About Sinuo TlunarStatistics:
Sinuo Tlunar Male Elf Wizard (Pact Wizard) 7 LN Medium Humanoid (Elf) Init +4 (3 Dex, 1 Item); Senses Low-light Vision Perception +13 ------------------------------ DEFENSE ------------------------------ AC 14, touch 13, flat-footed 11 (+1 armor, +3 dex) hp 40 (33 Class, 7 Con) Fort +4 (2 Class, 1 Con, 1 Item), Ref +6 (2 Class, 3 Dex, 1 Item), Will +7 (5 Class, 1 Wis, 1 Item) ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Fey Thoughts Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity. Arcane Bond (Achith) Familiars and Arbiter Inevitable Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below). Arcane School (Universalist, Arcane Crafter) Pact Focus At 1st level, a pact wizard must choose one additional opposition school, even if he is a universalist. A pact wizard can't pick conjuration as an opposition school. Pact A pact wizard enters into a bargain with an extraplanar being in order to gain increased wizardly powers. At 1st level, he selects a patron belonging to one specific subtype of outsider for which there exists an improved familiar option (such as devil or azata). The pact wizard can select a subtype of outsider even with a diametrically opposed alignment; in this case, the patron being offers the pact in an attempt to tempt or redeem the pact wizard. A pact wizard whose alignment shifts away from the chosen outsider subtype, who grossly abuses his familiar or any outsider of the chosen subtype, or who commits egregious acts against the alignment of the patron loses all the benefits of this archetype (but keeps the additional opposition school) until he receives an atonement. Aura A pact wizard has an aura corresponding to the alignment of his chosen subtype as a cleric of his wizard level. Pact Summons A pact wizard can select Sacred Summons as a wizard bonus feat. He can use this feat only to summon outsiders of his chosen subtype. True Form At 7th level, a pact wizard's familiar reveals its true form, automatically transforming into an outsider improved familiar of the chosen subtype. Spells:
------------------------------ Spells (CL 7th, +9 vs SR, Concentration +13) ------------------------------ 4th (2/day)- Summon Monster IV (2) 3rd (3/day)- Fly, Fireball, Summon Monster III 2nd (5/day)- Invisibility, Rope Trick, Stone Call, Glitterdust, Summon Monster II 1st (6/day)- Protection from Evil, Grease, Windy Escape, Disguise Self, Mount, Snowball 0 (at will)- Detect Magic, Prestidigitation, Dancing Lights, Ghost Sound Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Potion of Cure Light Wounds (10), Potion of Hide from Undead, Scroll of Endure Elements, Scroll of Grease, Scroll of Mount, Scroll of Identify, Scroll of Invisibility, Scroll of Glitterdust, Scholar's Outfit (2), Explorer's Outfit, Mask, Spellbook, Quarterstaff of Entwined Serpents, Haramaki, Headband of Vast Intelligence +2, Cracked Dusty Rose Prism, Sleeves of Many Garments, Ring of Sustenance, Bag of Concealment (Type I), Cloak Of Resistance +1, Pearl of Power (1st), Familiar Satchel, Spell Component Pouch, Bandolier (2), Chronicler's Kit, Masterwork Tools, Scrivener's Kit, Book Lariat, Scroll Box, Iron Vials (15), Spirit of Wine (60), The Bible of Dreams, Carrying Capacity
Money 1781 gp, 2 sp
Spellbooks:
Sinuo's Pact Tome Protection: Superior Lock (DC 40), Summoning Trap (DC 29, Augmented Shae summoned without password), Explosive Runes 4th- Summon Monster IV, Dimension Door, Secure Shelter, Phantom Chariot, Dimensional Anchor, Arcane Eye, Enervation,
Opposition School: Enchantment
Familiar (Protector):
Achith LN Tiny outsider (extraplanar, inevitable, lawful) Init +3; Senses darkvision 60 ft., detect chaos, low-light vision; Perception +10 ________________________________________________________________________ DEFENSE ________________________________________________________________________ AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size) hp 20 (7 HD); regeneration 2 (chaotic) Fort +4, Ref +5, Will +5 Defensive Abilities constant vigilance, constructed; SR 13 ________________________________________________________________________ OFFENSE ________________________________________________________________________ Speed 20 ft., fly 50 ft. (average) Melee short sword +8 (1d3/19–20) Space 2-1/2 ft.; Reach 0 ft. Special Attacks electrical burst Spell-Like Abilities (CL 2nd; concentration +4) Constant—detect chaos 3/day—command (DC 13), make whole, protection from chaos 1/week—commune (CL 12th, 6 questions) ________________________________________________________________________ STATISTICS ________________________________________________________________________ Str 11, Dex 16, Con 14, Int 11, Wis 11, Cha 14 Base Atk +3; CMB +4; CMD 14 Feats Flyby Attack, Weapon Finesse (B), Combat Reflexes (B), Bodyguard (B), Skills Diplomacy +12, Fly +12, Knowledge (planes) +10, Perception +10, Sense Motive +10, Stealth +16, Use Magic Device +9 Languages truespeech SQ locate inevitable, loyal bodyguard, shield master, share spells, empathic link, speak with master, ________________________________________________________________________ SPECIAL ABILITIES ________________________________________________________________________ Constant Vigilance (Su) An arbiter gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing the chaotic descriptor. Electrical Burst (Ex) An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 3d6 electricity damage (DC 13 Reflex half). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based. Locate Inevitable (Su) An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to its superiors. It cannot sense the range to this inevitable.
Achith is not a typical member of his kind, not merely due to his partnership with the mage Sinuo Tlunar. Achith's form is different as well, as it normally appears as a perfect golden sphere easily mistaken for a magical item or decoration. Often resting in Sinuo's collar piece or magically hovering over his shoulder. The inevitable shifts forms with the quiet clicking of gears, most often exposing only it's single metallic eye. Battle, need, or rarely intense emotion due to it's connection with it's partner see the use of it's arms and even shimmering metal wings. Otherwise it simply prefers the plain form of a sphere.
Appearance and Personality:
Description Ht: 6'1" Wt: 140 lbs Age: 138 Hair: Long white with shades of black thrown in Eyes: Gold Skin: Pale Alabaster Sinuo is a typical elf. Tall, slender but lean, and pale. The two oddities he does show physically are his hair and eyes. His hair is white becoming black towards the ends and seemingly at random strips. Easily giving one the mistaken impression that it is the result of some accidental chemical spill on his head. His eyes on the other hand are pure gold, upon close examination they have multiple rings within the sea of gold. Sinuo favors three sets of clothes wearing variations of other clothes dependent on occasion rather then any sense of fashion. When he is out and about he wears a simple but practical set of clothes. Sturdy brown leather boots with matching pants, a gray cotton shirt below a long sleeved and buttoned brown vest with geometric symbols and a high open collar, over that a long sleeved brown trench coat with hood and light brown symbols trim. Lastly his hands are covered in gray gloves completing the set. He often keeps his long hair tied and tucked into the back of his coat. When Sinuo wants to wear less practical or slightly formal clothes he wears this set. Black slippers with matching pants, below a plain black long sleeved robe. Atop the robe is a light pale amethyst colored leather vest with white trim and closed high collar. Over that is a open light pale amethyst kimono bearing white trim and large geometric symbols on the voluminous sleeves, countless faded runes near the base of the robe as well. He tends to let his hair stay free and fall as it will in this set. Sinuo's final set is his most well known or rather most recognized set. It is the uniform of his order and worn when going about their business. Each is given a unique mask and collar piece, all other aspects are the same among the order. These slight differences denote rank and specialty among their own rather then holding any personal connection. Black leather high boots with matching pants and a long sleeved shirt make up the first layer. A black leather mid length sleeved pointed hood robe, that opens up to the chest with feather like designs embossed as trim makes up the second layer. Atop that is a black leather high collar mantle that opens in the front with slits up the side to the shoulder, burnished gold trim and a pair of embossed serpentine dragons at the foot of the mantle, finish off this layer. Embossed black high leather gloves with claw like tips, a featureless burnished golden mask, and a stylized tall flame like burnished gold collar piece that sits upon his shoulders completes this set. Leaving no part of him exposed as is it's function, as such he keeps his hair tightly bound and tucked away. Sinuo presents himself as cautious, cool, calm, aloof, and reserved person. At least on the surface, with in he is a inferno of emotions, observations, and thoughts. Some that seem to escape by way of his familiar's behavior on occasion. To those that manage to convince him of their loyalty and sincerity, he opens up more of his true self. Of course the argument could be made that keeping him at arms length makes him easier to deal with. The only trait that he can't control is his desire for knowledge and magic, showing a great intensity when something catches his interest. Also possessed of a desire to bring structure to his life and the world around him he tends to plan and consider things rather then act outright or on a whim. This by no means makes him unadaptable or without the ability to deal with problems as they arise, it is merely a persistent preference. Another quality of his character is lack of any true morality, somewhat pragmatic, he chooses the best option with little regard to good or evil. Taking a long view of any and all major decisions, if the good action is the most beneficial then so be it yet if he must play the devil for the greater benefit he does so without hesitation. While the only truly unforgivable act is breaking one's word when given. Careful to give his own, he despises those that do such things. Considering them the vilest of beings, not that he is not equally aware of loopholes and work a rounds to such agreements. Which he himself is not above taking advantage of as well as expecting such from others. One oddity of Sinuo is when he don's the robes of his order and places the mask upon his face. Some ingrained training or conditioning brings a internal shift that seems to change his demeanor. A deathly calm and clarity comes over him that overcomes his normally reserved manner. His state of mind changes to one of bloody purpose. Battle hardened, relentless, and merciless are traits that come to mind. Only after the battle when the mask is free from him does he seem to revert to his former state.
Notes:
"The Bible of Dreams" Light spell on command. Comprehend languages at will [Your CL] |