Jhavhul

Ignot Pureflame's page

82 posts. Alias of Shizzle69.


Full Name

Ignot S. Pureflame

Race

Half-Giant

Classes/Levels

Cleric3/Vitalist(life-leech)3

Gender

Male

Size

Medium

Age

42

Alignment

N

Deity

Calistria

Languages

Common, Giant, Ignan

Occupation

Knowledge Extractor

Strength 12
Dexterity 8
Constitution 12
Intelligence 14
Wisdom 19
Charisma 14

About Ignot Pureflame

Combat Stats:

HP: 27 (25)
BAB: +2 Attacks: Ranged:-18 Melee:-16 (I still threaten though)
AC:23 10+9+4
Move: 20 (run x3)
Ini: -1
CMB: nonexistant
CMD:14 10+2(bab)+1(str)+1(size)

+2(fire spells+effects) +2(charm/compulsion)
Fort:4 3+1
Refl:0 1-1
Will:7 3+4

Spellcasting:

Caster Level:3 Concentration:+9(3+4+2(trait))

0th:4/day
Detect Magic, Create Water, Spark, Light

1st:3/day +1 domain
D Burning Hands
Blessing of the Watch
Command
Burning Disarm

2nd:2/day +1 domain
D Mirror Image
Calm Emotions (cast)
Sound Burst

Manifesting:

Manifester Level:3 Concentration:+9 (3+4+2(trait))

11+9+2(feat) PP/day (12 used) 3+1(method) powers known Max power level:2

Talents:Detect Poison, Disruptive Touch, Fatigue, Empathy(bonus)
1st:Colapse, Vigor, Empathic Connection
2nd:Animal Affinity, Share Pain

Skills:

4/level +1/level favored class

0Autohypnosis:8 ---1+4+3
0Bluff:11 ---------3+2+3 +3(psycrystal)
0Heal:8 -----------1+4+3
0Intimidate:10------3+2+3 +2(MW tool)
0Perception:12 ----3+4+3 +2(alertness)
0Sense Motive:12 --3+4+3 +2(alertness)
0Survival:12 ------1+4+3 +4(racial)

Feats:

Feats
Half-Giant:Psionic Talent (Naturally Psionic)
1:Psycrystal Affinity (Liar +3 Bluff)
2(life-leech):Unwiling Participant(Will DC 10+1/2level+Wis or in collective)
3:Expanded Knowledge (Empathic Connection)

Equipment:

Str:12 L:43 lbs. or less M:44–86 lbs. H:87–130 lbs.

Equipment:149g 1s 122.5lbs

MW Spiked Full Plate: +9 AC, 60lbs
MW Tower Shield: +4 AC, 45lbs
Pearl of Power level 1
Sack, Chalk 10 peice, 2 bags caltrops(4lbs), crowbar(5lbs), Drill(1lb) Magnet(.5lb), Silk Rope(5 lbs), Wrist Sheth Spring Loaded(1lb) Whistle(8sp), MW Intimidate tool[Facemask on helmet](1lb)
Wand of Infernal Healing (50 charges)

Scrolls:
1xComprehend Languages
1xAnt Haul
1xRemove Paralysis
1xDelay Poison

Traits/Racial/Favored Class:

Traits:
Birthmark: +2 saves vs charm/compulsion and counts as holy symbol
Focused Mind: +2 bonus on concentration checks

+2 Wisdom, +2 Strength, –2 Dexterity: Half-giants are tough and intuitive, but not too nimble.
Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race.
Medium: Half-giants are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-giants have a base speed of 30 feet.
Low-Light Vision: Half-giants can see twice as far as humans in conditions of dim light. See Vision and Light.
Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.
Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger.

Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.

A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.
Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant’s level (minimum 1st). The DC for this power is equal to 10 + the power’s level + the half-giant’s Charisma modifier.
Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Survivor: Half-giants gain a +4 racial bonus to Survival checks.
Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, and Ignan.

Favored Class:+1 skill/level

Domains:
Fire(smoke)

Cloud of Smoke (Su): As a standard action, you can create a 5-foot-radius cloud of smoke. This power has a range of 30 feet. Creatures inside the cloud take a –2 penalty on attack rolls and Perception skill checks for as long as they remain inside and for 1 round after exiting the cloud. Creatures inside the cloud gain concealment from attacks made by opponents that are not adjacent to them. 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—pyrotechnics, 3rd—stinking cloud, 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).

Trickery(deception)

Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Replacement Domain Spells: 1st—disguise self, 2nd—mirror image, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—project image, 8th—mass invisibility, 9th—time stop.

Abilities(quick version):

Abilities:Low-Light Vision
Powerful Build:count as 1 size larger is advantageous for CMB/CMD/special attacks
Half-Giant Psionics: 1/day stomp Man. level = 1/2 level DC=10+1+cha
Psionic Aptitude:favored class can also gain power points
Channel Energy: Positive Energy 2d6 3+cha/day
Domains: Fire(smoke), Knowledge
Cloud of Smoke:Std 5ft rad cloud 30 ft range. all in -2atk/per +1rnd once out 3+wis/day
Sudden Shift:Imm act when missed melee. teleport 10ft to space in reach 3+wis/day
Collective: 1/2 level or Wis mod currently 4 + self Range 130ft
Transfer Ailment: Dazed,Dazzled,Shaken,Staggered
Unwilling Participant: all saves over collective made at -2
Drain Health:Standard 1 member takes 2xlevel+Wis(10) give to another

Life Leech Stuff:

Unwilling Participant [Psionic ]
You are able to force others into your collective.
Prerequisite: Collective class feature.
Benefit: You may attempt to force a living creature into your collective. The target may attempt a Will save (DC 10 + half manifester level level + Wisdom modifier) to resist. If the target fails the save, it may attempt another Will save at the same DC every 24 hours thereafter, but is otherwise unable to leave the collective unless you allow it.

Normal: Only willing creatures may be added to a collective. Creatures may leave the collective as a free action.

Special: Creatures forced into your collective using Unwilling Participant are considered willing members for any collective-related effects unless they succeed on another Will save at the same DC to resist being forced into the collective. A successful save means the creature resisted the specific effect but is still a member of the collective.

Life Leech
Life leeches know that there is more potential from the collective bond than simply transferring healing energy and sharing psionic enhancements. They recognize that the collective can be used to share virtually any debilitating effect, even redirecting the damage of a strike at the moment of impact.

Transfer Ailment: A 1st level life leech can transfer the dazed, dazzled, shaken, or staggered condition from one member of his collective to another as a standard action. At 4th level, the life leech can transfer the fatigued, shaken, and sickened condition. At 7th level, the life leech can transfer the dazed and staggered condition. At 10th level, the life leech can transfer the exhausted, frightened, or nauseated condition. At 13th level, the life leech can transfer the blinded, deafened, paralyzed, or stunned condition. At 17th level, the life leech can transfer the unconscious condition (although a creature that receives the unconscious condition from this ability is not reduced to negative hit points by this effect, nor is the original creature brought automatically to positive hit points; such a creature would still have 0 or negative hit points, but would become conscious, stable, and likely given the disabled condition) If this ability is used on an unwilling target and the recipient of the effect makes a successful save (see the Unwilling Participant* feat), the creature with the condition being transferred still suffers from the condition. A life leech may use this ability a number of times per day equal to 3 + his Wisdom modifier. This ability may only be used on creatures with a Constitution score and may not be used against creatures with a total number of hit dice less than half the life leech’s level. This ability can only be used to transfer temporary conditions. For example, a life leech could not transfer blindness from a creature that has somehow lost its eyes permanently. This ability replaces Transfer Wounds and the accompanying benefits from the vitalist’s selected method.

Unwilling Participant: A life leech of 2nd level gains the Unwilling Participant feat as a bonus feat. In addition, when any creature in the collective against their will makes a save against an effect from over the collective, they suffer a -2 penalty on the save to resist the effect. This ability replaces Health Sense

Drain Health: A life leech of 3rd level can steal hit points from members of his collective and transfer them as healing to other members of the collective. As a standard action, one member of the collecgtive takes damage equal to double the life leech’s class level + the life leech’s Wisdom modifier and another member of the collective heals the same amount. This ability may only be used on creatures with a Constitution score and may not be used against creatures with a total number of hit dice less than half the life leech’s level. This ability replaces Steal Health.

Transfer Attack: A 9th level life leech can expend his psionic focus as an immediate action to redirect damage being taken by one member of the collective to another member of the collective. Calculate the damage as if the original target would have taken it. The damage transferred is empathic in nature, so damage reduction or other means to block the damage to the final target are not effective. This ability replaces the Expanded Knowledge feat normally gained at 9th level.

The Psycrystal:

Leon the Liar (Tigers Eye Psicrystal)

Diminutive construct (N)
Senses Sighted 40 ft., Perception +6
DEFENSE
AC 17, 16 touch, 15 flat-footed (+2 Dex*, +4 size, +1 natural)
hp 13
Fort *, Ref *, Will * - * as master’s saves Hardness 8
OFFENSE
Speed 30 ft., climb 20 ft.*
Melee -
Space 1 ft.; Reach 0 ft.
STATISTICS

Str 1*, Dex 15*, Con -, Int 7, Wis 10, Cha 10
BAB +0; CMB -9; CMD +3
Feats -
Skills Climb +10*, Perception +6, Stealth +6, Autohypnosis +1, Bluff +4, Heal +1, Sense Motive +4, Survival +1
SPECIAL ABILITIES
Construct traits

A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Psicrystals do not have the usual construct traits of darkvision and low-light vision.

Backstory:

Ignot was born the son of a laundress in the Warrens. Never knowing his father he was taught from a young age by the women of the brothel and by his mother. It was here that he learned of the beauty and wit of the great goddess Calistria. His mother and the women would share tales of the clever tricks she would play on the other gods, and late at night old drunk men would sing songs to him of her beauty. He was enamored by this goddess, how she held such strength not through force but through clever manipulations and knowledge of hidden facts.
At the age of 8 when his hair started to wave and sway like the flames of the fire he learned one bit of knowledge of his father’s blood. He never bothered to ask his mother about the specifics but he didn’t have to. The tales of Calistria had inspired his young mind to learn the basics of body language and information gathering. He found that simply being in the right place could answer more questions than asking ever could.

One day while washing his fire hair, his mother mused about its similarity to Calistria’s seldom used nickname “Unquenchable Fire”. He listened while she told him a story of Calistria’s vengeance. This story he had not heard. The story stretched on and on as Calistria wove complex webs of intrigue and deception waiting patiently for the right moment to strike, letting her vengeful spirit burn and burn with a heat and passion fueled not only by the hate of her transgressor but also for the passion of setting up the trick. His mother finished the story explaining that some say Calistria plans her vengeance to this day to make sure it is perfect and sweet. This is the day he learned the importance of patience.

On the cusp of adolescence tragedy struck poor Ignot. While servicing an important gang boss of the Orphan's Aid Society his mother apparently overstepped her bounds. Ignot was forced to watch as his mother was beaten to death. As she laid there naked and dying he was grabbed up and taken away from the brothel as a slave. No one lifted a finger for fear of retribution. Most of the people he had grown up around thought him dead.

He was not dead, of course, he was alive and working as a runner for the Orphan's Aid Society. Every day he feared for his life, and every day he learned a bit more about who and what the boss man was. He was planning; planning to have his vengeance, and he prayed to Calistria every waking moment to make it as sweet and perfect as he desired. One day while eavesdropping on the fool that called himself his owner he was clumsy and revealed his presence. The punishment was not merciful, it was cruel and brutal. He was beaten to within an inch of life, both legs broken at the knee, muscles torn from the bone and reattached. This was a professional job done on a teenage body. Ignot could find no comfort in his body so he sought refuge in his mind. After a particularly bad day of this seemingly endless torture, he lay on his back and prayed yet again to Calistria telling her of the fire still burning in his heart fuelled by his hatred for this despicable man and all he stood for. For the first time he heard an answer, a whisper really, “you will have what you seek….rest now.”

When he awoke to the sound of his torturers steps, his wounds had miraculously healed and he felt the fire burn brighter than ever inside his soul. He demanded to see the boss hair ablaze eyes filled with fervor. The man who had held him under his knife the day before was so amazed at his spirit and the incredible way the boy had healed that he acted without thinking and brought Ignot right to the boss. The torturer was immediately executed for being so easily influenced by” just a little b$$~$ kid.” Ignot impressed his owner with this show of defiance and also with his incredible recuperative abilities. He was told that he was to be trained in the fine science of “getting to know people.” He was to replace the poor sap who he had just watched die. He was never punished again. He had to be good, to get close to his target, to learn all he could, to have his vengeance in Calistria’s name. He to this day bears the scars and physical weakness from his broken knees and the weeks of torture that preceded his divine awakening.

He liked his new job. It was sick disgusting at times, but most of the people who fell beneath his knife deserved to be there. The ones that were innocent were easy to manipulate without shedding a drop of blood. He learned to infiltrate their minds. Show them the pain they had caused, give them a proper empathic experience of what would come if they didn’t cooperate. Some he just observed. He learned to read beings like books, perfecting the simple tricks he had learned as a child into a science. He spoke daily to Calistria, never telling her of the specifics of his plan but praising her and informing her of it’s progression. She blessed him with the tools he needed to keep those under his knife just barely alive, a state he learned that was perfect for seeing though the barriers to the truth of a person. He learned the pleasure of knowing others in all ways. He learned of his darker desires, but held true to the goodness that came from his mother’s memory.

On the night of his 42th birthday he was “getting to know” a laundress in his usual way when a knock came at the door. It was the fuzz and he was in big trouble. He was immediately chained and brought to the dungeons. It was here that he manifested his psicrystal in an attempt to appear innocent. He placed all of his dark desires and trickster nature into one section of his brain and attempted to force it out. He blacked out immediately waking hours later to find a baseball sized tigers eye stone starring him down. Leon the Liar was born. Had the expulsion of his dark-self worked, he was not sure. However over the next days he took solace in having the companionship of Leon and was impressed by the stones incredible knack for deception.

After days of torture and inquisition he had worn his captors out. He didn’t budge, not a single word of who he worked for. He couldn’t let the town guard take down his old boss, that job was for him and him alone. He laughed at their attempts to cause him pain all the while working his own subtle magic at the edges of their personality. It wasn’t long before they were at each other’s throats while he stretched his back on the rack. A superior officer was called in to quell the infighting and beat the smug out of Ignot. Ignot made an impression on this man who respected the willpower that was shown as well as the obvious manipulation skills. He ordered his release and immediate enrollment in the guard.

Ignot has a good feeling about this new placement. This job as a guard could be a good way to learn even more about the man he plans to not just kill but bring so low such that he no longer wishes life.

Physical Appearance:

Ignot has dark almost pitch black skin and flaming orange hair that he keeps shoulder length. His eyes are bright blue and full of life. On his forehead is the beginning of a birthmark. It looks like the tip of a blade that dissapears into his hair. Two more blade tips protrude behind his ears. (essentially it's the holy symbol of Calistria on his head.) He wears loose robes of black with yellow accents when not wearing his Full Plate and Shield in the field. When in his armor not a bit of his skin is revealed and his face is hidden behind a helmet visor. His armor is Black with blood red accents, and is covered in twisted, gnarly, wicked spikes. On the front of his shield he proudly displays the symbols of multiple divine powers of torture, pain, death, and evil. This is all a ruse of course, but your average criminal sees that much metal and runs like the cowardly dog they truly are.

The wicked armor is accented by an equally disturbing paining of a face on the helmet visor. The hideous visage seems otherworldly and gives those who see it a feeling of dread. Perhaps it is possessed by some demon or devil. Or maybe Ignot just knows some really good artists and can provide more than adequate inspiration.

Ignot is normal sized for a Half fire giant and has a good build most would consider fine for fighting. The truth that lies under the skin is unfortunate however. His knees are a mess and they make him clumsy at best. The muscles in is arms and legs are big sure, but in his youth they were twisted and molded by a torturers hands and now they do next to nothing when wielding a weapon. Most of these physical problems are easily hidden from the average eye. Anyone with good medical knowledge, and most of the guards who have fought with him know the truth of his condition however they all know to keep it quiet around the gangs