Faif  

Details
Class: Race: Alignment: Deity:
Telepath 8 / Slayer 6 Changeling NE No
Level: Size: Age: Gender:
14 M 28 Male
Height: Weight: Eyes: Hair:
182 cm 78 kg Green Brown

Abilities
STR 12 14
DEX 16 18
CON 14 16
INT 16 20
WSD 13 13
CHA 12 12
 
Hit Points
TOTAL wounds subdual
98 0 0
Initiative
TOTAL dex other SPEED
4 4 0 0
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
36 10 9 7 4 3 2 0 0

Battle Scores
MELEE = base + str + magic + other
+12 +10 +2 0 0
RANGED = base + dex + magic + other
+14 +10 +4 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT +12 4 +3 +5 0
REFL +13 4 +4 +5 0
WILL +17 11 +1 +5 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Longsword +2 +14 1d8+4 19-20/x2 - 4 lbs M Slashing

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Mithril chain shirt +5 Light +9 - +6 Full 12.5 lbs

Feats & Special Abilities
Feat / Ability Description/Notes
Track Allows me to track stuff. In theory. Level 1 feat.
Psionic Body +2 hit points per psionic or metapsionic feat, including this one. Psion 1 bonus feat.
Expanded Knowledge Gives me Astral Construct. Level 3 feat.
Boost Construct My constructs get another ability from the same menu. Psion 5 bonus feat.
Psicrystal Affinity Gets a psicrystal for myself. The crystal is Nimble, granting me +2 on initiative rolls. Level 6 feat.
Overchannel At (manifester?) level 15, 5d8 damage for an extra three levels is possible. Now, only 3d8 for two levels or 1d8 for one.
Talented Overchannel freely on powers with level <= 3.
Languages spoken Common, Elven, Undercommon, Terran, Abyssal, Infernal, Goblin, Orc.
Favored Enemy +4 Get +4 on Bluff, Listen, Sense Motive, Spot, and Survival checks against illithids.
Enemy Sense I can sense illithids within 60 feet, even if hidden by darkness or walls. Location not given though.
Brain Nausea Anyone trying to eat my brain must succeed on a DC 15 + class level will save or not want to do that for the next 24 hours.
Lucid Buffer +4 competence bonus on saves against mind-affecting spells and effects.
Power points Max is 147 + 13 * 5 / 2 = 179.

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Bluff Cha +20 +1 17 +2
Concentration Con +20 +3 17
Knowledge(Dungeoneering) Int +22 +5 17
Listen Wis +10 +1 9
Psicraft Int +22 +5 17
Speak Language - 5
Spot Wis +10 +1 9

Spell List
Name Level Ready? Count Cast Time Range Save Description/Effect
Astral Construct 1 yes 1 round Close - Creates an astral construct, one class better for every 2 pp spent. Duration 1 round / level.
Charm, Psionic 1 yes Standard Close Will neg. As charm person, except as noted here. Duration 1 hour / level, augments to animal, fey, giant, magical beast, or monstrous humanoid for 2 pp, aberration, dragon, elemental, or outsider for 4 pp, and 1 day / level for 4 pp. DC increases by 1 for every 2 pp spent.
Mind Thrust 1 yes Standard Close Will Neg. Deal 1d10 damage per pp spent, for every 2 extra spent DC increases by 1.
Precognition, Defensive 1 yes Standard Personal - Gives +1 to AC and saves, augments +1 to both per 3 pp spent. For 6 pp, it is a swift action to cast.
Vigor 1 yes Standard Personal - Gives 5 temporary hp per pp spent.
Brain Lock 2 yes Standard Medium Will neg. Humanoid is Dazed and cannot take psionic actions. Duration concentration + 1 round. Type augments as charm.
Read Thoughts 2 yes Standard 60 ft Will neg. 1 min / level, detects thoughts of everyone in 60-ft cone who fail their saves. No power resistance.
Suggestion, Psionic 2 yes Standard Close Will neg. As suggestion, except one other target within 15 feet of another target per 2 pp. Duration 1 hour / level or until completed.
Swarm of Crystals 2 yes Standard 15 ft None No PR either. 1d4/pp spent worth of damage to targets.
Crisis of Breath 3 yes Standard Medium Will neg. Will save negates, 1 round/level otherwise. Each round you must gasp for breath with a standard action or take a Fort save at the end of your turn. If you fail said save, black out immediately and go to disabled, next round into dying. Fort DC increases by 1 each extra turn until you take a breath. Augments as charm, and with 6 extra pp affects up to 4 targets in a 20-ft radius burst.
False Sensory Input 3 yes Standard Long Will neg. Give false input to a different (or the same) sense each round for 1 min / level, concentration. Can't create anything if it isn't there, but can make it very different by up to 50 %. Augments to include another target per 2 pp, all targets must be at most 15 ft apart from one other.
Solicit Psicrystal 3 yes Swift Close - Your psicrystal takes over a concentration power for 1 round / level. Augments with extra rounds / pp.
Touchsight 3 yes Standard Personal - Ignore invisibility, darkness and concealment in 60 feet, augmentable by 10 feet / 2 pp. Also ignore hiding people, no need for Spot or Listen to pinpoint everything.
Dimension Door, Psionic 4 yes Standard Long - As dimension door, except augments to move action for 6 additional pp.
Dominate, Psionic 4 yes 1 round Medium Will neg. As dominate, except for augmentation. Augments as charm for other races. Duration: Concentration normally, 1 hour/level for 1 pp, 1 day for 2 pp, 1 day/level for 4 pp. DC increases 1 per two extra pp spent. Thus, for 15 pp it's at maximum level.
Intellect Fortress 4 yes Immediate 20 ft - Halves all damage from spells and spell-likes and powers and psi-likes within 20 feet of me for one round. Augments for 1 round / pp spent.
Schism 4 yes Standard Personal - Gain another mind that manifests as you but six levels lower each round starting in the round after the casting. 1 round / level. Ends if a compulsion or charm is thrown at me, but allows an extra attempt at a save. Also, can use only standard actions each round.
Adapt Body 5 yes Standard Personal - Adapts to most any environment. Penalties to movement and attacks remain, but you can move and attack. You can breathe air, nothing or survive extreme cold and heat. Things that cause a die per turn of damage only cause half that.
Ectoplasmic Shambler 5 yes 1 round Long No Warning: Contains critical amounts of awesome. This power calls up ten ten-foot cubes worth of giant goo, that eats you. It deals unresistable damage at a rate of half my level per turn! And it lasts a minute per level, ensuring the death of anyone who moves slower than its 10-foot movement speed. Causes Concentration checks, 15+spell level, for those inside. Winds stronger than 20 miles per hour against it first reduce it to zero movement, then blow it five feet back a turn. And get this! If it's blowing in the right direction, this baby goes up to a whopping 15 feet of movement a turn.
Mind Probe 5 yes 1 minute Close Will 1 round / level, ask a question about anything the target knows each round. Will save makes not answering possible. Everything works with telepathy. Sleepers get a save to wake up after the first question.
True Seeing, Psionic 5 yes Standard Personal - As true seeing, except as noted here.
Contingency, Psionic 6 yes 10 minutes Personal - Costs 15 exp. Contingent power must be at most level (ML / 3), up to 6.
Overland Flight, Psionic 6 yes Standard Personal - As overland flight, basically.
Retrieve 6 yes Standard Medium Will neg. Get an object weighing at most 10 lbs / level to your hand. If it's in possession of an opponent, they get a Will save to negate.
Temporal Acceleration 6 yes Swift - - Gives you one round of timestoppish acting time. Summons ahoy! Augment with 4 pp per extra round.
Energy Wave 7 yes Standard Ref/Fort Reflex/Fort negates. Usual energy spell, 'cept cone of 120 feet and die size d4.
Phase Door, Psionic 7 no Standard 0 ft - Duration is one usage per two levels. 10 + 5/three levels deep.

Gear
Gear Location Weight Description/Special
Mithril chain shirt +5 On me at all times 12.5 lbs Gives a +9 armor bonus to AC. Costs 26250 gp.
Heavy Mithril Shield +5 On my shield hand. 7.5 lbs Gives a +6 shield bonus to AC. Cost 26170gp.
Ring of Mind Shielding Left ringfinger - Makes me immune to alignment detection, discern lies and detect thoughts, costs 8500 gp.
Ring of Protection +3 Right ringfinger - Gives a +3 deflection bonus to AC, cost 18000 gp.
Amulet of thick skin Neck - Gives +2 to Constitution and +2 natural armor, cost 16,000 gp.
+2 longsword Scabbard 4 lbs Costs 8315 gp.
+4 Headband of Intelligence Head - Gives +4 to Intelligence.
Cloak of Resistance +5 As a cloak - Shields me from harm, +5 resistance bonus on all saves.
Gloves of Dexterity +2 Gloves - Brown gloves, look warm and make me all nimble.
Belt of Strength +2 Belt - Gives +2 to strength. Brown.
Handy Haversack Back 5 lb Stores 8 cubic feet or 80 pounds in the central pocket, 20 cubic feet or 20 pounds in the sides. Costs 2000 gp.
1757 gold Haversack 8 lbs The vast majority is in platinum format.
Orb of wound sealing Backpack, usually 1 lb This pale blue sphere allows casting of Cure Light Wounds once per round when held in hand. Costs 2000 gp.

Treasure/Money
No Treasure Assigned.

Experience
Current Next Level
91000 91000

Description
A man of medium length bordering on wiry, Faif favors close-cut auburn hair and green eyes going with a thin face.

He wears black at the top and brown down below. Most of him is covered, starting from the black coat with silver buttons to the gloves with small bumps on the ringfingers.

Personality
No Personality Assigned.

Background
Faif grew up in the Slave Quarters, gaining plenty of friends mostly due to his latent psionic ability. He cut his ties to his parents, such as they were, at sixteen years of age, his father having been sold off to the illithid Xi'mparzem for unknown purposes three years earlier and his mother dividing her time between selling her body and Agony.

Soon after, the Vrinn commoner family picked him up as a potentially useful asset and made him more of the cultured man that he is today. There was plenty of supervision going to prevent him from making friends the old way, but they did keep him safe and able to develop his powers as long as he performed the occasional odd job for them.

Recently, he has taken to looking in the Vaults for the artifact dagger Cat's Claw that supposedly greatly enhances the wielder's abilities at assassination. It is to be delivered to the Vrinn's own assassins as soon as possible.