About Pelagos SingStatistics:
Male Tien Oracle 1/Exploiter Wizard 1
LN Medium Init +2; Senses Perception +0 ------------------------------ DEFENSE ------------------------------ AC 12, touch 12, flat-footed 10 (+2 dex) hp 16 Fort +2, Ref +2, Will +4; +2 vs Illusions ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee Cold Iron Morning Star +1 (1d8+1) Range Light Crossbow +2 (1d8) 19-20x2
Languages Common, Tien, Draconic, Infernal, Aklo Spells:
------------------------------ Spells Known ------------------------------ CL 1 0th Create Water, Purify Food and Drink, Stabilize, Guidance(at will) 1st Remove Fear, Obscuring Mist, Cure Light Wounds (4/day) ------------------------------
1st (2) Mage Armor, Burning Hands Spellbook
Spoiler:
0 - All 1 - (6 by level) Alarm, Protection from Evil, Protection from Chaos, Shield, Mage Armor, Burning Hands Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Wand of... Spoiler:
Infernal Healing 50 Bless 49 (Spring Loaded Wrist Sheath) Magic Missile 50 (Spring Loaded Wrist Sheath) Arcane Scroll of... Spoiler:
Mount Grease Comprehend Languages Sure Casting True Strike Keep Watch Floating Disk Disguise Self Silent Image Restore Corpse Ant Haul Expeditious Excavation Feather Fall Jump Magic Weapon Monkey Fish Reduce Person Enlarge Person Touch of the Sea Divine Scroll of...
Spoiler:
Air Bubble Endure Elements Hide from Undead Read Weather Remove Sickness Shield of Faith Skim Unbreakable Heart Weapons Against Evil Cold Iron Morning Star
Oracle's Kit Spoiler:
a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. Accounting
Spoiler:
591 gp 0/6 pp 2pp infernal healing wand
-16gp Cold Iron Morning Star
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Traits - Magical Knack (Wizard), Wayang Spell Hunter (Scorching Ray) FCB (Wizard, Skills) - 1 applied Human - Extra Feat, Imposter Wary (Sense Motive rank/level, +2 vs illusions) Oracle
Spoiler:
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Mystery (Flame): Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Reclusive: You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease. Whenever you are in combat, your allies must succeed at a melee touch attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies. Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher. At 5th level, any spells you cast only on yourself affect you as if they were modified by the Extend Spell feat. This does not increase their level or casting time. At 10th level, you are immune to charm spells and spell-like abilities. At 15th level, you gain spell resistance equal to 10 + your oracle level. Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. Gaze of Flames (Su): You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally.
Wizard
Spoiler:
Arcane Reservoir (Su): At 1st level, the exploiter wizard gains the arcanist’s arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level. This ability replaces arcane bond. An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. Exploiter Exploit: At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit (see page 9). The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits. This ability replaces arcane school. School Understanding (Admixture): The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist’s Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level. Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Proposed Build/Notes:
Spells to put in book by spell level (wizard levels (HD2-6) are free), doesn't include any paid additions
LN Human STR: 13 DEX: 14 CON: 14 INT: 16 WIS: 10 CHA: 12
Skills (lvl 1 - 8, lvl 2-6 7 via FCB, lvl 7-11 6)
Feats
Exploits
Flame Mystery - Gaze of Flames Revelation
Clawhand Shield Chain related spells (Shackle, Chains of Perdition, Chains of Light) Alchemist Fire as a F component for +1 attack with Scorching Ray. Rod of Rime Spell for versatility (admixture changes descriptor AND damage type, so this works). Rod of Reach for medium range. Piercing for SR (Dweomer essence too). Intensify for Burst of Radiance (Evil Outsiders immune to all his elements). Merciful, Apocalpytic, Blissful, Selective, Toppling spell rods. Cursed because of something his parents did, first he is trying to understand his curse (wizard levels), then he is trying to control/remove his curse (hellkight levels) Order of the Nail (with leanings towards one of its lesser orders, the monster hunting Pike). Personally specializes in fighting non-humanoid foes (ie things identified by Planes, Religion, and Arcana) Path of the Hellknight quotes:
Discipline teaches that no achievement occurs without loss and that emotions are a distraction and a vulnerability—this includes fear, which the Hellknights turn into a weapon against the weak. The maxim “emotion is weakness” encourages Hellknights to purge their minds of all tempestuous feelings and desires, be they fear and sorrow or love and pride. “Execution by flame” teaches that Hellknights must be ready to destroy all to accomplish their aims, and that only by casting off something may one become greater. Mercilessness claims that all are guilty of something and that compassion is damaging to civilization. The lesson that “society cannot survive mercy” is one of the oldest philosophical tenets of the Hellknights, teaching that exceptions pave the path to anarchy and that a bleeding heart sickens all society. Tied in with this idea, the maxim “none are innocent” reminds Hellknights that everyone has transgressed and harbors unjust thoughts, and so none are truly deserving of mercy or exceptional treatment under the law. Tenets of the Pike/Scourge:
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