Painter Worshipper of Shelyn

Empheria Helbang's page

169 posts. Alias of Picciui.


Race

F Gnome Incanter 2 HP 14/14 | AC 15/13/13 +4 giants | F 3 R 3 W 3 +2 illusions/fire | Init +4 | Perc +2 | Blast 1d20+6 1d6+3 DC 16

Classes/Levels

Abilities:
Spell Points 5/6 Corrupting Touch 6/6 Movement Burst 6/6 SLA 5/5

About Empheria Helbang

- How would you describe yourself in a single sentence?
"I like having fun!"
- How did you end up in Sandpoint? Born here, moved here...?
"I was born in Sandpoint. My parents came from somewhere else, but they never told me where, and everyone says I came from hell."
- Who do you live with? Family, foster parents, siblings...?
"My parents died, but I live with my big brother and sister. Ever since I burned down my sister's room, she's been sleeping in my room."
- What do you want to do when you grow up?
"My sister says that what I want to do changes every day, but right now I want to burn firewood for cold people."
- Who is your best friend? (hint hint, you may do joint backgrounds...)
"TJ can do cool things with fire, just like me! He can even touch fire without getting hurt! And he can even speak the language of the plane of fire!"
- What is your favorite scary tale?
"I liked the one about Asmodeus burning bad kids. But I don't believe in that one anymore, I'm not a baby!."
- Who is the most awesome person ever, and why is she Shalelu Andosana?
"I burned Shalelu's meal by accident, and she didn't even yell at me! She also doesn't call me demonic."

---
F Gnome Incanter 1
CG small humanoid (gnome)
Init +4; Senses low-light vision, Perception +2
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 armor), +4 vs. giants
hp 14 (2d6+4)
Fort +3, Ref +3, Will +3, +2 vs. illusions, +2 vs. fire (incl. +1 from cloak)
--------------------
Offense
--------------------
Speed 20 ft.
Melee
Ranged sling +2 1d3-1
Special Attacks bludgeoning Xd6+X, fire 1d6+2+1d6/round (Ref ends)
Casting(CL 2; concentration +10, +1 DC Destruction, illusions)
Spell Pool 6
Destruction Sphere (DC 14 + LEVEL)
-Destructive Blast
Spell-like abilities (1/day) - dancing lights, ghost sound, prestidigitation, speak with animals, firesight 1m swift
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 10, Wis 8, Cha 18
Base Atk 1; CMB -1; CMD 11
Feats Primal Blast, Combat Casting
Traits Reactionary; Fire, Walk With Me
Languages Common, Gnome, Sylvan
SQ
Other Gear leather armor, padded armor, small wooden shield, torch, tindertwig, candle, pyrographer's kit, two outfits, whistle, cloak of resistance +1, 2 silk ropes

Skills:

+1 fcb
Craft (alchemy) +7 (+2 bs rank, +2 race, +3 cc)
Knowledge (arcana) +4 (+1 rank, +3 cc)
Knowledge (geography) +4 (+1 bs rank, +3 cc)
Knowledge (history) +4 (+1 bs rank, +3 cc)
Knowledge (nature) +4 (+1 bs rank, +3 cc)
Perception +3 (2 rank, -1 Wis, +2 race)

Destruction:

Destructive Blast [Core]
As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack. (1d6/2 levels)

When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.

You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).

Selective Blast
You may exclude one creature plus one per 10 caster levels from the area of your destructive blasts that have an instantaneous duration. You may instead spend a spell point to increase the number of excluded creatures by your casting ability modifier (minimum +1).

Explosive Orb (blast shape) [Core]
You may spend a spell point to make a destructive blast as a burst effect centered anywhere within range. This burst has up to a 10 ft radius, + 5 ft per 5 caster levels. Affected creatures are allowed a Reflex saving throw for half damage.

Fire Blast (blast type)
You may change the damage type of your destructive blast to fire. Targets who take damage from your fire blast must make a Reflex save or catch fire. A burning creature takes 1d6 damage the following round, plus 1d6 per round until the flames are extinguished. Each round the target may make another Reflex save to attempt to extinguish the flames. Rolling on the ground or using a blanket to smother the flames (a full-round action) grants the target a +4 bonus to that round’s saving throw.

Nature:

Fire [Core]
Manipulate Lava
(Instantaneous or concentration, requires lava)

You may manipulate lava. This is exactly the same as the vortex and freeze powers from the water package, except you must spend an additional spell point for each ability, and you must target lava. Frozen lava becomes obsidian, with a hardness of 5 and 3 hit points per caster level and does not deal damage per round to trapped creatures.

Create Fire
(Concentration, no requirements)

You may produce a Diminutive-sized magical fire that burns without fuel. This fire may be 1 size category larger per 5 caster levels, and may be used to ignite flammable materials to create self-sustaining, non-magical fire. If a target is within the area of the created fire, they suffer damage as normal for that fire’s size and catch fire. A successful Reflex save halves the damage and negates catching fire.

Affect Fire
(Concentration, requires fire)

You may affect a normal, non-magical fire, increasing or decreasing its size by one category, plus one per 5 caster levels. This is only a temporary change; once the effect ends, the fire returns to its normal size. The fire consumes fuel and deals damage as appropriate for its new size, according to Table: Maximum Fire Size. The minimum caster level required to affect a fire is also given in the chart. If two casters are affecting the same fire in the same direction (increasing or decreasing) only the strongest change occurs. If two casters attempt to affect fire in opposite directions (one making it bigger, one making it smaller), the second caster must succeed at a magic skill check.

Ride the Flames:

You may use heat waves to push yourself upward, granting a fly speed of 15 ft. + 5 ft. per 5 caster levels, with a maneuverability of clumsy for as long as you concentrate, or for 1 minute per caster level if you spend a spell point. This fly speed only functions on your turn (requiring you to spend separate actions for movement). If you are not on a surface that can support you on the end of your turn, you glide safely to the ground, at a speed of 60 ft. per round, taking no falling damage. Anyone using ride the flames cannot use its fly speed to hover.

Special:

Arcane Tradition: Somatic and Verbal casting

Sorcerer Bloodline: (2 specialization points) [Core]
You gain the bloodline powers (but not the bloodline spells feats, or arcana) of one sorcerer bloodline of your choice. If you already gain a sorcerer bloodline from another class, this instead allows levels of that class and your incanter levels to stack when gaining and determining the powers and abilities of your sorcerer bloodline. Use your casting ability modifier in place of Charisma when determining the power of your bloodline, if it is higher.

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Sphere Specialization: (3 specialization points) [Core]
You specialize in a sphere of your choice. When specializing in a sphere, you gain that sphere as a bonus sphere (or a magic talent belonging to that sphere if you already possess the base sphere) and gain a +1 bonus to your caster level with that sphere.

In addition, you also gain a series of abilities associated with that sphere, as detailed below.

Destruction [Core]
Intense Magic (Su)
Whenever you create a destructive blast that deals hit point damage, add 1/2 your incanter level to the damage dealt (minimum: +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast. At 20th level, whenever you create a destructive blast you can roll twice to penetrate a creature’s spell resistance and take the better result.

Movement Burst (Sp)
As a swift action, you may project a burst of energy, using it to propel youself forward. You move 20 ft in a straight line in any direction you desire. This movement provokes attacks of opportunity as normal. This distance increases by 5 ft for every 2 incanter levels you possess. You may use this ability a number of times per day equal to 3 + your casting ability modifier.

Spoiler:

Each level add +1 to blast damage up to charisma modifier
Level 2: something in nature
Level 3: Admixture and force damage?