About Elvonis Geltz
Male air- and earth-infused kasatha graveknight gestalt gunslinger (gun tank, techslinger)/inquisitor (keeper of constructs) of Amaznen 5
Loyal (Amaznen Faith, Self-Preservation, Invention, Secrets, Pathfinder Society, Battle) Medium outsider (air, undead, earth, kasatha, native)
Init +36; Senses darkvision 120 ft.; Perception +45 (+47 to not be surprised in a surprise round of combat)
Aura sacriligious aura (30 ft., DC 23)
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Defense
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AC 45, touch 21, flat-footed 45 (+12 armor, +5 deflection, +2 Dex, +3 dodge, +1 insight, +6 natural, +6 shield)
hp 160 (5d10x2+60)
Fort +27 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +26 (+5 bonus vs. area of effect attacks), Will +30; +4 vs. landslides, avalanches, tunnel collapses, and similar effects, +2 vs air or electricity effects, +2 vs earth and acid effects
Defensive Abilities all-around vision, channel resistance +4, rejuvenation; DR 10/magic; Immune acid, cold, electricity, undead traits; Resist positive energy 10; SR 28
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Offense
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Speed 30 ft. (20 ft. in armor), burrow 10 ft., fly 30 ft. (average), swim 30 ft.
Melee +1 limning planar sacred adamantine warhammer +17 (1d8+13/×3 plus 1d6 acid) or
. . slam +11 (1d4+7)
Ranged +1 distance guided transformative, greater laser pistol +23 (1d8+13 fire plus 1d6 acid) or
. . +1 distance guided transformative, greater laser pistol +23 (1d8+13 fire plus 1d6 acid) or
. . +1 distance guided transformative, greater laser pistol +23 (1d8+13 fire plus 1d6 acid)
Special Attacks bane (5 rounds/day), channel destruction (1d6 acid), deeds (covet charge, gun tank's resolve, gunslinger initiative, pistol-whip, reliable, utility shot), devastating blast (2d6 acid, DC 23, 3/day), grit (16), gusting strike, judgment 2/day, nanite strike, penetrating blows, technic training +10 (laser pistol), undead mastery (25 HD, DC 23)
Inquisitor Spell-Like Abilities (CL 5th; concentration +21)
. . At will—detect alignment, discern lies (5 rounds/day)
Inquisitor (Keeper of Constructs) Spells Known (CL 6th; concentration +22)
. . 2nd (6/day)—darkness, death knell (DC 28), effortless armor[UC]
. . 1st (8/day)—ear-piercing scream[UM] (DC 27), inflict light wounds (DC 27), longshot[UC], true strike
. . 0 (at will)—acid splash, brand[APG] (DC 26), daze (DC 26), detect magic, oath of anonymity, sift[APG]
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Statistics
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Str 30, Dex 30, Con —, Int 30, Wis 42, Cha 32
Base Atk +5; CMB +16; CMD 44 (49 vs. grapple)
Feats Ability Focus (nanite strike), Additional Traits, Additional Traits, Advanced Armor Training, Alertness, Armor Focus, Artifact Hunter, Blind-fight, Combat Reflexes, Covering Shield, Craft Magic Arms & Armor, Craft Technological Item, Craft Wondrous Item, Cunning, Deepsight[APG], Dodge, Double Slice, Eldritch Heritage[UM], Escape Route[UC], Eschew Materials, Expert Salvager[UW], Far Shot, Field Repair[UC], Great Fortitude, Gunsmithing[UC], Haunt Scavenger, Hover, Improved Initiative, Lightning Reflexes, Magical Aptitude, Missile Shield[APG], Mobile Bulwark Style, Mobile Fortress, Mounted Combat, Mounted Shield[APG], Multiweapon Fighting, Peerless Courtier, Peerless Courtier, Peerless Courtier, Planar Infusion, Planar Infusion, Point-Blank Shot, Power Attack, Precise Shot, Prodigy[UM], Quick Draw, Quick Stow, Rapid Reload, Rapid Shot, Ricochet Shot Deed[UC], Ride-by Attack, Shield Focus, Silent Spell, Skill Focus (Knowledge [engineering]), Skill Focus (Perception), Skill Focus (Spellcraft), Soulblade, Technologist, Technology Adept, Tool Optimizer, Toughness, Two-weapon Fighting, Wrest Charge
Traits classically schooled, covered sniper, fate's favored, giant ambivalence, natural flier, serpent runner (armor)
Skills Acrobatics +9 (+5 to jump, +10 while flying), Appraise +14, Bluff +26, Climb +11, Craft (armor) +23, Craft (mechanical) +21, Craft (weapons) +23, Diplomacy +26, Disable Device +10, Disguise +22, Escape Artist +15, Fly +16, Heal +23, Intimidate +26 (+28 to demoralize constructs), Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (engineering) +28, Knowledge (history) +18, Knowledge (local) +20, Knowledge (nature) +21, Knowledge (planes) +21, Knowledge (religion) +21, Perception +45 (+47 to not be surprised in a surprise round of combat), Ride +21 (+26 to checks to negate a hit on mount with Mounted Combat), Sense Motive +30, Spellcraft +31, Stealth +17, Survival +23, Swim +21, Use Magic Device +21 (+23 to emulate a class feature, ability score, race, or alignment)
Languages Abyssal, Auran, Azlanti, Common, Draconic, Dwarven, Galactic, Gnoll, Kasatha, Orc, Sphinx, Terran, Thassilonian, Vesk
SQ armor training, bullet defection, construct influence +2, construct lore +32, desert runner, desert stride, element-infused abilities (flight, gusting strike, improved natural armor), graveknight armor, gunsmith, jumper, multi-armed, phantom mount, plane of air planar infusion (basic), plane of earth planar infusion (basic), ruinous revivification (acid), solo tactics, stalker, technic training, track +2
Combat Gear feather token (swan boat), hand of glory, wand of inflict light wounds (50 charges), wand of inflict light wounds (50 charges), wand of inflict light wounds (50 charges), wand of inflict light wounds (50 charges), wand of inflict light wounds (50 charges), wand of inflict serious wounds (50 charges), arc grenade, bang grenade, flash grenade, flechette grenade, fragmentation grenade, gravity grenade, inferno grenade, oil (4), plasma grenade, sonic grenade, zero grenade; Other Gear +1 amorphous aquadynamic burdenless corsair deathless ng-deceiving delving impervious shadow slick spell resistance (19) warding mithral full plate, +1 folding impervious rebounding paueliel tower shield, +1 distance guided transformative, greater laser pistol, +1 distance guided transformative, greater laser pistol, +1 distance guided transformative, greater laser pistol, +1 limning planar sacred adamantine warhammer, all tools vest[APG], amethyst pyramid ioun stone, bag of concealment iv, belt of physical might +6 (Str, Dex), black marketeer's bag[UI], chirurgeon cube, cloak of resistance +5, dark blue rhomboid ioun stone, deck of doors[UI], dusty rose prism ioun stone, eastern star ioun stone, elixir of darksight[ARG], elixir of darksight[ARG], elixir of darksight[ARG], elixir of darksight[ARG], elixir of darksight[ARG], elixir of darksight[ARG], eversmoking bottle, figurine of the dwarven forge, fog-cutting lenses, gloves of elvenkind[ARG], hat of infinite disguises, headband of mental superiority +6, mossy disk ioun stone, mulberry pentacle ioun stone, northern star ioun stone, orange prism ioun stone, pale green prism ioun stone, pale ruby trillian ioun stone, pearlescent pyramid ioun stone, ring of freedom of movement, ring of mind shielding, ring of protection +5, robe of eyes, saccadic focusing prism, southern star ioun stone, stone of good luck (luckstone), tome of understanding +5, vanishing sheath[ACG], vanishing sheath[ACG], vanishing sheath[ACG], vermillion rhomboid ioun stone, western star ioun stone, bandolier[UE], bandolier[UE], battery (200), buttons (0.1 lb), climber's kit, conditioning oil for leather (0.4 lb), cutting board, wooden (2 lb), efficient tent[UW], file, small (0.1 lb), folding shovel[UE], grappling hook, grippers, hammer, hooded lantern, knife, cutting (0.5 lb), ladle (0.5 lb), leather paring knife (0.5 lb), leather straps (0.4 lb), lighter, lighter, metal polish (0.3 lb), piton (8), pot, seasonings, local (0.5 lb), sewing needle, silk rope (100 ft.), skewer (1 lb), skillet[UE], soft cloth (0.1 lb) (2), tinder packet (0.5 lb), tindertwig (10), tripod, iron (3 lb), 794 gp, 4 sp, 5 cp
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Special Abilities
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All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Armor Specialization +3 (Full plate) (Ex) Increase armor bonus of chosen armor.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Artifact Hunter (1/day) Take 15 on UMD check. +2 to emulate a class feature, ability score, race, or alignment with UMD
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bullet Defection (+5) (Ex) A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor's bonus plus the armor's enhancement bonus (if any) as a deflection bonus against any n
Burrow (10 feet) You have a Burrow speed.
Channel Destruction (1d6 acid) (Su) Add 1d6 acid damage to all weapon attacks.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Reflexes (11 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Construct Influence +2 (Ex) +2 to use Intimidate to demoralize constructs.
Construct Lore +32 (Ex) +32 to Knowledge checks when identifying the weaknesses of constructs.
Covering Shield Add your shield's base bonus to reflex saves vs. area of effect attacks.
Craft Technological Item You can create technological items.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Deeds Use Grit to perform special abilities with your firearms.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Devastating Blast (2d6 acid, 3/day, DC 23) (Su) 30' cone deals 2d6 acid damage.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Element-Infused Abilities An element-infused creature can select a number of movement abilities (see the Speed section), defensive abilities, and offensive abilities (see the Special Attacks section) based on its Hit Dice, as shown in the chart below. In addition, an element-
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Expert Salvager Gain a +4 bonus on Craft checks for certain actions while foraging or salvaging.
Far Shot Halve the range increment penalty for extended range.
Field Repair Take no penalty for repairs made with improvised materials
Fly (30 feet, Average) You can fly!
Graveknight Armor Armor acts as phylactery and must destroy utterly to kill a graveknight.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Gusting Strike (1/round) (Ex) When hit with melee attack, you may attempt a bull rush that does not provoke AoO.
Haunt Scavenger Extract components for spellcasting or item crafting from haunts and certain creatures dead less than 10 min.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Ability Drain Immunity to ability drain
Immunity to Acid You are immune to acid damage.
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Mobile Bulwark Style While using style, move action to set tower shield as total cover. Add shield bon to bull rush/overrun CMD.
Mobile Fortress While using mobile bulwark style, add half shield bon to touch AC and reduce att pen from tower field. Can grant adj ally benefit of cover from shield.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Mounted Shield Add your Shield (inc Shield Focus) bonus to your mount's AC and Mounted Combat checks.
Multi-Armed (Ex) Has one primary and 3 off hands.
Nanite Casting Transmutation spell on self, increase duration by 50%
Nanite Poison (DC 23) (Ex) Poison—injury; save Fort DC 23; frequency 1/round; effect 1d2 Str and 1d2 Con; cure 2 consecutive saves. The save DC is Constitution-based.
Nanite Strike (14 rounds/day, DC 29) Melee attack delivers nanite poison and overcomes DR as magic weapon.
Peerless Courtier (Bluff) As a favored hero of the satrap, you’ve learned to translate skill at arms into social influence.
Prerequisites: Cha 13, base attack bonus +3.
Benefit: Choose one of the following skills: Bluff, Diplomacy, or Sense Motiv
Peerless Courtier (Diplomacy) As a favored hero of the satrap, you’ve learned to translate skill at arms into social influence.
Prerequisites: Cha 13, base attack bonus +3.
Benefit: Choose one of the following skills: Bluff, Diplomacy, or Sense Motiv
Peerless Courtier (Sense Motive) As a favored hero of the satrap, you’ve learned to translate skill at arms into social influence.
Prerequisites: Cha 13, base attack bonus +3.
Benefit: Choose one of the following skills: Bluff, Diplomacy, or Sense Motiv
Penetrating Blows (Ex) Against DR of constructs, attacks count as adamantine.
Phantom Mount (1/hour) (Su) 1/hour, summon a phantom mount using your HD as caster level.
Plane of Air Planar Infusion (Basic) (Ex) +2 bonus on Fly checks & +2 bonus on saving throws against air or electricity effects.
Plane of Earth Planar Infusion (Basic) (Ex) +2 bonus on Climb checks & +2 bonus on saving throws against earth and acid effects.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prodigy (Craft [armor], Craft [weapons]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Quick Stow You do not provoke an AoO when sheating a weapon, can do so as part of a move action.
Rapid Reload (Laser pistol) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rejuvenation (Su) Return 1d10 days after being destroyed
Ricochet Shot Deed You can fire a shot at a wall, or piece of solid terrain, and have it ricochet off it. When you do, you can use the square immediately in front of the wall or piece of solid terrain to determine line of sight to a target, and this square is considere
Ride-By Attack You can move - attack - move when charging mounted.
Ruinous Revivification (Acid) (Su) At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none are especially appropriate.
Sacriligious Aura (30 ft., DC 23) (Su) Desecrate in 30 ft, using positive energy in area requires a concentration check.
Silent Spell Cast a spell with no verbal components. +1 Level.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Soulblade Standard action deals weapon dice plus enh. bon. to haunt, can attempt to sense in 10 feet.
Spell Resistance (28) You have Spell Resistance.
Stalker (Ex) Perception and Stealth are class skills for kasathas.
Swim (30 feet) You have a Swim speed.
Technic Training
Technic Training +10 (Laser pistol) (Ex) May choose to ignore glitch with chosen firearm.
Technologist You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Technology Adept +1 DC to tech firearms that use charge, Point-Blank Shot bonus increased by 2.
Tool Optimizer Improvised tools give no penalty.
Track +2 Add the listed bonus to Survival checks made to track.
Undead Mastery (25 HD, DC 23) (Su) Control undead within 50'
Undead Traits Undead have many immunities.
Wrest Charge You can attempt to gain an extra charge from a depleted battery or add charge to discharged timeworn tech.
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Background:
Elvonis Geltz never cared much for the Solarian Counsel anyway. Their philosophy grounded in the physics of the Prime Material Plane seemed limited at best, and childish and petulant during the worst of their arguments against the Ioun Dimensional Exploration Transport.
The IDET combined the power of the Azlant Star Empire’s ioun stones, the Elven Gate magics, and Kasathan technology to travel on a dimensional slide through the elemental, astral, ethereal, and shadow planes. In theory, as the Professor had explained in convoluted and incomprehensible detail to Elvonis, the IDET would be able the vast distances of the Prime Material by taking shortcuts through these dimensions. The onboard navigatron would handle all the heavy lifting, and the Professor had programmed that himself.
Elvonis’s ex-wife and the children could board the generation ship for all he cared. The shrew had made the divorce miserable and Elvonis’ subsequent public shaming had been enough to have him removed from the Ruby Guard. Ever the soldier, Elvonis determined to carry on regardless.
The Professor’s early experimentation with Shadow Plane Travel had led to a nearly disastrous run in with an advanced cadre of Azlanti soldiers from the Star Empire. Of all the soldiers of fortune working for the professor, only Elvonis managed to escape. Not only that, but he had brought back a prize collection of ioun stones stolen off the enemies’ corpses. This discovery, the professor assured him, would help in the completion of the IDET.
The crew of the IDET came to think the professor was insane. A mad scientist, a crackpot, a witch, a complete nutter. Elvonis’ would claim his crewmates lacked his loyalty to the professor’s dream. The truth was deeper than this. Back on Siglue Six, Elvonis had discovered more than the ioun stones among the Azlanti. He had also discovered numerous sacred texts to the Azlanti god Amaznen, the god of invention, magic, and secret knowledge. It was Amaznen’s holy words that drove forward, ever towards the mythical homeworld of the Azlant, the lost world of Golarion.
The Professor, had, however, invented a device neither he nor they fully comprehended, a semi-sentient and unstable artifact of magic and technology. The IDET pulled the crew through many different dimensions, pulling facets of the realms it visited into itself and the crew in an attempt to complete its own design according to the flawed logic of its programming. Deskar was evaporated into ether, Momata immolated, and Xebulba turned to a puddle of oozy flesh. Whether it was destiny, the subtle influence of IDET’s mutual respect for the scrappy young kasathan warrior, or a miracle blessed by Amaznen or one of his servitors may never be discovered, but somehow Elvonis survived the infusion of elemental energies from the planes of earth and air that IDET had merged with him and itself.
It was IDET’s final incursion, into the Plane of Time, which was to be its destruction and seal Elvonis’s final fate. When IDET attempted to syphon off the plane’s temporal energies, it attracted unwanted destructive attention from the denizens of that place. The resulting damage would spell the end of IDET.
IDET’s core was able to make one last, desperate dimensional shift, escaping back into the Material Plane before breaking into its components with a crash. While the IDET was almost completely disabled, it managed to safeguard its last living crewman and the majority of its cargo, including a rather sizable collection of valuable gemstones from the Plane of Earth. These would come in handy as Elvonis settled into his now home.
And good thing, too, because this new home was a giant backwater pisshole of a world that had barely managed to invent gunpowder in a tiny section influenced by alien presence. One can imagine Elvonis’ surprise and utter disappointment when he discovered this was, in fact, none other than the legendary lost world of Golarion.
One may also imagine his rage when, not five minutes after arriving, he was killed by a Marut Chronokeeper from the dimension of time to prevent any damage to the planet’s timeline, given that the IDET’s syphoning of temporal energies had managed to send it back in time to Golarion before it had become lost. Once Elvonis was eliminated, the Marut followed its programming to disassemble completely the IDET into its base components before jacking off back to its time zone.
Turns out, IDET had a few tricks up its sleeves no one anticipated. It calculated the energies necessary to shelter an entity’s presence from the attention of the Chronokeepers- essentially creating a chameleon effect where the infused individual would appear to belong in the temporal present it was in rather than blipping their radars. While it couldn’t perform the necessary infusion of temporal energy on itself while under the direct attention of the Marut, it managed to perform the operation on Elvonis, whom the linear-thinking Marut already knew was dead.
Its second trick involved a store of negative energy stored from the trip that had killed Feloni. IDET gave Elvonis one last elemental infusion, transforming the kasathan warrior into an undead creature known on Golarion as a Graveknight.
Thus it was, days of the inevitable’s departure back into the Time Plane, that Elvonis arose anew. Millennia after the last Azlanti had departed Golarion’s surface, well past the glories of that ancient civilization, and an undetermined time before he had even been born, Elvonis pondered his future.
Well, should the generation ship ever arrive at its destination, maybe he would explain to his ex-wife the errors she made in painful detail. Meanwhile, there were rumors of some upstart ex-Azlanti rebels called Thassilonian Runelords waking up. Maybe they would be good for a decent conversation.
Notes on Background and Current Activities:
I’m imaging the Professor and Kasathan generation ship happened pre- or during “The Gap” from Starfinder. No real mechanical effects for the whole “time chameleon” thing except at least initially Elvonis won’t be hunted down by temporal agents (at least until he starts making real time altering waves.) The ioun stones, his weapons, and a vast treasure pile of precious gems are how he got so damn rich. He scrabbled together what he could from the IDET for building the batteries, grenades, and other tech stuff he crafted. He has subsequently used his wealth to further enchant his armor and weapons using his crafting, and has crafted a butt-ton of other useful stuff too. Kept the crafting to only things he could craft (why his weapons and armor only have +1 abilities and no + equivalent abilities), bought the ioun stones and anything else he couldn’t make due to creation restrictions.
In Magnimar, Elvonis generally gets by using his hat of infinite disuises to appear as a living, breathing humanoid of some kind. He has joined the Pathfinder Society here because it’s backwater enough to not have too discerning a leadership, and will allow him to explore the ancient sites he is interested in.