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DyingEmbers

Aug 18th, 2011
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  1.  
  2. [private=Silkspinner[b]Briyuaechrra Irs Fulualieeya[/b] AKA Irs, Alias Brys
  3. [b]Description[/b][spoiler]
  4. Boasting shoulder length black hair and bright umber eyes, Biryuaechrra Irs Fulualieeya(Irs to most people) would be an eye-catching sight even without her nearly floral ear shapes, curled back like morning glories. She's slim, shortt and muscled as only an adventurer would be, regardless of trade.
  5. Her attire is a stark white, hooded leather cloak over a thick outfit of navy blue and grey, concealing the light suit of chain beneath. This all is dyed in patterns that become more obvious in different lighting.
  6. Out in the wilds, she carries a spear with a head of a deep red crystal and haft of stone, carved with flowing patterns. Unusually, the spearhead's crystal is split down the middle, making it resemble a weaponized tuning fork. It hums with overlaid imagery when infused with mental harmonics, seeming more like the [i]ideal[/i] of a spear than a physical weapon.
  7. Irs' power displays tend towards the orchestral in nature, much like those of her fellow Okilei. Phantom music, dream-figures and crystalline dust are most common.[/spoiler]
  8.  
  9. [b]Personality[/b][spoiler]
  10. Irs is friendly, easily bonding with strangers and as for letting her guard down, it's rarely up to begin with. She gladly takes up causes, and goes all out in their pursuit but drops them once they would seem to do fine without her. Coupled with a love for exploration, she's an energetic person.
  11. But, at the same time, she has little foresight. With a tendency to pick what seems to be good ideas at the moment, Irs can be reckless, trusting in raw power and brawn to win through. Likewise with relationships, those who betray a bond meet with swift and direct reprisals, but as for avoiding such betrayals, only her sheer charm would help.
  12. It is for this reason as well that she relies more on magic to survive while traveling. Her friends back in the Vale chipped in to ensure she has the minimum magical supply of food, water and protection from weather to survive.
  13. Maybe it's something to do with the song in her head.[/spoiler]
  14.  
  15. [b]History[/b][spoiler]
  16. Irs was born in the Vale, her mother, Lilim Ehiselm having contracted the Ohrwurm psychosis in her adventuring days, having retired to the Vale when she found herself pregnant and unable to find treatment. Her father is unknown to Irs, and Lilim is ill inclined to elaborate.
  17. She never quite understood her child, the same music that so plagues her granting the girl an internal guide, pulsing to the everlasting rhythm of her song. Lilim did what she could for her child, but she was ever the Other, never truly understanding the beauty of the music. As for Irs, she never felt alone, despite her distant mother and absent father.
  18. Through the song, she could hear other harmonies, that of every individual, people, plants and animals alike. Diving into the shared music is exhilarating, as the Song of All wraps around her. And, by focusing on parts of her own beat, the world twists to come in tune, making dreams real. She was psychic, one of those gifted to touch Introvertia in its aspect of Song.
  19.  
  20. Such abilities are uncommon, but not rare in the Vale, and Irs enjoyed the mentorship of her elders. To discipline the beat, where and how to reinforce the rhythm and dampen it. How to ride the waves of the Song of All, rather than fighting it. When to close her mind off, protecting her from the baleful presences that stalk the world of the mind, seeking bright and vital imaginations that blaze in the void like stars.
  21. It is also thus that she developed her love for people. Touching the shared consciousness makes it difficult to truly hate anyone, everyone has their rationale, their bonds, and it is these bonds that make a person. Or so her mentors taught.
  22. Thus, Irs took up a use-name, for those unable to speak the Song, and headed into the world, armed with her mother's old weapon, and equipped as best as her friends can provide.
  23. Everyone has a song to them, some minor refrains, some thunderous anthems. She shall learn them, record them and bring them home. A good song must be shared and remembered.[/spoiler]
  24.  
  25. [b]Abilities[/b][spoiler]
  26. Irs is a capable psionicist, able to impose what is in her mind over reality. Areas of dream-light, violent breakdowns of reality, dream-creatures and time slippage can be induced with some effort, while she can also read the flows of the immediate future. Sheer power is no object, for she can, at minor risk, draw from the shared power of Dream.
  27. Beyond this, diving into the Song of All can be vitalizing, granting her a significant boost in combat prowess. Irs makes great use of this, with her body itself reinforced by the constant psionic power running through it, while waging war with a dream-creature or riding the threads of possibility to evade harm.
  28. Finally, as an Okilei, Irs can rouse the tune inside her mind to a greater vigor, granting a brief burst of greater offensive fury.
  29. [/spoiler]
  30. [/private]
  31. [url=http://invisiblecastle.com/roller/view/3155058/]Ability Scores (4d6.minroll(2).takeHighest(3)=13, 4d6.minroll(2).takeHighest(3)=11, 4d6.minroll(2).takeHighest(3)=14, 4d6.minroll(2).takeHighest(3)=16, 4d6.minroll(2).takeHighest(3)=15, 4d6.minroll(2).takeHighest(3)=12)[/url]
  32. [url=http://invisiblecastle.com/roller/view/3155076/]HP(levels 2 to 6) (5d8=19)[/url]
  33.  
  34. [private=silkspinner]
  35. [b]Briyuaechrra Irs Fulualieeya(CR 6)[/b] AKA Irs
  36. Female Okilei [url=http://www.d20pfsrd.com/psionics-unleashed/classes/wilder]Wilder[/url] 6
  37. CG Medium Humanoid (Human, Psionic)
  38. [b]Init[/b] +2; [b]Senses[/b] Listen +3, Spot -1,
  39. [b]Languages[/b] Common, Okilei, Sylvan
  40. _____________________________________________________________
  41.  
  42. [b]AC[/b] 20, touch 15, flat-footed 18 (+5(armor)+2(dex)+2(dodge)+1(shield))
  43. [b]hp[/b] 49(6d8+12(con)+10(feat)), ; [b]DR[/b] -
  44. [b]Immune[/b] Despair, depression, effects that remove Morale effects, Ohrwurm
  45. [b]Resist[/b] +2 save vs emotion, double morale bonus, [i]endure elements[/i]; [b]SR[/b] -
  46. [b]Fort[/b] +5, [b]Ref[/b] +5, [b]Will[/b] +5
  47. _____________________________________________________________
  48.  
  49. [b]Speed[/b] 30 ft. (6 squares)
  50. [b][u]Normal[/u][/b]
  51. [b]Melee(SS,1H)[/b] +7 Piercing Note 1d6+3 /x2
  52. [b]Melee(S,2H)[/b] +7 Piercing Note 1d8+4 /x3
  53. [b]Melee(LS,2H)[/b] +7 Piercing Note 1d8+4 /x3, reach
  54. [b]Melee[/b] +6 touch
  55. [b]Ranged(S,2H)[/b] +7 Piercing Note 1d8+4 /x3, range 20ft
  56. [b]Ranged(SS,1H)[/b] +7 Piercing Note 1d6+3 /x2, range 20ft
  57. [b]Ranged[/b] +6 touch
  58.  
  59. [b][u]Surged[/u][/b]
  60. [b]Melee(SS,1H)[/b] +9 Piercing Note 1d6+5 /x2
  61. [b]Melee(S,2H)[/b] +9 Piercing Note 1d8+6 /x3
  62. [b]Melee(LS,2H)[/b] +9 Piercing Note 1d8+6 /x3, reach
  63. [b]Melee[/b] +8 touch
  64. [b]Ranged(S,2H)[/b] +9 Piercing Note 1d8+6 /x3, range 20ft
  65. [b]Ranged(SS,1H)[/b] +9 Piercing Note 1d6+5 /x2, range 20ft
  66. [b]Ranged[/b] +8 touch
  67. [b]Space[/b] 5 ft. ; [b]Reach[/b] 5 ft.(10ft with longspear)
  68. [b]Base Atk[/b] +4; [b]Grp[/b] +6
  69. [b]Atk Options[/b]
  70. Boost Construct - Astral Construct gains additional ability on highest menu.
  71. Deep Crystal Charge(2pp, free action) - +2d6 damage
  72. Surge Blast(Standard, Focus) - +6 Force 2d6
  73. Wild Surge - +2ML +2pp
  74. -Surging Euphoria(2 rounds, success surge) - +2 morale bonus on attack rolls, damage rolls, and saving throws
  75. -Psychic Enervation(2 rounds, fail surge) - -1 to attack & Spot. Lose 6pp.
  76. [b]Special Actions[/b]
  77. Manifesting
  78. Mindsong(1/day, 60ft range, 3 rounds) - Target can make extra attack at -5
  79. Wild Surge(Standard, Focus) - Manifest 2pp power 1/10 minutes, 30% Enervate
  80. _____________________________________________________________
  81. [b]Power Points/Day[/b] 51/51=35+15(Cha)+1(race); [b]Powers Known[/b] (ML 6(8)th, DC 15+Level)
  82. 3rd— Time Hop
  83. 2nd— Energy Stun
  84. 1st— Astral Construct, Control Light, Defensive Precognition
  85. _____________________________________________________________
  86.  
  87. [b]Abilities[/b] Str 15, Dex 14, Con 14, Int 12, Wis 9, Cha 18(20)
  88. [b]SQ[/b] Elude Attack(+2), Emotional Strength, Improved Surge Bond, Mindsong(Fierce), Naturally Psionic, Psychic Enervation(dazzled), Ohrwurm Carrier, Surge Blast, Surge Bond(Student's), Surging Euphoria +1, Wild Surge +2
  89. [b]Feats[/b] Boost Construct[sub]{P}[/sub], Disease Immunity(Ohrwurm)[sub]HoH121[/sub][sub]{B}[/sub], Expanded Knowledge(Astral Construct)[sub]{B}{P}[/sub], [url=http://dsp-d20-srd.wikidot.com/on-fire]On Fire[/url][sub]{P}[/sub] Psicrystal Affinity(Friendly)[sub]{B}{P}[/sub], Psionic Body[sub]{P}[/sub],
  90. {B} = Bonus Feat
  91. {P} = Psionic Feat
  92. [b]Skills[/b] (5)*9 = Autohypnosis 3, Bluff 14, Concentration 11, Diplomacy 14, Knowledge(Psionics) 6, Listen 3, Perform(Sing) 14, Psicraft 5
  93. [b]Possessions[/b]
  94.  
  95. Worn/Equipped
  96. [i]Piercing Note, +1 Changeling Deep Crystal Spear[/i] 5,302gp 3lbs to 9lbs
  97. [i]+1 Chain Shirt[/i] 1250gp 25lbs
  98. - [i]Least Crystal of Adaptation[/i] 500gp -lbs
  99. Mw Buckler 165gp 5lbs
  100. [i]Cloak of Charisma +2[/i] 4,000gp 1lb
  101. [i]Vest of Resistance +1[/i] 1,000gp 1lb
  102. Mw Autohypnosis Tool(Crystal Pendulum, hanging from a chain between the eyes) 50gp
  103. Mw Knowledge(Psionics) Tool(Book - Guide to the Mental Arts) 50gp
  104. Everburning Torch(Continual Flame cast on a brass amulet instead of a torch) 110gp
  105. Cold Weather Outfit 8gp 7lbs
  106. Dagger 2gp 1lb
  107. 48 lbs worn
  108.  
  109. Backpack 2gp 2lbs
  110. -[i]Everlasting Rations[/i] 350gp 2lbs
  111. -[i]Everfull Mug[/i] 200gp -lbs
  112. -Bedroll 0.1gp 5lbs
  113. -50ft Silk Rope 10gp 5lbs
  114. -Oil(1 pint) x2 0.2gp 2lbs
  115.  
  116. Belt Pouch 1gp 0.5lbs
  117. -8sp
  118. -Wooden Holy Symbol of Saga 1gp
  119.  
  120. 65.5lbs carried
  121. 66 lbs Light
  122. 133 lbs Medium
  123. 200 lbs Heavy
  124. 400 lbs Max
  125. 1000lbs Drag
  126. _____________________________________________________________
  127.  
  128. [b]Organization[/b]
  129. [b]Environment[/b] Any
  130. [b]Advancement[/b] By class level
  131. _____________________________________________________________
  132.  
  133. [b]Proficiency[/b] Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).
  134. [b][u]Class Abilities[/u][/b]
  135. [spoiler]
  136. [b]Wild Surge (Su)[/b]
  137. A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see psychic enervation, below).
  138.  
  139. A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
  140.  
  141. Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.
  142. This improvement in manifester level does not grant her any other benefits outside of the manifestation (she gains no higher-level class abilities, for instance).
  143. She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.
  144.  
  145. At 3rd level, a wilder boosts her manifester level by two instead of one.
  146. At 7th level, she boosts her manifester level by three; at 11th level, by four; at 15th level, by five; and at 19th level, by six. The wilder always wild surges for the maximum amount possible, for unleashing emotions in the fashion of a wild surge does not lend itself to using finesse.
  147.  
  148. In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power by this additional amount; only the standard power point cost is subtracted from the wilder’s power point reserve. For example, if Alrik the 8th level wilder were to invoke his wild surge when manifesting a power, he would spend between 1 and 8 power points as normal, but the power would manifest at 11th manifester level and behave as if he had spent 3 more on it than normal.
  149.  
  150. The wilder can expend her psionic focus to manifest a psionic power without expending any power points, powering the manifestation with only her wild surge. She manifests this power as if all power points were paid by her wild surge ability. This results in the power being manifested as if the base power point cost of the power was paid, along with augmentation equal to her wild surge amount, but she may not augment the power beyond the amount of her wild surge, and when checking for psychic enervation, the chance to be overcome doubles to 30%. A wilder must wait 10 minutes after wild surging in this fashion before she can do so again.
  151.  
  152. [b]Psychic Enervation (Ex)[/b]
  153. 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%.
  154. A student wilder overcome by psychic enervation is dazzled for a number of rounds equal to the level of wild surge used 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). If the student wilder suffers psychic enervation again while still suffering from a previous psychic enervation, the penalties stack (-1 to attack rolls and sight-based Perception checks) and the duration resets.
  155.  
  156. [b]Surge Blast (Su)[/b]
  157. A wilder can channel her wild surge into a blast of uncontrolled phrenic energy. As a standard action and by expending psionic focus, the wilder can make a ranged touch attack (range 30’) that deals 1d6 points of force damage for every +1 to her wild surge.
  158.  
  159. [b]Elude Attack (Ex)[/b]
  160. Starting at 2nd level, a wilder’s intuition supersedes her intellect, alerting her to danger from attacks. She gains a +1 dodge bonus to her Armor Class. This bonus increases by 1 every 4 levels thereafter (+2 at 6th level, +3 at 10th level, etc).
  161.  
  162. [b]Surging Euphoria (Ex)[/b]
  163. Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge. If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.
  164. At 12th level, the morale bonus on a wilder’s attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.
  165.  
  166. [b]Surge Bond:[/b]
  167. The student wilder gains the Psicrystal Affinity* feat as a bonus feat.
  168.  
  169. [b]Improved Surge Bond[/b] A student wilder gains the Expanded Knowledge feat as a bonus feat at 5th level and every four levels thereafter (9th, 13th, etc).
  170. [/spoiler]
  171. [b][u]Racial Abilities[/u][/b]
  172. [spoiler]
  173. [b]Ohrwurm Carriers:[/b]
  174. Okilei are immune to the negative benefits of the Ohrwurm psychosis and are considered to have the Disease Immunity (Ohrwurm) feat (Heroes of Horror, p. 121). In fact, being born with it, it is literally an aspect of their personality. However, they cannot infect another until they have reached 5 HD. At that point the spread of the disease is at their discretion. Okilei have perfect control over their song and require no actions to repress its infectious qualities.
  175.  
  176. [b]Emotional Strength:[/b]
  177. Okilei are a deep feeling people, but their emotions are theirs to control. They gain a +2 bonus to saves against fear effects and other abilities, powers and spells that deal specifically with emotion. Morale bonuses are also doubled for an Okilei.
  178.  
  179. [b]Immunity to Depression[/b]
  180. Okilei are immune to all despair effects, such as from that of a Crushing Despair spell, depression affects, those that specifically remove morale effects, and similar.
  181.  
  182. [b]Naturally Psionic[/b]
  183. Okilei gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  184.  
  185. [b]Mindsong[/b]
  186. Okilei are defined partially by the song within. To others of their people it is as much a part of their appearance as face and form. All other Okilei can hear the song in another at a distance roughly equivalent to their sight and know the general direction of another okilei or one infected with Ohrwurm as one would a distant tune. They may pinpoint the source of the song within 10 feet.
  187. Once per day an Okilei may make a Perform check to affect a single creature out to 10 feet per HD. This creatures must succeed on a Will save equal to their perform check or be affected by the song for 1 round/2 HD unless otherwise noted. The affect is dictated by the okilei's song, which is a facet of their personality. This song cannot be changed. Any bardic music feat may also be applied to this song, including Extra Music. They choose from the following:
  188. [i]Fierce:[/i]
  189. Impassioned and aggressive, the target of this music can make an extra attack each round at a -5 penalty.
  190. [/spoiler][/private]
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