Vardalel Prennder

Duatha Sunshear's page

88 posts. Alias of Dennis Harry.


Race

W1/C1 | HP 15 | AC 12 | CMD 15 | F+2| R+2 | W+4 | Per +3

About Duatha Sunshear

Duatha Sunshear
Cleric 1 (Herald Caller)/Wizard 1
Qualinesti Elf

Strength 16 (16)
Dexterity 14 (12)
Constitution 10 (12)
Intelligence 20 (18)
Wisdom 13 (13)
Charisma 11 (11)

Alignment - N

HP = 15 (8 HD [1] 6 HD [1] + Favored Class Wizard +1)
AC = 12 [Dexterity Modifier]

Initiative - N/A

Base Attack +0

Melee Attack – Masterwork Long Sword - +4 – 1d8+3

Ranged Attack – Masterwork Composite Long Bow (3) - +3 – 1d8 +3
CMD – 15
CMB – +3

Fortitude +2
Reflex +2
Will +4

Special Abilities:

Wizard

Cantrips, Scribe Scroll (Feat), Arcane Bond (Sword), Arcane School (Conjuration [Teleportation])

Conjurer [Teleportation sub specialty] – Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Dimensional Steps (Sp) At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Opposition Schools – Divination & Enchantment

[Prerequisites for PRC- Spellcraft 7 Ranks, Spell Focus (any), Any 2 Item Creation OR Metamagic Feats, Base Will save +4, & pass Test of High Sorcery.]

Elf

Elven Magic - Qualinesti elves receive a +2 racial bonus to caster level checks made to overcome spell resistance. In addition, they receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Open-Minded: Qualinesti elves receive a +1 racial bonus to all Diplomacy and Sense Motive skill checks. Weapon Familiarity: Qualinesti elves are proficient with longbows (including composite longbows), longswords, rapiers, soris, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in the name as a martial weapon

Cleric

Aura – None, he is True Neutral. Orisons. Channel Energy (Heal) – 1d6 (Will save DC 11).

Spontaneous Casting - Channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Call Heralds - A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.

Divine Heralds - A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Clerics), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template.
Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.
Mighty Heralds - At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster). At 8th level, she gains Superior Summoning as a bonus feat.

Liberation Domain

Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom’s Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Domain Spells: 1st—Remove Fear

Feats:
W 1 – Scribe Scroll

1 – Sacred Summons - The minions of your divine patrons stand ready to answer your call. Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round

[To Be Taken at Level 3 - Heroic Surge [Benefit: You may take an additional move or action, either before or after your regular actions. You may use Heroic Surge once per day based on your character level, but never more than once per round. 1st-6th level, once per day; 7th-14th level, twice per day; 15th-20th level, three times a day]].

Trait – Focused Mind – Having trained with Wizards among the elves, Duatha’s focus is precise, even more than that of even a normal Wizard - +2 to Concentration checks.

Skills: 16 (2+5 Wizard – 4+5 Cleric) [Ranks]
Climb
Diplomacy +5 [1]
Fly
Knowledge Arcana +10 [2]
Knowledge Dungeoneering +9 [1]
Knowledge Local +9 [1]
Knowledge Nature +9 [1]
Knowledge Religion +10 [2]
Perception +3 [2]
Sense Motive +6 [1]
Spellcraft +10 [2]
Stealth +3 [1]
Survival +3 [2]

Background Skills: 4 [Ranks]
Appraise
Craft
Knowledge Engineering +9 [1]
Knowledge Geography +9 [1]
Knowledge History +9 [1]
Knowledge Nobility +9 [1]
Linguistics
Profession

Languages – Common, Elven, Dwarven, Goblin, Ogre, Sylvan, Solamnic.

Concentration +9

Wizard Spells:
0th – 3 - Detect Magic, Mage Hand, Acid Splash
1st – 3 +1 – (Mage Armor) Burning Hands, Blend, Gravity Bow

[Spellbook – All 0th. 8 1st - Burning Hands, Blend, Gravity Bow, Shield, Grease, Mage Armor, Ear Piercing Scream, and Cause Fear]

Cleric Spell:
0th – 3 – Detect Poison, Guidance, Stabilize
1st – 2+1 – Abundant Ammunition, Sanctuary, (D) Remove Fear

Equipment:
Bandolier (5 Daggers), Backpack, Waterskin (2 – 1 wine – 1 water), Antitoxin (Vial), Quiver (20 Arrows), Wooden Holy Symbol (Gilean)

8 GP

Magical Equipment: None

Description:

Duatha is a burly muscular elf. No one would mistake him for an Elven Male who would be a Wizard but that is exactly what he is.

He dresses like an elven wayfarer and resorts to steel and bow before he will show his hand at magic in a fight, Duatha knows that Wizards still are not well liked and until he either passes the test or increases in his abilities, he would do well to keep his studies of magic private.

Background:

Duatha’s father was a magic-user as was his grandfather. His martial training included facing off against those who would use magic against him and so he understood spell duels quite well as well as the power of magic. Still, he had no heart in following the family line.

As a young man his focus was on martial training until the Dragonarmies swept through Qualinesti. When both his father and grandfather fell defending the retreat of the young he knew that it was his responsibility to continue the proud family tradition.

But, the limitations of their magic vexed him, especially in the face of the clerical might of the followers of Takhisis. So as he learned he began to expand his magical horizons, re-considering the limits of arcane might, it was then that on the road away from Qualinesti that he met a cleric of Gilean. This was magic that could be blended with his style of fighting, martial prowess meets divine might! Duatha accepted the teachings of Gilean even though his people had long revered Paladine and his allies and children.

The retreat of he and his Mother was joined by his cousin Aeleni. Though they had never been particularly close, this trip strengthened their familial ties though Duatha did not even share with her his new found path of balance with the Gods of Neutrality.

Upon the return to Qualinesti in the ruins of his home Duatha discovered the sword that had been handed down from generation to generation. Though not magical per se, it had been bonded to his forefathers for generations. Seeing it unscathed and in his hands his Mother wept. His newfound faith still hidden from his family, his Mother begged him to take the mantle of his own bloodline and become a Wizard, his intellect showed, according to his Mother, that this was his destiny. With the books of his past smoldering in ruins and only a single book having survived the fires of the Dragonarmies he would need to go to Wayreth to learn more.

Duatha agreed with his Mother that he would need to do exactly that. He bid his Mother and his cousin Aeleni a goodbye and set out on the road to Wayreth. Eventually changing course he headed towards another less well regarded tower.

The time for the test comes soon as his powers in arcane might grow quickly. His journey though takes him through to Palanthus NOT Wayreth, He knows that only Dalamar the Dark and Raistlin Majere, the so called master of the past and present, will allow him the freedom to explore magic his way. If he must don the Red to do so, so be it.
Little does he know that his mother has asked his cousin, Aeleni, to follow his every move. If she should ever reveal where his true path leads he may be excommunicated form his family and the elven homeland…