Seoni

Sinorei's page

66 posts. Alias of wakedown.


Full Name

Sinorei (pronounced: sin-or-aey)

Race

Human

Classes/Levels

Wilder 1

Gender

F

Size

M

Age

17

Alignment

CG

Deity

None

Languages

Common, Maenadi

Strength 15
Dexterity 12
Constitution 11
Intelligence 12
Wisdom 15
Charisma 19

About Sinorei

Human Wilder 1

Senses: Init +4; Perception +8

Hp: 11
AC: 14 (touch 11, flat-footed 13)
Fort: +0 Reflex: +1 Will:+4
Power Points: 6 (2 base +2 cha +2 feat)

Combat
Longspear (2H): +2 attack (1d8+3 damage) [reach]

Energy Surge: +1 attack (1d6 damage) [30' ranged touch; uses focus]

Sickle (1H): +2 attack (1d6+2 damage)

Noteworthy Skills
Acrobatics 5, Bluff* 11, Diplomacy* 8, Intimidate 8, Knowledge (psionics) 5, Perception 8, Sense Motive 8

* Add +1 if target could be sexually attracted to Sin (Charmed trait)

Powers
Disable (DC15 Will)

Power Details:

Disable (Dreamscarred Psionics Unleashed p.96)
Discipline: Telepathy (Compulsion) [Mind-Affecting]
Manifesting Time: 1 standard action
Range: 20 ft.
Area: Cone-shaped emanation centered on you
Duration: 1 min./level (D)
Saving Throw: Will negates; Power Resistance: Yes
Power Points: 1

You broadcast a mental compulsion that convinces one or more creatures of a combined total of 4 Hit Dice or less that they are disabled. Creatures with the fewest HD are affected first. Among creatures with equal Hit Dice, those who are closest to the power’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Creatures that are rendered helpless or are destroyed when they reach 0 hit points cannot be affected.

Creatures affected by this power believe that they have somehow been brought to the brink of unconsciousness and must act accordingly. While it’s possible for an important nonplayer character to attempt some sort of “heroic” action, common NPCs and creatures under the effect of this power typically cower or retreat.

Any creature that attempts to take a standard action immediately breaks the compulsion and can act normally. A creature that attempts to heal itself or that receives healing is likewise freed of the compulsion, and
if it is not actually wounded, the healing is wasted. A creature that takes damage is also instantly freed of the compulsion (although the damage still counts against its actual current hit points).

Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet and its save DC increases by 1.

In addition, for every additional power point you spend to increase the range and the save DC, this power can affect targets that have Hit Dice equal to 4 + the number of additional points.

Background Glimpse:

Scrambling over the loose dusty rocks, Sinorei climbed into a position where she could see the source of the wisping smoke. She smelled cooking meat and her stomach rumbled with desire.

She was starving to death.

*Thieves and murderers in that camp, your kind* - came the voice, silky and smooth in her mind.

Sinorei frowned at a rough leather pouch on her side, as she often did when communicating with the purplish crystal within.

I am not a murderer! she thought back at it, her emotions swelling insider her as her face flushed.

*Tell that to the merchant last week whom the crows now feast upon*

She couldn't respond, her anger choking not just her verbal voice, but her thoughts as well.

*It is good my dear, you may need those emotions shortly - you have been seen and a man approaches you.*

Swallowing her dry spit, she coughed. Quib was right, a man wearing a sash was looking up at her position and shouted at her.

-=**=-

Her stomach was full and she was rested. Seeing the bandit's leader undressing, fear soon overcame the sense of fulfillment she had at having eaten the first food in over a week. The dirty man leered at her, he was missing an ear and viciously scarred.

She had played her part well, pledging to join the men, acting naive to surviving in the rough wastelands. Her loose fitting clothes baring skin and imparting a insatiable look of hunger on the brigand's leader matching her own look at the spit in their camp.

*Is this our new home, or will he join the merchant?* - came Quib's voice again, half taunting and half mocking her plight.

"I...", she spoke aloud, not realizing it. Tears welled in her eyes. Likely this thug deserved it, but that didn't make her feel any better about what she was about to do.

"... I'm sorry." she blurted, standing, her eyes glowing a deep amethyst, her hands radiating light. The light discharged and hurled at the bandit, impacting his chest and knocking him backwards into his crude bedroll.

He didn't move.

Scrambling, Sinorei picked up her meager possessions, and grabbed a spear from the tent before running outside. The men of the camp were drunk in their dreams, and didn't notice as she escaped into the dark.

Concept:

Prose coming, this is a skeleton to flesh out later...

Sinorei is a survivor - while traveling in her youth, her caravan was ambushed by raiders and most of the travelers were brutally murdered.

Fleeing through the desert wastelands, Sinorei came upon a cairn, which she entered for survival.

Within she found a magnificent amethyst crystalline object that reached into her mind and introduced itself as "Quib".

Since, Sinorei has carried Quib with her, and the crystal will dominate her thoughts, telling her that without him, she would never have survived. Often, he will convince her to lie or steal in order to make ends meet.

Skills and Languages:

Skills
4+Int/Level (+1 Human, +1 Int, +1 FC)

Acrobatics (Dex) 1R+3C+1A=5
Autohypnosis* (Wis) -- not in campaign --
Bluff (Cha) 1R+3C+4A+3PC=11
Climb (Str)
Craft (Int)
Diplomacy (Cha) 1R+3C+4A=8
Escape Artist (Dex)
Intimidate (Cha) 1R+3C+4A=8
Knowledge (psionics)* (Int) 1R+3C+1A=5
Perception (Wis) 1R+3C+2A=6 (+2 from Alertness/psycrystal)
Profession (Int)
Sense Motive (Wis) 1R+3C+2A=6 (+2 from Alertness/psycrystal)
Spellcraft (Int)
Swim (Str)
Use Magic Device* (Cha)

Languages
Common, Maenadi

Feats and Traits:

Feats
1st: Psionic Meditation
Human: Psycrystal Affinity "Quib the Shifted" (Liar personality)
Wilder 1: Toughness
Campaign: Wild Talent (+2 pp)

Traits
Reactionary (+2 Init): Quibs constant drills attempt to keep Sin attentive of her surroundings, increasing the odds they both survive

Charming (+1 Bluff/Diplo vs opposite sex): Sin is naturally charismatic and attractive, helping her in social situations.

Class Abilities:

Wild Surge +1
Psychic Enervation
Surge Blast
Surge Bond

Warrior Surge: Gain Toughness as bonus feat

A warrior wilder embraces the surge of adrenaline, the rush of combat and melee and thus her connection to her body is far more intense. When she rides the wave of her combat-driven emotions, rage and fear foremost, the strain can sometimes be too high for her body to
bear. A warrior wilder overcome by psychic enervation is staggered until the end of her next turn and loses a number of hit points equal to her normal manifester level (the increase in manifester level from her wild surge does not increase the number of hit points lost). The warrior wilder may expend her psionic focus as a free action when she would suffer psychic enervation to convert this damage into power point loss, although she is still staggered as normal.

Gear:

100cp starting

Studded leather (25cp, 20#)
Longspear (5cp, 9#)
Sickle (6cp, 2#)
Clothing, hot-weather outfit (8cp, 4#)
Waterskins x2 (2cp, 8#)
Backpack (2cp, 2#)
Sunrods x3 (6cp, 3#)
Food, Rations/Trail x10 days (5cp, 10#)
--
TOTAL COST: 59cp
REMAINING: 41cp

TOTAL WEIGHT: 58#

LIGHT: 66# or less
MEDIUM: 133# or less
HEAVY: 200# or less