Chivane

Faunra Leafdancer's page

4 posts. Alias of Terrinam.


About Faunra Leafdancer

Aswaithe Moonstabber
Abomination Psychic/1; AC: 13; HP: 8/8; F: +3, R: +3, W: +4; Init: +3; Perc: +8
CG Elf
Deity: Calistria
Init +3; Senses Low-light Vision; Perception +8
XP:
Fame: 0
Prestige:
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DEFENSE
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AC 13, touch 13, flat-footed 10
hp 8 Current: 8/8
Fort +3, Ref +3, Will +4
Defensive Abilities Elven Immunities, Dark Half
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OFFENSE
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Speed 30 ft.
Melee Dagger -1 (1d4-1, 19-20/x2)
Ranged Light crossbow +3 (1d8, 19-20/x2)
Special Attacks Phrenic Pool 4, Focused Force, Dark Half
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STATISTICS
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Str 9 (-1), Dex 17 (+3), Con 14 (+2), Int 20 (+5), Wis 14 (+2), Cha 16 (+3)
Base Attack +0; CMB -1; CMD +2
Feats Extra Amplification
Traits Possessed, Forlorn, Ritualistic, Power-Hungry
Skills Bluff +6, Diplomacy +6, Intimidate +6,, Knowledge (arcana) +9, Linguistics +9, Perception +8, Sense Motive +6, Spellcraft +9
Languages Common, Elven, Celestial, Draconic, Gnome, Goblin, Orc, Varisian
Combat Gear Dagger, light crossbow, 20 bolts
Other Gear Backpack, belt pouch, flint and steel, hypnotist’s locket, prismatic crystal, trail rations (5 days), waterskin, traveler’s outfit
Encumbrance 30

Coin:
PP:
GP: 27
SP: 4
CP:
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SPECIAL ABILITIES
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Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Possessed: You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge. Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.

Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Ritualistic: Choose one 0-level spell. You can cast this spell once per day as a spell-like ability with a caster level equal to your character level. The spell-like ability’s save DC is Charisma-based. In addition, you gain a +2 trait bonus on all skill checks when performing occult rituals. (Chosen: grave words)

Power-Hungry: You’re addicted to power. You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Phrenic Pool (Su): A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.

Phrenic Amplifications: A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. (Known: Focused Force)

Focused Force (Su): When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.

Psychic Discipline (Ex or Sp): Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier. (Chosen: Abomination)

Dark Half (Su): By allowing the dark forces to overcome you, you can enter a state of instinctual cruelty as a swift action. While you’re manifesting your dark half, you increase the DCs of your psychic spells by 1, gain a +2 morale bonus on Will saves, and become immune to fear effects. Whenever you cast a spell that deals damage while manifesting your dark half, you can cause one creature that took damage from the spell to also take 1 point of bleed damage. While manifesting your dark half, you can’t use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration other than casting spells using psychic magic, using phrenic amplifications, or attempting to return to normal. You can attempt to return to your normal self as a free action, but must succeed at a concentration check with a DC equal to 10 + your caster level. If you fail, you continue to manifest your dark half and can’t attempt to change back for 1 round. You can manifest your dark half for a number of rounds per day equal to 3 + 1/2 your psychic level + your Charisma modifier; when these rounds are expended, you return to your normal self without requiring a concentration check.

Extra Amplification: You gain one additional phrenic amplification. This can’t be a major amplification. (Chosen: Will of the Dead)

Will of the Dead (Su): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.

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SPELLS
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Spells Per Day
1: 5

Spells Known
0: Detect Magic, Light, Read Magic, Telekinetic Projectile
1: Magic Missile, Mind Thrust I, Ray of Enfeeblement

History:

Aswaithe Moonstabber always wondered about her unusual surname when growing up, but her loving family and generally happy childhood convinced her it was a leftover from some ancient military honor long-forgotten. This was despite the whispers of humans around her, who often suggested her family was into dark magics and blasphemous gods when they thought they were just out of earshot. For the most part, she put this down to how humans were often jealous of elves, even elves like her family that chose to live apart from their kind.

On her 100th birthday, she found out how right the servants were.

Her parents had decided to sacrifice her. She doesn’t even know what god she was being sacrificed too; she was too scared to pay attention as they strapped her down to the altar and prepared to cut out her still-beating heart. It was then, as she was facing death, that something else spoke to her, offering to give her the power she needed to survive if she simply let it in.

And so, the fearful elven maiden did.

She doesn’t remember how she escaped. Only that she woke up in a field far from home, covered with blood and some alien thing in her mind. It took some convincing, but she managed to talk the first farmer she found into viewing her as a victim and helping her clean up. Then, with thanks to him, she set out into the world, trying to put as much distance between herself and her family as possible. During this period she started to study languages, trying to make certain she can communicate with as many as possible and muddy her accent enough people cannot tell her homeland.

During her travels, she took on the pseudonym Faunra Leafdancer to distance herself from her parents as much as possible, and spent much time learning about how she had changed. The auras she could see, the powers she could call upon, the voice that remained in her head and offered her more if she just gave in to the darkness… And every so often, she did.

The first time was when a bandit tried to rob her. More times followed after that, each time getting easier as she let that other take over. She even found it making her more powerful, teaching her tricks in how to use her powers and offering knowledge she did not have at hand. And as she called upon it, she found she enjoyed the power and even wanted more of it.

It was during this period she met Arianna. The woman became a constant companion and confidant, and Aswaithe even found herself questioning if she should tell the woman the truth about her power and her identity. But she kept finding excuses not to, and Arianna could sense she was hiding something. The two never became lovers because of this, but Aswaithe has a locket with Arianna’s portrait in it that she wears constantly.

And then, five years ago, Arianna and Aswaithe were asked to journey to Ustalav, though why and where Arianna is are both forgotten.

Memories:

1. She thinks her name is Faunra Leafdancer
2. She absolutely loves cherry pie.

Description:

Aswaithe is 126 years old. She stands six feet two inches tall and weighs 120 pounds. Her shoulder-length hair is naturally blonde, but she dyes it black with red tips. Though in good physical shape, her body lacks the muscling of a fighter.

She prefers a typical traveler’s outfit with vest, though dyed black to match her hair. Her boots show some sign of wear from her travels, though the breeches and wool skirt are well maintained. The belt and vest both show some signs of wear, but the shirt and cloak both are obviously new.