Jorn Charn
Human Wilder 1
CG Medium Humanoid (human)
Init +1; Senses Perception +4
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Defense
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AC 16, touch 11, flat-footed 15 (+3 armor, +2 shield, +1 Dex)
hp 10 (1d8+2)
Fort +2, Ref +1, Will +2
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Offense
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Speed 30 ft. (20 encumbered)
Melee Punching dagger +2 (1d4+2/x3)
Or Heavy Shield Bash +2 (1d4+2/x2)
Range Surge Blast +1 (1d6/x2) range touch 30´
Wilder Powers Known (ML 1, 6PP):
0th Missive (DC 14)
1st Mind Thrust (DC 15)
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Statistics
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Str 14, Dex 12, Con 14, Int 12, Wis 7, Cha 18
Base Atk +0; CMB +2; CMD 13
Feats Combat Manifestation, Psionic Talent, Psicrystal Afinity
Traits Family Ties, Grief-Filled, Couragous, Drawback: Headstrong
Skills Acrobatics -2 (-6 jump), Bluff +8, Climb -1, Diplomacy +8, Escape Artist -2, Fly -2, Intimidate +8, Knowledge (local) +6, Perception +4, Ride -2, Sense Motive +4, Stealth -2, Swim -1
Languages Common, Elven, Varisian
SQ psychic enervation, surge blast (1d6), surge bond, surge type(free surge), wild surge +1
Other Gear Studded leather armor, Heavy wooden shield, Punching dagger, Backpack (11 @ 37 lbs), Bedroll, Belt pouch (2 @ 0.64 lbs), Belt pouch (6 @ 0 lbs), Blanket, winter, Chalk (2), Charcoal stick (2), Flint and steel, Loaded dice, Mug/tankard, Oldlaw whiskey (per bottle), Rope, Sack (empty), Sack (empty), Sewing needle, Thread (50 ft.), Trail rations (10), Waterproof bag (10 @ 10 lbs), Waterskin, Whetstone,
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Wealth
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00 PP
21 GP
7 SP
4 CP
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Traits
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Family Ties While not fully a Varisian, Jorn has been raised among Varisians by his uncle Sergei and they consider Jorn as one of their own. Furthermore, after his uncle died, Jorn managed to get in good with a group of Sczarni and consider them his new family. After being run out of the last place his Sczarni family camped, he tracked down a friend of the family in Sandpoint —a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During his time with the Sczarni, he learned a few tricks of the trade. He gains a +1 trait bonus on Knowledge(local) checks and Knowledge(local) is always a class skill for him. In addition, he begins play able to speak and read Varisian.
Grief-Filled Jorn is no stranger to loss and intense emotions. He gain a +2 trait bonus on all saving throws against emotion powers and effects.
Courageous Jorn´s childhood was brutal, but he persevered through force of will and faith in his uncle. No matter how hard things got, Jorn knew he´d make it as long as you kept a level head and met his challenges head on. He gains a +2 trait bonus on saving throws against fear effects.
Drawback: Headstrong Jorn feels compelled to correct every action and argument that contradicts his good-natured, free-thinking worldview. Whenever he witnesses an action that attacks anothers or his freedoms or hears an argument that contradicts his good-natured, sligthly anarchistic alignment, he must attempt to stop or correct that action or argument. If he either don’t try to stop it or fail in his attempt to stop it (as adjudicated by the GM), he is shaken for 1 hour.
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Feats
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Alertness The presence of Sergei sharpens Jorn’s senses. Jorn gains a +2 to percepcion and sense motive
Combat Manifestation +4 to Concentration checks to manifest power while on the defensive.
Psicrystal Affinity Gain a Psycrystal
Surge Bond: Psionic Talent Gain an additional 2 power points.
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Special Abilities
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Alertness (Ex) The presence of Sergei sharpens Jorn’s senses. While Sergei is within arm’s reach (adjacent to or in the same square as Jorn, he gains the Alertness feat.
Favored Class: Wilder +1/4 extra power.
Free Surge The free wilder rides every emotion, taking them to heights unbelievable by others and finding her power in the moment of each encounter. Regardless of the emotion, embracing them to such a degree can sometimes be draining and cause her to be lost inside the experience. A free wilder overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her normal manifester level (the increase in manifester level from her wild surge does not increase the number of power points lost).
Psychic Enervation (Ex) Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort, the effect of which is detailed in the specific surge type below. The chance of suffering psychic enervation is 15%.
Surge Blast (1d6) (Su) You can make a 1d6 force damage blast (range touch 30').
Surge Bond: Psionic Talent Feat The wilder's choice of emotional surge, as defined in psychic enervation, grants the wilder additional benefits through a surge bond. The wilder gains a unique benefit depending on the type of surge selected.
Wild Surge +1 (Su) You can give yourself a +1 level boost to your mainfester level.
Apperance:
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Apperance
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Jorn is a handsome boy, looking to soon be a handsome young man. Of mixed Varisian and Ulfen decent, he has retained mostly Ulfen features, with unruly, dirty-blonde hair down to around his neck and pale blue eyes, his Varisian features include in his olive skin and exotic Varisian facial features.
He also dresses in the fashion of the Varisians, normally with a colorful coat or vest complimented by stout and practical travel-clothes. He also has a stlylish tattoo of a butterly just over his left breast, showing his devotion to Desna.
Personality:
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Personality
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Jorn is quite the charmer, having been raised by a Varirisian card-shark, he knows his way around people. He lives very much in the now, not wanting to remember the past and does not care to fret for the future, putting his faith in old motto: "It will all work out." And in his Goddess Desna.
He always does what he truely belives is right, even if it brings others or himself in harms way, he willing to fight for his right to do what he wants, and the same right for others. He can become extremely passionate about just about anything that he finds compelling, but he has trouble concentrating on the same thing for long periods at a time.
Backgound:
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Background
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Jorn never really knew his parents. From what his uncle, Sergei, had told him that they had died, when Jorn were an infant, and that Sergei then had taken him in.
Sergei were an Varisian, and made a living as a con-man and a gambler, Sergei were an member of an Szcarni-family.
He taught Jorn the tools of the trade, how to read people, how to make people trust him and how to defend himself, when all else failed.
That was their life for a long time, travelling from town to town, scamming, gambling and running from the odd Sheriff now and then, trough Varisia.
Just a little after Jorn´s 12th year, he found out that he could send small thought-messages to other people (a skill he and Sergei later would use for cheating at gambling). Sergei called Jorn´s psionic talent a Gift from Desna, and lamented that no psion travelled with the caravan, so that Jorn might learn to control it better, as it were Jorn felt couldn´t really do anything else, but whenever he got upset, he sometimes felt something more, lurking in the recesses of his mind.
Life on the road was one of freedom, but people rarely appreciates Varisian caravans, even when they have exotic wares, as most consider them to be travelling theives.
While not true in most cases, the family Jorn and Sergei travelled with, did cheat quite the number of farmers and merchants from their earnest coin.
They took great care not to cheat and steal too much from the villages they passed, as to not make them find out until they were too far away for pursuit to be worth it.
However; one fateful winter day, when Jorn was nearly a man, the caravan had been slowed by sudden winter-snows and were caught in the night by a group of angry, local militia-men that came charging into camp, out for the blood of the travelling thieves.
The varisians bolted like rabbits, Jorn and Sergei were no exception, grabbing their meager possesions and running through the winter-forest, under hot pursuit.
As fate would have it, as soon as they though they were safe, Sergei took an crossbow-bolt to the neck. Jorn was shocked and terrified, seeing his surrugate father bleeding out quickly in the snow. While Jorn were trying to bandage Sergei´s wound with trembling hands, a fat militia-man came out of the underbrush, mocking Jorn and laughing, slowly cranking his crossbow.
Jorn was terrified, but a surging anger struck him, as the fat man mocked his father´s last moments, and he felt something burst in his head, flooding him with power. With his mind, Jorn lashed out at the fat man, feeling his mind crushing his father´s murdere, like a boot stomping a mouse.
The militia-man made an gurgling sound, wet himself and fell over, dead as a door-knob.
Jorn sat there, in the snow, next to his dead father, stunned at what he had done, at what had happend. Then he started to weep, his tears mingling with Sergeis rapidly cooling blood and melted snow. He felt a tugging in his mind, and saw, to his astounshment, horror and awe, that where his tears had hit the Sergeis blood, something was slowly rising out of it.
It was a small rust-colored head, looking vaguely like Sergei´s face had been made in old rusty iron, slowly walking out of the pool on legs of frozen blood. While Jorn knew he should be horrified, he felt calm, as if the small facsimily of his fathers head was talking to him reasuringly.
Jorn wiped his eyes, took the rusty head into his pocket and started to dig his father a decent grave, strangly reassured that everything would be alright.
Sergei had always told him, that if they got split apart he should get to Sandpoint, that Jubrayl Vhiski would be able to help him, or at the least give him a job, that he were a friend of the "family".
Yes, that was as good as anything right now, couldn´t hurt to try that first.
Psycrystal:
Sergei
Psicrystal (Resolved)
CG Diminutive Construct (Psicrystal)
Init +2; Senses Sighted 40´ Perception +6
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Defense
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AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 5
[bFort +2, Ref +1, Will +2
Immune construct traits
Hardness 8
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Offense
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Speed 30 ft., climbing (20 feet)
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 15, Con —, Int 6, Wis 10, Cha 10
Base Atk +0; CMB -2; CMD 3
Feats Alertness
Skills Climb +10, Perception +6, Stealth +6
Languages Common, Varisian
SQ alertness, improved evasion, personality (resolved), self propulsion, share powers, telepathic link, sighted
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Special Abilities
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Climbing (20 feet) Sergei has a Climb speed.
Construct Traits (+0 HP) Constructs have many immunities, no Constitution, and a bonus to HP based on size.
Personality (Resolved) (Ex) Jorn gains + 2 to all Will saves
Self Propulsion (Su) As a standard action, Jorn can will Sergei to form spidery, ectoplasmic legs that grant it a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if Jorn desires).
Share Powers (Su) Jorn can have any power (but not any psi-like ability) he manifests on himself to also affect Sergei. Sergei must be within 5 feet of Jorn at the time of the manifestation to receive the benefit. If the power has a duation other than instantaneous, it stops affecting Sergei if it moves farther than 5 feet away, and will not affect Sergei again, even if it returns to Jorn before the duration expires. Additionally, Jorn can manifest a power with a target of “You” on Sergei (as a touch range power) instead of on himself. The Jorn and Sergei cannot share powers if the powers normally do not affect creatures of the Pete´s type (construct).
Sighted (Ex) Although Sergei has no physical sensory organs, it can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though it still can’t discern invisible or ethereal beings. Sergei’s sighted range is 40 feet.
Telepathic Link (Su) Jorn has a telepathic link with Sergei out to a distance of up to 1 mile. Jorn cannot see through Sergei´s senses, but the two of them can communicate telepathically as if Sergei were the target of a mindlink power manifested by Jorn.
Alertness (Ex) The presence of Sergei sharpens Jorn’s senses. While Sergei is within arm’s reach (adjacent to or in the same square as Jorn, he gains the Alertness feat.
Improved Evasion (Ex) If Sergei is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.