Spell Sovereign

Fallon Mathis's page

2 posts. Alias of TriShadow.


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Still interested and hoping I have the opportunity to play with these characters for the next couple of years!


I have been looking at this thread of a while, and I still like the Mystic Thurge, so here is Fallon Mathis.

Character Concept:

I have never seen a Mystic Thurge work in an actual game. The gestalt Boon makes this a valid opportunity. I want to play a character that is more than someone with access to arcane and divine, but tries to explore the balance between the two. A long story arc or AP provides enough time to delve into this issue. I also wanted to play a character that was going to be useful to the party with some crowd control and healing options, thereby freeing up skills, strikers and tanks to do their jobs.

Background:

Being a half elf means never really fitting in. Being a gestalt means never being committed to a single choice. Fallon Mathis is one such individual. Torn between faith and tradition, child of a single parent and seemingly alone in the world, Fallon has only recently found success. Following his faith (and heart), he has finally found friendship, love and a purpose. While the mystery of his mother still exists, Fallon is happy for the first time.

Ten-minute-background:

Essential Things
1) Fallon’s human mother left the elves for unknown reasons when he was very young and his father, Fethril, forbade him from asking questions about her as it was distracting Fallon from his arcane studies. The fact that his mother left was often used by others to tease and bully Fallon as he grew up. He remembers she was Osirian, and has come to suspect she was a priestess, but has no idea what could have forced her to leave the enclave (or Fallon) behind.
2) Fallon often felt he was an outcast. As he studied the Arcane Arts, he heard a calling from Nethys. The voiced promised that should Fallon follow the path, he would never be alone again.
3) Fallon’s devout worship of Nethys has caused a rift between him and his father. Fethril cast Fallon out from the elves for putting his faith before his dedication to the arts.
4) Fallon has become involved with Varra Coppersmith, human daughter to a wealth moneylender. Knowing he will need her father’s approval to wed, Fallon has been on the lookout for opportunities to earn enough money and status to be accepted.
5) In the seminary, Fallon met and befriended Bonnel. Many years of study and several evenings in taverns have seen the two become the best of friends.

Goals
1) Fallon would like to find is mother and learn the reason she left.
2) Fallon wants to appease Nethys, and earn the respect of Alden Coppersmith, by becoming the foremost practitioner (and ‘ambassador’) of dual casters and increase the sphere of influence Nethys has in all kingdoms.

Secrets
1) Despite all outward appearances, Fallon does not know what he would do if forced between the love of his life and the strength of his soul. To date, his commitment to Nethys and his desire for Varra has never come into conflict.
2) Unbeknownst to Fallon, Bonnel has always been jealous of the half-elf for being both a divine and arcane caster. Bonnel is charismatic as well as politically savvy and uses that to move up the ranks of the priesthood. He works behind the scenes to hinder Fallon, both professionally and personally. Bonnel has been trying to manipulate Varra into leaving Fallon.
3) Alden Coppersmith is not all that he seems. No one is certain where his wealth came from. He has underworld connections, but there are rumors that he ‘made a deal’ to become rich and powerful.
4) Fethril secretly worships Nethys. Years ago, an avatar appeared and informed him it was the will of Nethys that Fallon be cast out into the world. Fethril believes both he and Fallon are undergoing a test to prove themselves for some greater purpose. Fethril has surreptitiously been following Fallon’s progress.

People
1) Bonnel is a mover and shaker, climbing up the political ladder. He maintains his ‘friendship’ with Fallon until he can use him for the greatest advantage. To that end, he does what he can to assist Fallon publically if for no other reason than to be able to take credit for his success. Bonnel also spends time subtly driving a wedge between Fallon and Varra.
2) The Coppersmith family. Alden has made a deal to become the rich and powerful man he is today. Eventually he will find himself in a position to pay back whomever (or whatever) gave him his money. Varra cares very deeply for Fallon, and could see marrying him one day, but she has started to question how committed Fallon is to the relationship.
3) While being unable to directly aide his son, Fethril would indeed try to assist him if able to.

Memories
1) Fallon has fleeting memories of his mother. He remembers her swarthy skin, raven black hair and ice blue eyes, but little else. Fallon will often unconsciously hum Osirian lullabies his mother sang to him.
2) Fallon fondly remembers the first time his father allowed him into the study and saw him wield magic. It ignited something within him. Whenever he sees or encounters magic new to him, he gets that same jolt of excitement.
3) Fallon will never forget the first time he made love to Varra. From the scent of her perfume to the way she glistened in the candle light, all of it is etched in his mind. The auburn haired girl is the only girl he has been with.

Design Notes
Fallon has lived a difficult life. His father would never tell him why his mother left and continued to push him academically. Being good was never enough for his father. Being a half elf among the pureblooded led to him being ostracized by his peers. Eventually finding solace in his spiritual side, Fallon began to explore his faith, leading to being disowned by his father. It was at this lowest moment of his life when Nethys spoke to him, promising that he never need be alone. Making his way to a larger human city, Fallon joined the seminary so he could explore his potential. Things slowly turned around. He found acceptance in the church, met a true friend and fell in love.

A basic idea of where you're planning to go and how you will benefit the group.... Looking to play a character that "versitally supportive", from locking down the battlefield and preventing us from being out numbered to keeping everyone buffed and healthy. The goal is to play a mystic thurge, hoping in at after 3rd level and seeing how viable a class it really is.

Crunch:

Fallon Mathis
Male half-elf cleric of Nethys 1/gestalt 1/conjurer 1
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +10
Aura arcane beacon, deflection aura (2 ft.)
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Defense
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AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 8 (1d8)
Fort +3, Ref +1, Will +6; +1 trait bonus vs. illusion effects, +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee heavy mace +0 (1d8)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
7/day—acid dart (1d6 acid)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—bless, shieldD, summon monster I
0 (at will)— guidance, read magic , stabilize
D Domain spell; Domains Magic (Arcane subdomain), Protection (Defense subdomain)
Conjurer Spells Prepared (CL 1st; concentration +5)
1st—magic missile , summon monster I , summon monster I
0 (at will)— detect magic , read magic , resistance
Opposition Schools Illusion, Transmutation
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Statistics
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Str 10, Dex 10, Con 10, Int 18, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 10
Feats Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus (conjuration)
Traits elven reflexes, pattern speaker
Skills Diplomacy +6, Knowledge (arcana) +11, Knowledge (religion) +8, Linguistics +8, Perception +10,
Spellcraft +8; Racial Modifiers +2 Perception
Languages Ancient Osiriani, Common, Draconic, Elven, Infernal, Osiriani, Terran
SQ arcane bond (khadae, skunk [sage]), elf blood, summoner's charm (1 round)
Other Gear lamellar (leather) armor UC, buckler, blunted bolts (10), crossbow bolts (20), heavy mace, light
crossbow, backpack, 33 gp
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Special Abilities
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Acid Dart (1d6 acid, 7/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Arcane Beacon (6/day) (Su) 15' Aura allows allies a choice of +1 CL or +1 DC for spells they cast.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.
Cleric Domain (Arcane)
Cleric Domain (Defense)
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his
will.
Deflection Aura (1 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's
reach.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Transmutation You must spend 2 slots to cast spells from the Transmutation school.