Anhana

Keiga, the Shimmering Wind's page

No posts. Alias of Hubaris.


Full Name

Keiga, the Shimmering Wind

Race

Samsaran

Classes/Levels

Vizier/Sorc 8 - HP 83/83 - AC 24 - TAC 20 - FF 15 - CMD 23 - Uncanny - Init +8 - Fort +9 - Ref +8 - Will +9 (+2 death, negative levels, negative energy) - Perc +26 - LLV - 1st 8/8 - 2nd 7/7 - 3rd 6/6 - 4th 4/4

Gender

F

Alignment

CG

Location

Tian Xia

Strength 8
Dexterity 18
Constitution 14
Intelligence 18
Wisdom 14
Charisma 20

About Keiga, the Shimmering Wind

Fluff

Spoiler:

Belief: Life is a journey, death is as well. It's about making others' journey as memorable as possible.
Goal: To understand the samsaran rebirth by tracing her memories as far back as possible.
Instinct: When in danger, trust in one's allies.
Virtue: Compassionate
Vice: Flighty

Basic

Spoiler:

Keiga, the Shimmering Wind
Female Vizier/Sorcerer 8
N Medium Humanoid (samsaran)

Init +8; low-light vision
Favored Class: Vizier +1/5th Essence (8 times), Sorcerer +2 HP (3 times), Sorcerer +1 Spell known (5 times)

Samsaran Racial Traits: Lifebound, Mystic Past Life, Samsaran Magic
Traits: Military Training [Decree of Mercy] (Combat), <>
Languages: Common, <>, <>, <>, <>

Offense and Defense

Spoiler:

AC 23 (10 Base, 4 Dex, 5 Unarmoured, 1 Clothes, 1 Deflection, 1 Natural, 2 Buckler), touch 19, flat-footed 15
HP 83 (8d6 + 2*8 Con + 2*3 FCB + 13 Essence)
Fort +9 (5 Class, 2 Con, 2 Resistance), Ref +8 (2 Class, 4 Dex, 2 Resistance), Will +9 (5 Class, 2 Wis, 2 Resistance)

Base Attack +4

CMB +4; CMD 23 (10 Base, 4 BAB, -1 Str, 4 Dex, 5 Dodge, 1 Deflection)
Speed 30 feet

Stormcallers Blast (Bull Rush) +14 [70 Feet]

Statistics, Skills

Spoiler:

Str 8, Dex 18 (16 + 2 ABP), Con 14 (16 - 2 Racial), Int 18 (16 + 2 Racial), Wis 14 (12 + 2 Racial), Cha 22 (16 + 2 Levels + 2 ABP)

Skills 48 Ranks (2 Class x 8, 4 Int x 8)
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Bluff +19 (8 Ranks, 3 trained, 5 Cha, 3 Competence)
Diplomacy +19 (8 Rank, 3 trained, 5 Cha, 3 Competence)
Disguise +12 (1 Rank, 3 trained, 5 Cha, 3 Competence)
Fly +12 (5 Ranks, 3 trained, 4 Dex)
Intimidate +12 (1 Rank, 3 trained, 5 Cha, 3 Competence)
K: Arcana +8 (1 Ranks, 3 Trained, 4 Int)
K: Dungeoneering +8 (1 Rank, 3 Trained, 4 Int)
K: Local +8 (1 Rank, 3 Trained, 4 Int)
K: Nature +8 (1 Rank, 3 Trained, 4 Int)
K: Planes +8 (1 Rank, 3 Trained, 4 Int)
K: Religion +8 (1 Rank, 3 Trained, 4 Int)
Perception +26 (8 Ranks, 3 Trained, 2 Wis, 5 Competence, 8 Insight)
Ride +8 (1 Rank, 3 Trained, 4 Dex)
Sense Motive +21 (8 Ranks, 3 Trained, 2 Wis, 8 Insight)
Spellcraft +8 (1 Ranks, 3 Trained, 4 Int)
Use Magic Device +19 (8 ranks, 3 trained, 5 Cha, 3 Competence)

Background Skills 24 Ranks
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K: Geography +15 (8 Ranks, 3 Trained, 4 Int)
K: History +15 (8 Ranks, 3 Trained, 4 Int)
K: Nobility +15 (8 Ranks, 3 Trained, 4 Int)

Gear, Magic and Other

Spoiler:

Weapons and Armor
Mithral Buckler - 1005

Wondrous Items and Rings
Eyes of the Eagle - 2500
Circlet of Persuasion - 4500
Ring of Counterspells (Fireball) - 4000
Rod of Lesser Encouraging Spell - 3000
Sleeves of Many Garments - 200
Handy Haversack - 1000

Consumables

Equipment, Tools and Gold
Random Adventuring Stuff - 250

Gold: 45 GP

Class Features - Sorcerer (Phoenix Blooded)

Spoiler:

Spontaneous Charisma Casting

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Bloodline Arcana (Phoenix) - When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

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Blood Havoc - Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline. This ability replaces the sorcerer’s 1st-level bloodline power or the bloodrager’s 4th-level bloodline power.

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Blood Intensity - Whenever you cast a bloodrager or sorcerer spell that deals damage, you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier, whichever is higher. This otherwise functions as—and does not stack with—the Intensified SpellUM feat. You can use this ability once per day at 3rd level and one additional time per day for every 4 caster levels you have beyond 3rd, up to five times per day at 19th level. This ability replaces the sorcerer’s 3rd-level bloodline power or the bloodrager’s 8th-level bloodline power.

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Bloodline Feats - Improved Initiative

Class Features - Vizier (Path of the Ruler)

Spoiler:

Eldritch Insight - While not a spellcaster in any traditional sense of the word, the vizier has used intense study and natural cunning to develop a unique connection to the flow of mystical energies through himself and through the world around him. The vizier’s class levels count as arcane spellcaster levels for the purposes of qualifying for feats and abilities. The vizier gains the ability to invest his essence into any wand, staff, or wondrous item that normally uses charges; the normal limitations for essence capacity apply, and this capacity is increased by the vizier’s improved essence capacity ability. The vizier chooses how much essence to invest at the start of the day when he shapes his veils, and essence distributed to magical items in this way cannot be redistributed for 24 hours. The item gains a number of additional charges equal to the amount of essence invested; these charges dissipate if not used within 24 hours and cannot be used to activate spells of 8th level or higher. The vizier is considered to meet all qualifications for use of an item he invests essence into and never needs to make a Use Magic Device check to activate an item he currently has invested essence into.

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Improved Essence Capacity - The vizier is particularly talented at investing essence. At 3rd, 11th, and 19th level the essence capacity of all the vizier’s essence receptacles increases by one. In addition, the DC for any of his veil abilities increases by +1 each time he gains this ability.

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Veilshifting - As the vizier’s ability to control the flow of magical essence throughout his body and equipment grows, he gains the ability to shape a small number of veils instantly. At 3rd level, the vizier may use a move action which provokes attacks of opportunity once per day to unshape one of his existing veils and instantly reshape the released energy into a new veil. The veil that he shapes using this ability cannot be bound to a chakra until he has spent one hour in meditation, even if the veil replaced this way was already bound. The vizier can use this ability one additional time per day for every four levels beyond 3rd. Each time he gains an additional use of this ability, the number of veils that he can reshape with a single use of this ability increases by one (for example, at 11th level the vizier can reshape up to three veils each time he uses this ability).

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Aura of Subjugation - At 1st level the ruler’s aura of subjugation has a range of 30 feet and all creatures other than the ruler within its area of effect take a -1 penalty to their Will saving throws and a -2 penalty to all Sense Motive checks. He may choose to exclude a number of creatures equal to his Intelligence modifier from the effects of this aura.

At 5th level the ruler’s control over his aura of subjugation improves and the penalty to Will saving throws increases to -2 and the penalty to Sense Motive checks increases to -4.

At 9th level the ruler’s aura increases to a 60 foot radius and any ally within its area of effect whom the ruler has chosen to exclude from its penalties instead gains a +2 bonus to their Will saving throws.

At 13th level the penalty to Will saving throws inflicted by the aura increases to -3 and the penalty to Sense Motive checks increases to -6.

At 17th level, the ruler’s aura of subjugation is near absolute; as an immediate action the ruler may force a single creature within the aura’s area of effect to reroll a Will saving throw or Sense Motive check.

Feats

Spoiler:

Feats:
HD 1: Extra Essence
HD 3: Spell Focus (Evocation)
HD 5: Essence of the Immortal
HD 7: Enhanced Capacity
Sor 7: Improved Initiative

Spells (CL 8)

Spoiler:

Notes
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+5 DC Fire Spells
+1 DC Evocation spells
+8 DC Pattern Spells
+10 Damage Fire Spells
+1 Damage per die rolled on Evocation spells and Bloodline spells,

Mystic Past Life: Reinvigorating Wind (Bard 2), Good Hope (Bard 3), Arcane Concordance (Bard 3), Freedom of Movement (Bard 4)

0th- Detect Magic, Breeze, Dancing Lights, Grasp, Message, Mage Hand, Prestidigitation, Spark

1st (DC 16) – Burning Hands, Charm Person, Moment of Greatness, Gentle Breeze, Alter Winds, Dazzling Blade (FCB), Disguise Self (FCB), Colour Spray (Bloodline)

2nd (DC 17) – Burning Arc, Glitterdust, Reinvigorating Wind, Hypnotic Pattern (FCB), Gust of Wind (FCB), See Invisibility (Bloodline)

3rd (DC 18) - Fireball, Haste, Good Hope (FCB), Magic Circle Against Evil (Bloodline)

4th (DC 19) - Inhibiting Patterns

Spell-Like Abilities

Spoiler:

1/day - comprehend languages
1/day - deathwatch
1/day - stabilize.

Veils (VL 8) - 13 Essence - 3 Capacity

Spoiler:

Circlet of Brass (Headband) - 4 Essence
Stormcaller's Band (Ring) - 1 Essence
Bangles of the Jealous Seductress (Wrists) - 2 Essence
Sentinel's Helm (Head) - 3 Essence [Bound]
Hands of the Bard (Hands) - 3 Essence [Bound]