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About Denat LeroungBackground:
Denat is a minor scion from the Leroung family. He was definitely not a tiefling but rumors were flying about his mother and he was lucky to be sent as an apprentice to Hargan Stonebound. Was it luck, fate or something else ? He found in the old dwarf wizard what his family had never given him and soon became a loyal assistant and the closest thing to a friend. Then it was easy for the old dwarf to speak of Lissala and the small "cult". Denat had no loyalty nor fondness to the church of Asmodeus (in fact, even if he quickly developped an affinity for conjuration he's still reluctant to invoke evil outsiders) and those new lessons were like opening a door in his mind. The young man found himself fascinated by the myths, legends and histories about the Thassilonian empire.
Physically, he's rather exotic for a cheliaxan, with almond eyes, dark red hair, expressive brows and a darker, nearly olive, skin tone than his fellow students. He took to wear goggles to hide his deep purple eyes (legacy from an obviously foreign ancestor) after several incidents when he didn't like what was told about his mother. The last of those incidents was just before Hargan took him as an apprentice and now, Denat seems to be inclined to get rid of the glasses. When in society he can seem shy but when he finds himself with his master or the other apprentices he becomes jovial and nearly reckless. When his mentor told him of his dream of a kingdom, Denat was already packing his bags before Hargan finished his speech. During the last years, he began to develop a personal theory linking the cult's teachings and the principles of the Prophecies of Kalistrade. He usually wears spotless white linen robes (he refuses to wear silk, even knowing it's not required by the goddess' teaching) and full-length white gloves, now adorned with serpentines motives and Sihedron decorations since he left Cheliax. Defense:
AC 18, touch 18, flat footed 16 (+2 Dex, +6 Enduring Armor) HP 51 (8 HD ; 6+7d6+8 favored +3x3mythic) Fort +3, Ref +5, Will +6 (+1 resistance) Offense:
Speed 30 ft Melee Bec de corbin +3 (1d10-1, X3, brace, reach) Ranged Light crossbow +6 (1d8, 19-20) Special attacks :
Arcane school spell like abilities (CL 8th, concentration +16)
Conjurer spells prepared (CL 8th, concentration +16)
Opposition schools : None (Base : Illusion, Evocation) Statistics:
Init +5 (+2 Dex, +3 mythic) Senses Perception +7 Str 8, Dex 14, Con 10, Int 26 (18 base, +2 racial, +1 lvl 4, +2 enhancement, +2 mythic, +1 lvl 8), Wis 8, Cha 12 BAB +4, CMB +3, CMD 15 Feats:
Scribe scroll (bonus), Fast Learner (1st), Skill focus Spellcraft (race, focused study), Spell focus Conjuration (3rd), Martial weapon proficiency : Bec de corbin(5th), Craft wondrous item (5th, bonus), Cypher script (Knowledge : history bonus), Mythic spell lore (mythic feat), Augment summoning, Mythic Augment summoning, Skill focus Diplomacy (focused study) Skills:
Spellcraft +22 (8 ranks +8 Int, +3 class, +3 skill focus) ; +2 when making an item Knowledge (history)+19 (8 ranks +8 Int, +3 class) Knowledge (arcana)+19 (8 ranks +8 Int, +3 class) Knowledge (nature)+19 (8 ranks +8 Int, +3 class) Knowledge (planes)+19 (8 ranks +8 Int, +3 class) Perception +7 (8 ranks, -1 Wisdom) Diplomacy +12 (8 ranks +1 Charisma, +3 skill focus) Craft (alchemy)+19 (8 ranks +8 Int, +3 class) ; +2 when making an item Linguistics +19 (8 ranks +8 Int, +3 class) Fly +13 (headband) Profession (merchant) +10 (8 ranks -1 Wisdom, +3 class) Appraise +19 (8 ranks +8 Int, +3 class) Untrained :
Class and mythic abilities:
Arcane bond (cat familiar) Summoner's charm (4 rounds) Hard to kill (Mythic) : (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score. Amazing initiative (Mythic) : +3 Initiative Harmonious mage(Su): Your wizardly studies have moved beyond the concept of opposition schools. Select two opposition schools. These are no longer opposition schools for you, preparing spells from one of these schools now only requires one spell slot of the appropriate level instead of two, and you no longer take the -4 Spellcraft penalty for crafting items from an opposition school. Enduring armor (Su) : You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action. Beyond morality (Ex) : You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your clas ses, you might still lose acces s to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment. Mythic spells known : Grease, Web, Hydraulic torrent Spellbook:
* : Advanced player guide ** : Ultimate magic *** : Ultimate combat **** : Inner sea magic 61 pages left. Cantrips : Resistance, Acid splash, Detect magic, Detect poison, Read magic, Daze, Bleed, Disrupt undead, Touch of fatigue, Mage hand, Mending, Message, Open/close, Arcane Mark, Prestidigitation 1st level : Grease, Obscuring mist, Unseen servant, Protection from evil, Shield, Snapdragon fireworks**, Comprehend languages, Mount, Air bubble***, Protection from chaos 2nd level : Summon monster II, Create Pit*, Web, Dust of twilight* 3rd level : Ice spears****, Spiked pit* Blessed book:
947 pages left Cantrips : Resistance, Acid splash, Detect magic, Detect poison, Read magic, Daze, Dancing lights, Flare, Light, Ray of frost, Spark, Ghost sound, Bleed, Disrupt undead, Touch of fatigue, Mage hand, Mending, Message, Open/close, Arcane Mark, Prestidigitation 1st level : Protection from Chaos, Protection from Evil, Shield, Grease, Mage armor, Mount, Obscuring mist, Snowball, Summon monster I, Unseen servant, Comprehend languages, Windy escape (ARG) 2nd level : Summon monster II, Create Pit*, Web, Dust of twilight* 3rd level : Ice spears****, Spiked pit*, Summon monster III, Swipe, Hydraulic torrent 4th level : Black tentacles, Summon lesser genie, Phantom chariot
Zekat:
Gear:
Belt : Body : Chest : Eyes : Feet : Hands : Head : Headband : Headband of vast intelligence +2 (crafted, CL 8th, DC 18) Neck : Shoulders : Scarf of resistance +1 (crafted, CL 5th, DC 10) Wrists : Slotless : Handy haversack (crafted, CL 9th, DC 19), Blessed book (crafted, CL 7th, DC 17) Equipment : Chronicler's supplies (map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord) Mess kit, Soap, Shaving kit (straight razor, whetstone, small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves), Grooming kit (comb, scissors, nail file, sponge, hairbrush, miniature mirror, soap, chewing stick, tooth powder), Spell component pouch Bec de corbin Holy symbol of Lissala (Sihedron rune worth 100 gp) Druman courtier's outfit (with jewelry) Alchemist's outfit 2673 gp and 72 sp Potion of cure moderate wounds Tanglefoot bag Antitoxin |