Leaf Leshy

Longirus of the Lantern's page

51 posts. Alias of Johnnycat93.


About Longirus of the Lantern

Male Ghoran Wizard (Exploiter) 6/Cleric (Evangelist) 6/Mystic (Knight-Chandler) 6/Oracle 1
LG medium plant
Init +6; Senses low-light vision; Perception +13
Aura Good
Favored Class Cleric
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DEFENSE
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AC 15, touch 13, flat-footed 13 (+2 Natural Armor, +1 Insight, +2 DEX)
hp 72 (6d8+24)
Fort +4, Ref +4, Will +9 (+2 psionic powers, psi-like abilities, spells, spell-like abilities)
Immune mind-affecting, paralysis, poison, polymorph, sleep, stunning
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OFFENSE
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Speed 20 ft
Melee
Special Attacks arcane reservoir 9/day, reveal weakness 9/day, bit of luck 7/day, sermonic performance 20 rounds/day, illumination, animus

Mystic Maneuvers Known (IL 6th)
Stances - riven hourglass stance, distorted clock, ready the draw
Strikes - tidal blade, iron wave, *variable flux, †lance of power
Boosts - *minute hand, †energy spark, *degrade resistance, horizon wind lancet, *unhindered step
Counters - †clockwatcher, *calm the storm, *eldritch shield, †arcane shield
*readied maneuvers †immediate maneuvers

Wizard Spells Prepared (CL 6th; concentration +11)
0th - detect magic, read magic, message, prestidigitation
1st - grease, obscuring mist, silent image, [open]
2nd - communal protection from evil, glitterdust, create pit, [open]
3rd - summon monster III, haste, [open]

Cleric Spells Prepared (CL 6th; concentration +10)
0th - enhanced diplomacy, guidance, resistance, stabilize
1st - bless, moment of greatness, summon monster I, true strike
2nd - divine favor, spear of purity, sound burst, ironskin
3rd - final sacrifice, wind wall, protection from energy, magic circle against evil

Oracle Spells Known (CL 1st; concentration +6)
0th - create water, light, mending, spark
1st (5/day) - infernal healing, sanctuary

Ghoran Spell-Like Abilities (CL 6th; concentration +12)
1/day - detect poison, goodberry, purify food and drink
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STATISTICS
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Str 10, Dex 14, Con 14, Int 22, Wis 18, Cha 22
Base Atk +4; CMB +4; CMD 16
Traits Community Minded, Magical Lineage (Snapdragon Fireworks), Missionary (Holy Word, Flame Strike, Sound Burst)
Feats Scribe Scroll (B), Tap Animus (B), Toughness (B), Lingering Performance (1st), Spellsong (1st), Weapon Finesse (1st), Spell Focus (Conjuration) (1st), Greater Spell Focus (Conjuration) (1st), Heighten Spell (2nd), Dazing Spell (3rd), Preferred Spell (Snapdragon Fireworks) (4th), Glorious Heat (5th), Heighten Spell (6th)
Skills Diplomacy +15, Knowledge (Arcana) +14, Knowledge (Engineering) +14, Knowledge (Geography) +14, Knowledge (Nature) +14, Knowledge (Planes) +14, Knowledge (Religion) +14, Linguistics +14, Perform (Oratory) +15, Perform (Dance) +15, Perception +13
Languages Common, Draconic, Celestial, Ignan, Sylvan, Treant, Terran, Aquan, Auran, Infernal, Modern Common
SQ Delicious, Natural Armor, Past-Life Knowledge, Natural Magic, Ghorus Seed, Light Dependent, Advanced Charisma, Advanced Intelligence, Tree Speech, Carrion Sense, Cantrips, Scribe Scroll, Arcane Discovery (Fast Study), Arcane Reservoir, Exploiter Exploit (Void School Understanding, Dimensional Slide), Aura, Channel Energy 2d6, Orisons, Single-Minded, Public Speaker, Sermonic Performance, Spontaneous Casting, Blade Meditation, Elemental Attunement, Arcane Defense +2, Mystic Artifice, Withstand Spell, Instant Enlightenment 1/day, Soul Candle, Illumination, Candle Magic, Mystery (Solar), Oracle's Curse (Lame), Revelation (Astral Caravan),
Gear spell component pouch, spellbook, quarterstaff, dagger, wizard's kit
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SPECIAL ABILITIES
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Maneuvers (Ex or Su) A mystic begins her career with knowledge of seven martial maneuvers. The disciplines available to her are Elemental Flux, Mithral Current, Riven Hourglass, Shattered Mirror, Solar Wind, and Veiled Moon.

Ghoran Race Building:

Base 19 RP; 11 RP remaining
Advanced Charisma 4 RP
Advanced Intelligence 4 RP
Tree Speech 2 RP
Carrion Sense 1 RP

Building Information:

Began with 10, 12, 14, 18, 18, 18 (90 pts arranged to my needs).
Assigned STR 10, DEX 14, CON 12, INT 18, WIS 18, CHA 18
Racial bumped CON and CHA by 2 and dropped INT by 2
Advanced Charisma and Intelligence increased INT and CHA by 2
Level 3 bonus went INT
Signature Item purchased a +2 INT
Final ability scores are as shown on character sheet.

Saves are: +1/+1/+4 from class levels, +2/+2/+4 from attributes.

Skills: 4+5(INT)+1(FCB) = 10 ranks/level. Each skill listed has max Ranks and is a class skill. No skill listed receives a bonus other than attribute, ranks, or class skill.

Maneuvers:

Ichorous Beacon (Signature Item):

An old brass lantern, design of the Archmage Goodwin. The flame held within is said to be unquenchable as it is a manifestation of the bearer's spirit. The brighter the soul, the more grossly incandescent the lantern's light.

There once was a dweller of the forest whose insecurity led him to greedily covet the sun. Only when beholden to true radiance was fear driven from the dweller's heart.
Feats Granted (and level):
Improved Initiative 2nd, Spell Focus (Transmutation) 3rd, Persistent Spell 4th
Magic Creation Pool (4,000/10,500):
Intellignce +2
Flexible Power Pool (2/2):
Living Steel
Tap Inner Power: Arcane Reservoir

Spellbook:

0th - resistance, acid splash, drench, detect magic, detect poison, read magic, daze, breeze, dancing lights, flare, light, penumbra, ray of frost, scoop, spark, ghost sound, haunted fey aspect, bleed, disrupt undead, touch of fatigue, jolt, mage hand, mending, mending, message, open/close, root, arcane mark, prestidigitation
1st - shield, grease, obscuring mist, summon monster I, snowball, heightened awareness, silent image, feather fall
2nd - communal protection from evil, create pit, glitterdist, mirror image
3rd - summon monster III, invisibility sphere, haste, stinking cloud

Blurb:

When Longirus was found by Archmage Goodwin it was a moment of revelation. Prior to that he had been a diminutive forest dweller jealously defending his territory. Ghorans needed light to survive and he fought tooth and nail for his own patch of clearing in the great forest.

Goodwin showed him the light, gave Longirus purpose and drive. He was gifted a lantern, that he would never stray or want for the light. From there he could bring the message to the creatures of the new world while simultaneously uniting his like-minded peers in action.

Equipment/Encumbrance/Spending: