Mordant Spire Elf

Tialvoron Manaril's page

149 posts. Alias of Tenro.




Summoner (Synthesist) 20 / Gestalt (Two-Handed) Fighter 10 / Mythic Champion (Dual Path Guardian) Tier 4






Corellon Larethian

Strength 21
Dexterity 27
Constitution 24
Intelligence 29
Wisdom 29
Charisma 40

About Tialvoron Manaril

    HP: 330 225 Temp HP from Eidolon, +20 Base HP when Fused
    AC: 40 51 Fused =10 + 8 DEX + 1 Dodge + 11 Armor +5 Deflection +5 Natural Armor +4 Shield from Eidolon, (+20 Natural, -1 Size and -1 Dex when Fused)
    -- Flat Footed 31 43 Fused -- Touch 24 26 Fused; MOBILITY
    Init: +16 +15 when Fused
    Resist: SR 31, To the Death, Absorb Blow Improved Evasion, Fast Healing 1 when Fused
    Immune: Magic Sleep, Detect Thoughts, Discern Lies, Magical Alignment Detection All Elemental Damage when Fused

    F: +33 38 Fused =|+6 +7 CON| +5 Resist +15 Grace +4 Circumstance from Eidolon, +1 when Fused
    R: +34 37 Fused =|+6 +8 DEX| +5 Resist +15 Grace +4 Circumstance from Eidolon, -1 when Fused
    W: +41 45 Fused =|+12 +9 WIS| +5 Resist +15 Grace +4 Circumstance from Eidolon when Fused
    +1 vs Arcane, +2 vs Enchantment
    +4 vs Enchantments when Fused

    Might +5 Adamantine Keen Elven Curve Blade, crit 15-20/x2
    +28 / +28 / +23 melee +37 / +37 / +32 when Fused
    Single Attack: 1d10+18 OR Full Attack: 1d10+15 / 1d10+23 / 1d10+23 Single Attack: 2d8+36 OR Full Attack: 2d8+22 / 2d8+36 / 2d8+36 when Fused
    - Improved Vital Strike Attack: +28 to hit +37 when Fused
    - Improved Devastating/Vital Strike Damage: 3d10+31 6d8+66 when Fused

    Prescience +5 Adamantine Guided Keen Elven Curve Blade, crit 15-20/x2
    +32 / +32 / +27 melee Same when Fused
    1d10+15 2d8+15 when Fused
    - Improved Vital Strike Attack: +32 to hit Same when Fused
    - Improved Devastating/Vital Strike Damage: 3d10+34 6d8+42 when Fused

    Power Attack: -4 to hit, +12 to damage (doubled on Vital Strike) (NOT calculated in above figures)
    Improved Vital Strike: Roll base weapon damage 3x on single attacks; (MYTHIC) double STR, Magic, and other bonuses that are normally multiplied on crits (calculated in above figures)
    Improved Devastating Strike: +4 to hit with Vital Strike and +4 to confirm crits (calculated in above figures)
    +2 Attack/Damage with 2h weapons (calculated in above figures)
    Use 2x STR mod on single attack action OR on all attacks after the first of a full attack (calculated in above figures)
    +3 damage vs objects (NOT calculated in above figures)
    +1 Attack/Damage with Elven Weapons with which already proficient (calculated in above figures)
    When Charging, Weapon Damage is one size larger (1d10 -> 2d8 -> 3d8) (NOT calculated in above figures)

    BAB: +15/+15/+10
    CMB: +20 30 Fused (BAB 15 + STR + Size)
    CMD: 39 48 Fused (BAB 20 + STR + DEX + Size + Defl/Dodge)
    +3 CMB/CMD on/vs Sunder attempts
    +2 CMB on combat maneuvers with 2h weapons
    +2 CMD vs Disarm or Sunder of 2h weapons
    +2 CMB on Bull Rush and Overrun when charging

    Racial Abilities:

  • Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
  • Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
  • Base Speed: Half-elves have a base speed of 30 feet.
  • Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
  • Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. (doubled via item)
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
  • Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

  • Class Abilities:

  • Cantrips
  • Fused Eidolon
  • Fused Link (Su): Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
  • Shielded Meld (Ex): At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
  • Maker's Jump (Sp)(3/day): At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.
  • Greater Shielded Meld (Ex): At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.
  • Split Forms (Su): At 16th level, as a swift action, the synthesist and his fused eidolon can split into two creatures: the synthesist and the eidolon. Both have the same evolutions. The synthesist emerges in a square adjacent to the eidolon if possible. All effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon. The synthesist can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a full-round action. For the duration of this effect, the eidolon functions as a normal eidolon of the summoner’s class level.
  • Summon Monster IX (Sp) (18/day)
  • Aspect (Su)
  • Greater Aspect (Su)
    - Evolution Points (6): Spell Resistance (Ex, 4pts, SR 31); Skilled x2 (Ex, 2pts, Intimidate/Sense Motive)
  • Twin Eidolon (Su)

  • Shattering Strike (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces Bravery.
  • Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces Armor Training 1.
  • Weapon Training (Ex): As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons. This ability replaces Weapon Training 1, 2, 3 and 4.
  • Backswing (Ex): At 7th level, when a two-handed fighter makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces Armor Training 2.
  • Mythic Abilities:

    Tier 4 Mythic Champion (Dual Path Mythic Guardian)

    Base Mythic Abilities

  • Bonus Hit Points: Whenever you gain a Guardian tier, you gain 5 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics.

  • Mythic Power (Su)(1d8)(11/day): Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You can draw upon your mythic power a number of times per day equal to 3 plus your mythic tier. This power is used by a number of different abilities gained by mythic characters.

  • Surge (1d8)(Su): You can call upon your mythic power to overcome difficult challenges. You can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.

  • Ability Score: You gain a permanent +2 bonus to an ability score of your choice upon reaching the 2nd mythic tier. At 4th, 6th, 8th, and 10th mythic tiers you gain a permanent +2 bonus to another ability score or increase one of your existing bonuses by 2. (4 CHA)

  • Bonus Mythic Feat: Upon becoming mythic, select one mythic feat as a bonus feat. You must qualify for this feat normally. In addition, you gain another bonus mythic feat upon reaching 3rd mythic tier and every 2 tiers thereafter. You can select an ordinary feat in place of a mythic feat and you must meet the normal prerequisites to take that feat.

  • Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.

  • Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, on your turn, you can expend one use of mythic power as a free action to take an additional standard action during your turn. You cannot use this ability more than once per round.

  • Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you’re not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour allows you to regain a number of hit points equal to half your full normal hit points (up to a maximum of your full normal hit points) and regain the use of any class features that are limited to a number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as if you had gained 8 hours of sleep for such abilities. This rest does not refresh the use of mythic abilities such as mythic power or other mythic abilities that are limited to a number of times per day.

    Mythic Attacks

  • Champion Strike: Sudden Attack (Ex): You can expend one use of mythic power to make a melee attack at your highest attack bonus as a swift action (in addition to any other attacks you might make this round). When making a sudden attack, you roll twice and take the better result, adding your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.

  • Guardian Call: Absorb Blow (Su): You can expend one use of mythic power as an immediate action whenever you take damage from a single source, such as a dragon’s breath, a spell, or a weapon. You take 10 fewer points of damage from this source per guardian tier you possess. In addition, for every 10 points of damage prevented by this ability, you gain DR 1/epic and 5 points of energy resistance against all energy types (acid, cold, electricity, fire, and sonic) for 1 minute. This DR and resistances stack with DR or resistances you possess from sources other than this ability.

    Mythic Path Abilities

  • Mythic Ability 1: To The Death (Ex): When below 0 hit points you don’t fall unconscious and don’t take damage from acting normally. You do not die until your total number of negative hit points is equal to or greater than three times your Constitution score.

  • Mythic Ability 2: Feat of Strength (Su): You can expend one use of mythic power to attempt a feat of Strength, gaining a +20 circumstance bonus on any one Strength skill check or ability check. Alternatively, you can use this ability to gain a +20 circumstance bonus to your Strength score for a number of hours equal to your mythic tier, but only for the purposes of determining your carrying capacity.

  • Mythic Ability 3: Precision (Ex): Whenever you make a full attack, the penalty on additional attack rolls is reduced by 5. This ability can’t reduce the penalty on additional attacks to less than 0. You must be at least 3rd tier before selecting this ability. This ability can be selected more than once. Each time it is selected, the penalty on additional attacks is reduced by an additional –5.

  • Mythic Ability 4: Armor Master (Ex): You do not suffer any armor check penalty or arcane spell failure chance when wearing light armor or using a shield. In addition, the maximum Dexterity does not apply so long as the armor you wear is light. This ability can be selected more than once. The second time it is selected, it also applies to medium armor. The third time it is selected, it also applies to heavy armor.

    Mythic Feats

  • Mythic Feat 1: Dual Path (Champion): Select a mythic path, other than the path you selected at your moment of ascension (see page 3). You gain the 1st level ability of that path (archmage arcana, champion strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Whenever you gain a path ability, you can select from list of abilities presented for both paths, as well as from the list of universal path abilities.

  • Mythic Feat 3: Vital Strike: Whenever you use Vital Strike, you deal double the normal amount of damage, including your Strength bonus, magic bonuses, and other bonuses that would normally be multiplied on a critical hit. Extra damage from sources that would not normally be multiplied on a critical hit are not doubled by this effect. In addition, you can use Vital Strike when making a charge, although this multiplication does not stack with other sources of multiplication of damage on a charge, such as using a lance.

  • Skills:

    Acrobatics (Dex) +29 =1 CC +8 +20 Headband
    Bluff (Cha) +36 =1 CC +15 +20 Headband
    Climb (Str) +9 =1 +3 +5
    Craft (Int) +9 = + +9
    Diplomacy (Cha) +36 =1 CC +15 +20 Headband
    Fly (Dex) +39 =20 +3 +8 +8 racial
    Handle Animal (Cha) +19 =1 +3 +15
    Intimidate (Cha) +19 =1 +3 +15 +8 Racial
    Know Arcana (Int) +32 =20 +3 +9
    Know Dungeon (Int) +32 =20 +3 +9
    Know Engineering (Int) +13 =1 +3 +9
    Know Geography (Int) +27 =15 +3 +9
    Know History (Int) +28 =16 +3 +9
    Know Local (Int) +13 =1 +3 +9
    Know Nature (Int) +32 =20 +3 +9
    Know Nobility (Int) +27 =15 +3 +9
    Know Planes (Int) +13 =1 +3 +9
    Know Religion (Int) +32 =20 +3 +9
    Linguistics (Int) +13 =1 +3 +9
    Perception (Wis) +31 =20 CC +9 +2 Racial
    Profession (Wis) +9 = + +9
    Ride (Dex) +12 =1 +3 +8
    Sense Motive (Wis) +18 =1 CC +9 +8 Racial
    Spellcraft (Int) +37* =20 +3 +9 +5, *+5 to Identify items/auras
    Survival (Wis) +13 =1 +3 +9
    Swim (Str) +9 =1 +3 +5
    Use Magic Device (Cha) +38 =20 +3 +15
    +2 Concentration, +5 concentration to cast defensively



    Armor: +5 Mithral Breastplate (subsumed when Fused)
    Belt: Belt of Physical Perfection +6
    Body: x
    Chest: x
    Eyes: Goggles of Elvenkind
    Feet: Boots of Teleportation
    L+R Hand: Gloves of Elvenkind
    Head: x
    Headband: Headband of Mental Superiority +6
    Neck: Amulet of Natural Armor +5
    Ring 1: Ring of Protection +5
    Ring 2: Ring of Mind Shielding
    Shield: x
    Shoulders: Cloak of Resistance +5
    Wrists: Gauntlets of Skill at Arms
    Slotless: Belt of Thundrous Charging
    Amulet of Mighty Fists +5 (On Eidolon, subsumed when Fused)
    Eidolon Anchoring Harness (On Eidolon, not subsumed when Fused)
    Ring of Counterspells (Banishment)
    Ring of Counterspells (Banishment)
    Ring of Sustenance

    Bag of Holding Type IV
    Expensive components to cast known spells with such components 5x each


    LN Large Outsider
    Init +4; Senses darkvision 60 ft.; Blindsight

    AC 33, touch 13, flat-footed 29 (+20 natural, +4 Dex, –1 size)
    hp 225 (15d10+75)
    Fort +14, Ref +9, Will +9 (+4 Morale vs Enchantment)
    Defensive Abilities: Improved Evasion; Fast Healing 1; Immunity to Fire, Cold, Electricity, Acid, Sonic

    Speed 30 ft; Fly 110 (Perfect)
    Melee: Slam +26 melee (2d6+21)
    OR 2 claws +26 melee (1d6+16)
    Space 10 ft.; Reach 10 ft.
    Special Attacks: None

    Str 32, Dex 18, Con 20, Int 7, Wis 10, Cha 11
    Base Atk +15; CMB +27; CMD 31
    Feats: None
    Skills: None

    Biped; Free Evolutions: Claws, Limbs (Arms), Limbs (Legs)
    Evolution Points: 32 (26 base, 4 feats, 5 favored class, (-3 to give 6 pts to Tialvoron)

    1pts- Magic Attacks (Su): An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon’s weapons are treated as the alignment of the eidolon for the purpose of overcoming damage reduction.
    1pts- Slam (Ex): An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.
    8pts- Flight (Su)(110ft/Perfect): An eidolon grows large wings. The eidolon gains a fly speed equal to its base speed. For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magic means makes this a supernatural ability. The eidolon’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent. The summoner must be at least 5th level before selecting this evolution.
    2pts each (10pts total)- Immunity (Su)(All Energy Types): An eidolon’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The eidolon gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The summoner must be at least 7th level before selecting this evolution.
    4pts- Blindsight (Ex): An eidolon’s senses sharpen even further, granting it blindsight out to a range of 30 feet. The eidolon can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The eidolon must possess the blindsense evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution.
    4pts- Fast Healing (Su)(1): An eidolon’s body gains the ability to heal wounds very quickly, giving it fast healing 1. The eidolon heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the eidolon to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the eidolon is alive. This fast healing does not function when the eidolon is not on the same plane as its summoner. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). The summoner must be at least 11th level before selecting this evolution.
    4pts- Large (Ex): An eidolon grows in size, becoming Large. The eidolon gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the eidolon has the biped base form, it also gains 10-foot reach. Any reach evolutions the eidolon possesses are added to this total. The eidolon must be Medium to take this evolution. The summoner must be at least 8th level before selecting this evolution.


    Tialvoron Manaril appears as the very paragon of Half-Elvenkind. Tall, athletic, and handsome. Angular Elven features made less severe by his Human blood. Platinum blonde hair typical of most elves.

    When walking around without his Eidolon, Tialvoron wears exquisite mithral breastplate that could easily be considered a work of art in and of itself. He famously carries two elven curveblades, Might and Prescience.

    When fused with his Eidolon, Tialvoron takes on a visage of artistic beauty. Encased in gleaming white marble girded by white-gold and adamantine, embellished with sapphires and emeralds, he stands ten feet tall yet moves with grace.

    Tialvoron has lived a life dedicated to Corellon Larathian, mostly due to his Elven upbringing but also in part due to his need to atone for his Human ancestry, a shortcoming made even more obvious by growing up as the only Half-Elf for miles, and a constant outward reminder of his mother's one-time weakness for a Human man. His mother was the Elven parent, but had no qualms about him taking up the sword for Corellon after failing at traditional wizardry.

    Having been mistreated by the other youths for being a half-blood, he had taken naturally to summoning creatures to socialize with (even though they didn't socialize back). Despite such parlor tricks, he was considered a failure as a wizard and looked down upon by adults now in addition to the other children. He was withdrawn and introverted when around others, but felt a foreign force growing within him. It was when this force first manifested outwardly in a playground brawl that his path was set towards martial pursuits. Around him formed a simple yet elegant form of natural materials to harden his skin and strengthen the blows he rained down upon his bullies.

    Having a natural talent with Elven weapons, he set out on his own after a brief period of martial training. When deep in the woods of his home, he encountered a Nymph in distress. Her pool was drying up because the stream that fed it was dry, and with it, her life force. Tialvoron, struck by her beauty, traveled up the creek bed for nearly a month before finding the source of the problem. A massive boulder had fallen, diverting the path of the stream. He once again summoned his inner form to the surface, and carved a tunnel through the boulder for the stream to flow.

    Upon returning, the Nymph revealed her true form as an Exarch of Corellon. It was then that she bestowed upon him a fraction of her power in exchange for his unbidden assistance. The power came with a fraction of her weakness as well, cold iron. Seeing the beauty of nature and the need to preserve it, he devoted himself even further to Corollon, focusing his potential on the keen edge of a blade. Since then Tialvoron has spent his time furthering Corellon's purpose, in particular punishing those who would destroy that which they cannot create.

    He has grown out of his introversion with the widening of his worldly experience, and has become more like the rest of his diplomatic fellow Half-Elves, traveling about and enjoying the best of magic, art, poetry, and warfare.