About Eladithas StarchildInitiative: +14
Action Options:
Swift Action
Scion of the North Wind (Ex) You can move up to your movement rate. 4/day Standard Action Scion of the East Wind (Ex): You may charge as a standard action. When doing so, you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. Your turn ends after you make the attack at the end of the charge. AC 32, 41 vs creatures with an Intelligence score who can see him (21 Touch, 27 FF)(+5 Dex, +9 Armor, +4 Armor Attunement, +2 Toughening, +2 Deflection) Hp 193/218 (1d8(max) +4 Con + Toughness + Mythic Toughness + 5 Mythic Tiers) Fort +24, Ref +24, Will +24 Immune blinded, confused, deafened, fatigued, exhausted and magical aging. The godling does not age. ------- Speed 40 ft (40 ft Base)/ Fly 60ft. (good maneuverability) 15 Min./day Attacks of Opportunity/round 5, 6 with elven weapons Melee Comet +2 (+3 Weapon Attunement) Dueling Holy Rapier of Speed +22/+22/+17/+12 (1d6 + 9 (+2d6), 18-20/x2, CMD +2), Shooting Starknife (+3 Weapon Attunement) +20/+15/+10 (1d4 + 8, x3) Two-Weapon Fighting Comet +2 (+3 Weapon Attunement) Dueling Holy Rapier of Speed +20/+20 (1d6 + 9 (+2d6), 18-20/x2, CMD +2), Shooting Starknife (+3 Weapon Attunement) +18/+13/+8 (1d4 + 8, x3) Ranged Composite Bow (+4) of Second Chances and Endless Ammunition +22/+17/+12 (1d8 + 5, x3, 110 ft.), Shooting Starknife (+3 Weapon Attunement) +18/+13/+8 (1d4 + 8, x3, 20ft.) Feat List: -------
(1) Nimble Moves (General)
(1) Emergent Divinity Divine Portfolio I Heavens Lure of the Heavens (Su) (2) Two-Weapon Fighting (Combat) (2) Extra Talent Force of Personality (Su) Profession (gambler), Sense Motive, and Perception (3) Elven Battle Training (Combat, Elf) (3) Extra Talent Evasion (Ex) (4, Godling Bonus Feat) Emergent Divinity Paramortal I (4) Quick Draw (Combat) (4) Acrobatic Steps (General) (5) Martial Kismet (Luckbringer) (5) Light Step (General, Elf) (6) Elven Battle Style (Combat, Style, Elf) (6) Extra Talent Scion of the North Wind (Ex) (7) Emergent Divinity Paramortal II (7) Elven Combat Focus (Combat, Elf) (8) Greater Two-Weapon Fighting (Combat) (8) Ancestral Weapon Mastery (Combat, Elf) (9) Breadth of Experience (General) (9) Spontaneous Resurrection (Godling) (10) Emergent Divinity Paramortal III (10) Deft Maneuvers (Combat) (11) Improved Feint (Combat) (11) Two-Weapon Feint (Combat) (12, Godling Bonus Feat) Signature Skill - Diplomacy (General) (12) Motion of the Moirai (Luckbringer) (12) Improved Two-Weapon Feint (Combat) (13) Emergent Divinity Paramortal IV (13) Combat Stamina (Combat) (14) Elven Combat Torrent (Combat, Elf) (14) Toughness (General) (15) Signature Skill - Perception (General) (15) Persuasive (General) Skills 8/Level +4/INT +2/Background Acrobatics +32 (15 Rank, 3 Class, 5 Dex, 5 Boots of Elvenkind, -2 Armor, 1 Luckstone, 5 Feather Step) Appraise +13 (5 Rank, 3 Class, 4 Int, 1 Luckstone) Bluff +29 (15 Rank, 3 Class, 9 Cha, 1 Witty Repartee, 1 Luckstone) Climb +11 (5 Rank, 3 Class, 4 Str, -2 Armor, 1 Luckstone) Craft +5 (0 Rank, 0 Class, 4 Int, 1 Luckstone) Diplomacy +44, +45 vs, humanoids (15 Rank, 3 Class, 9 Cha, 4 Persuasive, 7 Legendary Beauty, 1 Dillettante Artist, 1 Luckstone, 4 Mythic Persuasive) Disable Device +24 (15 Rank, 3 Class, 5 Dex, 2 MW Thieve's Tools, -2 Armor, 1 Luckstone) Disguise +10 (0 Rank, 0 Class, 9 Cha, 1 Luckstone) Escape Artist +22 (15 Rank, 3 Class, 5 Dex, -2 Armor, 1 Luckstone) Handle Animal +16 (3 Rank, 3 Class, 9 Cha, 1 Luckstone) Intimidate +12, +13 vs. humanoids (0 Rank, 0 Class, 9 Cha, 2 Persuasive, 1 Luckstone) Knowledge (dungeoneering) +13 (3 Rank, 3 Class, 4 Int, 2 Breadth of Experience, 1 Luckstone) Knowledge (local) +13 (3 Rank, 3 Class, 4 Int, 2 Breadth of Experience, 1 Luckstone) Knowledge (planes) +14 (4 Rank, 3 Class, 4 Int, 2 Breadth of Experience, 1 Luckstone) Knowledge (religion) +14 (4 Rank, 3 Class, 4 Int, 2 Breadth of Experience, 1 Luckstone) Linguistics +5 (0 Rank, 0 Class, 4 Int, 1 Luckstone) Perception +30 (15 Rank, 3 Class, 9 Cha, 2 Keen Senses, 1 Luckstone) Perform (sing) +28 (15 Rank, 3 Class, 9 Cha, 1 Luckstone) Perform (string) +29 (15 Rank, 3 Class, 9 Cha, 1 Dillettante Artist, 1 Luckstone) Profession (gambler) +30 (15 Rank, 3 Class, 9 Cha, 2 Breadth of Experience, 1 Luckstone) Ride +10 (3 Rank, 3 Class, 5 Dex, -2 Armor, 1 Luckstone) Sense Motive +28 (15 Rank, 3 Class, 9 Cha, 1 Luckstone) Sleight of Hand +22 (15 Rank, 3 Class, 5 Dex, -2 Armor, 1 Luckstone) Spellcraft +11 (3 Rank, 3 Class, 4 Int, 1 Luckstone) Stealth +22 (15 Rank, 3 Class, 5 Dex, -2 Armor, 1 Luckstone) Swim +9 (3 Rank, 3 Class, 4 Str, -2 Armor, 1 Luckstone) Use Magical Device +18 (5 Rank, 3 Class, 9 Cha, 1 Luckstone) ------- Luckbringer Class Features:
Weapon and Armor Proficiency
A luckbringer is proficient with all simple weapons, and with a single exotic weapon of the character’s choice. A luckbringer is also proficient with all light and medium armors and shields. Moment of Chance (Su) Moments of Chance Pool 18/18 Each day, the luckbringer has a pool of moments of chance equal to three plus her class level. Once a round, as a free action, that she can make even if it is not her turn, a luckbringer can expend a moment of chance to do any one of the following things: Fatespin (Su): A luckbringer can cause a reroll of one attack roll, combat maneuver check, or skill check that occurs within 100 ft. of her. She must be aware of this action to use this ability. She may declare the use of this ability after the original result is known. The character spends 1 moment of chance from her pool to force a reroll of the original d20 roll. Weal and Woe (Ex): Apply a +1 luck bonus or –1 luck penalty to any single d20 roll resulting from an action that occurs within 100 ft. of the luckbringer. A luckbringer must be aware of the action and must declare the use of this ability before the roll is made. Narrow Escape (Ex): The luckbringer gains a chance of avoiding any confirmed critical hit or any attack that would reduce her to 0 hit points or fewer This ability only operates if she chooses to avoid the critical hit. Avoiding the hit requires a successful Reflex save (DC 10 + ½ the attack bonus or the DC of the spell/effect) though she adds her Charisma modifier to this save rather than her Dexterity modifier. In the case of a damaging spell or ability that would reduce the character to 0 hit points or less, this effectively grants the luckbringer a second saving throw to negate the spell or effect. This ability expends a moment of chance even if the luckbringer has used one already for this round, however this ability can only function once per round. Improbable (Su) At 2nd level, a luckbringer gains one Improbable ability. She gains an additional Improbable ability every even level thereafter. A luckbringer cannot select an individual Improbable ability more than once. Improbable abilities require a luckbringer to spend moments of chance, which she may do only once per round as a free action. Entropy Shield (Su): The luckbringer can cause a probability field to generate around her or an ally within 100 ft. This field deflects incoming arrows, rays, and other ranged attacks for 1 minute per luckbringer level you possess. Each ranged attack directed at the subject for whom the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). At 5th level this miss chance increases to 50%, Other attacks that simply work at a distance are not affected. The actual intervening factor is subject to GM determination but the default is often a random animal or vermin native to the area moving into the line of fire at the wrong moment, a stone causing the subject to stumble ruining the lead time of targeting foe or an odd gust of wind catching the projectile badly. Just a Scratch (Su): The luckbringer’s wounds are never as bad as they first appear. The luckbringer can heal a number of hit points equal to her class level plus her Charisma bonus (minimum +1). Fateful Footing (Ex): The luckbringer alters probabilities, making her extremely dexterous; she gains a +10 ft. enhancement bonus to her base speed and a +2 inherent bonus to her Dexterity. The luckbringer also can make a single opponent extremely clumsy reducing all its movement rates by 10 feet (to a minimum of 5 feet) and bestowing a –2 penalty to the target’s Dexterity (minimum 1). A successful Will saves (DC 10 + ½ the luckbringer’s class level + her Charisma modifier) negates this penalties for the opponent but not her bonuses. This effect lasts for 1 round per luckbringer level you possess. Twist the Pattern (Ex): A luckbringer can take 10 as a swift action or take 20 as a full-round action on one singular skill check that can normally be performed in one round even if she is distracted. She can grant this benefit to a creature within 100 ft. if the skill normally allows the creature to take 10 or take 20. Hazard (Su): Using her ability to affect probabilities a luckbringer can cause a hazardous condition to affect a single target. This hazard deals 1d6 points of damage + 1d6 points of damage every two class levels. A successful Reflex Save (DC 10+1/2 the fate spinner’s class level + her Charisma modifier) results in half damage. The actual damage type is subject to GM determination but the default is often bludgeoning, resulting from something improbably falling from the sky (such as a dead griffon) or a underground explosion (such as caused by the rotting corpse of a purple worm), but it can be as dramatic as a lightning strike from a clear blue sky. This damage can be something the target is resistant to but the creature is never immune to the damage type chosen and it could even result in multiple types. Ill-fortune (Su): You impart a streak of bad luck on the target. Any actions the target takes in the next round have a 50% chance of failing. A successful Will saves (DC 10 + ½ the luckbringer’s class level + her Charisma modifier) negates this effect. Critically Lucky (Ex): When a luckbringer uses this ability (even after the result of the die roll is known), she gains the benefit of the Critical Focus or Improved Critical feat with the weapon she is currently wielding even if she does not meet its prerequisites. Upon reaching 11th Level she can also choose any single Critical Feat and gain the benefits of that feat, though she must still meet the prerequisites of that feat, however for the purposes of these prerequisites her Base Attack Bonus is consider being equal to her luckbinger class level. If she has the master luckbringer ability (See highly improbable) and expends a second moment of chance this round she can choose a second Critical feat and use the first feat chosen as part of the prerequisites for the second feat. Nothing Is Written (Ex) At 3rd level, the luckbringer has the ability to change what the “Powers That Be” have written in the book of destiny. When first gained, the luckbringer must select a single power from the list below. Fool’s Luck (Ex): A luckbringer exudes luck and confidence. For one round after she activates this ability, as an immediate action, the luckbringer is entitled to two rolls instead of one for every attack roll, check, or saving throw, she makes, keeping the higher roll. She may use this ability a number of times per day equal to her Charisma bonus (minimum +1). If a luckbringer spends a moment of chance to fatespin an attack roll, combat maneuver check, or skill check during a round when this ability is active, she rerolls with two dice instead of one taking the highest roll. Lucky Guess (Ex): A luckbringer always seems to guess the correct solution to any given situation. She can improvise the right solution to most problems faster and more often than almost anyone else can. In game terms, the player can ask the GM to modify a roll three times per game session as a free action, (but no more than once per round), with regard to any problem. This substitution should always be tied to a game mechanic, such as: * Rerolling a botched skill check with a second, related, skill. For instance, after failing a Bluff check, the luckbringer may immediately use her lucky guess ability to make a Diplomacy check. The first, failed check is ignored. * Changing the last move action in progress, such as changing running movement down a hallway into a Climb check when the luckbringer discovers a nest of snakes in the hall. * Substituting a skill check for a saving throw, such as making a Acrobatics check to get over a pit instead of a Reflex save to avoid it, or using a Survival check instead of a Fortitude save after eating poisonous berries. An especially generous GM may choose to have the lucky guess ability grant a good feeling about something to the character as well. These good feelings should always allow the luckbringer both a chance at success and maximum peril on the way to that success. More Luck than Skill (Ex): Even if the luckbringer or another creature has some talent in a particular area, they still depend on luck to see them through in one way or another. So long as neither her nor her target takes a 10 or a 20 she can grant or inflict a luck bonus or penalty equal to her class level on a singular skill check (no save). She can use this ability a number of times per day equal to her Charisma bonus (minimum of 1). Perfect Chase (Ex): A luckbringer is always fortunate during a chase (whether he is pursuing or being pursued). A boat is available when he leaps from a bridge; a rope waits at every chasm, and so forth. Whether her Acrobatics and Climb checks succeed, of course, is another matter entirely, though he does gain a +5 circumstance bonus to these checks during a chase. Fortune’s Favor (Ex): A luckbringer always seems to gain the advantages of concealment and other random protections, while her opponents never do. When miss chances are rolled her and her opponent must use two d10s, and the luckbringer chooses which of the two die rolls are the ‘tens’ digit after the result is known. For example, she activates her entropy shield ability, and her opponent shots an arrow at her, her opponent rolls a 7 and a 1. The luckbringer chooses the 1 to be the ‘tens’ digit, resulting in a 17, failing the 20% miss chance, causing the arrow to miss her. However, if the luckbringer were fighting an invisible opponent and knew what square he was in she could roll a 7 and a 1 choosing the 7 to be the ‘tens’ digit, successfully overcoming the miss chance. Divergent Fate (Su): When a purely random roll (critical hit/fumble chart, rod of wonder, confusion, prismatic effect etc.) or card (deck of many things, critical/fumble card, plot card etc.) is drawn in relation to the luckbringer, she rolls twice or draws two cards, selecting the roll or card of her choice that actually affects her. Longshot (Su) At 5th level, when first gained the luckbringer must select a single power from the list below, She can use her long shot ability once per day. She gains additional Longshot power at 9th, 13th, 17th, and 19th level. In addition, the luckbringer also gains an additional use per day of her Longshot power at each of these levels. She activates these as free actions, even if it is not her turn, though the longshot power cannot be used more than once a round. One More Chance (Su): By spending a Longshot, the luckbringer can recharge her daily uses of moments of chance. She regains a number of moments of chance equal to three plus her Charisma modifier. Fate’s Saving Grace (Ex): You can manipulate probabilities to affect the most perilous of outcomes. The luckbringer can grant or inflict a luck bonus or penalty equal to her half her class level on a singular saving throw. If you inflict a penalty, the creature gains a Will saving throw (DC 10 + ½ the luckbringer’s class level + her Charisma modifier), a successful save halves the penalty. Highly Improbable (Su) Beginning at 10th level, a luckbringer adds the following advanced improbabilities to her choices when picking a new Improbable. Some highly improbable powers require a luckbringer to spend two of her daily uses of her moment of chance ability. This still qualifies as spending a moment of chance once during her turn, even though multiple moments of chance are consumed: Improved Evasion (Ex): A luckbringer can improve on her evasion ability by expending moments of chance. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless luckbringer does not gain the benefit of improved evasion. She must possess the Evasion ability to be able to select this ability. Godling (clever) Class Features:
Weapon and Armor Proficiency
A clever godling is proficient with all simple and martial weapons, with light and medium armor, and with all shields (other than tower shields). Lineage Domain Luck Charm As a result of their divine bloodline, clever godlings gain access to the powers (though not spells) of a cleric domain. The clever godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the clever godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A clever godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers. Divine Traits Divine traits are special powers a clever godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous). A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III). Legendary Beauty I (Ex): Diplomacy and Perform skills are always class skills. The godling gains a bonus equal to half his class level to Diplomacy checks made to make a request of a creature that is at least indifferent toward him (see the Diplomacy skill). Additionally, once per day he may make a Diplomacy check to make a request of a creature that is unfriendly or hostile toward him (though he does not gain the benefit of this trait on such checks, as the targets are not at least indifferent). Each time he uses this ability on a specific creature, it becomes immune to this ability until the godling gains a level. Legendary Beauty II (Ex): The godling’s presence lifts spirits and inspires artists. Creatures within 60 feet of the godling that can hear or see him gain a circumstance bonus to Perform checks equal to the godling’s Charisma modifier. Additionally, creatures within 60 feet of him that can hear or see him who gain a morale bonus (from any source) act as if that bonus were 1 higher. Additionally, so inspired are those who work to assist the godling that if a character takes an aid another action to help him, the godling gains double the normal bonus. Legendary Beauty III (Su): The godling can focus his resplendent appearance on a single creature, and overwhelm it with his divine demeanor. This counts as a charm monster spell, using the godling’s level as the caster level and with a saving throw of (10 +1/2 level + Con or Cha modifier – whichever is higher). He may use this ability once per day, but may never have more than one creature under the thrall of his beauty at a time. If he focuses his immortal magnificence on a new creature to charm it while a previous charm from this divine trait is still in effect, the previous charm immediately ends. Legendary Beauty IV (Su): The godling’s loveliness is so great, creatures are loathe to harm him and risk marring his appearance even if they hate him. The godling may add his Constitution or Charisma modifier (whichever is higher) as a bonus to his armor class and saving throws against attacks and effects made by creatures with an Intelligence score who can see him. This has no effect on attacks and effects from mindless sources (such as traps and constructs) or foes who cannot see the godling. Scion Talents As a clever godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a clever godling gains one scion talent. A clever godling cannot select an individual talent more than once unless the talent states otherwise. Retribution (Su): When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker. Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. You may use this ability a number of times per day equal to 3 + your highest ability modifier. Uncanny Dodge (Ex): This talent functions like the rogue ability of the same name. Trapfinding (Ex): This talent functions like the rogue ability of the same name. Scion of the South Wind (Ex): Your godling powers allow you to call upon the raging updrafts and rough gusts of the south wind. When you make an Acrobatics check to jump, you are always treated as making a running jump. If you fall (even unintentionally) you may make a DC 15 Acrobatics check as an immediate action. If you succeed, you take half the normal falling damage and are not knocked prone (even if you are damaged by the fall). Greater Scion Talents At 11th level a clever godling may gain a scion talent or one of the following greater scion talents. Every two levels thereafter, a godling gains another scion talent or greater scion talent. Scion of the East Wind (Ex): Your godling powers allow you to call upon the sudden and powerful gusts of the east wind. You may charge as a standard action. When doing so, you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. Your turn ends after you make the attack at the end of the charge. Scion of the West Wind (Ex): Your godling powers allow you to call upon the calm stillness of the west wind. Whenever you are moved against your will (excluding planar effects such as teleportation or etherealness), you move only half the normal distance. You gain a +1 bonus to your CMD against bull rush, drag, reposition, and trip combat maneuvers for every 3 levels you possess. If an effect would physically move you or knock you prone against your will and does not require a CMB check or allow you a saving throw, you may make a Fortitude save to negate the movement or prone effect. The DC of this save is equal to 10 + 1/2 the attacker’s HD +the attacker’s Str, Int, Wis, or Cha modifier (as determined by the GM based on what ability fuels the effect). Mythic Path - Trickster: -------
1st-Tier Trickster Mythic Power (Su) 13/day~Surge +1d8
Trickster Attack Fleet Charge (Ex) As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction. 1st-Tier Path Ability Persuasive Countenance (Su) Whenever you encounter a creature whose attitude is at least indifferent to you, treat its attitude as one step better. If the creature’s starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy or Intimidate check. Hard to Kill (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. Mythic Feat Persuasive (mythic) Tier 2
Tier 3
Tier 4
Tier 5
Racial Traits +2 Dex, +2 Int, -2 Con; Medium, Elf, Perfect (replaces Elven Immunities), Keen Senses, Fey-Sighted (replaces Elven Magic), Weapon Familiarity, Low-Light Vision, Languages ------- Traits (Campaign) Chance Savior, (Equipment) Well-Provisioned Adventurer, (Race) Dillettante Artist, (Religion) Thrill-Seeker, (Combat) Witty Repartee, (Faith) Fate's Favored, (Magic) Magical Talent, (Regional) Lucky Turnabout, (Social) Charming ------- Items Torc of Truespeech, Cloak of the Night Sky, Boots of Elvenkind, Bracers of Greater Archery, Pink & Green Sphere Ioun Stone, platinum holy symbol of Desna, a signet ring, MW Thieve's Tools, a courtier'sd outfit (with jewerly), a belt pouch and Bag of Holding, Type IV: Combat Gear Comet +2 (+3 Weapon Attunement) Dueling Holy Rapier of Speed, Shooting Starknife (+3 Weapon Attunement), Composite Bow (+4) of Second Chances and Endless Ammunition, Celestial Armor (4 Armor Attunement)
Backpack
Bedroll Bottle of Wine Chalk, 5 pcs. Flask Flint & Steel Harp of Charming MW Mandolin Mess Kit Mirror, small steel Cologne Sack Silk Rope, 50ft. 5 Trail Rations Waterskin Whetsrone 2 Vials of Acid Alchemist's Kindness 2 Potions of cure light wounds 3 Sunrods MW Chainshirt Light Crossbow w/10 bolts MW Rapier Sap Alchemical Silver Dagger Dice 3 pairs of Playing Cards Stone of Good Luck Large Chest holding 4045gp and 9sp Wealth (4045gp, 9sp) Carrying Capacity Light (101 lbs or less); Medium (102-202 lbs.); Heavy (203-303 lbs.) Current Load: 55 Height 6'1", Weight 190 lbs, Hair Ebon Black Eyes Sapphire Blue ============================================== Description:
What stands before you..is something out of a dream. Perhaps the most handsome elf..the most handsome man you have ever seen. He's a tall elf with incredibly black hair and small pinpricks of light that shine when the hair is touched by sunlight or moonlight. An sculptor working for twenty years could not duplicate this elf's perfect body. He has deep blue eyes to get lost in. This elf is wearing the latest fashion, but he could be covered in mud and still look amazing. On his delicious-looking neck he wears a golden torc, and a cloak that looks like the night sky hangs perfectly off his shoulders. On hip, he has a beautiful starknife with Desna's symbol expertly crafted into it, and a masterwork rapier with a comet etched into the pommel. Once and a while, you may notice a pink and green ioun stone circle his head and shoulders. This elf even wears amazing gray boots that almost match the ground below him. There is not one speck of dirt on this man. And as he gently brushes a stray hair back into place, you melt. Personality:
Eladithas Starchild is a social butterfly. More than willing to talk in low tones when by himself or with one or two people. Yet can be loud and boisterous when the situation demands it.
The godling of Desna gives generously of his time and money to help others. In his travels, Eladithas has a few times talked others out of criminal and evil actions. As a luckbringer, people think Eladithas is impulsive for an elf. Elves generally think he's suicidal. This godling has always had luck on his side, most times. The godling enjoys games of chance, and is on the look for such games around him. Eladithas loves to sleep. Whenever the elf isn't gambling, practicing his music or courting women (and sometimes men), Eladithas can sometimes be found taking a nap in the corner for 5 minutes or so. In dreams, the godling often is visited by his mother, Desna, and enjoys these visits immensely. Eladithas is also a dedicated musician, preferring his muse as the lyre and his voice. While not classically trained as many bards, the elf learned to nurture his gift through various tutors throughout the years. Backstory: -------
Eladithas Starchild was born the mortal son of Desna, Goddess of Luck, Dreams, and the Night Sky. It is not sure where Eladithas was born, but most believe it was The Cynosure. Either way, one night, Alicandra Supplebranch, an elven woman living in a small elven enclave along the the western side of the northern continent, had a special dream. Desna came to Alicandra and asked her to be a mother to Desna's half-mortal elf son. In the dream, Alicandra agreed, for she found out from the enclave's healers that the elf woman could not conceive a child, and desperately wanted to be a mother. When Alicandra woke up the next morning, a small elven baby was fast asleep in a small star-spangled basket at the foot of her bed.
Alicandra was overjoyed, and hugged and cooed her new son before walking the baby out to show her family and the enclave. This enclave was under the leadership of an elven arch mage Syneri. All Alicandra's neighbors and family were happy for her. The elf woman explained that Desna had named the child Eladithas Starchild, and would be a ward of House Supplebranch. Over the years, the enclave's opinion of the miracle child lessened. It appeared all the elf child wanted to do was sleep, and was considered a lazy child by others. Alicandra had difficulty keeping her son interested in the waking world. Luckily, one of Eladithas's uncles was a musician, introducing music to his nephew. Eladithas liked the plucky sounds of the lyre and wished to learn how to play. Like all beginners, the elf godling struggled to master the basics, but with this new passion, Eladithas eventually became a rather competent lyrist and singer. When Eladithas was in adolescence, the godling became training in defending the enclave from outside forces. One of his aunts to it upon herself to train Eladithas in all elven weaponry. As a musical student, Eladithas saw the melody and rhythm in the movement of combat, and applied that to his fighting. The elf godling quickly grasped his aunt's concepts of strategy and defensive fundamentals along with longbow target practice. Eladithas was quickly becoming a reliable member of the enclave. It was at this time the elven maidens of the enclave noticed the beautiful boy growing into a beautiful man. Well, hormones drove both parties to meet and explore, in which Eladithas learned much. As Eladithas grew into manhood, the young godling grew more and more disinterested in Syneri's and the enclave's quest to positive energy lichdom. One day, Eladithas gathered his belonging, kissed his mother goodbye and left the safety of the enclave. Tales of events outside the enclave were scary, so Eladithas was prepared for the worst, but found the world was more than willing to open it's doors and hearts to an incredibly gorgeous elf male. That is until several slavers wanted to capture him to be sold to a rich baron or sultan. Thanks to Desna's Luck, Eladithas escaped many attempts to imprison him. During his interactions with the younger races, Eladithas was introduced to gambling, who really enjoyed it, much to the chagrin of those who played against him. More than once, the elf godling was chased out of gambling den, betting halls, and high-end casinos with the majority of his winnings. Despite these win-falls, Eladithas always wanted to travel light and often donated his extra coin to impoverished families, gaining more praise and renown. Eladithas's Diplomacy:
Diplomacy +44, +45 vs, humanoids (15 Rank, 3 Class, 9 Cha, 4 Persuasive, 7 Legendary Beauty, 1 Dillettante Artist, 1 Luckstone, 4 Mythic Persuasive)
Signature Skill - Diplomacy (General)
Whenever you encounter a creature whose attitude is at least indifferent to you, treat its attitude as one step better. If the creature’s starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy or Intimidate check. Mythic Trickster 1st-Tier Path Ability Persuasive Countenance (Su) Eladithas gets a +7 to Diplomacy checks to make a request of a creature that is at least indifferent toward him.
Starting Attitude // Diplomacy DC
Eladithas's Perception:
Perception +30 (15 Rank, 3 Class, 9 Cha, 2 Keen Senses, 1 Luckstone)
Low-light Vision, Darkvision 60ft., Detect Magic-Constant Signature Skill - Perception (General)
10 Ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object. 15 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping doesn’t apply to you. The distance modifier on the DC of your Perception checks is reduced to +1 per 40 feet. |