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About Faindriac FellstarRace: Human Male (Athasian)
Stat Block: Important stuff at a glance
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Male human LA+1 Wiz 1, Psion(Kineticist) 3 LN Medium humanoid Init +2; Spot +1, Listen +1 Languages: Common, Draconic, Thri-Kreen, Elven, Halfling ============================================================
Stats:
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Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 18 (+4) Wis 13 (+1) Cha 10 (+0) Stat Boosts:
Skills:
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Autohypnosis:(C) (Wis) +4 = 1 + [3r] Appraise: (Int) +4 = 4/ Balance: (Dex) +2 = 2/ Bluff: (Cha) +0 Climb: (Str) +0 Concentration: (Con) +12 = 2 + [7r] (+3 Psicrytal Personality) Craft: (INT) +4 Decipher Script: (INT) +8 = 4 + [4r] Diplomacy: (CHA) +0 Disable Device: (Dex) +2 Escape Artist: (Dex) +2 Forgery: (Int) +4 Gather Information: (Cha) +0 Handle Animal: X Heal: (Wis) +1 Hide: (Dex) +2 Intimidate: (Cha) +0 Jump: (Str) +0 Knowledge (Arcana): (Int) +11 = 4 + [7r] Knowledge (Psionic): (Int) +11 = 4 + [7r] Knowledge (Planes): (Int) +8 = 4 + [4r] Knowledge (Nature) +4 = 4 + [0r] Listen: (Wis) +3 = 1 + (+2 Alertness via Psicrystal) Open Lock X Perform: (Cha) +0 Profession: (Int) +4 Psicraft: (Int) +10 = 4 + [6r] Ride: (Dex) +2 Search: (Int) +4 Sense Motive: (Wis) +1 Slight of Hand: (Dex) +9 = 2 + [7r] Spellcraft: (Int) +8 = 4 + [4r] Spot: (Wis) +3 = 1 + (+2 Alertness via Psicrystal) Survival: (Wis) +1 Swim: (Str)(XC) +0 Use Rope: (Dex) +2 1st level: 28 skill points, Max ranks 4/2
Feats:
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1st level: (Lvl 1 feat)Psionic Body: +2 HP for each Psi feat you have, including this one. (Human bonus)Psicrytal Affinity: You gain a Psicrystal (Single-minded, +3 Concentration) (Psion bonus)Practiced Manifester: The level of your manifesting class is increased by +4, your manifester level may not exceed your Hit Dice. Alertness: +2 to Spot & Listen (Only when Psicrystal is within 5') 3rd level:
Combat
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AC:12, Touch:12, Flat footed:10 (Inertial Armor +4 AC) HP: 22, CURRENT HP: 22 Saves: Fort +3 Ref +3 Will +9 Initiative: +2 Speed:30' Action Points: 3 BAB: +1 W/ Missile: +3 Staff: +1, 1d6 Dmg, Crit 20, (20, X2) Dagger: +1, (Thrown +3), 1d4 Dmg, (19-20, X2) Possessions
Money
Human abilities
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+1 Feat at 1st level +4 Skill Points at 1st level +1 Skill Point every level after 1st +2 any ability score, +2 any other ability score +3 power points 1st level and 5th level +1 1st level power off of Psion/Wilder list at first level +1 2nd level power off of Psion/Wilder list at fifth level +5 power points and +1 3rd level power off of Psion/Wilder list at 10 level +7 power points and =1 4th level power off of Psion/Wilder list at 15 level +1 level adjustment. Class Abilities: Spoiler:
Wizard-Level 1 PHB, Pg?? Faindriac has surrendered the wizard's ability to summon a familiar. In exchange he has learned to add his Wizard levels to his Psion levels when determining his psicrystal's abilities. Caster Level: 4 (Practiced Spellcaster Feat)
Spells Memorized:
Spells in Spellbook: 0=ALL, 1=Disguise Self, True Strike, Color Spray, Protection vs Evil, Summon Monster 1, Ray of Enfeeblement, Magic Weapon,
Psion-Level 3 EPH, Pg19 Manifester Level: 4 (Practiced Manifester Feat)
Powers Known:
Psicrystal, 'Cair d'Niaf'
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Diminuitive Construct Hit Dice:As master's HD, (HP 1/2 of master's) HP: 11 Initiative: +2 Speed: 30' (6 squares), Climb 20' AC: 16 (+4 size, +2 Dex*), Touch 16, Flat Footed 14 Base Att/Grapple: +0/-17 Attack/Full Attack: -/- Space/Reach: 1'/0' Special Attacks: Master's Psionic Powers & Spells Special Qualities: 'Single-Minded' Personality (+3 to master's Concentration Checks), Construct Traits, Hardness 8, Psicrystal granted abilities: Level 4 (Improved Evasion, Personality, Self Propulsion, Share Powers, Sighted, Telepathic Link, Deliver Touch Powers) Saves: As Master's Saves Abilities: Str 1*, Dex 15*, Con -, Int 6, Wis 10, Cha 10 Skills: Climb +14*, Listen +6, Move Silently +6, Search +2, Spot +6, Feats: Alertness, (Shared with Master when within 5') Languages: As master *With self-propulsion ability activated Faindriac can add both his Psion & his Wizard levels together for purposes of what his Psicrystal can do. Currently 'Master's Level' is 4. Powers List: Descriptions
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Inertial Armor Psychokinesis Level: Psion/wilder 1, psychic warrior 1 Display: Visual; see text Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) Power Points: 1; see text Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor.
Control Object
You telekinetically “bring to life” an inanimate object. Though it is not actually alive, the object moves under your control. Live vegetation cannot be controlled in this fashion, nor can already animated objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements, at a speed of up to 20 feet. If its form is rigid, it makes creaking, groaning, or grating sounds as you control it. A controlled object can attack an opponent if you direct it to do so. It has one slam attack, at a base attack bonus equal to your base attack bonus plus your Intelligence modifier. If the attack hits, it deals points of damage equal to 1d6 plus your Intelligence modifier. A controlled object has its usual hardness and hit points. You can use this power on a nonmagical lock, making it move in such a way as to attempt to unlock itself. If another character makes an Open Lock check involving a lock that you are concentrating on controlling, the character gains a +4 bonus on the check. Energy Ray
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.
Entangling Ectoplasm
You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of the power’s duration.
Catfall
You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far you fall, and you take damage as if the fall were 10 feet shorter than it actually is. This power affects you and anything you carry or hold (up to your maximum load). You can manifest this power with an instant thought, quickly enough to gain the benefit of the power while you fall. Manifesting the power is an immediate action. You can manifest this power even when it isn’t your turn.
Energy Missile
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of energy of the chosen type at your foe. The missile deals 3d6 points of damage to each creature or object you target, to the maximum of five targets. You cannot hit the same target multiple times with the same manifestation of this power.
Sustenance
You can go without food and water for one day. Each time you manifest this power, your body manufactures sufficient solid and liquid nourishment to satisfy your needs for that time. Appearance & Character Traits
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Faindraic Fellstar is an early twenty-something (21), 6'1", 175lb human with Dusky Bronze skin,(very close inspection reveals it to be almost golden,) Red hair kept cropped short, and an intelligent, piercing gaze. He is not physically strong, but hardy. He is tougher than his appearance would indicate. He is disciplined, egocentric, self-centered, power-hungry,... and those are his GOOD traits. His 'people skills' are not exactly his strong suit. He learned a long time ago that if someone is standing in your way, it's easier to just blast them than to try to talk them into moving.
Background
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Faindriac was born in (???-anywhere but Raam, where we start at!) in a 'free' state, but to poor parents. They cared for him, but never really had time to show it, as they were too busy scraping a living. His first mental powers manifested in his pre-teens, while fighting off another gang of would-be bullies and thugs. He was 'invited' to join the city-states' Psychic academy, began his life-long road to perfect discipline, and never saw his family again. He suspects they were killed. Shortly after graduating and beginning his 'new life' in the service of the ruler, he was recruited by members' of the Veiled Society. They offered him 'a road to power that can control the universe', and he accepted. In reality they didn't care about him any more than his academy instructors had, they just wanted an agent that could infiltrate the governments upper-echelon without being revealed as (only) a Wizard. He knew that, but accepted their training anyway, picking up the magical control amazingly quickly, his superior mind making both his psychic and magical abilities greater than their training should warrant. He was sent out on a 'routine training mission', and never came back. While it is unlikely that he will ever be seen again, he does possess certain powers and spells that would help him to survive. His new 'friends' anxiously await to see if he will return,... and if he will blame them for whatever happened,... Quotes:
There's no such thing as 'too much' firepower! Oooo, I'm surrounded. Let me think,... (manifests a power) You shouldn't have let me do that. Look, no hands! |