Jozan

Brother Kairon Daaltin's page

1 post. Alias of Syrus Terrigan.


Full Name

Kairon Daaltin

Race

HP 30/30 | AC 15 (11 t, 14 ff) | CMB +5, CMD 16 | F +5, R +2, W +5 | Init +1 | Perc +4, SM +2

Classes/Levels

| 30' | Surgery 4/5 | Fire Bolt 5/5 | Channel 5/5 | Spell Points: 7/7 - 4 Life/2 Fate/1 Destruction | Active Conditions: --

Gender

Male NG Human Sarenite Cleric 3

Strength 16
Dexterity 13
Constitution 14
Intelligence 9
Wisdom 15
Charisma 15

About Brother Kairon Daaltin

www.spheresofpower.wikidot.com -- this is our source material.

I apologize for the rather scattershot presentation, both here and on the above website, but this is aimed more at sparking interest than providing exhaustive detail. Everything included in the spoilers below is, essentially, a step-by-step build of a pure conversion of the Kairon Daaltin in MendedWall12's PbP, but tweaked to account more for his status as "3/4 frontliner".

Domains, Casting Traditions, and Drawbacks:

Domains/Subdomains: Fire, Medicine (Nature [fire geomancing], Life)
Class Conversion Drawbacks: Divine Petitioner casting tradition -- Prepared Casting, Focus Casting, Verbal Casting; Aligned Combatant (Destruction), Aligned Protection (Protection)
Optional Drawbacks: Magical Signs, Somatic Casting

Spheres/Talents:

Level One Spheres/Talents (2 bonus + Life/Death + domain):
-- Life - not optional, obviously, for a Sarenite (replaces spontaneous casting)
-- domain - The fire geomancing provided by the Nature sphere is the option allowed by DDS rules, but is unappealing; the Medicine domain quite obviously matches with the Life sphere, which Kairon already has, but playing a dedicated healer means this is more appropriate --> Ranged Healing (use invigorate, cure, or restore at Close range)
-- bonus 1 - Destruction {Aligned Combatant, Energy Focus sphere-specific drawbacks}: Searing Blast, Fire Blast (with the goal of utilizing the Admixture talent to maximize options later)
-- bonus 2 - At this point, the most appealing options are either Fate or Protection. Having an alignment-keyed drawback to Protection evokes some serious reservations, since moral questions can be so . . . complicated; the Serendipity Consecration from the Fate sphere matches with a preferred spell, bless, and so gets the nod. --> Fate

Level Two Spheres/Talents (1):
-- Energy Blade: being able to stack a destructive blast and its riders onto a melee attack once per turn or use that same blast at a range of 30' while still being able to utilize Combat Reflexes during the off-turn is great action economy. Sold!

Level Three Talent (Life):
-- Restore Health: adding another die of efficacy to my cure ability and being able to halt a poison or disease with restore is perfectly useful; too bad it doesn't allow a Blessed Surgery Heal check in tandem with it! It's still just a bit early to move for Mass Healing, given that a 2d6 channel is still somewhat relevant.

Action Economy Analysis:
All of the following effects may be accomplished with the use of a standard action, unless otherwise indicated

Using No Spell Points:
Destruction sphere:
-- destructive blast: ranged touch attack +3, range 30', 2d6 magic & bludgeoning damage
-- searing blast: as above, but 2d8 fire damage
-- fire blast: as above, but 2d6 fire damage, and damaged target(s) must make a DC 13 Reflex save or catch fire
-- destructive blade: +7 longspear attack, 10' reach, 1d8+4/x3 piercing + 2d6 magic & bludgeoning
-- searing blade: as destructive blade, but + 2d8 fire damage
-- fire blade: as destructive blade, but + 2d6 fire damage and the target must make a DC 13 Reflex save or catch fire

Life sphere:
-- invigorate: 30' range, grant 3 temporary hit points for 1 hour

Fate sphere:
-- serendipity: 20' radius, allies gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws

Using One Spell Point:
Destruction sphere:
-- as any previously described Destruction sphere effect, but change damage to 1 die per caster level

Life sphere:
-- cure: range 30', heal a target of 2d8+3 damage
-- restore: range 30', all of the following:
heals 1d4 points of ability damage to one ability score of your choice.
removes the fatigued condition or lessens exhaustion to fatigued.
removes the sickened condition or lessens nauseated to sickened.
removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
removes the staggered condition.
removes the dazzled condition.
allows a magical skill check at +3 against the DC of any poison or disease suffered by the target; success removes the disease/poison,
but does not reverse any of its effects

Fate sphere:
-- hallow: 30' range, 30 round duration, grant a target a +1 sacred bonus to attack rolls, AC, and saving throws made against evil opponents; the target also gains immunity to mental control due to magical effects from evil opponents for the duration (this does not expel a controlling life force -- as in possession --, but does prevent its control over the target)
-- serendipity: as serendipity above, but the duration increases to 3 rounds