Conwrest Muralt

Pelagos Sing's page

139 posts. Organized Play character for Gummy Bear.


Race

HP: 16/16 | AC: 12 T: 12 FF: 10 CMD: 13 | F+2 R+2 W+4 | Init +2 | Perception +0

Classes/Levels

Tracked Resources:
1st 4/4; 1st 2/2; Arcane Reservoir 3/4; Versatile Evocation 4/4

Gender

LN Male Oracle of Flames/Exploiter Wizard 2.0

About Pelagos Sing

Statistics:
Male Tien Oracle 1/Exploiter Wizard 1
LN Medium
Init +2; Senses Perception +0
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 dex)
hp 16
Fort +2, Ref +2, Will +4; +2 vs Illusions
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OFFENSE
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Speed 30 ft.

Melee Cold Iron Morning Star +1 (1d8+1)

Range Light Crossbow +2 (1d8) 19-20x2
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STATISTICS
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Str 13, Dex 14, Con 14, Int 16, Wis 10, Cha 12
Base Atk +0; CMB +1; CMD 13
Feats Point-Blank Shot, Precise Shot, Spell Focus (Evocation)
Skills
Intimidate +6 (2 rank, 1 cha, 3 class)
Planes +8 (2 rank, 3 int, 3 class)
Spellcraft +8 (2 rank, 3 int, 3 class)
Dungeoneering +8 (2 rank, 3 int, 3 class)
Arcana +8 (2 rank, 3 int, 3 class)
Acrobatics +7 (2 rank, 2 dex, 3 class)
Sense Motive +5 (2 rank, 3 class)
Local +7 (1 rank, 3 int, 3 class)

Languages Common, Tien, Draconic, Infernal, Aklo

Spells:

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Spells Known
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CL 1
0th Create Water, Purify Food and Drink, Stabilize, Guidance(at will)

1st Remove Fear, Obscuring Mist, Cure Light Wounds (4/day)

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Spells Prepared
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CL 2
0th (3) Message, Detect Magic, Dancing Lights

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:

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GEAR/POSSESSIONS
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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
Grappling Hook
Mwk Musical Instrument (Drums)

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
2pp bless wand
2pp magic missile wand

-16gp Cold Iron Morning Star
-9gp Oracle's Kit
-700gp 28 1st level scrolls
-10gp 2 Spring Loaded Wrist Sheath
-100gp mwk musical instrument

Special Abilities:

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SPECIAL ABILITIES
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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 Intelligence Charisma modifier.


Proposed Build/Notes:

Spells to put in book by spell level (wizard levels (HD2-6) are free), doesn't include any paid additions
1 - Vanish, Magic Missile
2 - Scorching Ray, Resist Energy, Create Pit, Glitterdust
3 - Fireball, Fly

LN Human OracleFighter 1/Admixture Exploiter Wizard 5/Hellknight Signifer 5
Imposter Wary (skilled) - rank every level in sense motive, +2 vs illusions

STR: 13 DEX: 14 CON: 14 INT: 16 WIS: 10 CHA: 12
Traits - Magical Knack (Wizard), Wayang Spell Hunter (Scorching Ray)

Skills (lvl 1 - 8, lvl 2-6 7 via FCB, lvl 7-11 6)
Intimidate
Planes
Spellcraft
Religion
Arcana
Sense Motive
Acrobatics 6 ranks
Bluff Climb 1 rank

Feats
1 PBS
B Precise Shot
B Shield Focus
2 Spell Focus (Evocation)
3 Spell Specialization (MM, then Scorching Ray @4)
5 Shielded Mage
6 Empower Spell
7 Arcane Armor Training
8 Arcane Armor Mastery
9 Improved Initiative
11 Quicken Spell

Exploits
1 School Understanding: Admixture
5 Dimensional Slide

Flame Mystery - Gaze of Flames Revelation
Demonic Reclusive Curse (Not being able to cast spells with Good descriptor is really rough.)

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:
Order teaches that Hellknights should strive to create a world that has no need for them and that every soul should punish those who hold back progress. It is embodied by the maxims “embrace obsolescence” and “every soul a tyrant.” The former encourages Hellknights to build a world of perfect, self-sustaining order, while the latter encourages every mortal—Hellknight or otherwise—to be a force for order.

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:
I will hunt down those who pervert the law to serve selfish ends.
Laws are not lawful merely by virtue of being laws; they must be examined lest they be corrupted.
Those who don’t fear justice will fear me.
A broken law is a broken vow, and penance must be paid in blood.
My fist will strike only the enemies of order, not their neighbors if they are innocents.
I will be mindful of danger, for every street and hall is a battlefield.
In my armor or without it, I am first and always a Hellknight.