Hey guys, I have three more updates to go (1 for Lich Queen and 2 for Shackled City) but, in the meantime, I thought you would enjoy seeing where Caine is now -- after 2 gaming sessions into "The Test of the Eversmoking Eye."
Caine (Sorcerer 9/Apostle of Peace 1)
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Medium Humanoid
Hit Dice: 10d4+30 (56 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 +1 melee (1d6+1) [subudal only]
Full Attack: Quarterstaff +1 melee (1d6+1) [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, DR 5/magic
Saves: Fort +9, Ref +8, Will +11
Abilities: Str 8, Dex 14, Con 16, Int 12, Wis 14, Cha 18
Skills: Concentration +15, Spellcraft +13, Diplomacy +25, Speak Languages +6 [Abyssal, Celestial, Draconic, Giant, Infernal, Undercommon], Knowledge (Arcana) +9
Feats: Celestial Familiar [Exlated], Heighten Spell, Holy Radiance [Exalted], 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: 10
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:
a) Exalted AC bonus +7
b) Six bonus exalted feats
c) Endure Elements (Ex): Caine is immune to the effects of being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves.
d) Exalted Strike (Su): Any weapon that Caine wields is considered a +2 magic weapon and is considered good-aligned, so that it can bypass the damage reduction of some evil outsiders.
e) Sustenance (Ex): Caine does not need to eat or drink.
f) Deflection AC bonus +1
g) Resistance bonus to saves +1
h) Ability score enhancement +2 (Charisma)
i) Natural Armor AC bonus +1
j) Mind Shielding (Ex): Caine is immune to detect thoughts, discern lies, and any attempt to discern his alignment.
k) DR 5/magic
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.
Exalted Benefits (Vow of Peace): Caine has taken severe penances and will never willingly harm a living creature, regardless of alignment or disposition. In exchange, he gains numerous special abilities:
a) Calming Aura (Su): A 20 foot aura constantly surrounds Caine and all within it must make a Will save (DC 19) 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.
b) Weapon Immunity (Su): If a creature strikes Caine with a manufactured weapon, the weapon must immediately make a successful Fortitude save (DC 18) or shatter against his skin, leaving him unharmed. The save is Constitution based.
c) +2 bonus to Exalted AC , Deflection AC, and Natural Armor AC (stacks with Vow of Poverty)
Spells: Caine casts spells as a 9th level Sorcerer and 5th level Apostle of Peace. Note that spells cast by Caine that do not deal lethal damge, bestow negative levels, or cause death have their DCs increased by 4.
Sorcerer Spells known (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, greater invisibility
Typical Apostle of Peace Spells memorized (4/3; DC 12 + spell level): 0--create water, purify food and drink, mending (x2); 1st--ray of hope (x2), divine inspiration
Jules, Lantern Archon Familar
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Small Outsider [Archon, Extraplanar, Good, Lawful]
Hit Dice: 10d8 (28 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 +5, Ref +5, Will +8
Abilities: Str 1, Dex 10, Con 11, Int 10, Wis 11, Cha 10
Skills: Concentration +12, Spellcraft +12, Diplomacy +13, 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 10th.