About Penkus EbonleafHP: 60 (8 + 5d8 + CON*6) +5 Temp with Telekinetic Exoskeleton
COMBAT +1 size bonus to attack
Ranged
Other:
Conditional:
Immediate Actions: Swift Actions:
Move Action Options:
Racial Traits:
Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Old Age: -1 STR/DEX/CON; +1 INT/WIS/CHA Favored Class (Incanter): [x6] +1/6 of a magic talent Level 4 Ability Increase: CHA Class Abilities:
FEY ADEPT The fey adept gains a pool of shadow points equal to his Charisma modifier + 1/2 his fey adept level (minimum: 1). A fey adept may spend shadow points to create any of the following effects. - Objects: The fey adept creates an object that has form, shape, and weight, as if creating an object with the Creation sphere, although it has a hardness of 0, 3 hp per inch, and weight as if it were made of wood regardless of what the material appears to be. The fey adept may only create an object in this fashion with a size equivalent to 1 small object per caster level, although this increases to 2 small objects per caster level at 12th level, and 3 small objects per caster level at 18th level. Targets who succeed at their saving throw to disbelieve the illusion realize the object is shadowstuff and not the material it appears to be and suffer only half damage if the object is used to damage them (for example if the object was dropped on them from above). - Companion: The fey adept may create an illusionary creature that may interact with the world around it. This creates the equivalent of a companion from the Conjuration sphere, except it only possesses 1/5th a companion’s usual hit points. Targets who interact with the illusionary creature are allowed a Will saving throw to disbelieve. Targets who disbelieve the illusionary creature receive only half damage from the creature. An illusionary companion possesses one (form) talent as is usual for companions, and gains an additional (form) talent at 12th level and 18th level. - Disguise: If the fey adept possesses the Illusionary Disguise talent, he may add substance to an illusion applied to a creature. This grants the creature any one trait (except for becoming incorporeal or gaining an animal mind) from the Alteration sphere in addition to the illusionary disguise itself. The disguise must depict the trait to be applied (for example, the illusion must include wings to grant the creature a fly speed). This stacks with shapeshifts applied with the Alteration sphere (as it is an illusion and not an actual shapeshift), but only one illusionary disguise may be applied to an individual creature at a time in this manner. Applying a second illusionary disguise with shadowstuff to a creature dispels the first illusionary disguise, provided they were created by the same caster, or the second caster succeeds at a magic skill check. A disguise created in this manner may grant up to two traits at 12th level, and up to three traits at 18th level. - Destructive Blast: The fey adept may give substance to an instantaneous effect such as a burst of fire, a bolt of lightning, or another simulated effect. This creates a destructive blast as the Destruction sphere, which may possess any blast type talent and blast shape talent of the fey adept’s choosing. The fey adept must pay all spell points costs associated with the mimicked destructive blast in addition to those required to create or maintain the illusion itself. An instantaneous destructive blast cannot be extended through concentration or spell points as is usual with illusions, but a destructive blast with a duration (such as Energy Wall or Energy Sphere) persist as long as the illusion is maintained, to a maximum of 1 round per caster level. Targets affected by an illusionary destructive blast who succeed at their Will save to disbelieve suffer only half damage and receive a +4 bonus to any saving throw associated with the destructive blast itself. - Weather: The fey adept may create the illusion of a weather effect such as snow, wind, rain, or a storm. This creates a severity 4 wind, temperature (cold or heat), and/or precipitation effect (with the resulting storm and snow effects if applicable) within a radius of Close centered within the fey adept’s Illusion range. This cannot be used to calm the weather in an area, and has no effect in an area where the weather category to be affected already has a severity of 4 or higher. If a target succeeds at its Will save to disbelieve, it treats the weather as being 2 steps lesser in severity in regard to itself. This cannot reduce the weather’s severity lower than what it was before the fey adept created the illusion. You may create effects of severity level 5 at 12th level, and severity level 6 at 18th level. - Nature: The fey adept may create an illusion of a natural effect, such as those created through the Nature sphere. This can recreate the effects of the entangle, vortex, fog, dust storm, create fire, or whirlwind (from the Whirlwind talent) geomancing abilities. The area to be affected needn’t have the usual materials such as water, dust, or plantlife to create this illusion. If a target succeeds at their Will save to disbelieve, they take half damage from the effect if it deals damage and gain a +4 bonus to any saving throw made against the effect. This cannot be combined with other magic that enhances the senses, such as a crystal ball. Wiki Note: Incanters may also select Drawback and Proxy feats as bonus feats, per the Handbooks they came out in. See the Feats page for more information about these options. Note that you must still meet the prerequisites for these feats, when applicable. At 1st level, an incanter may choose a series of specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the incanter’s bonus feats, as indicated by the chart below. Each specialization costs either 1, 2, or 3 specialization points. An incanter cannot have more than 5 points worth of specializations. An incanter uses their incanter level as their effective wizard, sorcerer, or cleric level when determining the power of these abilities. - none chosen Feats and Traits:
Thematic Feats 1 Arcane Empowerment: When casting a spell, you may spend 1 spell point as a free action to either increase the caster level by 2 or increase the spell’s DC by 2. You cannot spend more than 1 spell point in this manner. This does not stack with an arcanist’s ability to increase a spell’s caster level or DC through the expenditure of points from their arcane reservoir.
T1 Extremely Fashionable (Equipment): Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
Spheres and Talents:
Spell Points: 24 = 12 +(CHA*2) +2 Tradition CL: 6 +3 with Illusion Sphere (+1 Racial, +2 Enhancement) DC: 13+MOD +2 with Illusion Sphere (+1 Racial, +1 Sphere Focus) Arcane Empowerment can boost DC or CL by 2 by spending 1 SP Tradition: Secret of Shadowcraft
Sphere-Specific Drawbacks:
Total Gestalt Spheres and Talents: 9 Incanter + (6+2) Fey Adept (+ Illusion Sphere class bonus) (+2 Creation talents from drawbacks) (+2 Destruction from drawbacks)
Spoiler:
Illusion - Illusion: Lingering Illusion - Illusion: Illusionary Touch - Illusion: Illusionary Touch (taken again) - Illusion: Enlarged Illusion - Illusion: Illusionary Sound - Illusion: Ranged Illusion - Illusion: Complex Illusion Creation - Creation: Lengthened Creation - Creation: Divided Creation - Creation: Larger Creation Telekinesis - Telekinesis: Finesse - Telekinesis: Increased Range - Telekinesis: Gravity Shift - Telekinesis: Powerful Telekinesis - Telekinesis: Flight Warp Destruction - Destruction: Mana Siphon (blast type) - Destruction: Extended Range === Illusion
Spoiler:
- Effects: You may create unconvincing illusions. This is the same as creating an illusion (see below) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Audible Illusion talent). - Alter:You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions. - Illusionary Sound: As a trick, you may create effects of non-specific noises (feet marching, laughing and muttering of a party) or throw your voice, making it appear as if it comes from somewhere else within your range. Targets are allowed a Will save as usual to disbelieve these sounds, or recognize your voice is not actually coming from where it appears to be. ILLUSION MAX SIZE TABLE: I add one size category above what CL would get me
Simply perceiving an illusion isn’t enough to detect it as fake, but any target who interacts with the illusion or carefully studies the area is allowed a Will save to disbelieve the image, recognizing it for what it is. Anyone who finds obvious evidence of trickery (ex: throws a rock through an illusionary wall) automatically disbelieves the illusion.
Complex Illusion: When creating an illusion, you may spend an additional spell point to divide the illusion into multiple, independent components. The combined size and range of these illusions must still be within your maximum illusion size, but each component can appear differently and behave differently. While each component can be given its own set of programmed instructions, you can only actively control one component at a time. Ex: when creating an illusion of a tavern, a creature with this talent could create a bustling group of people inside the tavern as part of the same illusion. The caster could only control one such illusionary person at a time though; and the rest would only perform their last set of instructions. Giving a component a new set of instructions is a move action. If a creature makes its saving throw against a complex illusion, it sees through the entire illusion rather than only one component part. Lingering Illusion: When you create an illusion, the illusion remains for 2 rounds after you stop concentrating. You may also spend a spell point to allow the illusion to remain for 1 minute per caster level without the need for concentration. When an illusion isn’t maintained through concentration, it performs whatever set of actions it was last commanded to do, and cannot move beyond Medium range of where it was placed. Giving an illusion a new series of programmed activities is a move action. Illusionary Touch (x2): You may make an illusion that feels real to the touch, including temperature and texture. When a creature comes into physical contact with your illusions (touching them, striking them in melee, etc.), they do not automatically disbelieve the illusion. Instead, they are allowed a new saving throw each round they are in contact with the illusion. Your illusion still cannot hold weight (thus while touching the wall would only grant a new saving throw, leaning on the wall would still cause the creature to fall through and disbelieve). You may take this talent a total of twice; when taken a second time, your illusions may also cause pain. When coming into contact with an appropriate illusion (stepping into fire, being hit by an illusionary enemy, etc.), if the subject fails their Will save to disbelieve, they take non-lethal damage equal to your caster level + your casting ability modifier. A target can only be damaged by your illusions once in a round, no matter how many times it thinks the illusion has hurt it. Enlarged Illusion: Increase your illusion’s maximum size by one size category. Illusionary Sound: You may add whatever sounds you desire to an illusion. You cannot make more sound than four normal humans per caster level could make. (A horde of rats running and squeaking is equal to eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans.) As a trick, you may create effects of non-specific noises (feet marching, laughing and muttering of a party) or throw your voice, making it appear as if it comes from somewhere else within your range. Targets are allowed a Will save as usual to disbelieve these sounds, or recognize your voice is not actually coming from where it appears to be. Ranged Illusion: Increase the distance by which you may manifest an illusion or trick by one category (Close to Medium, Medium to Long). You may take this talent multiple times. The effects stack. === Creation
Spoiler:
Creation: Material Focus: Shadowstuff: You may only create objects of a single, special substance such as ice, cloth, bones, etc. You cannot take the Expanded Materials talent. You may choose shadowstuff as your material (you still receive the additional talent with this choice). Shadowstuff has hardness 5 and 10 hp per inch. Creation: Limited Creation: Create: Choose either alter or create. I chose Alter, so I can only create. You cannot use this ability, nor take talents which augment this ability. If the created object is especially large, it must begin in an adjacent square and must be completely contained within Close range. You cannot create items that require mixing, carry special properties, or knowledge you don’t possess (alchemical items, rare herbs, the key to a lock you didn’t create, etc.). A DC 15 Appraise check reveals the object as a magical fake. Fabricated objects have a lingering magical aura that can be detected as magic, although the objects themselves aren’t magical. While simple objects such as candles, folds of cloth, simple furniture, or basic weapons are easy to create; particularly complex objects (mechanics, crossbows, objects with moving parts) require a Craft check made against the object’s Craft DC. Failure means the object comes into being broken and unusable. You cannot create an object directly onto a target (summoning manacles onto someone’s wrists, etc.). - Notes on Walls and Coverings: A section of 20 ft by 20 ft cloth is considered a Small object. A wall 10 ft by 10 ft and 1 inch thick counts as a Small object. Doubling the thickness counts as doubling the size. - Notes on Casings: Creating a 1-inch thick encasement for a creature (such as a dome) counts as creating an object 1 size category larger than the intended target. Thus, a casing for a Medium creature is a Large object, a casing for a Large creature is a Huge object, etc. A creature is allowed a Reflex save to escape such an entrapment, and may attack or make Strength checks unimpeded against its own casing. - Notes on Falling Objects: Objects that fall upon characters deal damage based on their size according to Table: Object Size. Objects made of stone or harder substances deal double damage, while objects such as cloth or water deal half damage. Also, an object falling less than 30 feet also deals half damage, while objects falling more than 150 ft deal double damage. These multipliers stack. A falling object takes the same amount of damage as it deals, and no falling object can deal more than 20d6 damage. Dropping an object on a creature requires a ranged touch attack, with a range increment of 20 feet. Table: Object Size can spend 1 SP to create as if CL was doubled
Lengthened Creation: When you create or alter an object, you may spend a spell point to make the object or effect remain for 1 hour per caster level without concentration. Divided Creation: When creating an object, you may create multiple objects within range. Each created object must be of the same general type (suits of armor, wall sections, catapults, etc.), and the object’s total size cannot exceed your maximum creation size. Alternately, you may create a single ‘object’ that would normally consist of a multitude of parts (i.e., if creating a tavern with this talent, it would appear with chairs, beds, barrels, etc.). Larger Creation: You may spend an additional spell point when creating or altering an object to double the size, letting you create or alter up to the equivalent of 2 Small objects (1 Medium object) per caster level. === Telekinesis
Spoiler:
The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose. Table: Object Size i get one size larger than normal for CL
Your telekinesis is simple and cannot perform dexterous actions (tying a knot, opening a book, turning a key, etc.). Any object you control with telekinesis has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier.
If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air. Table: Object Damage
Finesse: You may use telekinesis to perform fine manipulations, such as turning a key in a lock, unrolling a scroll, or tying a knot. You may make appropriate skill checks (such as Craft, Profession, or Performance checks that involve objects or instruments) at a distance, as well as Heal checks to perform first aid. When performing a skill at a distance you may use your casting ability modifier in place of the normal ability modifier, but you also suffer a -5 penalty to the skill check. You may use Sustained Force to maintain complicated, non-combat procedures such as making knives prepare dinner, make a lute play itself, or making a shovel dig a ditch. When combined with the Flair talent, you may also perform Disable Device checks at a distance. When combined with the Steal talent, you may also perform Sleight of Hand checks to steal objects at a distance. Increased Range: Increase the range of your telekinesis by one step (Close to Medium, Medium to Long). You may select this talent multiple times. The effects stack. Gravity Shift: By concentrating your telekinetic powers on an area you may effectively increase or decrease the area’s gravity. As a standard action you may alter the gravity of a 10 ft radius + 5 ft per five caster levels area anywhere within range of your telekinesis. As long as you concentrate, the area becomes either an area of heavy gravity or an area of light gravity. You may also change the type of gravity in the area as a move action. This talent can be used to alter areas that are already heavy or light gravity, either altering them to normal gravity or doubling their effects, but cannot be used in areas of no gravity or subjective gravity. You may spend a spell point to sustain this effect with Sustained Force. - Heavy Gravity: In heavy gravity areas, Acrobatics, Climb, Ride, and Swim checks incur a -2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character's speed. Weapon ranges are halved. A character's Strength and Dexterity scores are not affected. Characters that fall in areas of heavy gravity take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage. - Light Gravity: Characters in an area of light gravity gain a +2 circumstance bonus on attack rolls and on Acrobatics and Ride checks. All items weigh half as much, and weapon ranges double. Strength and Dexterity don't change as a result of light gravity, but what you can do with such scores does change. Falling characters in light gravity take 1d4 points of damage for each 10 feet fallen (maximum 20d4). Powerful Telekinesis: Increase the maximum sized object or creature you may affect with telekinesis by 1 size category. Flight: When using telekinesis to lift a creature or creatures and spending a spell point to create a Sustained Force on them, you may grant that creature the ability to control their own movement for the duration of the Sustained Force. They gain a fly speed equal to your telekinesis speed, with maneuverability (perfect). An affected creature does not need to remain within your telekinesis range while flying in this manner. === Warp
Spoiler:
=== Destruction
Spoiler:
Table: Destructive Blast Damage
Blast Type Group...Blast Types
Destruction: Energy Focus: You may only make a destructive blast of a single energy type. You may not gain any blast type talents, except with the bonus talent gained from this drawback.
Mana Siphon (blast type): Your destructive blast saps the magic energy from your target, funneling it to you. A mana drain blast does nonlethal damage using d4 dice instead of d6 and your target must make a Fortitude save or lose 1 spell point. This loss increases by one die size (1d2, 1d3, 1d4, 1d6, etc.) for every five caster levels. You gain an equal number of temporary spell points that last for one round per caster level, though you cannot receive more spell points than your target loses. These temporary spell points do not stack with spell points from other targets, other instances of this ability, or any other source and expire after 1 round per caster level. Extended Range: Increase the range of your destructive blast by 1 range level (Close to Medium, Medium to Long). You may select this talent multiple times. The effects stack. === Skills:
4+int 3
Acrobatics (Dex) +9* =3+3 +3 DEX ACP, +4 w/TE
Disable Device: +1R
ACP -1
Equipment:
Mojo MOJO
Sphere Focus Ring 8000gp +2 Illusion Staff (+2 CL, not +2 to hit)
250gp Floating Inventory (60gp max pull) Masterwork Backpack
Backstory:
Penkus has no set appearance other than being around three feet tall with big eyes and a big (figuratively more so than literally, but literally too) mouth. He moves with grace and agility, and only another gnome would realize that his prime ended a few decades ago. He uses illusions to change his skin, hair, and eye color on a whim. His wardrobe favors fine formal clothing, particularly large hats and long coats coupled with a scarf (or two) and gloves. He carries a fine walking stick carved from an ancient ebony tree and topped with a finial made of strange green metal and shaped into a stylized eye closed shut as if asleep. Penkus Ebonleaf grew up in a family of merchants, artisans, mages, and charlatans. His family traces its line all the way back to Harket Ebonleaf, who tricked a genie into giving him... well, let's just say he was the reason genies now have a strict one-wish-per-customer rule. As such, his extremely extended family has no real need for gold, though the merchants among them continue the profession because they like it. They mostly deal in items of curiosity rather than substantive value, as a result. Penkus was a merchant for a few decades, studied magic for a few decades, and took a few years off of each here and there to spend time as an entertainer and storyteller. He is always attracted to things that would make a great story, and the Champion's Competition sounds to him like just the thing. Player Notes:
ADDITIONAL TALENTS NEEDED: Warp: Extradimensional Room Illusion: Complex Illusion ((can get later)) Illusion: Invisibility ((can get later)) Telekinesis: Idle Concentration Telekinesis: Friction Field ((can get later)) Telekinesis: Forceful Telekinesis ((can get later)) ==============================
Feat: Exceptional Ally
Custom Airship Spell:
Airship Spell Base Sphere: Illusion Concentration
Because of Illusion, it is Huge Size at CL5 and Gargantuan at CL8
7 Complexity: 3 Spell Points, 10min casting, lasts 1hr/CL Other things to be figured out:
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