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About Chipi Cheriovitals:
HP:11/11 MP:6/6 AC:14=(1size,3Dex) BAB:1 CMD:13 CMB:0 Fort:+1 Refl:+3 Will:+5 Arcane Reservoir: 5 Tonkin Racial Traits:
Ability Score Racial Traits: Tonkins tend to be very agile and cunning in nature, but their small stature makes them weaker than most races. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Defense Racial Traits Fearless: Tonkins receive a +2 racial bonus on saves against fear spells and effects. Feat and Skill Racial Traits Sneaky: Tonkins gain a +4 racial bonus on Stealth checks. Magical Racial Trait Lantern Bearer: Tonkins are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a Tonkin has an Intelligence of 10 or higher, it may use light at will as a spell-like ability. Movement Racial Trait Swift as Shadows: Tonkins reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10. Offense Racial Traits Serrated Wound: When tonkins damage an opponent with a knife or dagger, they deal an extra 1d4 bleed damage. This ability does not stack with other special abilities, attacks, or items that allow them to deal bleed damage. Other Racial Traits Limited Telepathy: Tonkins are able to mentally communicate with any creature within 30 feet with whom they share a language. Senses Racial Traits Low-Light Vision: Tonkins can see twice as far as humes in conditions of dim light
Black Mage Traits:
Class Features All of the following are class features of the black mage. Weapon and Armor Proficiency: Black Mages are proficient with the dagger, sling, power rod, power staff, and quarterstaff, but not with any type of armor or shield. Heavier armor interferes with a black mage’s movements, which can cause his spells with somatic components to fail. Limit Breaks (Su): At 1st level, the black mage receives the Limit Breaks (Mana Wall and Ultima Beam). Mana Wall (Su): This Limit Break shields the black mage from damage by using his MP pool at a rate of 5 damage per magic point. This Limit Break lasts for a duration of 1 round + 1 round per four black mage levels after 1st and the black mage has no control over it. If the black mage is out of MP, the Limit Break ends prematurely and the black mage takes damage as normal. This limit break requires only a swift action. Ultima Beam (Su): This Limit Break allows the black mage to shoot a blast of energy in a line up to 60 feet. It deals 1d6 points of non-elemental damage per black mage level, a Reflex save (DC 10 + half of the black mage's level + his Intelligence modifier) for half damage. Spells: A black mage casts black magic spells which are drawn the black mage spell list. A black mage begins play with 2 1st level black mage spells of his choice. At each new black mage level, he gains one new spell of any spell level or levels that he can cast (based on his new black mage level). Like most mages, a black mage can find or purchase scrolls with spells to add to his repertoire. To learn or cast a spell, the black mage must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a black mage’s spell is 10 + the spell level + the black mage’s Intelligence modifier. In addition, a black mage gains additional MP for having a high attribute (Intelligence). Intuitive Thaumaturgy (Su): Beginning at 1st level, a thaumaturge can prepare two additional cantrips each day, and can prepare a third additional cantrip at 3rd level. The true power of the intuitive thaumaturgy takes effect later. Beginning at 5th level, whenever a thaumaturge gains access to a new spell level, he can choose a spell of up to the second highest level spell he can now cast. This spell is known as his intuitive spell. A thaumaturge can cast an intuitive spell a number of times per day equal to his Intelligence modifier without spending MP. Temporary increases or decreases to Intelligence do not affect the number of times per day a thaumaturge can cast his intuitive spells. Once a thaumaturge chooses an intuitive spell, he cannot change it. This spell cannot be modified by metamagic feats or abilities. The spell must be one gained from the black mage spell list, and not a spell gained through some other character class. This spell is otherwise treated exactly like any other spell the thaumaturge casts. This ability replaces black magery. Spell Proficiency (Ex): Black mages are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch. Cantrips: Black mages learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume MP and may be used again. Black mages begin with 4 0-level spells and gain an additional 0-level spell every three levels after 1st level. Arcane Reservoir (Su): At 2nd level, the thaumaturge gains the scholar's arcane reservoir class feature. The thaumaturge uses his black mage level as his scholar level for determining how many arcane reservoir points he gains at each level. This ability replaces elemental shield Thaumaturgy Exploit: At 2nd level and every four levels thereafter, the thaumaturge gains a single scholar exploit. The thaumaturge uses his black mage level as his scholar level for determining the effects and DCs of his scholar exploits. This ability replaces mage talents. Focused Spells (Su): At 3rd level, once per day the thaumaturge's understanding of spells allows him to increase his caster level by 4 for a single spell cast. He can do this twice per day at 10th level, and three times per day at 17th level. This ability replaces dark affliction Focused Caster (Ex): Beginning at 3rd level, a black mage may roll twice on any concentration check and take the higher result. Elemental Seal (Ex): Beginning at 4th level, a black mage can increase the potency of his next elemental spell as a swift action, so long as the casting time of the spell is 1 standard action or less. The next elemental spell the black mage casts deals half again as much damage as normal and any elemental resistance the target(s) of this spell has is lessen by half as well. He can use this ability once per day and every four levels thereafter, he gains an additional use. Arcane Surge (Ex): Beginning at 5th level, a thaumaturge may, once a day, cast a single spell as a swift action. The spell must have a casting time of 1 standard action or less, and the thaumaturge may not cast any other spell during the same round. The spell must be one gained from the black mage spell list, and not a spell gained through some other character class. The thaumaturge can use this ability twice per day at 10th level, three times a day at 15th level, and four times a day at 20th level. This ability replaces metamagic Enhancement Arcane Knowledge (Ex): Beginning at 7th level, a black mage adds half his class level (minimum 1) to all Knowledge skill checks. Innate Spells (Sp): As the black mage's mastery of magic grows deeper, he learns to cast a small number of spells without spending magic points. Beginning at 6th level, a black mage may select one 1st-level black magic spell he knows and is able to cast. He may now cast this spell once per day as a spell-like ability without needing to spend MP. The caster level for this spell is equal to the black mage's caster level. At 9th level and every three levels thereafter (12th, 15th, and 18th level), the black mage may select an additional spell which he can cast once per day as a spell-like ability. The maximum spell level which can be chosen at each of these intervals is indicated on the table below. Clear Mind (Ex): At 10th level, a black mage can regain his MP quicker. The black mage must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. The black mage regains MP equaling his Intelligence modifier per hour. Doublecast (Su): At 10th level, a black mage can cast two spells using one standard action. Both of the spells must have the same casting time. The black mage can make any decisions concerning the spells independently of each other. Any target affected by both of the spells takes a –4 penalty on saves made against each spell. A black mage receives a +4 bonus on caster level checks made to overcome spell resistance with these two spells. The black mage may use this ability once per day at 10th level and one additional time per day at 15th and 20th level. Loremaster (Ex): At 11th level, the black mage becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A black mage can choose not to take 10 and can instead roll normally. In addition, once per day, the black mage can take 20 on any Knowledge skill check as a standard action. Advanced Mage Talents: At 12th, and every two levels thereafter, a black mage learns further talents to assist him in manipulating spells and other forms of magic. He may choose one of the following advanced mage talents in place of a mage talent. Talents marked with an asterisk add effects to a black mage’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast. Selective Targets (Su): At 13th level, the black mage may select up to one target per point of Intelligence bonus to exclude from any area-of-effect spell cast, or double the number of targets affected by a spell. In the first application, the targets are engulfed in the effect, but do not suffer any of the effects. This is a target-based exclusion; other opponents sharing the excluded target's space are still affected by the spell. In the second case, when a spell description specifies an effect of "one creature per level," the black mage may instead affect up to two creatures per level. Sudden Metamagic (Su): At 15th level, the black mage may apply any single metamagic feat that he knows to a spell he is about to cast. This does not alter the level of the spell or the casting time. The black mage can apply a metamagic feat in this way a number of times per day equal to his Intelligence modifier. Bypass Spell Resistance (Ex): At 17th level, the black mage's command of magic is such that he may unravel a creature's natural resistance to magic. A black mage may reduce a target's spell resistance by his black mage level, once per day per target. In addition, a black mage ignores energy resistance equal to half his caster level. 1 MP Spell (Su): At 18th level, three times per day, as a free action, a black mage can reduce the cost of his next spell to 1 MP. The use of this ability cannot be used with metamagic feats. Shaped Area (Su): At 19th level, a black mage can alter areas of effect for spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5 ft. cube. Furthermore, any shapeable spells have a minimum dimension of 5 ft. instead of 10 ft. He can use this ability a number of times per day equal to 3 + his Intelligence modifier. Black Wizard (Su): At 20th level, a black mage becomes the pinnacle of black magic. The black mage gains the following abilities: Any enfeebling spells cast removes one beneficial spell of the highest level with a successful caster level check against the caster of the spell.
Black Mage Spells:
0-Elemental Orb, Detect Magic, Read magic, Shadow Orb, 1- Thunder, Blizzard, Flame Breath
Scholar Exploits:
Potent Magic (Su): Whenever the scholar expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell's DC, it increases by 2 instead of 1. Skills/Feats/Traits:
Appraise (Int), Craft (weapons)(Int),2/3/3 Fly (Dex), Knowledge (arcana) (Int),2/3/3 Knowledge (history),2/3/3 Linguistics (Int),2/3/3 Profession (Wis), Spellcraft (Int),2/3/3 Stealth* (Dex),2/3/8 Use Magical Device (Cha),2/1/3(+2 materia) *Non-class skill* Feats
Traits
Artisan
Equipment:
Dagger, Quarterstaff, Hooded Lantern, Oil(20), a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin |