Madame Ivanja

Fiallain's page

469 posts. Alias of Jenrah.


Full Name

Fiallain Bo'airr of the Cosaida Sept of the Chareen Aiel

Race

Human (Aiel)

Classes/Levels

HPs 90/142 || AC 23 || F 13 || R 12 || W 13 || Percept 18 ||

Spoiler:
Weaves Remaining: 5/6 0lvl; 5/6 1st; 5/5 2nd; 3/4 3rd; 2/4 4th; 2/2 5th; 0/1 6th

About Fiallain

Race/Class: Aiel Algai / Wilder / Wise One 2 / 5 / 6
Initiative: +7
Senses: Perception +18, Sense Motive +14
Rerolls: 4/5

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Statistics
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Str: 16, Dex: 17 Con: 16+2 Equip Int: 14 Wis: 19 Cha:12
BAB +6, CMB: +11 (+13 Grapple), CMD: +24 (+26 Grapple) Concentration +15
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Defense
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AC: 23 24 w/ buckler

HP:142 (includes +13 from Amulet)

Fort: +13 (+5 vs failed overchannel checks) Ref: +12 Will: +13

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Offense
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Speed: 40 ft.
Base Attack: +11/+6 (2 Algai, 2 Wilder, 4 Wise One, 3 Str/Dex)

Unarmed Strike: +11 / +6 (1d6+3) Regular or Subdual damage)

Flurry - 2 Strikes: +9 / +9 / +4 (1d6+3) Regular or Subdual damage)

MW Aiel Spear: +12 / +7 (1d6+3) (18-20)x2; 20 ft Range

MW Dagger: +12 / +7 (1d4+3) (19-20)x2; 10 ft range

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Feats:
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Blooded (+2 Initiative and perception)
Combat Expertise (-2 attack, plus 2 AC)
Improved Grapple (+2 CMB & CMD when grappling– do not provoke AoO)
Latent Dreamer Enables access to Dreamwalking feats

Dreamwalk:
While asleep, you can bring yourself into the dream realm. You arrive dressed as you would normally dress and carrying the equipment you would normally carry and at the location where you are in the real world. You can attempt to appear in a different location by making a Composure check. DC varies according to how well you know the location. (DC15 for very familiar up to 30 for a place you've never been.

While in Tel'aran'rhiod, you can move act and channel just as in the real world. You may exit Tel'aran'rhiod at any time. With a Composure check (DC15) you may awaken immediately in the real world.


Bend Dream
Dream Jump

Remove Block
Multiweave
Extra Affinity: Spirit
Extra Talent: Warding
Splitting the Flows ( Cast simultaneous weaves up to wisdom modifier in number. Weaves cast cost +2 levels per additional weave. Requires Composure ck DC16 for first, 20, for 2nd weave, and upward in increments of 4 for additional weaves)
Skill Focus: Channel +3 (now +6) bonus to Channel checks
Extra Talent: Traveling

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Skills:
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Acrobatics (9) +15
Appraise (0) +2
Bluff (1) +5
Channel (11) +24 (+5 to Overchannel)
[b]Climb
(4) +10
Composure (1) +8
Craft (0) N
Diplomacy (1) +5
Dreaming (10) +17
Disable Device (0) N
Disguise (0) +1
Escape Artist (0) +3
Handle Animal (0) N
Heal (1) +8
Innuendo (0) N
Intimidate (6) +12 (+4 W.O.)
Invert (8) +13
Knowledge Arcana (1) +6
Knowledge Waste (1) +6
Linguistics
Perception (9) +18 (+2 blooded)
Perform (0) +1
Pick Pocket (0) N
Profession (0) N
Read Lips (0) N
Ride (0) +3
Sense Motive (6) +13
Sleight of Hand (0) +3
Stealth (10) +16
Survival (1) +8 (1 free background rank)
Swim (0) +3
WeaveSight (12) +17

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The One Power
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Affinities: Air, Spirit
Talents: Elementalism, Warding, Travelling

Weaves per Day:
Level 0: 6+0 - DC 14
Level 1: 4+2 - DC 15
Level 2: 4+1 - DC 16
Level 3: 3+1 - DC 17
Level 4: 3+1 - DC 18
Level 5: 2 - DC 19
Level 6: 1 - DC 20

Weaves Known:

Threading the Needle (learned via weavesight check)
Cloud Dancing:
Foretell Weather
Warmth
Raise Fog (frm Jasmine)

Conjunction:
False Trail
Trace

Elementalism:
Arms of Air
Fiery Sword
Fireball (frm Alathea)
Harden Air
Immolate
Light
Tool of Air (frm Litheene)
Wall of Flames (frm Analin)
Wand of Fire

Healing:
Heal
Heal the Mind
Delve (frm Alathea)
Rend (from Alathea)

Illusion:
Eavesdrop
Disguise (frm Alathea)
Mirror of Mists

Warding:
Barrier to Sight (frm Litheene)
Circle of Silence (frm Alathea)
Cut Weave
Dream Shielding
Shield
Ward against People (frm Alathea)
Weave Deflection

Equipment:

Funds: 970 MK
Starting Package:
Tent (20 lbs)
Cadin'sor (destroyed)
Buckler
Waterskin (worn)
Healer's Balm x2

Backpack:
Rations x10 (10 lbs)
Silk Rope-50 ft (5 lbs)
Jug of Oosquai (4 lbs)
Climber's Kit (5 lbs)
Hammer (2 lbs)
Caltrops x3 (6 lbs)
Healer's Balm (0.5 lbs)
Manacles (MW) (2 lbs)

Weight of Backpack: 34.50

Belt Pouch
Healer's Balm (0.5 lb)
Antitoxin x2
Flint & Steel
Sewing Needle
Chalk x3
Jade 'Shadow cat' figurine (Jewelry)

Worn or Carried
Wise One's 'Outfit' (2 lb)
Waterskin (4 lb)
Signal Whistle
Knife (1 lb)
Clear Orb a channel of spirit into the orb enables the user to see any weaves cast by both male and female channelers. Grants a +4 to viewing previously cast weaves. Sacrifice a weave slot and the orb will illuminate the weaves used within a 30ft radius, making the weaves visible to both channelers and nonchannelers
Dream Ring
Clear Amulet - +2 Con

Weight Carried or worn: 21

Class Abilities:

Algai:
Ji'e'toh -(All Algai’d’siswai follow a strict
code of honor. Should an Algai’d’siswai
ever break this code, they must atone for
their actions or be unable to progress in
levels as an Algai’d’siswai.)

Fast Movement (+10 to speed when not wearing armor)

Hardiness - Algai’d’siswai have nearly unstoppable endurance.
Once per day,they may attempt a Con ability check
(DC 15) when fatigued. If successful, they are
no longer fatigued, as if they had rested for 8 hours.

Unarmed Strike - Algai’d’siswai are highly trained in fighting unarmed, giving them aconsiderable advantage when doing
so against “weaker” Wetlanders. An
Algai’d’siswai fighting unarmed gains the
benefits of the Improved Unarmed Strike
feat and thus does not provoke attacks of
opportunity from armed opponents. He
may choose to deal regular or subdual
damage at no penalty, and can also make a
critical hit (20/x2) while dealing regular damage.

Spears of Death: - The Algai’d’siswai
master a deadly fighting style of grace and
perfection, so smooth and confident are
their actions that, to others, it looks as
beautiful as a dance. At level one, an
Algai’d’siswai may make a flurry of
attacks. When taking a full-attack action,
they can make one extra attack at their full
base attack bonus, but receive a -2 penalty
on all attack rolls for one round.

Dance the Spears (+2 initiative)

Uncanny Dodge (Retain Dex bonus to defense regardless of being flat-
footed or struck by an invisible attacker. (She still
loses dex bonus to defense when immobilized.)

Wilder:
Block (calm mind)
Bonus Channeling Feat
Slow Aging

Wise One:
Support: (receives all necessary requirements from clan & sept - room / board, weapons & equipment, funds needed for specific purposes & missions)

Iron Will: (+2 on Will Saves)

Great Fortitude: (+2 on Fort Saves)

Wise One presence: (+4 on Intimidation checks)

Endurance: Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.