Maure Castle Rogue's Gallery


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Isida Kep'Tukari

Adventurer
Supporter
Silence
Female Human Cleric of Pelor 6/ Radiance Servant of Pelor 6

Medium Humanoid
Alignment: Neutral Good
Patron Deity: Pelor
Region:
Height: 5' 10''
Weight: 153lbs
Hair: Light Brown
Eyes: Hazel
Age: 33

Str: 8 (-1) [0 points]
Dex: 8 (-1) [0 points]
Con: 13 (+1) [5 points]
Int: 12 (+1) [4 points]
Wis: 24 (+7) [13 points, +3 levels, +4 periapt]
Cha: 20 (+5) [10 points, +4 headband]

Class and Racial Abilities:
Extra feat at first level, 4 extra skill points at first level, 1 additional skill point at each level thereafter. Divine spells, aura of good, proficient in simple weapons, all armors and shields (but not tower shields), turn undead, Sun, Good, and Glory domains. Extra greater turning 8/day, radiance (radiance of illumination doubled, spell treated at one level higher), turn undead (12/day, as 14th level cleric, +9 total to the check, additional +1d6 damage), divine health (immune to all diseases, including magical ones), empower healing/maximize healing, aura of warding (Silence and all within 10 ft. gain +2 to Will saves), bonus domain (glory).

Hit Dice: 6d8+6d6+12
HP: 74
AC: 15 (-1 Dex, +5 armor, +1 ring) [touch 10, flat-footed 14]
Init: -1 (-1 Dex)
Speed: 30ft

Saves:
Fortitude +15 [+10 base, +1 Con, +2 from cloak, +2 vow]
Reflex +7 [+4 base, -1 Dex, +2 from cloak, +2 vow]
Will +23 [+10 base, +7 Wis, +2 from cloak, +2 vow, +2 Radiant Servant]

BAB: +8/+3
Melee Atk: +8/+3 (1d8/x2/B, Headknocker, +1 radiant heavy mace)
Ranged Atk: +7/+2 (1d8/19-20/x2/80 ft./P, light crossbow)

Skills:
Concentration +16 [15 ranks, +1 Con]
Heal +24 [15 ranks, +7 Wis, +2 vow]
Knowledge (religion) +18 [15 ranks, +1 Int, +2 vow]
Perform (wind instruments) +14 [15cc ranks, +5 Cha, +2 MW instrument]

Feats:
Devout Faith (1st level) (BoHM)
Vow of Silence (human bonus 1st level) (BoHM)
Silent Spell (3rd level)
Extra Turning (6th level)
Still Spell (9th level)
Sacred Healing (12th level) (ComDiv)

Languages: Common, Celestial

Spells Prepared
Save DC +7
0th - create water, detect magic, detect poison x2, mending, read magic
1st - Silent detect magic x2, Silent light, Silent purify food and drink, Silent resistance x2. (D) – protection from evil
2nd - Silent bless x2, Silent cure light wounds x2, Silent protection from evil, Silent shield of faith. (D) - aid
3rd - Silent align weapon x3, Silent lesser restoration x2, Silent remove paralysis. (D) – searing light
4th - Silent blast of castigation (BoHM), Silent flame of faith (ComDiv), Silent prayer, Silent mass lesser vigor (ComDiv). (D) – holy smite
5th - Silent cure critical wounds x2, Silent neutralize poison, Silent recitation (ComDiv). (D) – flame strike
6th - Silent break enchantment, Silent Still freedom of movement, Silent mass cure light wounds. (D) – bolt of glory (ComDiv)

Equipment
Periapt of Wisdom +4 – 16,000gp
Headband of Charisma +4 – 16,000gp
Metamagic rod of Silence (regular) x2 – 22,000gp
Metamagic rod of Silent (lesser) x2 – 6,000gp
Warding Word (ring of protection +1, 2,000gp)
Tymora's Favor (cloak of resistance +2, 4,000gp)
Sun Striker, +1 radiant (AaEG) heavy mace – 18,312gp
Pelor’s Shield, +1 sacred chain shirt – 9,250gp
Light crossbow and 30 bolts – 38gp
Heward's Handy Haversack (2,000gp)
Belt pouch 1gp
Traveler’s outfit (free)
Silver holy symbol 25gp
Signal whistle – 8sp
MW recorder – 100gp
~Bedroll 5sp
~3 healer’s kits 150gp
~ Everburning torch 110gp
~ Waterskin 1gp
~ 50 ft. silk rope 10gp
~ Silver dagger 10gp
~ Paper (10 sheets) 4gp
~ Ink (two vials) 16gp
~ Inkpen 1gp
~ Trail rations (20 days worth) 10gp
~ Cleric’s vestments 5gp
~ Cold weather outfit 8gp
~Slate and 100 pieces of chalk 2gp
~6 carved wooden shingles with the following messages carved on them
”My name is Silence. I am a priestess of Pelor, a healer and foe of undead. I have taken a sacred vow not to speak.”

“I took my sacred vow because when I was young I heard angels singing. The echoes are in my head still, and if I speak I will lose them. I remain silent to show my reverence that they would sing to me.”

“If there is anyone here who is hurt or sick, let them come to me or direct me to them, for I will try to heal them.”

“Can you direct me to the closest Temple of Pelor?”

“Can you direct me to an inn?”

“Pardon me, what is the price for a room, food, and stabling?”

“My signal whistle. One blast to summon help, two for non-urgent assistance, three to run away.”

Money
54gp, 5sp

Appearance:
http://elfwood.lysator.liu.se/art/a/l/alfred/angela.jpg.html
Silence is an older human woman, not quite middle age, but past the first blush of youth. Her light brown hair is long and worn loose most of the time. She wears cream-colored robes of a conservative cut, and a golden holy symbol of Pelor around her neck. She has a delicate build, but does not shy away from the armaments of battle when necessary.

Personality: Silence is a giving and caring individual, expressive in gesture and expression. She is very tolerant of the differences of others, reserving judgment until she has seen them in action, for actions speak far louder than words. She has been known to express her feelings through music when words fail her, using faint echoes of her angels’ song as a guide.

Background: When Silence was a little girl, she became lost in the wilderness far from her parent’s farm in late autumn. Wandering far as children are apt to do, she was unable to find her way home. For many days she wandered, her only companions the creatures of the forest. Miraculously she was not hurt by any predators, and the sun always shone down strongly upon her to keep her warm. On the fourth day, weak from hunger, she laid herself down upon a sun-warmed rock to rest. She awoke to the sound of glorious music, as divine as any she’d ever heard. She turned her face to the sun, and saw that beautiful angels were singing to her. She followed their voices, and soon found herself back on her family’s land.

Her parents were ecstatic with joy when she returned, but immediately noticed something strange. Their daughter would no longer talk. The village priest and healer could find nothing wrong with her that could account for that, and took it upon himself to teach her reading and writing so that she could explain. She wrote that she had heard the voices of angels, and their echoes rang in her head still. But if she spoke, she would lose the echoes, echoes she wanted to hear badly. The priest gladly took her under his wing when she wrote that she felt that if she served Pelor, one day would be able to hear the angels again.

She has spent the past twenty-four years serving Pelor as a Radiant Servant, and still feels she has much more to do to be prepared for the angelic choir. She has begun to seek out great evils to pit herself against, as well as spreading healing to all she can.

To combat the limitations of her vow, she has taken to carrying around a set of six thin, flat shingles, onto which she has carved some commonly asked questions and answers. She also carries a slate and chalk to cover anything not on her shingles.
 

Voadam

Legend
Sir Vandon Hagel is a wandering knight errant of the order of the seelenritter, the soul knights. These mystic warriors perfect body, mind, and soul to champion the cause of justice and combat supernatural evil. A trusting jovial soul when it comes to peope who do not detect as evil, Sir Hagel has journeyed the countryside answering the call to duty and fighting evil for years. While basically a simple man, sir Vandon's spirit is finely tuned for combat and he is a powerful master of the mind blade.

In Nyrstran he answered the lord mayor's call for brave souls to clear out a haunted keep. The lord mayor asked if any would be willing to take parole of a convicted thief who was a noted adventurer and would make a great scout and trapfinder. Vandon went to the dungeon where the tiefling was held and talked with him, taking the carefree spirit's measure. Finding Tanus not to detect as evil Vandon explained the Mayor's offer and asked the tiefling if he would be willing to join him in clearing out the keep of its evils under the knight's parole in order to earn his freedom.

The knight placed his faith in the rogue who accepted the offer. Together they joined a pair of cousins, a silent cleric and lightning touched dragon mage, to clear the keep of its dangers. By the time they were finished the bonds of companionship had grown and as a group they stuck together until the rogue was kidnapped. Fearing for their friend's life the knight and others searched high and low but were not able to divine what had happened to the rogue, except that he was abducted by agents of the scarlet brotherhood.

As the small band was planning a rescue the rogue showed up a changed man. No longer happy and carefree he was more serious and bitter. He explained how the brotherhood was training him to be one of their assassins but he managed to escape before their brainwashing indoctrination enchantments were fully effective. Vandon did a detect evil and was happy to see his friend still did not detect as evil. Once again the group was whole, but the knight still worries about his companion and the changes within him from his time as a brotherhood inductee.

Sir Vandon Hagel
Human Soulknife 9/Paladin 3 (last 3 levels are paladin)
Str 18 (22)
Dex 12
Con 16
Int 8
Wis 8
Cha 16(20)
F +14 R+13 W+11
125 hp
AC 27 (11 armor, 3 shield, 2 deflection, 1 dex) touch 13, flat footed 26
XP 72,000
BAB +9, attacks +19/+14 1d6+8 17-20x2 range increment 30’
Init +1
Move 30’
Feats: Close Quarters Combat, Ghost Attack, Greater Weapon Focus (mind blade) B, Greater Psionic Weapon, Improved Crit (mind blade), Improved Toughness, Psionic Weapon, Speed of Thought B, Weapon Focus (mind blade) B, Wild Talent B
Skills: Concentration +15, Diplomacy +11, Listen +11, Spot+11, Tumble +13(+10),

Lay on hands 15 hp
Smite evil 1/day +5 attack, +3 damage
Psychic strike +2d8 takes move equivalent to recharge
Greater psionic weapon +4d6 expends focus
Electricity resistance 10
Immune to fear, disease
Mind blade enhancement: Lucky (allows one attack/day to be rerolled)
25% chance negate crit
detect golems and evil
Ignore Golem DR

Mithril full plate+3 19,500
Cloak of charisma +4 16,000
Gauntlets of ogre power +4 16,000
Ring of minor electricity resistance 10 12,000
Boots of levitation 7,500
Heavy steel shield +1 of light fortification 4,170
Scarab golembane 2,500
Ring of protection +2 8,000
Handy haversack 2,000
Everburning torch 110
Silver holy symbol 25
Rope silk 50’ 10
185 gp

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

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. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19–20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
A soulknife’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Weapon Focus (Mind Blade): A soulknife gains Weapon Focus (mind blade) as a bonus feat.

Wild Talent: A soulknife gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)

Throw Mind Blade (Ex): A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).

Psychic Strike (Su): As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.
Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.
At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulknife’s psychic strike increases as shown on the Table above.

Free Draw (Su): At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.

Shape Mind Blade (Su): At 5th level, a soulknife gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade.

Mind Blade Enhancement (Su): At 6th level, a soulknife gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife’s level.
The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.

Weapon Special Ability Enhancement Bonus Value
Defending +1
Keen +1
Lucky* +1
Mighty cleaving +1
Psychokinetic* +1
Sundering* +1
Vicious +1
Collision* +2
Mindcrusher* +2
Psychokinetic burst* +2
Suppression* +2
Wounding +2
Bodyfeeder* +3
Mindfeeder* +3
Soulbreaker* +3
*New special abilities

A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.
Speed of Thought: A soulknife gains Speed of Thought as a bonus feat at 6th level.

Bladewind (Su): At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife’s regular mind blade.
When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).
The mind blade immediately reverts to its previous form after the bladewind attack.

Greater Weapon Focus (Mind Blade): A soulknife gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.

GHOST ATTACK [PSIONIC]
Your deadly strikes against incorporeal foes always find their mark.
Prerequisite: Base attack bonus +3.
Benefit: You must be psionically focused to use this feat. When you make a melee attack or a ranged attack against an incorporeal creature, you can make two rolls to check for the miss chance. If either is successful, the attack is treated as if it were made with a ghost touch weapon for the purpose of affecting the creature. Your weapon or natural weapon actually appears to become briefly incorporeal as the attack is made.

PSIONIC WEAPON [PSIONIC]
You can charge your melee weapon with additional damage potential.
Prerequisite: Str 13.
Benefit: To use this feat, you must expend your psionic focus.
Your attack with a melee weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

GREATER PSIONIC WEAPON [PSIONIC]
You can charge your melee weapon with additional damage potential.
Prerequisite: Str 13, Psionic Weapon, base attack bonus +5.
Benefit: When you use the Psionic Weapon feat, your attack with a melee weapon deals an extra 4d6 points of damage instead of an extra 2d6 points.

SPEED OF THOUGHT [PSIONIC]
The energy of your mind energizes the alacrity of your body.
Prerequisite: Wis 13.
Benefit: As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet.

WILD TALENT [GENERAL]
Your mind wakes to a previously unrealized talent for psionics.
Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.
 
Last edited:

JimAde

First Post
Martan
Male Human Sorcerer 8/Elemental Savant (Air) 4

Str 8
Dex 17 (19)
Con 14
Int 14
Wis 10
Cha 20 (22)

Hit Dice 8d4+4d4+24
HP 45/61
Init +4

AC 23 (+4 Dex, +3 Armor, +2 natural, +2 Deflection, +2 Shield)
Touch: 16
Flat Footed: 15

BAB +6/+1
Saves: Fort +5, Ref +6, Will +10

Full Attack
Dagger +5/+0 (1d4-1)

Skills
Bluff +11 (6 ranks)
Concentration +15 (13 Ranks)
Diplomacy +11 (4 Ranks, Synergy bonus from Bluff)
Knowledge(Arcana) +13 (11 ranks)
Knowledge(Planes) +7 (5 ranks)
Profession(Farmer) +1 (1 rank)
Spellcraft +8 (6 ranks)

Feats
Empower Spell
Energy Substitution (Electrical)*
Sculpt Spell*
Draconic Heritage - Bronze*
Draconic Power*
Draconic Breath*

*Complete Arcane feats. See below.

Spells Known

Level 0 (2/6): Acid Splash+*, Arcane Mark, Detect Magic, Light, Mage Hand, Message, Prestidigitation, Read Magic
Level 1 (6/8): Alarm, Mage Armor, Lesser Orb of Electricity*, True Strike, Unseen Servant
Level 2 (6/7): Acid Arrow+*, Alter Self, Scorching Ray+*, Fireburst+%, Web
Level 3 (7/7): Haste, Lightning Bolt*, Protection from Energy, Fly
Level 4 (5/7): Globe of Invulnerability (Lesser), Scrying, Orb of Electricity*%
Level 5 (6/6): Cloudkill, Fire Shield(Mass)+*
Level 6 (2/3): Chain Lightning*

+These spells normally do some kind of energy damage but due to the Elemental Savant class always

do Electrical damage instead.
*These spells deal electrical damage and are cast at 13th caster level due to the Draconic Power

feat
%Spells from Complete Arcane. Details below.

Equipment
Scrolls (all in haversack)
Teleport x2 2250
Summon Monster VII 2275
Greater Dispel Magic x2 3300
Antimagic Field 1650
Wall of Stone 1125
Wall of Fire 700
Stoneskin x3 2850
Scrying x2 1400
Polymorph 700
Resilient Sphere 700
Charm Monster x2 1400
Invisibility Sphere x3 1125
Displacement x3 1125
Blink 375
Fox's Cunning 150
Bull's Strength 150
Cat's Grace 150
Eagle's Splendor 150
Bear's Endurance 150
Owl's Wisdom 150

Potion Cure Mod Wnds x 5 (1 used) 1500
Wand of Lesser Orb of Electricity (CL 9) 6750

Dust of Appearance 1800
Bag of Holding Type I 2500
Elemental Gem (Air) x 3 6750
Cloak of Charisma +2 4000
Handy Haversack 2000
Gloves of Dex +2 4000

Ring of Force Shield 8500
Ring of Protection +2 8000
Bracers of Armor +3 9000
Amulet of Nat Armor +2 8000

Mundane equipment (all in bag of holding)

Cost Wt.
1 Acid (flask) 10 1
5 Alchemist’s fire (flask) 100 5
5 Antitoxin (vial) (2 used) 250 0
3 Everburning torch 330 3
5 Holy water (flask) 125 5
5 Sunrod 10 5
5 Tanglefoot bag (1 used) 250 20
10 Tindertwig 10 0

Totals: 1085 39


Total in equipment: 85760


Complete Arcane Material
[sblock]
Elemental Savant Prestige Class
[sblock]
Requirements
Knowledge(arcana) 8 ranks
Knowledge(the planes) 4 ranks
Energy Substitution feat
Able to cast at least three spells that have the same energy descriptor, one of which is at least

3rd level.
Must have made peaceul contact with an elemental or outsider with the elemental subtype.
Class Skills
Concentration, Craft, Knowledge(arcana), Knowledge(planes), Profession, Spellcraft
Skill Points: 2+Int modifier
Features
Full caster progression except for 5th and 10th levels
Good Will save, poor reflex and fort, poor BAB.

Elemental Specialty (Ex): Air specialty causes all damage-dealing spells with any energy descriptor to instead deal the appropriate energy type (electrical for Air). This does not change the spell's level, and the savant cannot choose to do the spell's original damage type.

Resistance to Energy (Ex): The savant gains resistance 5 to his chosen energy type at 1st level. At 4th level this rises to 10, and at 7th level to 20. So Martan has Electrical Resistance 10.

Immunity to Sleep (Ex): The savant class slowly transforms the savant into an elemental outsider. This is the first step. Strangely, it doesn't say the savant doesn't sleep normally, so I assume Martan needs his 8 hours like everybody else.

Energy Penetration (Ex): +2 to caster level checks to overcome Spell Resistance when using spells of the chosen energy type. Note that with the Draconic Power feat, this means Martan is effectively 15th level for overcoming SR.

[/sblock]
Feats
Energy Substitution (Electrical)
[sblock]
Allows me to switch any spell that has an energy description like Fire or Acid to be Electrical instead. This raises the spell level one, but is actually superseded by a feature of the Elemental Savant class (see above). Is also a prereq for Elemental Savant, along with some ranks in Knowledge(Arcana) and Knowledge(The Planes).
[/sblock]
Sculpt Spell
[sblock]
Allows me to cast any spell with an area as either a 20' spread, 60' line, 40' cone or 4 10' cubes. The description doesn't say if these cubes have to be adjacent and there is considerable debate on the issue. Whatever you rule is fine by me. A sculpted spell uses a spell slot one level higher than the spell's actual level.
[/sblock]
Draconic Heritage - Bronze
[sblock]
Prereq for other Draconic feats. Makes Electrical the draconic energy type (for Draconic Breath and other things) and makes Survival a class skill.
[/sblock]
Draconic Power
[sblock]
Cast spells with associated energy descriptor (electrical) at +1 Caster Level
[/sblock]
Draconic Breath
[sblock]
Convert spell slots to 2d6 electricity per spell level, 60' line. So if I gave up a 2nd level spell it would do 4d6 (reflex half) in a 60' line. If I converted a 6th leve slot it would do 12d6. This is actually not that useful, since I will have attack spells that do electrical damage that will almost always be better. I really just like the flavor.
[/sblock]
Spells
[sblock]
Orb of Electricity
Conjuration(Creation)[Electricity]
Sor/Wiz 4
Components: V,S
Casting Time: 1 Standard Action
Range: Close (55 ft.)
Effect: One orb of electricity
Duration:Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: No

An orb of electricity shoots forth from your hand. Requires a ranged touch attack and does 1d6 damage per level, max 15d6. In addition, a target wearing metal armor must make a fortitude save or be entangled for one round. There is no save against the damage. Note that for Martan this does 13d6 due to his Draconic Power feat

Orb of Electricity, Lesser
Conjuration(Creation)[Electricity]
Sor/Wiz 1
Components: V,S
Casting Time: 1 Standard Action
Range: Close (55 ft.)
Effect: One orb of electricity
Duration:Instantaneous
Saving Throw: No
Spell Resistance: No

As Orb of Electricity, except damage is 1d8 plus 1d8/2 levels (max 5d8 at 9th level).

Fireburst
Evocation[Fire]
Sor/Wiz 2
Components: V,S,M
Casting Time: 1 Standard Action
Range: 5 ft.
Effect: Burst of fire extending 5 ft. rom you
Duration:Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

All creatures and objects within 5' burst except you and any creatures or objects in your space take 1d8 points of Fire damage per level (maximum 5d8) Note that for Martan this is an Electrical spell doing Electrical damage

Fire Shield, Mass
Evocation[Fire or Cold]
Sor/Wiz 5
Components: V,S,M
Casting Time: 1 Standard Action
Range: Close (55 ft.)
Targets: One or more allied creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D) (13 rounds)
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (harmless)

This spell functions like fire shield except as noted above.
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Insight

Adventurer
TANUS THE SALIENT
Tiefling Rogue 5, Monk 6, Tattooed Monk 1
*** LA +1 bought off at 3rd for 4k xp ***
68,000 xp

Description
Gender: Male
Age: 30
Heritage: Suloise (Tiefling; Marilith Descent)
Hair: White
Eyes: Steel Blue
Height: 5'10"
Weight: 175 lbs.
Distinguishing Marks: Tattoo of a White Mask on Chest

Ability Scores
STR 15 (8) -> 18 (+4)
DEX 15 (8) -> 22 (+6)
CON 11 (3) -> 11 (+0)
INT 11 (3) -> 14 (+2) (+1 sk/lvl 1-3, +2 sk/lvl at 4th+)
WIS 14 (6) -> 18 (+4)
CHA 12 (4) -> 10 (+0)

HP, BAB, Saves, Etc.
HD 4d6+7d8+6
HP 64
AC: 25 (+6 dex, +2 class, +4 wis, +2 armor, +1 natural)
BAB +7
Fort +10
Ref +19
Will +14
Move 60
Init +6

Attack Bonuses/Mods
Unarmed Strike - Single
  • One attack/No Mods: +11
  • One Attack/Full Combat Exp (-5): +6
Unarmed Strike - Full Attack
  • No Mods: +11/+6
  • Full Combat Expertise: +6/+1
  • Flurry of Blows: +10/+10/+5

Racial Abilities - Tiefling
Darkvision out to 60 feet.
Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
Special Attacks: Darkness.
Special Qualities: Resistance to cold 5, electricity 5, and fire 5.
Favored Class: Rogue.

Class Abilities - Rogue
Sneak Attack +3d6
Trapfinding
Evasion
Trap Sense +1
Uncanny Dodge (Retains Dodge bonus to AC)

Class Abilities - Monk
Flurry of Blows -1/-1
Unarmed Damage 2d8+4
Still Mind (+2 vs Enchantment)
Ki Strike - Magic
Slow Fall 30'
Ac Bonus: Class +2, Wis +4
Purity of Body - Immune to nonmagical diseases

Class Abilities - Tattooed Monk
Tattoo - White Mask (Immune to detect thoughts, detect lies, or any attempt to
discern alignment, +10 to Bluff checks)

Skills
Appraise (3) +5, Balance (5) +13, Bluff (8) +20, Climb (3) +7, Disable Device (8) +12, Escape Artist (5) +17, Hide (10) +18, Jump (5) +16, Listen (8) +12, Move Silently (10) +16, Open Lock (6) +18, Search (8) +10, Sense Motive (10) +14, Sleight of Hand (1) +9, Spot (8) +12, Tumble (10) +18.

Languages
Common, Draconic, Infernal.

Feats
1 - Endurance
3 - Combat Expertise
6 - Imp Feint
Monk 1 - Stunning Fist (FSDC 22, 8/day)
Monk 2 - Combat Reflexes (Max 7 AoO/round)
Monk 6 - Improved Trip
9 - Imp Grapple
12 - Ascetic Rogue

Items
[Slot - Head]: Headwrap of Clarity (+4 to Wis, 16,000gp)
[Slot - Eyes]:
[Slot - Neck/Amulet]: Amulet of Natural Armor +1 (2,000gp)
[Slot - Vest/Shirt]: Vest of Escape (5,200gp)
[Slot - Armor/Robe]: Robes of Fluid Motion (+4 to Dex, 16,000gp)
[Slot - Belt]: Monk's Belt (13,000gp)
[Slot - Cloak/Cape]: Cloak of Resistance +2 (4,000gp)
[Slot - Arms/Bracers]: Bracers of Armor +2 (4,000gp)
[Slot - Gloves/Gaunt]: Gauntlets of Ogre Power +2 (4,000gp)
[Slot - Ring 1]:
[Slot - Ring 2]:
[Slot - Boots]: Boots of Striding & Springing (5,500gp)
[Other Items (Non slotted)]: Bag of Holding Type I (250 lb. capacity, 2,500 gp), Dust of Disappearance (3,500gp), Rope of Climbing (3,000gp), 10 Uses of Silversheen (2,500gp)

[Potions]: 3x Cure Mod Wounds (2d8+5, 900gp), 2x Fly (1,500gp), Levitate (300gp), Resist Fire 10 (300gp), Resist Cold 10 (300gp), 3x Shield of Faith +4 (2,400gp), Spider Climb (300gp)

[Other Items]: Masterwork Thieves' Tools (100gp), Quarterstaff.

[Wealth]: 50 PP

Background
Work in Progress
 
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