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Cha Faile (by Lord Schpungus)

The name Cha Faile actually refers to the young Cairhien and Tairen Aiel-alikes in the service of Faile ni’Bashere t'Aybara, but the others left in Cairhien are so similar to these that the name has become attached to all such youngsters.

Hit Die: d8

Requirements: To qualify to become a Cha Faile, a character must fulfill all the following criteria.

  • Background: Human, non-Aiel

  • Base Attack Bonus: +4

  • Feats: Dodge, Weapon Focus (any sword)

  • Skills: Any 5 of the following skills at the following ranks:
    Balance 5, Bluff 5, Climb 5, Diplomacy 5, Disguise 5, Escape Artist 5, Gather Information 5, Hide 5, Intimidate 5, Jump 5, Move Silently 5, Search 5, Sense Motive 5, Spot 5, Tumble 5, Use Rope 5

  • Special: The character must have been in Cairhien when Rand and the Aiel routed the Shaido from the siege or train under someone who was.

Class Skills: The Cha Faile's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Skill Points at Each Level: 2 + Int modifier.  

 

Level BAB Fort Ref Will Def Rep Special
1st +1 +0 +1 +0 +2 +0 Dance the Swords
2nd +2 +0 +2 +1 +3 +1 Feet of the Aiel
3rd +3 +1 +2 +1 +3 +0 Ji'e'toh (avenge the innocent), Special Ability
4th +4 +1 +2 +2 +3 +1 Dance the Swords
5th +5 +1 +3 +2 +4 +0 Feet of the Aiel, Special Ability
6th +6 +2 +3 +3 +4 +1 Ji'e'toh (defend near-siblings)
7th +7 +2 +4 +3 +4 +0 Dance the Swords, Special Ability
8th +8 +2 +4 +4 +5 +1 Sei Faile
9th +9 +3 +4 +5 +5 +0 Ji'e'toh (Water Oath)
10th +10 +3 +5 +6 +5 +1 Dance the Swords

 

Class Features: All the following are class features for the Cha Faile.

Weapon and Armor Proficiency:
The Cha Faile gains no additional weapon or armor proficiency

Dance the Swords:
Battle is a complex and terrifying dance. The dancers move with amazing speed and precision. The most skilled at this dance are by far the Aiel, but the Cha Faile, awed by the Aiel agility and speed, are learning the ways of their idols. The Cha Faile gains +1 to initiative and dodge bonuses at first level. The initiative bonus increases by one at 4th, 7th, and 10th levels, and the dodge increases at 7th level, up to a +4 to initiative and +2 to dodge at 10th level.

Feet of the Aiel:
In their training to become more like the Aiel, the Cha Faile strive to become faster than their regional counterparts. At 2nd level, the Cha Faile’s base speed increases to 35 feet per round. At 5th level, her speed increases to 40 feet per round.

Ji’e’toh:
Just as the Aiel have their code of ji’e’toh, so do the Cha Faile. Absurd and twisted as it is to the Aiel, the Cha Faile follow their ji’e’toh with as much seriousness as the Aiel do.

  • At 3rd level, the Cha Faile gains a +1 attack bonus against those who she believes has hurt innocents.

  • At 6th level, her bonus for cooperation increases to +4 for aiding anyone she considers to be a near-sibling.

  • At 9th level, she gains the Water Oath. When it seems that the Cha Faile will fail in keeping a promise, she may make a Willpower check against a DC of the GM’s discretion to re-roll the failing check. If the check succeeds, then the check is re-rolled. If the willpower roll fails or the second check fails as well, the Cha Faile suffers -1d4 to attacks, AC, saves, and skill checks for 1d8 days due to her shame in failing a promise.

Sei Faile:
In the Old Tongue, “Eyes of the Falcon.” The Cha Faile are trained to notice anything unusual in the area around them. At 8th level, the Cha Faile gains a +2 bonus to her Search, Spot, and Sense Motive skills.

Special Abilities:
The Cha Faile is a specialized fighter, but there are plenty of ways for her to make herself distinct. At 3rd, 5th, and 7th levels, the Cha Faile gains a special ability chosen from the ones below.

Blur of Steel: The Cha Faile are quick and agile in the dance of battle. Once per two Cha Faile levels per day, she may make an extra attack in a round at her highest attack bonus, with a -2 modifier for all attacks that round.

Nondescript: The Cha Faile are particularly adept at blending in with crowds. Anyone attempting to Spot the Cha Faile in a crowd has their DC increased by 50%, whether an opposed Hide check or DC set by GM.

Feat: The Cha Faile may take a feat from the standard list instead of a special ability, provided she has all the prerequisites.

Skill Emphasis: The Cha Faile may choose any two class skills. She gains a further +2 to checks made with these skills.

Increased Multiplier: Once per day, on a successful critical hit, the Cha Faile may take the critical multiplier for their sword and increase it by one. This must be done before any damage has been rolled.

Agility: Once per day, for a period of ten rounds, the Cha Faile may take a number off her attack bonus (up to half her base attack bonus, rounded down) and add it to her Reflex save and Dodge bonus. This ability stacks with Expertise.

 

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