About Blaze AshpyreActual Portrait:
https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.pinterest.com%2Fq uestinggm%2Fgenasi%2F&psig=AOvVaw34eZ3NhZqn9i1kwh5HA_Dh&ust=1615066 512218000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCLC-ieKNmu8CFQA AAAAdAAAAABAD Backstory:
Born as a member of the Ashpyre Ifrit clan of Mount Ashpeak, Blaze manifested prophetic magical talent from a young age and was raised in accordance to the tribe’s needs. Apprenticed to one of their seasoned volcano oracles, whom inhaled the fumes to see and interpret visions of the future, his path in life would have been a straightforward one… …If it hadn’t been for a fire giant invasion, one which somehow hadn’t been foreseen. Unfortunately, lacking the sheer strength and having no native weapons to truly fight back against the hulking monstrousities, the fight went south fast. Thus, in a desperate attempt to fight back against the invaders, Blaze did something no one should ever do: he inhaled much more of the Volcanic ash than normal, not to see the future, but rather to see what he could do to emerge victorious. Even if it burned his body and seared his mind. And, on the very outstretch of his sanity (and perhaps, his mortality as well), he saw a vision of something that could help them – or rather, someone? A vague instrutible entity, vast and enormous, that offered him a wish in return for his servitude. He accepted, wishing for the power to destroy the Fire Giants, or no, ALL the giants who laid claim to his home! Unfortunately, deals with otherworldly patrons often do not go as predicted, and this was no exception, as the next moment, Blaze disappeared from existence. See, his patron would keep its word. Blaze would have the power, and it would grant him the opportunity. However, he would need have to earn it for himself. Re-appearing in the mage tower of the Mage Juresh of the Ages, itself situated in what he later theorized was a pocket dimension, Blaze then started his re-education under the tutelage of this other servant of his unseen Patron. And day after day, Blaze studied the vast volumes of arcane theorics at his disposal, training his mind, body, and prophetic sight under strict tutelage until the entity said it was enough.
…Only to find it completely taken over not just by the Fire Giants, but filled with many banners of other giant types of which he’d never seen either before. Just how long had he been absent…? Was anyone from his tribe still alive? If his patron had control over time itself, why would he have been shifted to this exact moment? Fortunately, the answer didn’t have to wait long, as he sensed a number of highly powerful magical signatures move closer to him. Not giants, but humanois. Potential allies then, perhaps…?
Personality, Goals and Appearance:
Blaze above anything else wants to see his mountain liberated from the giants, and he is an ends justifies the means character in this. Whatever gives him the power to fight back better, he will take. Even if it does a further number on his body, and even if it requires a less chilvarous approach. If, however, it becomes apparent that completely destroying the giants is not a realistic goal, he will settle for killing the leadership and taking back at least part of it for whichever Ifrit might still remain or wish to return (as I don’t know too much about mount Ashpeak, I had him disappear for an unspecified amount of time so as to better fit the plot. He might have been gone for hundreds of years, leaving his entire tribe long gone). If others offer to help him achieve this, he will gladly repay them this favor. His overdose on volcanic ash has left his mind permanently scarred, and while it can tell him the immediate future, it can also cause him to babble incoherently about previous events someone else in his vicinity might have done instead. For safer readings, he often cuts off a piece of his flowing magma hair, watches it crumble to ash and then sniff that rather than the mountain’s. He carries a reptilian bird with him as his familiar, who tends to nestle against the warm hair to soak heat. When in a state of emotional distress, the colour of his fire elemental features adjusts accordingly (yellowish if calm, but becomes a hotter, blue flame hue as he becomes more agitated or embarassed). Stat sheet:
Blaze Carbide
Neutral Male Medium humanoid (human), outsider (native).
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(Favored class bonus not added yet). Fort +11, Ref +9, Will +13
-Usually, Blaze uses his threefold aspect level 4 spell for a 24 hour +2 dex and con enchancement bonus buff but at a -2 penalty to wis. Base Atk +6; CMB +5; CMD 16 Feats: 1. Spell focus (transmutation), 3. Greater spell focus: transmutation, 5. Heighten spell, 7. Preferred spell: slow, 9. Ambuscading spell, 11. Time stutter. 13. Either persistant spell (warning, excessively powerful and often not allowed for good reason…), opposition school research, or forest’s blessing (Choice depends on GM and Cleric preference – either more control or add some defensive buffs to share). Traits: Magical lineage: Slow, Roll with It (he sees it coming) Skills: Knowledge (arcana) + 25, Knowledge (dungeoneering) + 25, Knowledge (engineering) + 16, Knowledge (geography) + 13, Knowledge (history) + 18, Knowledge (local) + 25, Knowledge (nature) + 25, Knowledge (nobility) + 13, Knowledge (planes) + 25, Knowledge (religion) + 25, knowledge geography +13. Stealth: +14 (move silently= +16), escape artist +14, Fly +14 perception +19, (21 if sight-based), linguistics +13 (giant bonus language). *Skill breakdown: All skills above have the full 13 ranks, except for: History (6 ranks), geography 1 rank, engineering 5 ranks, nobility 1 rank. Favored class bonus benefits: 2x +1 hp, rest of FCB goes into extra spells to add to book = +11. Total wizard spells known = 7 at level 1, + all spells from patron = +7, 26 from level up, 13 from FCB = 51. Gear: 108000 gp. Headband with +6 with Skill points in stealth, escape artist, fly (36000), cloak of resistance +4 (16000), lesser extend metamagic rod (3000),lesser quicken metamagic rod (35 k), wand of infernal healing (750 g), wand of grease (750),wand of sure casting (750), spring loaded wrist sheet (10 gp housing both non-healing wands), sandals of quick reaction (4000). Bag of holding type 1 (2500 g). 4 x 1500 gp gem (for lesser wish), 50 x tanglefoot bag inside bag of holding (2500 g). Potion of remove blindness (750 g), scroll of see invisilbility (125 g), scroll of comprehend languages x 5 (125 g), eyes of the eagle (2500), wilderness gear + rations (+/- 50 g), dagger (2g), Scroll of invisibility x 3 (450 g). Masterwork tools x3, 150 g: dampened sandals (move silently) +2 stealth, magnifying lens in eyes of the eagle +2 sight-based perception, easiliy discarded clothing overlay (escape artist +2, once until re-donned). 800 gold left for spell pouch and assorted components. Languages Common, Dwarven, Ignan, Terran, Aquan, Auran, Giant.
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Level 0: All known.
* = Any spell of the same or higher level can spontaneously be converted into this list of spells for casting. -If the Cleric wishes to share defensive spells for the party, the added abjuration spells would include resist energy communal, protection from energy communal, life bubble and communal protection from arrows (=thrown rocks most likely). -If selected, I’ll add the exact configuration of currently prepared spells, for the sake of time I only did the actual known spells for now. I Intentionally avoided the more broken spells like simulacrum. The two summon spells he has in limited preparation are his only source of damage next to disintegrate but could also easily be removed if desired. --------------------
You must spend 2 slots to cast spells from the Abjuration and necromancy school.
Wildfire heart: +4 racial bonus to initiative, replaces ifrit fire resistance. Mostly Human: Count as both human and native outsider. Foresight Associated School: Divination
Forewarned (Su) Can always act in surprise rounds, also gain +1/2 level to initiative checks. Prescience (12/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn. Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Pact Wizard archetype abilities Effortless Magic (Ex)
Patron Spells
In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower. This ability replaces scribe scroll. Great Power, Greater Expense (Ex)
At 5th level, the pact wizard chooses one oracle curse, using 1/2 his character level as his effective oracle level when determining the effects of this curse. If an oracle curse would add spells to the oracle’s list of spells known, the pact wizard instead add those spells to the wizard’s spell list as well as to his spellbook. At 10th level, the pact wizard can invoke his patron’s power to roll twice and take the better result when attempting any caster level check, concentration check, initiative check, or saving throw. He can activate this ability as a free action before attempting the check, even if it isn’t his turn. He can use this ability a number of times per day equal to 3 + 1/2 his Intelligence modifier. At 15th level, when the pact wizard invokes his patron’s power to roll twice on a check, he adds his Intelligence bonus to the result as an insight bonus. When he applies metamagic feats to any spells he learned via his patron or curse, he treats that spell’s final effective level as 1 lower (to a minimum level equal to the spell’s original level). At 20th level, whenever the pact wizard invokes his patron’s power to roll twice on a check and his result is a natural 20, he automatically succeeds, regardless of whether or not a check of that type would normally allow an automatic success. This ability replaces the bonus feats a wizard gains at 5th, 10th, 15th, and 20th level. Oracle Curse: Wasting: -4 to charisma checks except intimidate, Immunity to sicken. Time patron: Can spontaneously expend prepared wizard spell of level X to cast these spells of the corresponding level instead (or one of the mentioned spells of a lesser level): 1: ventriloquism.
TANGLEFOOT BAG Reference stats:
POWER COMPONENT
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Party role moving forward:
Blaze is a strongly control-focused wizard featuring a plethora of transmutation spells to achieve this, backed up by good knowledge and decent stealth skills. His signature spell is slow, for which he will use tanglefoot bags as alchemical reagents to also apply the tanglefoot bag effect to targets that fail their save. He can also spontaneously cast any level 3 or higher spell into either slow or haste, among others, to go with the time theme. Most of his other transmutation spells are some variant of the ground reaching up to either ensnare or eat targets alive! He should excel if the party manages to get a surprise round, since along with his high initiative, this should allow him to either charm or debilitate at least 2 enemies before their turns come up. Time stutter also allows him to generate a surprise round for himself once per day. With disintegrate being a transmutation spell he can, in a pinch, deal good damage with it if the target fails the fort save. Since we’re going up against giants I expect their fort saves to be high, but the with the target DC being 28 (30 in a surprise round) there should be a chance it will hit every now and then. Failing that though, Blaze might have two or so prepared summon spells for the day but otherwise he is entirely dependant on his party members to do the actual damage. Low to no damage is his major weakness, I would say. His ideal teamup partner for killing things is a good ranged damage since he will attempt to lock down enemies from range. His magic school specialization (foresight) grants him the ability to see his next roll 12 times per day, which he can use to determine which spells to best use for the situation (Spell CMB checks, disintegrate). He also has foretell from his class abilities, which is a powerful Luck bonus to all party members to most of their rolls for 13 rounds per day. Essentially, the enemies are slowed and stuck while the party is quickened and can see what the enemy is going to do. A bit like a constant Atium effect from this Mistborn novels perhaps? |