Arueshalae

Ibinu Kemish's page

1,098 posts. Alias of Pete H..


Race

| HP 73 (-0) Temp 11 | AC/Tch/FF 20/12/18 | CMD: 20 | F/R/W +6/+6/+10 (Elec Resist 5, Fire Resist 10)

Classes/Levels

| Speed 30ft (Fly 60 when cast) | Climb 20 ft | Storm Blood Heal 18/18, Bite & Claws 6/6 | Level 1: 3/7, Level 2: 5/7, Level 3: 1/6, Level 4: 3/3 | Perc: +14 (Dark & Dragon), SM: +2 | Init: +2

Gender

NG Male Sylph Sorcerer 5 & Dragon Disciple 4 | Mods: Comp Lang, False Life, Mage Armor

About Ibinu Kemish

Current Status Notes: Buy adventuring gear (rope, tools, etc...)

Goals/Plans (*in progress)
*Ssarkofaugos
*Change attitude about sacrifices
*Mithral Makers resume production of something

Gear Goals:
Gear to pursue: Poisoner's Gloves 5000g (claws), Headband of Alluring Charisma, Vambraces of Defense 6000g?, Aegis of Recovery 1500g?.

Private Notes:
There's more to the revelation than just a poem, but in short you see a god-figure of pale, translucent skin and crater-eyes making a deal with the Cauldron Lady. This had something to do with the Dark. Something went wrong with the deal, and now Moon is trapped in our land, bereft of most of His powers. You catch brief glimpses of inquisitors like So Khong and Ky La infiltrating the Temple over many painstaking years.

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--The Cauldron Lady. The female aspect of Volcano. Patron of Hearth. The Lady’s followers believe that he end justifies the means, and that sacrifices are often necessary to defeat evil.

Keywords:
Sacrifices, culling the weak
Blood
Destroy your enemies
Heat, passion
Cynicism
Loud worship
Dagger and Bowl

Near the last day of your alchemy, you have a dim recollection of a dream from last night. The only lasting impression is a message from the Lady.

Swear an oath today, and I will make you more powerful. All you need say is, 'Els of action take heed: go forth and do great deeds'.

You see you would be granted a greater mastery of fire. Flaming sphere, cast as a 7th level sorceror, 2x per day.

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No images tonight. Just darkness. And Her voice.

See what you can do without those elen-made potions? Your minions can labor over beaker and tube - that is not your destiny. If you become my priest, I will grant you magic that the world has not seen in two thousand years!

Two fiery red eyes illuminate an object in front of you. An obsidian-tipped spear, made of a dark, unearthly wood. There is magic pouring from it, like a cold heat. You know, somehow, that this will make you one of the most powerful spellcasters in the world. You see yourself burning away hordes of darkspawn on the frontlines with your mastery of fire magic.

Ibinu's thoughts at the moment about the last dream: From the beginning, Ibinu has made it his goal to go out of his way to help people. To heal them, to change their minds, to protect them. Becoming an avatar of destruction is something he will actively oppose.

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Standing just behind the smaller sylph (Inam) is a second one dressed in significantly less armor but towering over most elen at a wiry 7 feet. In the past it appeared that a stiff wind could blow his thin frame over, but now between a less slouched posture and properly fitting clothing, he appears to be confident and... sturdier? Thick black hair cascades down his shoulders and bright golden eyes reflect his opalescent skin. A well made backpack is slung over his shoulders with a small crossbow clipped to the outside... oh yeah, he has small black horns, dark as obsidian. Sorta noticeable... ;)

Ibinu has had a change of heart, though not literally. Something in the ‘cure’ he received gave him an innate understanding of alchemical concepts. He can ‘see’ how things interact. His skill is only rudimentary and he can only mix a couple things to get a stable result, but he is constantly looking for reagents and new formulas to improve upon his concoctions.

Something else changed too, he has a new focus in his life. He wants to help and teach people how to do things without relying on the god’s powers and blessings. The loss of Sky shows that the gods can die. What would happen to all races if the others died too? He thinks that research into other methods of healing and fighting is not only prudent, but necessary for their future. A more recent change is his pledge to serve as the Cauldron Lady's Herald.

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SPELLS
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Caster Level 8: Cast Defensively +17, Concentration Check +13

Cantrips Unlimited per day, DC 13 unless otherwise noted
Detect Magic, Detect Poison, Read Magic, Light, Touch of Fatigue, Stabilize (fire), Smoke Cantrip to help speak Draconic (High & Low), Message

1st level 7/day, DC 14 unless noted otherwise
Mage Armor (Bloodline), Burning Hands (5d4+5 Fire*, DC 16), Endure Elements, Chill Touch, Comprehend Languages, Alarm

2nd level 7/day, DC 15 unless noted otherwise
Resist Energy (Bloodline), Molten Orb (2d6+2 fire & 1d6+1 splash & 1d6+1 burn), Shatter (DC 17), False Life

3rd level 6/day, DC 16 unless noted otherwise
Fly (Bloodline), Fireball (8d6+8 Fire*, DC 18), Daylight

4th level 3/day, DC 16 unless noted otherwise
Fire Shield (1d6+9 Fire if hit with melee strike, no save)

*fire resistance is ignored, and immunity to fire is instead treated as half damage from fire attacks

Spell-Like Abilities
Featherfall (Instantaneous)
Invisibility/Silence (10 minutes)

Potions
Endure Elements (2)
Detect Secret Doors (1)
Cure Light Wounds (9)
Cure Moderate Wounds (1)
Identify (2)
Fox's Cunning (1)
Mind Control (3) (GM has details)

Poisons
Blue Whinnis DC 14 (0)
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OFFENSE
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Speed 30 Climb 20 Base Atk +5 CMB +9

Melee
Dagger +9 Hit, 1d4+4 (19-20x2) S or P

Bite +9 Hit, 1d6+4, 20x2 Crit
[dice=Bite]1d20+9[/dice] for [dice=Magic/B/P/S]1d6+6[/dice]

2x Claws +9 Hit, 1d6+3, 20x2 Crit
[dice=Claw]1d20+9[/dice] for [dice=Magic/B/S]1d6+4[/dice]

+2 Flaming Longspear +11 Hit, 1d8+8+1d6 Fire, 20x3 Crit
dice=+2 Flaming Longspear]d20+11[/dice] for [dice=Piercing + Fire]d8+8+1d6[/dice]

Ranged
Breath Weapon
9d6 Fire Damage, 30 ft Cone, Reflex DC 17 to 1/2, 2/day

Acid Flasks +7 Touch, 1d6 acid, 1 splash, no save for 1/2, 10 ft
MW Light Crossbow +7 Hit, 1d8, 19-20x2, P
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STATISTICS
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Str 18, Dex 14, Con 12, Int 14, Wis 14, Cha 17
AC Calc 4 Mage Armor, 2 Dex, 4 Natural
HP Calc 1) 6, 2-5) 16, 6-9) 28, Con) 9, F.C.) 5, Toughness) 9
Saves Calc Ability +1/+2/+2, Sorcerer (lvl 5) +1/+1/+4, Dragon Disciple (lvl 4) +2/+1/+2, +1 Cloak of Resistance +2/+2/+2
Feats Bonus 1) Eschew Materials, 1) Combat Casting, 3) Uncanny Concentration, 5) Spell Focus: Evocation, 7) Master Alchemist, Bloodline 7) Toughness, 9) Greater Spell Focus: Evocation
Traits Mathematical Prodigy, Armor Expert
Favored Class: 5 in HP
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Skills:
[dice=Acrobatics]1d20+3[/dice]
[dice=Appraise]1d20+2[/dice]
[dice=Bluff]1d20+7[/dice]
[dice=Climb]1d20+12[/dice]
[dice=Craft: Anything]1d20+2[/dice]
[dice=Craft: Alchemy]1d20+16[/dice]
[dice=Diplomacy]1d20+7[/dice]
[dice=Disguise]1d20+3[/dice]
[dice=Escape Artist]1d20+2[/dice]
[dice=Fly]1d20+6[/dice]
[dice=Handle Animal]1d20+3[/dice]
[dice=Heal]1d20+2[/dice] (+2 w/ kit)
[dice=Intimidate]1d20+7[/dice]
[dice=Knowledge: Arcana]1d20+11[/dice] (5 ranks)
[dice=Knowledge: Dungeoneering]1d20+6[/dice]
[dice=Knowledge: Engineering]1d20+7[/dice]
[dice=Knowledge: Geography]1d20+6[/dice]
[dice=Knowledge: History]1d20+6[/dice]
[dice=Knowledge: Local]1d20+6[/dice]
[dice=Knowledge: Nature]1d20+6[/dice]
[dice=Knowledge: Nobility]1d20+6[/dice]
[dice=Knowledge: Religion]1d20+6[/dice]
[dice=Knowledge: Planes]1d20+6[/dice]
[dice=Linguistics]1d20+9[/dice] (5 ranks)
[dice=Perception]1d20+14[/dice] Dragonsight & Darkvision
[dice=Perform: Any]1d20+3[/dice]
[dice=Profession: Clergy]1d20+6[/dice]
[dice=Ride]1d20+2[/dice]
[dice=Sense Motive]1d20+2[/dice]
[dice=Sleight of Hand]1d20+2[/dice]
[dice=Spellcraft]1d20+8[/dice] (3 ranks)
[dice=Stealth]1d20+2[/dice]
[dice=Survival]1d20+2[/dice]
[dice=Swim]1d20+4[/dice]

Languages (Race)Common, Sylph, Maker Script, Ifrit; (Linguistics) Oread, Undine, Draconic, Low Draconic, High Ifrit
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EQUIPMENT AND GOLD
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On person: MW Light Crossbow w/ 20 bolts 6, Cloak of Resistance +1, Elixir/Bomb Components, 2x Bandoliers, Mutagen
In Handy Haversack: Chain Shirt 25, Formula Book 3, Alchemist's Kit 5, Portable Alchemist's Lab 20, Healer's Kit (6) 1, 3 Acid Flasks 3, 25 extra Crossbow Bolts 3, Thieves' Tools 1, Traveling Formula Book 1, +2 Studded Leather w/ enchant 20
Clothing: Traveler's Outfits (2), Very Nice Traveler's Outfit, Artisan's Leather Apron
GP: 11 p 545 g
Weight Carried: 7 lbs (92 lbs in Haversack)
Carrying Capacity: Light (100), Medium (200), Heavy (300), LoH (300), Lift (600), Drag/Push (1500)
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APPEARANCE
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Age 24
Height 7’00
Weight 140
Eye Color Gold Red
Hair Color Black
Skin Tone Opalescent
Region of Origin Wandering Gypsy Caravan
Deity Herald of the Cauldron Lady
Favorite meal None - Just enough food to keep working
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Special Abilities/Racial Traits/General Traits:

Breath Weapon (Su): At 9th level (earlier with D.D.), you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Dragonsight: You can see through the blowing ash, harsh light, and choking smoke of Igniscoeli. Whenever you are on Ignoscoeli, environments that cause fatigue or perception penalties due to one of these conditions is instead ignored.

Dragon Bite (Ex): At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple's Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.

Ability Boost (Ex): As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table: Dragon Disciple. These increases stack and are gained as if through level advancement.

Natural Armor Increase (Ex): As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack.

Blood of Dragons: A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Draconic Bloodline: Red/Fire/30-foot cone

Storm in the Blood: A sylph with this racial trait gains fast healing 2 for 1 round anytime she takes electricity damage (whether or not this electricity damage gets through her electricity resistance). The sylph can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces air affinity.

Normal Speed: Sylphs have a base speed of 30 feet.

Darkvision: Sylphs can see in the dark up to 60 feet.

Spell-Like Ability: Sylphs can use feather fall 1/day as a spell-like ability (with a caster level equal to the sylph’s character level).

Energy Resistance: Sylphs have electricity resistance 5.

Mathematical Prodigy:Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.

Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

GM Only: Past life:

Grew up with a band of roving Gypsies.
Disrespected a local shrine (likely volcano).
Cursed with Rage, too proud to seek forgiveness.
Hated the gods for his curse.
Parents passed away in an attack by raiders 20 years ago.
Only living relative is his grandfather.
Hearth's Captain of the Guard has an addiction to 2 rare and costly drugs.