Grazzt

Phaust Spireborn's page

63 posts. Alias of TheWaskally.


Full Name

Phaust Spireborn

Race

Human| HP: 120/120 | AC: 23 (13 Tch, 21 Fl) | CMB: +13, CMD: 29 | F: +13, R: +13, W: +9 | Init: +6 | Perc: +12, SM: +5

Classes/Levels

Gestalt Godling (mighty/eldritch [arcane])/8th | Speed 40ft (50ft) | Active conditions: None.

Gender

Male

Size

Medium

Age

22

Special Abilities

See Tab

Alignment

Chaotic Good

Deity

Pharasma

Location

Parts Unknown

Languages

Common (Taldane), Varisian, Garund, Celestial, Infernal, Abyssal, Necril, Sylvan, Auran, Aquan, Ignan, Terran, Protean

Occupation

Undead Slayer, Planeswalker, Adventurer

Strength 21
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 13
Charisma 15

About Phaust Spireborn

Other Aliases/Titles Prince of the Boneyard, Pharasma's Boy, Phaust the Fearless
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Initiative: +6
Senses: Perception +12, darkvision 60ft.
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AC 23 (13 Touch, 21 FF)(+2 Dex, +9 Armor, +1 natural, +1 deflection)
Hp 120/120 (1d12(max) + 2 Con + 1 Fast Learner/level)
Fort +13, Ref +13, Will +9
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Speed 40 ft (50 ft Base)
Melee Cordcutter +13/+8; +1 cold iron ghost touch battleaxe (1d8 + 6, x3), Gravemarker +13/+8; +1 cold iron planar warhammer (1d8 + 6, x3)
Ranged
Special Attacks Smite Rival (Su) +2 to attack, +8 damage
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BAB +8/+3, CMB +13, CMD 29
Feats Emergent Divinity: Paramortal I, Fast Learner, Extra Talent Physical Avatar (Ex), Deft Maneuvers, Quick Draw, Emergent Divinity - Paramortal II.
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Skills 5/Level, +1 Human, +1 Fast Learner
Acrobatics +15 (1 Rank, 3 Class, 2 Dex, 4 Physical Avatar, 5 Boots of Springing & Striding)
Appraise +14 [Background] (8 Rank, 3 Class, 3 Int)
Climb +9 (0 Rank, 0 Class, 5 Str, 4 Physical Avatar)
Craft +3 (0 Rank, 0 Class, 3 Int)
Diplomacy +20 (8 Rank, 3 Class, 5 Str, 4 Physical Avatar)
Fly + 14 (2 Rank, 3 Class, 5 Str, 4 Physical Avatar)
Handle Animal +2 (0 Rank, 0 Class, 2 Cha)
Intimidate +6 (1 Rank, 3 Class, 2 Cha)
Knowledge (arcana) +14 (8 Rank, 3 Class, 3 Int)
Knowledge (history) +7 (1 Rank, 3 Class, 3 Int)
Knowledge (local) +3 (0 Rank, 0 Class, 3 Int)
Knowledge (planes) +14 (8 Rank, 3 Class, 3 Int)
Knowledge (religion) +14 (8 Rank, 3 Class, 3 Int)
Linguistics +15 [Background] (8 Rank, 3 Class, 3 Int, 1 trait)
Perception +12 (8 Rank, 3 Class, 1 Wis)
Profession +1 (0 Rank, 0 Class, 1 Wis)
Ride +10 (1 Rank, 3 Class, 2 Dex, 4 Physical Avatar)
Sense Motive +5 (1 Rank, 3 Class, 1 Wis)
Spellcraft +7 (1 Rank, 3 Class, 3 Int)
Stealth +18 (1 Rank, 3 Class, 5 Str, 4 Physical Avatar, 5 Cloak of Elvenkind)
Survival +5 (1 Rank, 3 Class, 1 Wis).
Swim +9 (0 Rank, 0 Class, 5 Str, 4 Physical Avatar)
Use Magic Device +1 (0 Rank, 0 Class, 1 Cha)

SQ:

Godling (mighty)
Godling (eldritch)
Weapon and Armor Proficiency A mighty godling is proficient with all simple and martial weapons; with light, medium, and heavy armor; and with all shields (other than tower shields). Eldritch godlings are proficient with simple weapons, but no armor or shields.
Lineage Domain Death, Repose, & Travel
As a result of their divine bloodline, clever godlings gain access to the powers (though not spells) of a cleric domain. The clever godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the clever godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A clever godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.
A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers the character has and their effectiveness, but uses only the character’s cleric level to determine what domain spells are gained.
Ascendancy
As expressions of the godling’s innate mystic power, her spells are subject to her desires, and can be altered through pure acts of will. This power is known as the godling’s ascendancy and is divined into minor and major powers. An eldritch godling has one minor and one major ascendancy at 1st level. Eldritch godlings receive additional minor ascendancies at 5th and 9th level, and major ascendancies at 13th and 17th level. Once an ascendancy has been selected, it cannot be changed. An eldritch godling may always select a minor ascendancy instead of a major, if she prefers.
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Minor Ascendancy
Hex Lord (Su) Flight (Su) You have developed a power similar to those granted witches by their supernatural patrons, but in your case the power is fueled by your own mote of divinity. Select one witch’s hex (not major hex or grand hex). You gain use of that hex, using your godling level as your witch level when determining the hex’s effects. You may base any calculations regarding the hex that are ordinarily based off of Intelligence or Charisma off of any ability score of your choice instead (once made, this choice cannot be changed).
This ascendancy may be selected more than once, but not more than once per 5 levels. Each time it is selected, it grants you an additional witch hex.
Eldritch Magic (Ex) You gain ancient lore of magic from before the time mortals began to codify and define how spells work. You may add one spell from any spellcasting class’s spell list to your class spell list. A cleric/wizard spell becomes a godling spell of the same level. A druid or witch spell becomes a godling spell one level higher. Any other spell becomes a godling spell three levels higher. The spell is simply added to your godling class list, you do not automatically learn it. You may take this ascendancy more than once. Early Judgment
Major Ascendancy
Uncommon Element (Su): Choose one of the following damage types: acid, force, sonic. Whenever the godling casts a spell from her godling spell list that deals hit point damage, she may change the type of damage it does to the selected damage type. The spell loses any of the following descriptors: acid, cold, electricity, fire, force, and sonic. It gains the type of damage it now deals as a descriptor. This ascendancy may be selected more than once.
Divine Traits
Divine traits are special powers a clever godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous).
A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III).
A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
1 Divine Trait Battle Lord I (Ex) The godling gains a +4 bonus to his CMD against disarm and sunder maneuvers.
2 Divine Trait Battle Lord II (Ex) When the godling makes an attack with a weapon with which he is not proficient, he suffers only a –2 penalty (rather than the normal –4). Also, if the godling has the Quick Draw feat, he may put away a weapon, or put‑away one weapon and draw another, as a free action.
3 Divine Trait Instinctive Spellcasting I (Ex) The godling can cast a spell instinctively, taking the normal time to perform the necessary words and gestures, but leaving his attention free to focus on other concerns (which may vary from combat to movement to concentration on an existing spell). When he uses this ability, he may cast a spell (with a casting time of one standard action or less) by taking a combined move action and a swift action (which must be taken in the same round). This leaves him a standard action free for other acts he wishes to perform, though he cannot use it to cast a spell or use a spell-like ability. Casting a spell with this ability does not provoke an attack of opportunity (the godling isn’t distracted enough to let his guard down). The godling can only use instinctive spellcasting with 0-level spells (as they are simple enough to cast without paying much attention). The godling may use this ability twice per day.
4 Divine trait Instinctive Spellcasting II (Ex) As instinctive spellcasting I, but now the godling can use the ability with spells of nearly any level, though he cannot use instinctive spellcasting with the highest-level spell he is capable of casting (he’s not mastered such spells to the degree required for instinctive spellcasting).
Scion Talents
As a clever godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a clever godling gains one scion talent. A clever godling cannot select an individual talent more than once unless the talent states otherwise.
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Force of Brawn (Su) Your deific heritage manifests in the form of amazing physical might, which allows you to accomplish things through sheer power of sinew rather than mental acuity or natural talent. This brawn also powers a barrier of divine defense which helps protect you from harm. You may add your Str mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Str mod for Fort saves, your Dex mod with your Str mod for Ref saves, and your Wis mod with your Str mod for Will saves).
You may also use your Strength modifier rather than the normal ability modifier for three Dex– or Cha-based skills of your choice. Once these skills have been selected, the choice cannot be changed. Diplomacy, Fly, and Stealth
You cannot take this talent if you already have the force of intellect or force of personality talents.
Retribution (Su) When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker.
Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. You may use this ability a number of times per day equal to 3 + your highest ability modifier.
Smite Rival (Su) Once per day, a godling can call focus his internal divine power to strike down those who dare oppose him. As a swift action, the godling chooses one target within sight to smite. If this target has dealt damage to the godling within the past 24 hours, the godling adds his Constitution bonus (if any) to his attack rolls and adds his godling level to all damage rolls made against the target of his smite. The smite rival effect remains until the target of the smite is dead or the next time the godling rests and regains his use of this ability.

Racial Traits +2 to One Ability Score (Int), Medium, Normal Speed, Bonus Feat, Skilled, Languages.
Traits Unintentional Linguist and Undead Slayer.
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Items A handy haversack, planar wayfinder, bedroll, a medium tent, a piece of chalk, a noble's outfit (with signet ring and jewelry), a belt pouch, a canteen, a larg clay tankard (autographed by Cayden Cailean), a mess kit, a platinum holy symbol of Pharasma, a deck of cards, a pair of dice, deathwatch eyes, boots of springing & striding, a gravewatch pendant, and a cloak of elvenkind.
Combat Gear Cordcutter battleaxe, Gravemarker warhammer, +1 deathless o-yoroi armor.

Wealth 4961gp, 5 sp, 7 cp
Carrying Capacity
Light (153 lbs or less); Medium (154-306 lbs.); Heavy (307-460 lbs.)
Current Load: 65
Height 62", Weight 205 lbs., Eyes White, Hair White, Skin Gray
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Description:
Phaust Spireborn, in his actual form, has three distinct features: dusky gray skin, and shocking white hair and eyes. Other than that, Phaust appears to have both garundi and varisian features, leading to some clue of whose his father might be. Phaust wears his hair rakishly short and his face is free of even stubble.
In dress, the godling wears masterwork almost pitch black studded leather armor, when as upon closer inspection, each stud in the leather is an individually crafted skull. His trusted gandasa, a short curved blade, is almost always on his hip. Phaust also uses a quickdraw wooden shield to great effect. All and all, Phaust prefers to carry light for better mobility, but will gladly carry heavier to get the job done.

Personality:
Despite being raised by clerics of Pharasma, Phaust has a relatively cheerful demeanor. He's seen the dour Pharasmin Penitence, and other sects that believe life is to be suffered, not lived. But Phaust's spirit refuses to be shackled. The godling lives life as much as his church allows. Phaust likes to drink, gamble (his favorite hobby), and romance maidens (which the faith does not forbid) as often as possible when not on duty. Phaust also has a live-and-let-live philosophy when it comes to other religions. In his eyes it doesn't matter, everyone goes before his Mother eventually.
Concerning Phaust's mother, The Lady of Graves, Pharasma has always been distant to her mortal son, too busy judging souls upon the Spire. Phaust has gone through the range of emotions with his feelings for his Mother: rage, abandonment, nonshalant, loving, hating, etc. Phaust longs to make Pharasma proud and get the recognition he craves.
Many of his best friends are psychopomps, servitors to Pharasma's will, such as Otik the nosoi, Supreme Justice Agomemnon, and the catrina Margarette, who actually gave Phaust his first kiss.

Background:
Phaust was delivered to Cryptgate Cathedral in Kavapesta one evening in the jaws of an immense yamaraj. This psychopomp, named Supreme Justice Agomemnon, tasked the then High Cleric Bavhulameta Ulametria, to raise and train this son of Pharasma to become a powerful weapon for the Time To Come.
Having access to nearly all forms of writing and many educators, Phaust as he became named, had a robust education and learned much about spiritual matters and the worlds beyond. The godling also had a strong knack for ending the unlives of the undead. This and his knowledge of the various forms on undead abominations, gave Phaust an almost flippant attitude to those things that bumped in the night. Phaust had destroyed his childhood nightmares long ago.
As Phaust's training became more varied, the godling traveled to many Pharasman temples throughout Ustalav, getting a rich kaleidoscope of Pharasman faith. When old enough, the godling would often travel abroad, hunting down undead and other dark things for the church.
Then, it happened. An unwelcome feeling crept over all of Golarion. Talks of The End Times began to take root in the minds of others. Thuis unease brought a greater variety of supernatural threats across the globe, keeping the Pharasman faith extermely busy, keeping Phaust on the move. Is this The Time To Come Pharasma has fortold? Is this the reason Phaust was born? If Phaust is to perish, he will take as much undead and demonic threats along with him.