Edine  

Details
Class: Race: Alignment: Deity:
SoulKnife|Wilder HCeles/HFiend WiElf TN
Level: Size: Age: Gender:
1 Medium 16 Female
Height: Weight: Eyes: Hair:
5' 94 lb. Green Black

Abilities
STR 20 +5
DEX 25 +7
CON 22 +6
INT 17 +3
WSD 20 +5
CHA 21 +5
 
Hit Points
TOTAL wounds subdual
16 0 0
Initiative
TOTAL dex other SPEED
+7 +7 0 30'
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
19 10 +2 0 +7 0 0 0 0

Battle Scores
MELEE = base + str + magic + other
+5 +0 +5 0 0
RANGED = base + dex + magic + other
+7 +0 +7 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT +6 0 +6 0 0
REFL +9 2 +7 0 0
WILL +7 2 +5 0 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Longsword +6 1d8+7 19-20/x2 Melee - M Piercing Mind Blade properties.

Armor
No Armor Assigned

Feats & Special Abilities
Feat / Ability Description/Notes
Wild Surge (Su): +1 to manifester level, free of charge. Invokes psychic enervation.
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 chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge. A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level.
Power Points: 2 from class. 2 from ability score. 2 from bonus feat. Total: 6.
Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder.
Weapon Focus (Mind Blade): +1 to attacks with Mind Blade. Bonus feat.
Wild Talent: +2 power points. Bonus feat.
Mind Over Body: Heal 1 + Con bonus points of ability damage per rest. First level feat.
Wings: Black-feathered wings enable flight, at base land speed with good maneuverability.
Daylight (Sp): Can use Daylight at will.
Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Protection from Evil (Sp): 3/day, caster level at character level.
Bless (Sp): 1/day, caster level at character level.
Darkvision: 60' darkvision.
Resistances: Resistance to acid 10, cold 10, electricity 10, and fire 10.
Damage Reduction (Ex): 5/magic. A half-celestial's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. A half-fiend's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Spell Resistance: Spell resistance equal to creature's HD + 10 (maximum 35).
Save bonuses: +4 racial bonus on Fortitude saves against poison. +2 racial saving throw bonus against enchantment spells or effects.
Armour Class bonuses: +2 natural armour.
Natural weapons: A half-fiend fighting without weapons uses both claws (1d4) and its bite (1d6) when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.
Darkness (Sp): 3/day, caster level is character level.
Immunities: Immunity to poison. Immunity to magic sleep effects.
Ability adjustments: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4. Str +4, Dex +4, Con +2, Int +4, Cha +2. Dex +2, Int -2.
Low-light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Skill bonuses: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Languages: Common, Elven, Dwarven, Celestial, Abyssal.
Proficiencies: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields). Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Concentration Con +10 +6 4
Psicraft Int +7 +3 4
Autohypnosis Wis +9 +5 4
Knowledge (Psionics) Int +7 +3 4
Listen Wis +9 +5 4
Spot Wis +9 +5 4
Tumble Dex +11 +7 4

Spell List
Name Level Ready? Count Cast Time Range Save Description/Effect
Demoralize (A): 1 yes Enemies become shaken. Augment: For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet, and the power’s save DC increases by 1.

Gear
No Gear Assigned.

Treasure/Money
Item Location Value Weight Description/Special
Cold, hard cash Pouch 450 - Money.

Experience
Current Next Level
0 1000

Description
Edine is just your normal, curvaceous teenage elf. Well, except those feathery wings on her back, black as her shoulder-length hair. She carries a Hugely Oversized Sword with her at all times. Her usual attire are a pair of buckskin pants, a leather jacket (customized for wings), some sturdy boots and a gray-green cloak.

Personality
The purpose of Edine is to flip out and kill everyone. Or perhaps to be the friend of every living being. She can't tell, and that drives her nuts.

Background
No Background Assigned.