Iramine

Sivannalendil's page

24 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Sivannalendil

Race

Pelagasiri Elf

Classes/Levels

Soulblade

Gender

Female

Size

5'11, 140lbs

Age

104

Languages

Koine Helenic, Elven

Strength 12
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 12
Charisma 13

About Sivannalendil

Visual reference

Max HP:11 Current HP:11
STR 12(+1) DEX 16(+3) CON 12 (+1) INT 12 (+1) WIS 12(+1) CHA 13 (+1)

Defense

AC:14 =10+ dex (3)+ armor ( )+Dodge (1) Current AC 14
Touch:14
Flat footed:10

Armor: None

Offense
Speed: 30
BAB:+1 CMB: +2 CMD: 15

Combat:
Melee: Mindblade (Sword +4 1d8 19-20 x2)
Melee: Mindblade (2Daggers +4 1d4 19-20 x2)
Melee: Mindblade (Greatsword +4 2d6 19-20 x2)

Ranged: (+4 1d4/ 1d8 20ft/15ft)

Initiative +7

All saves +2 vs spells/SLA’s
Fort: + 1 Reflex: +6 Will: + 3

Special Abilities

Spoiler:

Form Mind Blade
Shape Mind Blade
Throw Mind Blade
Low-Light Vision

Skills: 4+Int+0=per level
Special: Concentration +
Acrobatics +7, Autohypnosis +5 , Climb , Craft +, Escape artist +, Intimidate ,Jump , Knowledge Nature +1, Knowledge Psionics +5, Perception +5, Profession +, Sense motive +, Ride +, Stealth +7, Swim +5, Sutvival +2

Feats: Wild Talent, Dodge, Weapon finesse, Run

Traits:
Deft Dodger: You gain a +1 trait bonus on Reflex saves

Paragon of Speed: You are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.

Equipment (lbs)

Spoiler:

Carried:
Heatstone,
Beltpouch
Floor length white traveller’s cloak
Jewelery
Adventurer’s sash

At home:
A few articles of clothing for special occasions.

Wealth
Dolphins Staters Drakhmas Obols
gems

Blade skills
Mind Blade Finesse blade skill.

Power points per day: 2

Used:

Racial Traits
• +2 Strength, +2 Intelligence, –2 Constitution: The Pelagasiri elves are strong, both in body and mind, but their form is frail.
• Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
• Normal Speed: Elves have a base speed of 30 feet.
• 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 gain a +2 racial saving throw bonus against enchantment spells and effects.
• Woodcraft: The Pelagasiri elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge(nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
• Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. The Pelagasiri elves receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
• Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Capacity:

Spoiler:

Light: lbs. or less
Medium: lbs.
Heavy: lbs.

Background

Spoiler:

Born in the Pelagasiri quarter of the city, Sivannalendil showed an aptitude for both combat and psionic potential, leading to the study to become one of the psiloi. The years of training taught her to hone her survival instincts, her needs, wants and desires into a lethal weapon of her id.
In the current peace of the city, and the rise of adventure and danger from below, the young elven woman seeks to find adventure and pit her prowess in battle against the monsters that are whispered of by those who claim to have survived them.

Personality

Spoiler:

Description

Spoiler:

Sivannalendil
As is common for the Pelagasiri, Sivannalendil wears very little, most commonly adorned solely with a few select pieces of jewelry. As a trained warrior, she often wears a sash that contains her gear, and wraps on her arms and legs. In parts of the city other than the Pelagasiri quarter, she is usually draped in a full length heavy white traveler’s cloak, trimmed in gold, concealing her body unless in action.
Her long dark hair and wild elven features carry an intense and dangerous beauty, at once appealing and frightening like a deadly predator.

Details:

Mind Blade Finesse: The benefits of the Weapon Finesse feat apply to the mind blade even when it is in forms that cannot normally be the subject of Weapon Finesse (including two-handed forms).

Autohypnosis
You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities.
Check: The DC and the effect of a successful check depend on the task you attempt.
Action: Typically none. Making an Autohypnosis check usually doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively).
Try Again: Yes, for memorize and willpower uses, though a success doesn’t cancel the effects of a previous failure. No for the other uses.

Ignore Caltrop Wound
If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Autohypnosis check removes this movement penalty. The wound doesn’t go away—it is just ignored through self-persuasion.

Memorize
You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.

Resist Dying
You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour), you can substitute a DC 15 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the Constitution check in later rounds if you are initially unsuccessful.

Resist Fear
In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your Autohypnosis check meets or beats the DC for the fear effect, you may make an additional Will save with a +4 competence bonus to shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.

Tolerate Poison
You can attempt to resist the effect of any standard poison. Every time you make a saving throw against the poison, you make an Autohypnosis check. If your Autohypnosis check exceeds the DC of the poison, you receive a +4 competence bonus on your saving throw against the poison. This skill has no effect on the initial saving throw against poison.

Willpower
If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a standard action while at 0 hit points without taking 1 point of damage (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell). You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as normal when disabled.