Veltargo

Faindriac Fellstar's page

229 posts. Alias of Ragadolf.


Full Name

Faindriac Fellstar

Race

Human (Athasian mutant)

Classes/Levels

Psion3/Wiz1

Gender

Male

Size

6'1"

Age

25

Special Abilities

Psionics, cast spells,

Alignment

Lawful Neutral

Languages

Common, Draconic, Thri-Kreen, Elven, Halfling

Occupation

Staying alive! (previously spy for Veiled Society)

About Faindriac Fellstar

Race: Human Male (Athasian)
Class: Psion3/Wiz1
Experience:10,000

Stat Block: Important stuff at a glance

Spoiler:

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

============================================================
AC 12, touch 12, flat-footed 10 (Inertial Armor for 16/16/14)
HP: 28,
Fort +3 Ref +3 Will +9
Action Points: 3
============================================================
Spd 30 feet
Space 5 ft. Reach 5 ft.
Base Atk +1; (+3 w/ missiles)
Manifester level 4,(Practiced Manifester Feat) DC Modifier +4(Int based)
Caster Level 4,(Practiced Spellcaster Feat) DC modifier +4(Int based)
============================================================

Stats:

Spoiler:

Str 10 (+0)
Dex 14 (+2)
Con 14 (+2)
Int 18 (+4)
Wis 13 (+1)
Cha 10 (+0)

Stat Boosts:
1st lvl: Human +2 to Dex & Con
4th lvl: +1 to Wis

Skills:

Spoiler:

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
2nd level: + 7 skill points, Max Ranks 5/2-1/2
3rd level: + 7 skill points, max ranks 6/3
4th level: + 7 skill points, Max Ranks 7/3-1/2
*Armor Check Penalty for # Encumbrance;
Bold=skill ranks taken;
X=Untrained/Unusable
C=Class Skill
xc=cross class
F,f= Affected by Feat &/or flaw

Feats:

Spoiler:

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:
Practiced Caster: The level of your spellcasting class is increased by +4, your caster level may not exceed your Hit Dice.
Scribe scroll:(Free for 1st lvl Wiz)

Combat

Spoiler:

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
His incredible mind.
His Psycrystal, 'Cair d'Niaf'
Staff, wooden
1 belt pouch, with various bits of flotsam and jetsam that can be used as spell components
1 piece of canvas, twisted and tied to use as a carrysack
1 Clean if Threadbare robe with hood
1 Bone Crossbow-(Worked on so well it is only -1 to hit/Dmg)
1 spellbook
1 collapsible staff

Money
SP: 1
CC: 2

Human abilities

Spoiler:

+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/day as 1st level Wiz)
Spell Save DC: 0=14, 1=15,
Spells per Day: 3/2

Spells Memorized:
0= Prestidigitation, Sonic Snap, Ray of Frost
1= Color Spray, Summon Monster 1

Spells in Spellbook: 0=ALL, 1=Disguise Self, True Strike, Color Spray, Protection vs Evil, Summon Monster 1, Ray of Enfeeblement, Magic Weapon,
2=Phantom Trap,
3=Gentle Repose,

Psion-Level 3 EPH, Pg19

Manifester Level: 4 (Practiced Manifester Feat)
(Power Points & Powers known as 3rd Level Psion)
Power Points Total:20 (11 Psion3,+6 Int,+3 Human lvl1)
Power Points Available(left): 20 (17)
Save DC vs Powers: 1=DC:15, 2=DC:16

Powers Known:
1=Inertial Armor(Human Bonus), Control Object, Energy Ray, Entangling Ectoplasm, Deflection Field, Catfall,
2=Energy Missile, Sustenance,

Psicrystal, 'Cair d'Niaf'

Spoiler:

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

Spoiler:

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.
Your inertial armor can be invisible or can appear as a colored glow, at your option.
The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.
Augment
For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.

Control Object
Psychokinesis
Level: Kineticist 1
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One unattended object weighing up to 100 lb.
Duration: Concentration, up to 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: 1

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
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).

Entangling Ectoplasm
Metacreativity (Creation)
Level: Psion/wilder 1
Display: Material and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Medium or smaller creature
Duration: 5 rounds
Saving Throw: None
Power Resistance: No
Power Points: 1

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.
Augment
For every 2 additional power points you spend, this power can affect a target one size category larger.

Catfall
Psychoportation
Level: Psion/wilder 1, psychic warrior 1
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Until landing or 1 round/ level
Power Points: 1

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.
Augment
For every additional power point you spend, this power reduces your damage as if the fall were an additional 10 feet shorter.

Energy Missile
Psychokinesis [see text]
Level: Kineticist 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: Up to five creatures or objects; no two targets can be more than 15 ft. apart.
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 3

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.
Cold
A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save.
Electricity
Manifesting a missile of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire
A missile of this energy type deals +1 point of damage per die.
Sonic
A missile 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) and its save DC increases by 1.

Sustenance
Psychometabolism
Level: Psion/wilder 2, psychic warrior 2
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 3

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

Spoiler:

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.
He is not a 'Bad' person, but he had a rough childhood, (C'mon, it's Athas, who didn't!) and he doesn't see the reason why he should stick his neck out for someone else if they aren't going to return the favor. He has never had any 'real' (good) friends, but he has had a few acquaintances that he trusted,... a little. If he were to meet someone who earned his trust, he would make a powerful friend indeed.
He is as good as his word, (BUT he is no paladin!), and he rarely gives his word. He has an annoying habit of smart-mouthing and taunting his foes when under pressure.
While he is highly intelligent, and knows a bit about tactics, his usual MO is to blast first and ask questions later. Though he is quite adept at coming up with unusual uses for his powers if it seems that he cannot win in a straight fight.
He was recently recruited by a branch of The Veiled Society who saw more than just Psychic potential in his powerful mind. From them he has learned spells that make up for what his powerful, but unsubtle, Discipline is unable to do.

Background

Spoiler:

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:
I think, therefore you die.

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!