Master Astrologer

Cabo Kreusch, the Toymaker's page

15 posts. Alias of Aipaca.


Full Name

Cabo Kreusch, the Toymaker

Race

| HP: 9/9 | Init +1, Per +2, SM +1 | AC/T/FF/CMD 11/11/10/11 | F+2 R+1 W+3 | Spell Points (5/6) | Augment 7/7 |

About Cabo Kreusch, the Toymaker

Cabo Kreusch, the Constructor
Humanoid (Human)
LN Male Human Incanter 1
Str 8, Dex 12, Con 15, Int 18, Wis 12, Cha 12
Init +1; Perception +2; Concentration +5
Languages: Common + 4
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Defense
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AC: 11, Touch: 11, Flat 10 (Dex +1)
HP 9/9 (6 class, 2 Con, 1 FCB)
Fort +2 (0 class + 2 Con), Ref +1 (0 class + 1 Dex), Will +3 (2 class + 1 Wis)
CMD: 10 (10 + 0 BAB + -1 Str + 1 Dex)
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Offense
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Base Atk +0
CMB: -1 (0 BAB + -1 Str)
Speed: 30 ft.
Melee: Wrench (Club) -1 (1d4-1; 20x2)
Ranged: Destructive Blast +1 touch (1d6)
Spell Points: 6/day
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Race:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans 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.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class:

Weapon and Armor Proficiency: An incanter is proficient with all simple weapons.
Casting: An incanter may combine spheres and talents to create magical effects. An incanter is considered a High-Caster. He may use either Intelligence, Wisdom, or Charisma as his casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Spell Pool: An incanter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: An incanter gains 2 magic talents at every odd level and 1 at every even level, according to Table: Incanter.
Bonus Feat: At 1st, 2nd, and every 2 levels thereafter, an incanter gains a bonus feat. This may be spent to gain an extra magic talent, or any feat which has casting as a prerequisite (Craft Item feats, metamagic feats, sphere focus, Circle Casting, etc.).
Incanter Specializations: At 1st level, an incanter may choose a series of specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the incanter’s bonus feats, as indicated by the chart below. Each specialization costs either 1, 2, or 3 specialization points. An incanter cannot have more than 5 points worth of specializations. An incanter uses their incanter level as their effective wizard, sorcerer, or cleric level when determining the power of these abilities.
== (2 points) Master of Creation: An incanter cannot possess both Master of Creation and Sphere Focus (Creation). At 1st level, you gain the Creation sphere as a bonus magic talent. If you already possess the Creation sphere you may instead select any Creation sphere talent as a bonus talent. Starting at 3rd level, any create effect you perform costs 1 fewer spell point than normal (to a minimum of 0). This spell point reduction is not applied to the creation of a casing for a creature. At 5th level, you gain a +1 bonus to caster level for create effects. This stacks normally with caster levels gained from other sources. At 8th level, you gain Exquisite Detail as a bonus magic talent. If you already possess this talent, you may instead select any other Creation sphere talent as a bonus talent.
== (3 points)Sphere Specialization (Enhancement): You specialize in a sphere of your choice. When specializing in a sphere, you gain that sphere as a bonus sphere (or a magic talent belonging to that sphere if you already possess the base sphere) and gain a +1 bonus to your caster level with that sphere. In addition, you also gain a series of abilities associated with that sphere, as detailed below.
=== Physical Enhancement: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five incanter levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you rest to regain spell points. At 20th level, this bonus applies to two physical ability scores of your choice.
=== Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five incanter levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your incanter level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your casting ability modifier.
=== Perfection of Self (Su): At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your incanter level (maximum +10) for one round. You may use this ability for a number of times per day equal to your incanter level.

Magical Talents:

Casting Tradition:
- Focus Casting: Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead. Cabo's Club is his focus.
- Magical Signs: Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.
- Somatic Casting (2): You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
1: (7 talents = 2 starting + 2 Incanter + 2 class + 1 feat)
- Creation Sphere (Drawbacks: Limited Creation (Alter), Material Mimic): Created Momentum, Distant Creation, Divided Creation, Expanded Materials (Classic Substances), Practiced Creation
-- Limited Creation (Alter): Choose either alter or create. You cannot use this ability, nor take talents which augment this ability. You may still gain Expanded Materials if you choose not to be able to create objects.
-- Material Mimic: In order to create or alter objects you must be in physical contact with another object that is composed of the material that will result from the effect and no more than three size categories smaller (e.g. to create a Medium iron object, you would need to be touching another iron object of Diminutive size or larger). If you possess Change Material then this restricts the materials you can change the targeted object into. If you possess the Fleshcraft advanced talent then you may not use your own body to produce fleshy objects, though you may use other creatures.
-- Create: As a standard action, you may spend a spell point to create a non-magical, unattended object out of vegetable matter such as wood, hemp, or cotton in either your hand or an adjacent square. The object may be of equivalent size to one Small object per caster level (see chart below) and lasts as long as you continue to concentrate, to a maximum of 1 minute per caster level. When creating an object you may spend an additional spell point to allow that object to persist for 1 minute per caster level without concentration. If the created object is especially large, it must begin in an adjacent square and must be completely contained within Close range. You cannot create items that require mixing, carry special properties, or knowledge you don’t possess (alchemical items, rare herbs, the key to a lock you didn’t create, etc.). A DC 15 Appraise check reveals the object as a magical fake. Fabricated objects have a lingering magical aura that can be detected as magic, although the objects themselves aren’t magical. While simple objects such as candles, folds of cloth, simple furniture, or basic weapons are easy to create; particularly complex objects (mechanics, crossbows, objects with moving parts) require a Craft check made against the object’s Craft DC. Failure means the object comes into being broken and unusable. You cannot create an object directly onto a target (summoning manacles onto someone’s wrists, etc.). Notes on Walls and Coverings: A section of 20 ft by 20 ft cloth is considered a Small object. A wall 10 ft by 10 ft and 1 inch thick counts as a Small object. Doubling the thickness counts as doubling the size. Notes on Casings: Creating a 1-inch thick encasement for a creature (such as a dome) counts as creating an object 1 size category larger than the intended target. Thus, a casing for a Medium creature is a Large object, a casing for a Large creature is a Huge object, etc. A creature is allowed a Reflex save to escape such an entrapment, and may attack or make Strength checks unimpeded against its own casing. Notes on Falling Objects: Objects that fall upon characters deal damage based on their size according to Table: Object Size. Objects made of stone or harder substances deal double damage, while objects such as cloth or water deal half damage. Also, an object falling less than 30 feet also deals half damage, while objects falling more than 150 ft deal double damage. These multipliers stack. A falling object takes the same amount of damage as it deals, and no falling object can deal more than 20d6 damage. Dropping an object on a creature requires a ranged touch attack, with a range increment of 20 feet.
-- Created Momemtum: When creating an object and dropping it on a target at the same time, the falling object never deals half damage, no matter how short the fall. Additionally, you may attack walls and other targets in this fashion, even if it would normally be impossible to drop an object on top of them, by hurling the created object sideways. The created object only needs to fall 75 ft. rather than 150 ft. to deal double damage.
-- Distant Creation: When you create an object, the object may appear anywhere within Close range. Objects that take up large areas must be completely contained within range. You may select this talent multiple times. Each time it is taken, increase the range by 1 step (Close to Medium, Medium to Long).
-- Divided Creation: When creating an object, you may create multiple objects within range. Each created object must be of the same general type (suits of armor, wall sections, catapults, etc.), and the object’s total size cannot exceed your maximum creation size. Alternately, you may create a single ‘object’ that would normally consist of a multitude of parts (i.e., if creating a tavern with this talent, it would appear with chairs, beds, barrels, etc.).
-- Expanded Materials (Classic Substances): When you create or alter an object, you may work with any non-harmful material with a hardness of 5 or less, including glass, ice, or leather. You may create water (3 cubic ft. equals a Small creature), but not gases or flesh. You may make objects with multiple materials, provided you can create all the materials required. As you gain caster levels, you also gain the ability to make steadily more materials, as detailed in the table below. Adamantine cannot be created or altered, except for the repair and destroy abilities. Note: Objects of stone or harder materials deal double damage when dropped on a target.
-- Practiced Creation: You may increase the casting time of any create effect by 1 step to reduce the spell point cost by 1 (to a minimum of 0)
- Destruction Sphere
-- Destructive Blast: As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack. When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast. You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).
Table: Destructive Blast Damage
Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6
- Enhancement Sphere (Drawbacks: Constructor): Animate Object, Mass Enhancement
-- Enhance: As a standard action, you may enhance a creature or object within Close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that doesn’t want to be enhanced (or an item in a creature’s possession that doesn’t want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. When you gain the enhancement sphere, you gain the following enhancement:
-- Animate Object: You may spend a spell point to enhance an object, bestowing movement and a semblance of life. The object obeys your command and understands your language, but as it is not intelligent, it can only obey simple commands such as ‘move’, ‘fight’, ‘guard’, ‘stop’, etc. If you animate an enemy’s weapon, the weapon cannot move and attack while it is being held, but the wielder must pass a Reflex save (DC 10 + 1/2 caster level + casting ability modifier) each round they hold the item or lose their action fighting their weapon for control. If you animate an enemy’s armor or clothing, the enemy becomes entangled and must pass a Reflex save each round or also be staggered that round. Animated objects are constructs, and gain Hit Dice according to their size. The maximum sized object you may animate depends on your caster level, according to Table: Animate Object.
-- Mass Enhancement: When bestowing an enhancement, you may spend an additional spell point to enhance an additional target per 2 caster levels (minimum: 1 additional). All targets must be within range and must receive the same enhancement (thus, if using the Deadly Weapon talent, you could only target weapons with this ability).

Traits and Feats:

T1:
T2:
F1: Enhanced Creation: When using create to create an object you may enhance the object with one enhancement you possess as part of the same action. You may concentrate on maintaining the enhancement and the creation as part of the same action. Any enhancement that would increase attack or damage also increases the attack roll and damage roll of the object if dropped on a target. If you possess Divided Creation you can only enhance one object created, unless you also possess Mass Enhancement, in which case you may target every object created regardless of your usual limits.
H1: Extra Magical Talent: Select and additional magical talent.

Skills:

Skills (2 class + 4 Int + 0 FCB)
Acrobatics: 1 (1 Dex)
Bluff: 1 (1 Cha)
Climb: -1 (-1 Str)
Diplomacy: 1 (1 Cha)
Disguise: 1 (1 Cha)
Escape Artist: 2 (1 Dex + 1 rank)
Fly: 1 (1 Dex)
Heal: 1 (1 Wis)
Intimidate: 1 (1 Cha )
Knowledge (Arcana): 8 (4 Int + 3 class + 1 rank)
Knowledge (Dungeoneering): 8 (4 Int + 3 class + 1 rank)
Knowledge (Planes): 8 (4 Int + 3 class + 1 rank)
Perception: 2 (1 Wis + 1 rank)
Ride: 1 (1 Dex)
Sense Motive: X (X Wis)
Spellcraft: 8 (4 Int + 3 class + 1 rank)
Stealth: 1 (1 Dex)
Survival: 1 (1 Wis)
Swim: -1 (-1 Str)

Background Skills (2/level)
Craft (Toys): 8 (4 Int + 3 class + 1 rank)
Knowledge (Engineering): 8 (4 Int + 3 class + 1 rank)

Equipment:

Weapons: Wrench Cane (Club)
Armour: None
Gear:
Money:

Biography/Background:

Cabo spent his life as a toymaker. Carving the small wooden bundles of joy that were the joy of the children of his town. However, as it's economic fortunes turned, the town began to have less and less need for a toymaker. Unable to support himself, Cabo turned his focus towards learning magic, but never forgot his toymaking roots. Now he travels, paying his services as a mage and carving his toys in his downtime. With the money adventuring affords him, he can now give away his toys, which brings him much more joy than selling them ever did.
In combat, Cabo summons animated toys from mid-air to accost his enemies, or hurls baubles at them in a pinch.