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About Christaph Von ArchaosReason to search for the princess: She is his pupil. He feels responsible for her and respects the value she has to the nation. He is driven to make her a perfect leader, with the secret goal of turning her into an Elan if she is worthy and establishing an immortal monarch on the throne of Ambervale, feeling he missed his chance to do so with Bene, as he had not known at the time that she was immortal, nor had he yet become an Elan. Appearance: Average height and slim build. He has short dark hair and blue eyes, though they often glow and are pupiless. He has white markings on his whole body including his face that glow with energy when he uses his magic. He usually wears dark blue or black arcane robes with a hood. Backstory:
Born Kriss Cob to a cobbler and castle maid, the mischievous lad roamed the castle when he wasn’t put to work scrubbing pots in the castle kitchen. He enjoyed hiding in the stables and scaring the old stable hand Loddy who was older than the hills. Around his sixth summer, Kris’ father was conscripted for a minor war between their liege, House Archaos and another noble house. This was the last he would see of his father who was killed on the first day in the first battle. That winter, his mother died of disease and broken heart.
Kris was made a ward of House Archaos, and the house wizards discovered his magical potential. Enrolled in the renowned Magic Academy in the heart of Ambervale, this unassuming child soon amazed all of his teachers, uneducated from a common family, yet his capacity to learn was unmatched, surpassed his classmates quickly and he was diagnosed as a psychic, and a sorcerer teacher at the academy called master Groff, identified him as a rare psychic sorcerer, explaining that he had a recessive psionic bloodline. During this time he befriended the young girl Bene, who would later marry the king of the nation and become queen, they developed a fast friendship as she also possessed an uncanny amount of knowledge for one her age. When they graduated Bene went to court and began her political career as she was wont to do. At this time, a colleague and professor at the academy gave Kris contact information for a secretive sect of a psychic race called Elans. Studying under them, he shocked the Shadow council with his innate ability. The council made him an Elan a process which usually strips the new member of the race of their memories of the previous person they were, Kris kept much of his memories, the council told him that something went both terribly wrong and terribly right with the ceremony, the usual transformation was more dramatic for him leaving visible marks on his skin that would brim with psionic energy, but allowing him to keep his memories. When he returned to Ambervale, he was twenty two, and had ceased to age. The ritual did affect his personality, replacing his carefree nature with a more serious and focused ken. At this time his friend Bene was the newly wed queen of the nation and she welcomed her friend to the court, granting him an advisory role and officially making him a lesser noble of house Archaos. He had advised her and her husband until their deaths and continued to advise Bene’s daughter and to teach her granddaughter. He was a loyalist and patriot of Ambervale and house Archaos. crunch:
Christaph Von Archaos
Male elan psion 5/sorcerer 5/gestalt 5 (Ultimate Psionics 49) LN Medium humanoid (aberrant) Init +1; Senses Perception +6 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 32 (5d6+10) Fort +3, Ref +3, Will +6; +2 vs. mind-affecting Resist mental resistance +2 -------------------- Offense -------------------- Speed Bloodline Spell-Like Abilities (CL 5th; concentration +8) 6/day—psychic strike (1d6+2) Sorcerer Spells Known (CL 5th; concentration +8) 2nd (5/day)—blur, id insinuation I[OA] (DC 15), invisibility 1st (7/day)—alarm, burning disarm (DC 14), color spray (DC 14), erase, mind thrust I[OA] (DC 14) 0 (at will)—detect magic, detect poison, ghost sound (DC 13), light, mage hand, read magic Bloodline Psychic Psion Powers Known (power points 39, ML 5th; concentration +13) 3rd—concussive onslaught (DC 18), mindhunter 2nd—brain lock (DC 17), control sound, mass missive, swarm of crystals 1st—entangling ectoplasm, inertial armor, mind thrust (DC 16), mindlink, vigor 0 (at will)—conceal thoughts, detect psionics, distract (DC 15), sense poison -------------------- Statistics -------------------- Str 7, Dex 12, Con 12, Int 20, Wis 12, Cha 16 Base Atk +2; CMB +0; CMD 11 Feats Combat Manifestation, Empower Power, Eschew Materials, Extend Power, Overchannel, Psion Weapon Proficiencies, Psionic Talent, Talented Skills Appraise +13, Artistry (literature) +6, Artistry (musical composition) +6, Artistry (philosophy) +6, Autohypnosis +8, Bluff +11 (10 vs non-elans.), Craft (calligraphy) +15, Diplomacy +11 (10 vs non-elans.), Disguise +3 (2 vs non-elans.), Intimidate +7 (6 vs non-elans.), Knowledge (arcana) +9, Knowledge (history) +13, Knowledge (local) +9, Knowledge (nobility) +13, Knowledge (planes) +9, Knowledge (psionics) +9, Knowledge (religion) +9, Linguistics +10 (+15 to Linguistics checks to identify forgeries, +12 to make forgeries), Perception +6, Profession (scribe) +6, Sense Motive +9, Spellcraft +13 Languages Azlanti, Celestial, Common, Dwarven, Elven, Garudan, Gnome, Halfling, Infernal, Kelish, Varisian SQ bloodline arcana: psychic, discipline (telepathy [telepath]), mental intrusion, repletion, resilience, resistance, talents Combat Gear sorcerer's robe[UE], wand of cure light wounds, invisible ink, superior[UE]; Other Gear cloak of resistance +1, spectacles of understanding[UE], backpack, bedroll, belt pouch, cold weather outfit, courtier's outfit (3), fashionable accessories, flint and steel, forger's kit[UE], journal[UE] (3), masterwork artisan's tools, masterwork tool, noble's outfit, portrait book[APG], prismatic crystal[OA], scholar's outfit, torch (10), trail rations (5), traveler's outfit, waterskin, 96 gp -------------------- Special Abilities -------------------- Bloodline Arcana: Psychic Your sorcerer spells and spell-like abilities count as psychic, and you use T & E instead of V and S Combat Manifestation +4 to Concentration checks to manifest power while on the defensive. Empower Power Numeric effects of a power are increased 50%. +2 Power Points. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Extend Power You can manifest powers that last longer than normal. Mental Intrusion (Ex) At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power's save DC. Mental Resistance +2 (Ex) +2 save vs. mind-affecting Overchannel Take 1d8 to gain +1 manifester level. Psionic Talent Gain 2 or 1 extra power points. Psychic Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon. Psychic Strike (1d6+2, 6/day, DC 15) (Sp) As a standard action, ranged touch attack deals damage to foe and leaves it shaken Repletion (Su) Spend 1 power point to go without food or drink for 24 hours. Resilience (Su) Spend 1 or more power points to reduce damage. Resistance (Su) Spend 1 power point to gain +4 bonus to saves. Talented You can overchannel powers with less cost to yourself. Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics. Telepathy (Telepath) A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease. |