About Gavin Soleques
Channel Energy (5d6) 5/day
firebolt (8/day) 1d6+5 damage. range 30'.
Elemental rod, lesser (3/day)
Selective rod, lesser (3/day)1 used
Dancing lights (3/day)
Quick runners shirt (1/day)
4th—imbue with spell ability(1/day)
A theologian chooses only one domain from her deity’s portfolio rather than the normal two domains. All level-dependent effects of the granted powers from the theologian’s domain function as if she were two cleric levels higher than her actual cleric level. This does not allow her to gain domain-granted powers earlier than normal. A theologian can prepare domain spells using her non-domain slots. She cannot use her spontaneous casting ability on domain spells, even if they are prepared in non-domain slots.
In all other respects, this works like and replaces the standard cleric domain ability.
Domain Secret (Ex)
At 5th level, the theologian chooses one domain spell. That spell becomes permanently modified with one of the following metamagic feats: Bouncing Spell, Disruptive Spell, Ectoplasmic Spell, Enlarge Spell, Extend Spell, Focused Spell, Intensified Spell, Silent Spell, Still Spell.
This metamagic feat does not increase the level of the spell. Once chosen, this modification cannot be changed. The domain specialist need not have the metamagic feat to apply it to a spell using this ability. At every 5 levels after 5th, the domain specialist may choose an additional domain spell to modify in this way. She cannot modify the same spell more than once.
About Gavin (background):
Gavin is an old man, well past his prime. He prefers to spend his time sipping tea and watching children play. A good book and a sunny day are enough to please the gray bearded servant of Sarenrae. But it wasn't always that way.....
In his youth, Gavin was a fierce proponent of his Goddess. Seeking out the faithless masses and cleansing them with holy fire. A zealot among zealots. Word of his deeds spread far and inspired fear, until one day. While 'cleansing' some thugs in an alley, Gavin's rage set a nearby building ablaze. The ensuing fire left dozens dead or injured and saw Gavin imprisoned for 8 years. During that time, Gavin meditated and prayed without ceasing. Upon his release, he was no less passionate, but more well tempered.
Gavin spent years traveling and serving where he could. Serving nobles and peasants alike, he moved across much of Tengwar and Svenik. After a few years of nomadic adventure, Gavin settled in Atlaean, finding its poor to be underserved.
Living a comfortable, semi-retired, small town life, Gavin began to be plagued by a recurring dream. In his dream, a shadowy figure is surrounded by demonic eyes, glowing red in the distance. As they draw nearer to the figure, his cloak flies back, revealing hundreds of bright white eyes shining brilliant white light at the foul creatures pushing them back to the shadows, but the end is always the same. Alone and surrounded, the hero is eventually overrun.
Weeks after the first of these dreams, a wanderer calling himself 'The Witness' passed through town, and Gavin knew his days of rest were over. Packing his bags he quietly followed the man out of town. When The Witness stopped and looked back at him, Gavin tipped his hat, "I'm Gavin, but you already knew that." and without another word, the two left the small hamlet behind, headed who knows where...
About Gavin (appearance):
Gavin is a tall old man, made taller by his pronounced, confident walk. His hair and beard have grayed, and his voice is deep and graveled, but his eyes still glow red and gold, as if on fire. He is spry for a man his age, but strength seems to have left him years ago. He wears a short sword on his hip, but carries a walking stick. Gavin wears a bright yellow vest over whatever other garments (or armor) he has.
Amulet, Armillary (2,500) (+5 spellcraft)
Quick runners shirt (1000)
Handy haversack (2000)
muleback cords (1000)
Mithril heavy shield (1170)
short sword (310)
Rod, elemental, lesser (3,000)
Rod, selective, lesser (3,000)
Fort:10 (base 6, +2 fort, +2 resist)
Ref:9 (base 3, +4 dex, +2 resist)
Will:13 (base 6, +5 wis, +2 resist)
skills:6 (2 class +2 Int +1fc +1 human)
Know rel. +10 (5 rank +2 int +3 class)
spellcraft +22 (9 rank +2 int +3 class +3 skill focus)
sense motive +17 (9 rank +5 wis +3 class)
diplomacy +15 (9 rank +4 class +2 Cha)
Perception +21 (9 rank +5 wis +4 class +3 skill focus)
UMD +15 (9 rank +2 cha +4 class skill)
Heal +12 (4 ranks +5 wis +3 class)
1. Skill focus-perception
H. spell focus-evocation
3. spell specialization-fireball
5. scribe scroll
7. mage's tattoo (evocation)
8. skill focus-spellcraft
9 craft rod
AC 26 [10base+4 dex,+8 armor, +2 shield, +1 deflection, +1 toughening]
Fire resist 10
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).
Dangerously curious- +1 umd and class skill
Seeker-perception +1 and is a class skill
know the enemy-2
To create magic items, spellcasters use special feats which allow them to invest time and money in an item’s creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.
Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.
In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item’s base price (or fraction thereof) by increasing the DC to create the item by 5.
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).
A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.
At-a-glance crafting modifiers:
8 hours of good crafting=1,000gp of market value.
Up to 4 hours of crafting (that counts as 2hrs) per day when traveling.
-5 penalty to check to double crafting progress for the day.
Up to 8 hrs per day in calm, non-travel conditions.
Up to 8hrs per day in distracted conditions (that counts as 4)
You bear the Seeker’s Seal upon your body. After signing the Bookkeeper’s ledger the seal appeared on your skin (at a location of your choosing) in a wave of magical energy. The seal looks like a dull gray tattoo of three concentric pentagrams inscribed by a circle, about 4 inches across. At will, you can focus on the seal as a full-round action in order to use know direction as a spell-like ability with a caster level equal to your character level, however, doing so does not reveal which direction is north. Instead, using this ability will reveal the direction to either the Tower of Ages or the nearest Anchor. You must choose before using this ability which of the two you are orienting yourself towards.
Ideal- (community) You gain its granted powers as a cleric of your character level. In addition, you gain the ability to use each of its domain spells as a spell-like ability 1/day, beginning when your character level equals twice its spell level. All of the save DCs, number of daily uses, and other attribute-related variables use your Int instead of Wis.