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<blockquote data-quote="Jeph" data-source="post: 1516819" data-attributes="member: 6738"><p>A rather eccentric gentlemen, professor, diviner, and expert in matters of Magic, Education, Alchemy, The Divinitative Arts, The Far Realms, Engineering, and Planar Sociology, Topology, and Arcanistry, Teppin the Trans-Perceptive works at a teaching position at the Mehrdorf Academy of Magic during the week, bounty hunter after hours, and treasurer to the Far East Trade Guild in Shopteth on weekends. During his free time he researches various electrical evocations and probes the remaining fragments of his sanity, the loss of which does not appear to impair his ability as an educator and socialite.</p><p></p><p><strong>Teppin the Trans-Perceptive</strong>: Male human Diviner 5/Alienist 3; CR 8; Medium-sized humanoid (human); HD 8d4+16; hp 37; Init +5 (+1 dex, +4 improved initiative); Spd 30 ft.; AC 11 (+1 dex; touch 11, flat footed 10); Atk +4 melee (1d6, masterwork quarterstaff) or +3 melee (1d4/19-20, dagger) or +4 ranged (1d4/19-20, range 10 ft., dagger); SQ psuedonatural tarantula familiar, Alien Blessing; SA spells, summon alien; AL CN; SV Fort +5, Ref +4, Will +7; Str 10, Dex 12, Con 14, Int 20 (22), Wis 6, Cha 12.</p><p></p><p><em>Skills and Feats:</em> Alchemy +11, Concentration +13, Diplomacy +4, Knowledge (Arcana) +17, Knowledge (Architecture and Engineering) +17, Knowledge (The Planes) +17, Listen +2, Profession (Teacher) +9, Scry +16, Spellcraft +17, Spot +2. Scribe Scroll, Spell Focus (Evocation), Greater Spell Focus (Evocation), Improved Initiative, Craft Wondrous Item, Alertness, Empower Spell.</p><p></p><p><em>Spells:</em> (5/7/6/5/4, at least one spell of each level must be a divination). Spell DC 16 + Spell Level (or 20 + Spell Level for evocations). Spllbook: 0--All. 1--Shield, Mage Armor, Magic Missile, Lesser Electric Orb, Comprehend Languages, Identify, True Strike, Change Self, Feather Fall, Jump, Message, Stoke the Flame (custom). 2--Summon Monster II, Ball Lightning (custom), Invisibility, Alter Self, Detect Thoughts, Locate Object, See Invisibility, Display of Fire (custom). 3--Clairaudience/Clairvoyance, Fly, Lightning Blast (custom), Haste, Summon Monster III, Protection from Elements, Dispel Magic, Shrink Item, Teppin's Leg Up Against The Competition (custom). 4--Polymorph Other, Scrying, Charm Monster, Remove Curse, Improved Invisibility, Dimension Door.</p><p></p><p><em>Possessions:</em> Headband of Intellect +2, 2 Gloves of Storing, a Wand of Magic Missile with 16 charges remaining, Spellbooks, Staff, 4 Daggers, Belt Pouch (spell components, emeralds and diamons dowrth 2000 gp, potion of love, potion of heroism, 200 pp), Miscellaneous Adventuring Gear, Lavish Clothes, Fine Appartments at the Mehrdorf Academy of Magic.</p><p></p><p><em>Custom Spells:</em> Stoke the Flame keeps a fire burning for 24 hours. Ball Lightning shocks targets with a 10' radius burst of electricity. Display of Fire creates one firework per level, for recreational purposes only (learned from the headmaster of the Academy in exchange for Stoke the Flame). Lightning Blast shocks targets with a 20' radius burst of electricity. Teppin's Leg Up Against The Competition surrounds enemy casters with an aura of electrical energy which shocks them when they attempt to cast a spell.</p><p></p><p>--Jeff</p></blockquote><p></p>
[QUOTE="Jeph, post: 1516819, member: 6738"] A rather eccentric gentlemen, professor, diviner, and expert in matters of Magic, Education, Alchemy, The Divinitative Arts, The Far Realms, Engineering, and Planar Sociology, Topology, and Arcanistry, Teppin the Trans-Perceptive works at a teaching position at the Mehrdorf Academy of Magic during the week, bounty hunter after hours, and treasurer to the Far East Trade Guild in Shopteth on weekends. During his free time he researches various electrical evocations and probes the remaining fragments of his sanity, the loss of which does not appear to impair his ability as an educator and socialite. [b]Teppin the Trans-Perceptive[/b]: Male human Diviner 5/Alienist 3; CR 8; Medium-sized humanoid (human); HD 8d4+16; hp 37; Init +5 (+1 dex, +4 improved initiative); Spd 30 ft.; AC 11 (+1 dex; touch 11, flat footed 10); Atk +4 melee (1d6, masterwork quarterstaff) or +3 melee (1d4/19-20, dagger) or +4 ranged (1d4/19-20, range 10 ft., dagger); SQ psuedonatural tarantula familiar, Alien Blessing; SA spells, summon alien; AL CN; SV Fort +5, Ref +4, Will +7; Str 10, Dex 12, Con 14, Int 20 (22), Wis 6, Cha 12. [i]Skills and Feats:[/i] Alchemy +11, Concentration +13, Diplomacy +4, Knowledge (Arcana) +17, Knowledge (Architecture and Engineering) +17, Knowledge (The Planes) +17, Listen +2, Profession (Teacher) +9, Scry +16, Spellcraft +17, Spot +2. Scribe Scroll, Spell Focus (Evocation), Greater Spell Focus (Evocation), Improved Initiative, Craft Wondrous Item, Alertness, Empower Spell. [i]Spells:[/i] (5/7/6/5/4, at least one spell of each level must be a divination). Spell DC 16 + Spell Level (or 20 + Spell Level for evocations). Spllbook: 0--All. 1--Shield, Mage Armor, Magic Missile, Lesser Electric Orb, Comprehend Languages, Identify, True Strike, Change Self, Feather Fall, Jump, Message, Stoke the Flame (custom). 2--Summon Monster II, Ball Lightning (custom), Invisibility, Alter Self, Detect Thoughts, Locate Object, See Invisibility, Display of Fire (custom). 3--Clairaudience/Clairvoyance, Fly, Lightning Blast (custom), Haste, Summon Monster III, Protection from Elements, Dispel Magic, Shrink Item, Teppin's Leg Up Against The Competition (custom). 4--Polymorph Other, Scrying, Charm Monster, Remove Curse, Improved Invisibility, Dimension Door. [i]Possessions:[/i] Headband of Intellect +2, 2 Gloves of Storing, a Wand of Magic Missile with 16 charges remaining, Spellbooks, Staff, 4 Daggers, Belt Pouch (spell components, emeralds and diamons dowrth 2000 gp, potion of love, potion of heroism, 200 pp), Miscellaneous Adventuring Gear, Lavish Clothes, Fine Appartments at the Mehrdorf Academy of Magic. [i]Custom Spells:[/i] Stoke the Flame keeps a fire burning for 24 hours. Ball Lightning shocks targets with a 10' radius burst of electricity. Display of Fire creates one firework per level, for recreational purposes only (learned from the headmaster of the Academy in exchange for Stoke the Flame). Lightning Blast shocks targets with a 20' radius burst of electricity. Teppin's Leg Up Against The Competition surrounds enemy casters with an aura of electrical energy which shocks them when they attempt to cast a spell. --Jeff [/QUOTE]
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