Caine has levelled yet again!! Major changes are underlined.
Caine (Sorcerer 9)
-------------------------------------------------------
Medium Humanoid
Hit Dice: 9d4+27 (49 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 27 (+2 Dex,
+9 armor [exalted], +3 natural, +3 deflection), touch 15, flat-footed 25
Base Attack/Grapple: +4/+3
Attack: Quarterstaff +0 melee (1d6) [subudal only]
Full Attack: Quarterstaff +0 melee (1d6) [subudal only]
Space/Reach: 5 ft/5 ft.
Special Attacks: Spells
Special Qualities: Exalted benefits (Vow of Poverty/Nonviolence), calming aura, weapon immunity, endure elements, exalted strike, sustenance, mind shielding
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 8, Dex 14, Con 16, Int 12, Wis 14, Cha 18
Skills: Concentration +15, Spellcraft +13, Diplomacy +18, Speak Languages +6 [Abyssal, Celestial, Draconic, Giant, Infernal,
Undercommon], Knowledge (Arcana) +9
Feats: Celestial Familiar [Exlated],
Heighten Spell, Nimbus of Light [Exalted], Nymph's Kiss [Exalted], Sacred Vow [Exalted], Vow of Nonviolence [Exalted], Vow of Peace [Exalted], Vow of Poverty [Exalted], Vow of Purity [Exalted]
Environment: Vilhon Reach
Organization: Solitary (with Lantern Archon Familiar)
Challenge Rating: 9
Treasure: Goods
Alignment: Lawful Good
Dressed in simple robes and leaning on a well-used quarterstaff, this plain looking man is cloaked in a radiant light. You know without a doubt that he is a champion of good and is favored by the powers of the Upper Planes.
Caine was a former War Wizard in service to Cormyr when the drow invaded the forest nation. His subsequent capture and torture by the dark elves for years was finally ended when the forces of Queen Alusair prevailed.
However, the mage's psyche had been irrevocably changed. He finally recoginzed the cycle of pain and suffering wrought by violence. To escape this he took the vows of an ascetic and left Cormyr. Over the next several months he travelled down the Dragon Coast, finally making his way to Vilhon Reach and the small town of Cauldron.
Here, he hopes to quietly convert people to his philosophy while providing them with any aid he can.
Combat
Having taken vows of nonviolence and peace, Caine will never inflict lethal damage, ability damage, or energy drain on any living creature. However, he has numerous special abilities that often make violence unecessary or cause already militant foes to lose their resolve to fight.
Exalted Benefits (Vow of Poverty): Caine has taken an oath never to own more than the bare necessities of life, including his quarterstaff, clothes, and spell component pouch. Although others may cast magic on him and he may use temporary magic items (potions), he may never don or use any magic items, even temporarily. In exchange for this severe penance, Caine has been gifted with numerous special abilities.
Exalted Benefits (Vow of Nonviolence): The saving throw DC for spells or other special abilites Caine uses against humanoids or monstrous humanoids is increased by +4 if the spell does not deal damage, bestwow negative levels, or cause death. The bonus granted by this feat does not stack with the bonus granted by the Spell Focus feat.
Calming Aura (Su): A 20 foot aura constantly surrounds Caine and all within it must make a Will save (DC 18) or be affected by a
calm emotions spell. Creatures who leave the aura and reenter it receive new saving throws. A creature that makes a sucessful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. The aura is a mind-affecting supernatural compulsion. The save is Charsima based.
Weapon Immunity (Su): If a creature strikes Caine with a manufactured weapon, the weapon must immediately make a successful Fortitude save (DC 17) or shatter against his skin, leaving him unharmed. The save is Constitution based.
Endure Elements (Ex): Caine is immune to the effects of being in a hot or cold environment. He can exist in comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves.
Exalted Strike (Su): Caine gains a +1 enhancement bonus to all his attack and damage rolls. In effect, any weapon he wields become a +1 magic weapon that can overcome the damage reduction of a creature as though it were a magic weapon.
Sustenance (Ex): Caine doesn't need to eat or drink.
Mind Shielding (Ex): Caine is immune to
detect thoughts,
discern lies, and any attempt to discern his alignment.
Spells: Caine casts spells as a 9th level sorcerer. Note that spells cast by Caine that do not deal lethal damge, bestow negative levels, or cause death have their DCs increased by 4.
Typical Sorcerer Spells Prepared (6/7/7/7/5; DC 14 + spell level):
0--detect poison, detect magic, read magic, mage hand, open/close, prestidigitation, arcane mark, ghost sound; 1st--eyes of the avoral, shield, enlarge person, charm person, grease; 2nd--invisibility, yoke of mercy, false life, rope trick; 3rd--fly, haste, slow; 4th--otiluke's resilent sphere, polymorph
And . . . just for fun, here are Jules' stats as well!
Jules, Lantern Archon Familar
-------------------------------------------------------
Small Outsider [Archon, Extraplanar, Good, Lawful]
Hit Dice: 9d8 (24 hp)
Initiative: +4
Speed: Fly 60 ft, perfect (12 squares)
Armor Class: 20 (+1 size, +9 natural), touch 11, flat-footed 20
Base Attack/Grapple: +4/-5
Attack: +4 ranged touch [1d6 light ray]
Full Attack: 2 +4 ranged touch [1d6 light ray]
Space/Reach: 5 ft/5 ft.
Special Attacks: None
Special Qualities: Aura of meance, spell-like abilities, teleport, tongues, alertness, improved evasion, share spells, deliver touch spells, magic circle against evil
Saves: Fort +3, Ref +3, Will +6
Abilities: Str 1, Dex 10, Con 11, Int 10, Wis 11, Cha 10
Skills: Concentration +12, Spellcraft +12, Diplomacy +6, Knowledge (Arcana) +8, Knowledge (the planes) +2, Listen +4, Spot +4
Feats: None
Environment: Caine's robes
Organization: Jules and Caine
Challenge Rating: n/a
Treasure: n/a
Alignment: Lawful Good
Jules appears as a floating ball of light that glows about as brightly as a torch. Only his destruction can extinguish the glow, though he can try to hide it.
Combat
Jules has little reason to get within melee range. He usually hovers just close enough to bring the enemy within his aura of menace, then blasts away with his light rays. Jules prefers to concentrate on a single opponent, seeking to reduce enemy numbers quickly.
Aura of Menace (Su): Will DC 12 negates.
Light Ray (Ex): Jules' light rays have a range of 30 feet. This attack overcomes damage reduction of any type.
Spell-Like Abilities: At will—
aid, detect evil, continual flame. Caster level 9th.
Since he is an Outsider, I can
polymorph him into an Eryines. SWEET!!