About Enoch the WandererBack Story:
under construction...
Enoch the Wanderer has been sent away from not Axis because he has shown tendencies for....humor! Scandalous, he knows. He has been sent to Sigil to catalog.... everyone and everything thing.
Crunch:
Enoch the Wanderer
electricity resistance 5
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Range
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lore master 2/2
Automatic bonus progression
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Skill Points at each Level: 6 + Int modifier. Favored class bonus: +1 hp x11
Other Gear
Cultural Adaptation materials: a document written in the language of the culture to be emulated (Sigil, Ysgard, ) Carrying Capacity:
Current: ? lbs
-------------------- Wealth sp 41,000 gp / spent 34,013 gp Spells:
Caster Level 11 Concentration +19 Cantrips
1st level 7/4
2nd level 6/4
3rd level 5/5
4th level 3/2
Racial Traits:
Aphorite Racial Traits +2 Strength, +2 Intelligence, –2 Dexterity: Aphorites are strong and intelligent, but move and react somewhat stiffly. Native Outsider: Aphorites are outsiders with the native subtype.
Normal Speed: Aphorites have a base speed of 30 feet. Darkvision: Aphorites can see in the dark up to 60 feet.
Planar Envoy
Spell-Like Ability: Aphorites can use protection from chaos once per day as a spell-like ability (caster level equal to the aphorite’s class level). Aphorite Resistances (Ex): Aphorites have electricity resistance 5 and a +2 bonus on saves versus poison and mind-affecting effects. Crystalline Dust (Su): An aphorite can manifest a haze of crystalline dust that forms into indistinct runes and glyphs surrounding its body. This effect grants the aphorite a 20% miss chance against melee and ranged attacks. Activating this dust is a move action, but it can be maintained each round as a free action. The effect cannot be disrupted, but it ends immediately if the aphorite is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. An aphorite can use this ability a number of rounds per day equal to its Hit Dice, but the rounds do not need to be consecutive. Languages: Aphorites speak Common and either Celestial or Infernal. An aphorite with a high Intelligence score can choose from the following as bonus languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Bardic Performance:
Quintessence Infusion (Su):
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components. THE FRA +
• 0f= 0RDER •: I. The Fraternity of Order is one of the fifteen sanctioned factions of Sigil. A. The faction is based on the foundations of law. 1. Law governs everything. 2. All laws have loopholes. a. Loopholes can be discovered. b. Loopholes can be exploited. 3. The loopholes in the laws of the multiverse are the secrets to power. B. The faction runs the court system of Sigil. 1. Faction members are often called Guvners. 2. Faction headquarters is in the City Court itself. 3. Faction members judge the cases of criminals apprehended by the Harmonium, the faction's allies in law. a. Faction members interpret the laws. 4. Faction members may also prosecute, provide defense, and transcribe the trials. II. The Fraternity of Order is the oldest and greatest of the factions. A. The faction was the first to create a charter. B. The faction is the most organized, orderly, and law- conscious of them all. C. The faction is appealing to prospective members. 1. Only the most intelligent and capable candi- dates can pass the tests of general knowledge and legal matters required for membership. 2. Namers are allowed to serve as Aides in the legal process and work for faction Administra- tors. 3. All faction members learn so much about the multiverse that the understanding of languages and lore becomes second nature. 4. Experienced faction members learn to exploit the loopholes of the multiverse. Fraternity of Order: 1/day cast comprehend languages as a spell-like ability with caster level equal to the character’s level. The Guvner cannot knowingly break any laws, if they do they lose access to any Fraternity of Order traits, feats, or abilities until an atonement spell is cast on them. |