Okay, no problem then
Although Maas is an Evoker, he doesn't really specialize in boom spells. I'm actually debating whether to leave him as an Evoker or not. His spells are going to be more focused on personal enhancement and special effects rather than blowing stuff up. I went with Evoker initially because he
is a Genasi with strong connections to one of the Courts, so it makes sense for him to be using elemental spells. He can still use them just fine with another specialty, though.
Actually, looking at it a bit more, I think I'm going to change him to a Diviner, and keep just Necromancy as a prohibited school. Only problem there is the
lousy selection of 5th level divinations - the 3 in the PHB are
it, and none of em are very good for Maas. Spell selection for other levels is great, though, and the school fits in with his "seeker of knowledge" shtick as well, so it looks like a keeper.
So, with that in mind, here's Maas' finalized character sheet for approval:
[sblock=Maas Illian]
Maas Illian
Male Air Genasi Swordsage 1//Diviner 1
Alignment: LN
Deity: None
Region: Ustiyad's Court
Height: 6'3"
Weight: 160 lbs
Hair: Silver, tied into a topknot
Eyes: Brown
Skin: Pale
Age: 20
XP: 0
Str: 10 (+0) [2 points]
Dex: 16 (+3) [6 points, +2 race]
Con: 14 (+2) [6 points]
Int: 18 (+4) [10 points, +2 race]
Wis: 12 (+1) [6 points, -2 race]
Cha: 8 (-1) [2 points, -2 race]
Class and Racial abilities:
Native Outsider
Darkvision 60'
Levitate (CL 5) 1/day
+1 racial bonus on saves vs air spells and effects, +1 more per 5 character levels
Breathless (immune to drowning, suffocation, and attacks that require inhalation)
Quick to Act (+1 initiative)
Discipline Focus (+1 to hit with rapier, shortspear, bastard sword, katana, and trident)
Familiar
Hit Dice: 1d8+2
Hit Points: 10
AC: 13 (+0 Armor, +3 Dex) [Touch 13, Flat-footed 10]
Init: +4 (+3 Dex, +1 Quick to Act)
Speed: 30ft
Saves:
Fortitude +2 [+0 base, +2 Con]
Reflex +7 [+2 base, +3 Dex, +2 familiar]
Will +3 [+2 base, +1 Wis]
BAB/Grapple: +0/+0
Melee Atk: +1 (1d6/18-20/x2, rapier)
Ranged Atk: +4 (1d6/20/x3, thrown shortspear)
Skills:
Code:
Balance +7 (4 ranks, +3 Dex)
Concentration +6 (4 ranks, +2 Con, +4 in a duel of wills)
Iaijutsu Focus +0 (1 cc rank, -1 Cha)
Jump +4 (4 ranks, +0 Str)
Knowledge: Arcana +8 (4 ranks, +4 Int)
Knowledge: History +6 (2 ranks, +4 Int)
Knowledge: Local +6 (2 ranks, +4 Int)
Knowledge: Religion +6 (2 ranks, +4 Int)
Martial Lore +8 (4 ranks, +4 Int)
Sense Motive +5 (4 ranks, +1 Wis)
Spellcraft +8 (4 ranks, +4 Int)
Tumble +7 (4 ranks, +3 Dex)
Flaws:
Feats:
Scribe Scroll (Wizard bonus)
Unnerving Calm (1st level)
Languages:
Astresian, Auran, Ignan, Terran, Aquan, Giant
Spells Known: Necromancy prohibited
0th - (Abj)
resistance, (Conj)
acid splash,
caltrops, (Div)
detect magic, (Ench)
daze, (Evoc)
electric jolt,
flare,
light,
ray of frost,
sonic snap, (Trans)
mage hand,
mending,
message,
open/close, (Univ)
arcane mark,
prestidigitation
1st - (Abj)
shield, (Conj)
mage armor, (Div)
true strike, (Evoc)
persistent blade, (Illus)
color spray, (Trans)
feather fall,
nerveskitter
Maneuvers Known:
Strikes - Sapphire Nightmare Blade (DM), Shadow Blade Technique (SH)
Counters - Moment of Perfect Mind (DM), Counter Charge (SS)
Boosts - Burning Blade (DW), Distracting Ember (DW)
Stances Known:
Step of the Wind (SS)
Equipment:
rapier, 20g, 2 lbs
2 shortspears, 2g, 6 lbs
backpack, 2g, 2 lbs
~bedroll, 1s, 5 lbs
~winter blanket, 5s, 3 lbs
~spellbook (23 pages used), free, 3 lbs
~small steel mirror, 10g, 0.5 lbs
~dagger, 2g, 1 lb
belt pouch, 1g, 0.5 lbs
~4 fishhooks, 4s, - lbs
~10' fishing line, 1g, - lbs
~flint and steel, 1g, - lbs
~whetstone, 2c, 2 lbs
money pouch, 1g, 0.5 lbs
waterskin, 1g, 4 lbs
spell component pouch, 5g, 2 lbs
Money:
12 gp
7 sp
10 cp
Encumbrance: 31.5 lbs (light load)
0-33 light
34-66 medium
67-100 heavy
[sblock=Familiar]
Podo, ferret (using weasel stats)
Hit Points: 5
AC: 15 (+1 Natural Armor, +2 Dex, +2 size) [Touch 14, Flat-footed 13]
Fortitude +2 [+2 base, +0 Con]
Reflex +4 [+2 base, +2 Dex], Improved Evasion
Will +3 [+2 base, +1 Wis]
Str 3
Dex 15
Con 10
Int 6
Wis 12
Cha 5[/sblock]
[sblock=Prepared Spells and Readied Maneuvers]
0th -
detect magic, read magic, prestidigitation, mage hand
1st -
true strike, mage armor
Sapphire Nightmare Blade, Shadow Blade Technique, Counter Charge, Distracting Ember[/sblock]
~~~~~~~
Appearance:
Maas, while a Genasi, doesn't betray his heritage as much as others do; the only true hints are his prematurely silver hair and the slight cool breeze that frequently circles around him. Otherwise, he appears as a thin human of above-average height. He wears his hair in a swordfighter's topknot and rarely does a smile grace his too-serious visage.
Personality:
Maas devotes all of his energy towards what he believes is the ultimate in fighting techniques: a fusion of the Sublime Way and the arcanist's Art. In his mind, each is half of the perfect discipline. Since the age of 16, he has pursued this dual mastery to the exclusion of all else. He maintains only the barest social presence needed to ensure his place with a master of the Way, and he spends nearly two-thirds of every single day practicing the two paths. If forced into conversation, Maas is direct, blunt, and to the point - often rudely so. Given his choice, the only sounds he utters would be
kiai shouts or spell incantations.
Background:
Maas was born in the court of Sayed Sheikh Ustiyad al-Rashid ibn Mustad ibn Alamam al-Valis (roughly, Holy Ruler Ustiyad of the righteous path, son of Mustad, son of Alamam of Valis), a Cloud Giant swordmaster of great power, cunning, and cruelty, descended from a short but long-lived line of Cloud Giants that at one point held a significant portion of Valis in their dominion. Maas' birth was well-received in the court, for his parents (an Air Genasi mother and a Half-Air-Elemental father) were both powerful in their own rights and the match was favored by Ustiyad himself, who hoped to breed a new line of powerful - and loyal - Air Genasi. From his birth, Maas was treated well by the Court; given the best tutors and training, all his needs provided for, all his desires granted.
That changed when Ustiyad started to demand results from his decade-long investment. Maas was assigned a series of missions for the giant. Nothing dangerous or important to the success of Ustiyad's schemes, but still intricate and complex, requiring a high degree of effort from Maas - a degree of effort the young Genasi failed to show. For all his life, Maas had been pampered as if he was Ustiyad's own offspring, and he was soft and complacent in his role as Favored Child of the Court. Throughout the next several years, Ustiyad withdrew priviledge after priviledge from the youth as he failed to complete - or, in some cases, even begin - task after task. Enraged by what he saw as a betrayal, Ustiyad finally exiled Maas on his 15th birthday, having him branded with Ustiyad's personal sigil and dumped unceremoniously at the edge of his territory with nothing to his name but a plain set of clothes and a single, unremarkable blade.
The sudden and unexpected (to him) punishment sparked a change in Maas, and from that day he searched for a purpose, a goal to his life. He wandered Valis as a sellsword, participating as a mercenary in several border disputes between rival Elemental Courts, and even stealing food when he had no other choice. That all ended when he met Master Oah. Master Oah was an aged man who lived in a cabin by himself some mile and a half from the nearest village. At the time, Maas hadn't eaten in nearly a week and was half-delirious when he came across the lone cabin. Master Oah took in the teenager and nursed him back to health.
Oah's price for saving Maas was that Maas stay with Oah and learn discipline - either in the Art or in the Sublime Way, for Master Oah was, while neither a swordmaster nor an archmage, learned in both. He tested Maas for both paths and, to his surprise, Maas excelled equally in all the tests he could think of. Maas saw this as his chance, and begged Master Oah to initiate him in both paths. For the next three years, Maas followed Master Oah's every command, suggestion, and whim, growing rapidly in skill and passion for his chosen path.
This idyllic time was limited, however, as even before Maas' apprenticeship, Oah was in ill health. He was ancient for a human and knew his time in the realm of mortals was limited. On his deathbed, he bade Maas to take up his spellbook and his blade and seek out an acquaintance of his named Master Carthis, who would help guide him further along the Sublime Way. Determined to succeed at his Master's legacy, Maas tracked down Carthis and, after relating the events of the last few years and dueling the Master, won a spot at Carthis' remote school.
[/sblock]