Kazim

Fiallain Bo'airr's page

747 posts. Alias of Jenrah.


Full Name

Fiallain Bo'airr

Race

Human (Aiel)

Classes/Levels

Algai 2 / Wilder 5 / Wise One 2 HPs (89) | F+ (10); R + (10); W+ (12)| Perc +17

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

About Fiallain Bo'airr

Female Human, Cosaida Sept of the Chareen Aiel
Algai 2 / Wilder 5 / Wise One 2
Speed: 40 ft.
Init: +7 - HPs: 89/89
Senses: Perception: +17; Sense Motive:+13
CMB = +8 (+5 BAB, +3 Str)
CMD = 21 (10 +5 BAB, +3 Str, +3 Dex)
* +2 to both CMB & CMD for Trip attempts

Ability Scores:

Str 16 (+3)
Dex 17 (+3)
Con 16 (+3)
Int 14 (+2)
Wis 18 (+4)
Cha 12 (+1)

Character Defenses:
AC: 21 (22 w/ buckler equipped) (+5 def Algai,+5 Wilder, +0 Wise One -2 multiclass,+3 Dex)

Fort Save: +10 (2 Algai, +3 Wilder, +2 Wise One +3 Con)(+5 vs failed overchannel checks)
Ref Save: +10 (+3 Algai, +4 Wilder, +3 Dex)
Will Save: +12 (0 Algai, +4 Wilder, +2 Wise One +4 Wis, +2 feat)

Attacks:
Base Attack: +8 (+2 Algai, +2 Wilder, +1 W.O. +3 str/dex)

Unarmed strike: +8 (1d6+3) (20 / x2) (regular or subdual damage)
Flurry: +6 (+1 attack at full bonus, -2 to each attack for the round)

Aiel Spear MW: +9 (1d6+3) (+8 BaB, +1 MW Weapon)
Aiel Spear: +9 (1d6+3) (18-20)x2 20 ft.
Dagger: +8 (1d4+3) 19-20 x2 10 ft.

Skills:

Acrobatics +14 (8, +3CS +3 Str)
Appraise +2
Bluff +1
Climb +10 (4, +3 CS +3 Str)
Composure/Concentration +16 (9, +3CS +4 Wis (+5 to Overchannel)
Craft N
Diplomacy +1
Disable Device N
Disguise +1
Escape Artist +3
Handle Animal N
Heal +4
Innuendo N
Intimidate +14 (6, +3CS +1 Cha +4 W.O.)
Invert +10 (5, +3 CS, +2 Int)
Knowledge N
Linguistics
Perception +17 (8, +3CS +4 Wis +2 Feat)
Perform +1
Pick Pocket N
Profession N
Read Lips N
Ride +3
Sense Motive +13 (6, +3CS +4 Wis)
Sleight of Hand +3
Stealth +14 (8, +3CS +3 Dex)
Survival +9 (1+1 free background rank, +3CS +4 Wis)
Swim +3
WeaveSight +14 (9, +3CS +2 Int)

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)
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.

Feats:

Background: Blooded (+2 Init & Perception)
1st lvl: Combat Expertise
3rd lvl: Improved Trip You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Bonus(from campaign) Latent Dreamer

Bonus Channeling (from class): Combat Casting
5th lvl: Multiweave
7th lvl: Extra Affinity: Spirit
Bonus Channeling (from class):Extra Talent: Warding
9th lvl:Splitting the Flows (cast simultaneous weaves up to wisdom mod. Weaves cast are +2 lvls per extra weave. Req Composure ck DC 16 for 1st weave, 20 for 2nd, and on up, increments of 4)

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

Weight Carried or worn: 21

Other possessions:
Aiel Spear (MW) (3 lb) (destroyed)
Aiel Spear x3 (9 lb) (destroyed)
Buckler ? (2 lb) (destroyed)

Total Weight Carried: 56 or 76 w/ tent

The One Power:

Affinities: Air, Spirit
Talents: Elementalism, Warding

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)

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)
Dream Shielding
Ward against People (frm Alathea)
Cut Weave

Channeling Abilities:

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