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About Coranthillion BrightburnBackground:
10 Minute Backstory:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged! 1. Coranthillion is a bit eccentric and looks for opportunities to show his flair. 2. 3'7, 37 LBS, Always dressed formally for performances, Coranthillion wears a tuxedo with a top hat. His youthful appearance is deceptive of his true age and his teal hair hangs loose down to his shoulders. 3. Virgil is prideful, vain, and--slightly--xenophobic. 4. Virgil dresses in greens and silvers. Scorpions adorn most of his clothing in various styles. 5. Virgil is a gypsy 1/2 orc. Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game. 1. Virgil desires.....everything!...jk...he does desire all the finer things offered in this life. 2. I would like to see Virgil redeemed.... Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Religion:
Brigh The Whisper in the Bronze Gods and Magic, p. 45 Pathfinder.wikia.com/wiki/Brigh Details Alignment N Areas of Concern: Invention, Clockwork Domains: Artifice, Earth, Fire, Knowledge Favored Weapon: Light Hammer Crunch:
Coranthillion Brightburn Male Gnome Mystic Warrior 6 NG Small humanoid (gnome) Init +6; Senses Low-light Vision; Perception +14 -------------------- Defense -------------------- AC 16, touch 14, flat-footed 13 (+2 armor, +0 shield, +0 deflection, +3 Dex, +0 natural, +0 dodge, +1 Size) hp 42 (6d8+6) Fort +6 Ref +5, Will +8 -------------------- Offense -------------------- Speed 20 ft. Melee +1, Adamantine Scimitar +9 (1d4+3 18-20/x2) Range Special:
Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects = 6. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess = 3d6+3. This attack bypasses an amount of damage reduction and hardness equal to your cleric level = 6. You can use this ability a number of times per day equal to 3 + your Wisdom modifier = 6. Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier = 24. Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level = 6. You can use this ability for a number of rounds per day equal to your cleric level = 6. These rounds do not need to be consecutive. --------------------
Traits: Heirloom Weapon, Merciful Scimitar
Other Gear Adamantine +1 Scimitar 4 lbs
Outfit, Traveler's 5 lbs Inquisitor's Kit 34 lbs
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Wealth 54 gp 9 sp
Class:
Mystic Warrior (Inquisitor Archetype) The Mystic Warrior uses the disciplines of the Tovenaar to tap into the divine power of her enemies, using their own abilities against them on the battlefield. Alignment: An inquisitor’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis. Hit Dice: d8. Class Skills The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 6 + Int modifier. Weapon and Armor Proficiency An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields). Spells Known Level Spells Known
Spells per Day Level Spells Known
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier. An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.) The Mystic Warriors martial focus comes at the detriment of their spellcasting, and consequently they learn one less spell per level. Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Mystic Domains: Artifice, Knowledge Judgement 2/day Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness). Monster Lore: adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Stern Gaze: morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). Conductive: has no duration restriction, and can only be used to channel her domain powers. Cunning Initiative:adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Detect Alignment: At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. Track: adds half her level on Survival skill checks made to follow or identify tracks. Mystic Spellsage: Bane: imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive. Discern Lies: can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action. Spellsage Spell:
Spells Known:
0 Level Brand Creates permanent brand on target creature. Detect Magic Detects spells and magic items within 60 ft. Light Object shines like a torch. Resistance Subject gains +1 bonus on saving throws. Sift See area as though examining it. 1st Level Burst Bonds 1d6 damage/level (max 5d6) to restraints. Shield of Faith Aura grants +3 deflection bonus. Vocal Alteration Disguise target's voice. Spellsage- Cure Light Wounds Cures 1d8 damage + 1/level (max +5). Artifice- Animate Rope Makes a rope move at your command. Knowledge- Comprehend Languages You understand all spoken and written languages. 2nd Level Acute Senses Subject gains a bonus on Perception checks. See Invisibility Reveals invisible creatures or objects. Tongues Speak and understand any language. Spellsage- Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10). Artifice- Wood Shape Reshapes wooden objects to suit you. Knowledge- Detect Thoughts Allows “listening” to surface thoughts. Spell Descriptions:
0 Level Brand
CASTING
EFFECT
DESCRIPTION
Detect Magic
CASTING
EFFECT
DESCRIPTION
1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Spell or Object Aura Power
Original Strength Duration of Lingering Aura
Detect magic can be made permanent with a permanency spell. Light
CASTING
EFFECT
DESCRIPTION
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. Resistance
CASTING
EFFECT
DESCRIPTION
Resistance can be made permanent with a permanency spell. Sift
CASTING
EFFECT
DESCRIPTION
1st Level Burst Bonds
CASTING
EFFECT
DESCRIPTION
You can also target a creature that is grappling or otherwise restraining you (such as by adhesive or the swallow whole ability) with the spell. You don't need to make a touch attack to use burst bonds against a creature, and you can cast this spell without making a concentration check while grappled or pinned. The creature does not take damage as above. If you are grappled and your target fails its save, you may make an immediate attempt to break the grapple (but not reverse it) as a free action, with a +1 luck bonus to your CMB per caster level (maximum +5). If the target creature fails its save and you are restrained by an ability that originally allowed a Saving Throw, burst bonds allows a new Saving Throw with a +1 luck bonus per two caster levels (maximum +5). Shield of Faith
CASTING
EFFECT
DESCRIPTION
Vocal Alteration
CASTING
EFFECT
DESCRIPTION
The target can vary the disguised voice just as it could its normal voice. For example, a halfling female given a male dwarf noble’s voice and accent could speak in falsetto, with a rural halfling accent, and so on. Cure Light Wounds
CASTING
EFFECT
DESCRIPTION
Animate Rope
CASTING
EFFECT
DESCRIPTION
The possible commands are "coil" (form a neat, coiled stack), "coil and knot," "loop," "loop and knot," "tie and knot," and the opposites of all of the above ("uncoil," and so forth). You can give one command each round as a move action, as if directing an active spell. The rope can enwrap only a creature or an object within 1 foot of it - it does not snake outward - so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check. The rope itself and any knots tied in it are not magical. The spell cannot affect objects carried or worn by a creature. Comprehend Languages
CASTING Casting Time 1 standard action
EFFECT Range personal
DESCRIPTION You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. 2nd Level Acute Senses
CASTING
EFFECT
DESCRIPTION
See Invisibility
CASTING
EFFECT
DESCRIPTION
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see. See invisibility can be made permanent with a permanency spell. Tongues
CASTING
EFFECT
DESCRIPTION
Tongues can be made permanent with a permanency spell. Cure Moderate Wounds
DESCRIPTION
Wood Shape
CASTING
EFFECT
DESCRIPTION
Detect Thoughts
CASTING
EFFECT
DESCRIPTION You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting. 3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts. Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Racial Traits:
Gnome Racial Traits Abilities: +2 Constitution, +2 Charisma, and –2 Strength. Type: Gnomes are Humanoid creatures with the gnome subtype. Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Feats:
1) Weapon Finesse (Combat) Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. 3) Dervish Dance (Combat) Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar. Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand. 5) Craft Wondrous Item (Item Creation) Prerequisite: Caster level 3rd. Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. Traits:
Heirloom Weapon (Equipment) You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family. Benefit: proficiency with that specific weapon: Scimitar Merciful Scimitar (Combat) You learned to cut foes with a scimitar without killing them. Benefit(s): You can deal nonlethal damage with a scimitar without taking a penalty on your attack rolls. Equipment:
Adamantine +1 Scimitar 4 lbs Greater Hat of Disguise - lbs Bracers of Armor +2 1 lb Outfit, Traveler's 5 lbs Inquisitor's Kit 34 lbs
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