in an arc from your hand. These razorlike crystals slice everything in their path. Anyone caught in the cone takes 3d4 points of slashing damage.
Augment: For every additional power point you spend, this power’s damage increases by 1d4 points.

Party Members:

Marius Goddon
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.

Raven
Janiven seems to trust this guy, and I think he’s the kind you have to know how far to trust too. He smiles, but he doesn’t even give us his real name. Thing is, he could still smile while he stabs you in the back. I don’t trust him myself, but I’m going to let it lie for now.

Akorian Henderthane
Some god-botherer from one of the lesser Houses, at least he isn’t an out-and-out devil-sucker. He seems to have some sense, too. I wouldn’t say I liked him but in spite of everything he seems OK. He also seems to think that he can save the world just by being nice. I don't think the Hellknights will see it that way ... actually, now I've got to know him, he does get angry and he is prepared to fight. A bit bossy still but we'll get that out of him <heart doodles>.

Mother Vangelis
Talk about salt of the earth! Wouldn’t want to arm-wrestle with her, but at the same time she’s going to have a hard time against a Hellknight – I mean, they use swords, not bare hands. Still, she might slow them down a bit, and she gives a crap which is good. OK Scratch what I said, she's damn good in a fight! Bent an armiger almost in half ...

Zarabeta
Sounds like she has good reason to hate the Asmodeans too. Not sure how useful she’ll prove, but she seems on the level with us. She’s a spell-slinger, and she seems OK.


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