Picasi

Phon Vos's page

168 posts. Alias of Hubaris.


Full Name

Phon Vos

Race

Undine

Classes/Levels

Warpriest (Disenchanter) - HP 17/59 - AC 21 - FF 20 - TAC 12 - CMD 22 - Fort +9 - Ref +5 - Will +13 - Init +2 - Perc +21 - Bless 6/6 - Fervor 0/8 - Sac Wep 8/8 - Sac Arm 7/8

Gender

F

Size

M

Special Abilities

Amphibious, Darkvision 60', Swim Speed, Water Sense

Alignment

NG

Location

The Hearth

Languages

Common, Undine, Slyph, Ifrit, Oread, <>

Strength 16
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 18
Charisma 8

About Phon Vos

Fluff

Spoiler:

Phon had spent a lot of time with others attempting to learn the secrets of Volcano and the current encroachment of The Dark. Born into a family of fanatical warriors, she had found that there was another path that didn't just involve the blade and the shield. Coming to terms with her magical abilities at a young age, Phon was able to harness the power to unweave spells. She knew that sometimes brawn could easily be outdone by being able to rewrite reality.

Taking that knowledge, she had quickly started to make a name for herself as a magical bodyguard, sensor and disenchanter. Sturdy, the undine was never the fastest, but she had zeal, intelligence and a will to learn.

Ending up in Hearth, she had heard talks and whispers about the Dark expanding and possibly corrupting the balanced world they had known. Unsure if the rumours were true or not, she went to discover it for herself.

Belief: "There is so much to be learnt in the world, and magic can both curse or bless that learning."
Goal: Figure out the current magical energies in the world and why they're being disruptive.
Instinct: "Analyze a situation, then react to it."
Virtue: Loyal, Dedicated
Vice: Capricious, Haunted


10 Minute Background
Spoiler:

Step 1: Write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1) She grew up in a very overzealous family who worshipped Volcano, this made her adverse to their methods and their overall belief system.
2) At an early age she was able to see magical weaves in the air and realize what they meant. It was only when she began experimenting during battle that she understood she could manipulate them.
3) She saw her lover die when the person who was supposed to be protecting them had no tools to deal with the monster that attacked them. She was lucky to have survived with her injuries.
4) She found some faith in the process of recovery, although she recognized that balance and thoughtfulness was more important than pure zeal, something that would make her a bit of a pariah in the eyes of her family.
5) When she recognized that magic was more devastating than any blade, she was determined to prevent magical misuse through the world, and find what was causing the current imbalance and pulses that drew her to the Dark.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1) To redeem herself in the eyes of her overzealous family.
2) To be able to find the cause of the recent magical pulses that she can feel through the world.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1) Phon was injured during the attack that killed her lover, causing her to lose a lot of the litheness and dexterity that defines undines. She wears heavy armor so she doesn’t have to look at the injury and relive the experience.
2) One of her ancestors ventured into the Dark on a similar path to her (unknown to her), causing the family to try to steer her away from this path as it caused a massive rift throughout the family. They also wished to find out what the strange pulsing was... They were officially never seen again but stories say they became a monster of The Dark.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
1) Her mentor, a sylph named Rylan Scrobb, taught her how to handle her magical power and gave her a balanced education in topics that she had never heard of, such as Arcana and Spellcraft.
2) Her lover, an undine named Hien, has since passed and she rarely speaks about him. She is not fully over the pain of the loss and it drives her to be a little overzealous at times when someone is in danger.
3) Her cousin, an undine named Thanh, was told to find her and bring her back into Volcano’s fold by any means necessary. Thanh knows the truth about her ancestors and what happened when they tried to toy with the primal magics in the world.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) She remembers using her magic to remove a curse that was befalling a poor el on the streets of Hearth, only to find out that he was actually a once famous scribe.
2) She remembers being happy with Hien and traveling to see all of the different skies. Her favourite memory of these journeys were when they just slept outside for a full day, looking off the Cliffside.
3) She vividly remembers the attack on her and Hien, and the nightmares return often. Every time it happens it only drives her to become more and more certain of her path.

Basic

Spoiler:

Female Warpriest (Disenchanter) 7
N Medium Outsider (Undine)

Init +1; Perception +20
Favored Class: Warpriest (+1 Skill)
Character Traits: Seeker (Social), Secret Knowledge [Arcana] (Religion)

Undine Traits
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Darkvision 60'
Amphibious
Water Sense
Ice in the Blood
Swim Speed

Offense and Defense

Spoiler:

AC 21, touch 12, flat-footed 20 (+10 Base, +1 Dex, +9 Armor, +1 Deflection)
Fort +9, Ref +5, Will +11
Base Attack +5
CMD 22 (+10 Base, +6 BAB, +3 Str, +2 Dex, +1 Def)
Speed 20 feet

Melee Attacks
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+1 Lucerne Hammer (2H) +11/+6 (1d12 + 5)
+1 Lucerne Hammer (PA) +8/+3 (1d12 + 13)

Ranged Attacks
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MWK Comp (3) Longbow +9/+4 (1d8 + 3)

Statistics, Skills

Spoiler:

Str 16, Dex 14, Con 14, Int 14, Wis 18, Cha 8

Skills (48 Total = 16 Class, 16 Int Bonus, 8 Favored Class, 8 Special)

Climb +2 (+1 Rank, +3 Trained, +3 Str, -5 ACP)
Swim +10 (+1 Rank, +3 Trained, +3 Str, +8 Racial -5 ACP)

Acrobatics -3 (+2 Dex, -5 ACP)
Ride +1 (+1 Rank, +3 Trained, +2 Dex, -5 ACP)

C: Alchemy +6 (+1 Ranks, +3 Trained, +2 Int)
K: Arcana +8 (+1 Ranks, +3 Trained, +2 Int, +2 Trait)*
K: Engineering +6 (+1 Ranks, +3 Trained, +2 Int)
K: Local +6 (+1 Ranks, +3 Trained, +2 Int)*
K: Nature +6 (+1 Ranks, +3 Trained, +2 Int)*
K: Religion +9 (+4 Ranks, +3 Trained, +2 Int)
Spellcraft +13 (+8 Ranks, +3 Trained, +2 Int)

Heal +8 (+1 Rank, +3 Trained, +4 Wis)
Perception +21 (+8 Ranks, +3 Trained, +4 Wis, +1 Trait, +5 Comp)*
P: Scribe +15 (+8 Ranks, +3 Trained, +4 Wis)
Sense Motive +15 (+8 Ranks, +3 Trained, +4 Wis)
Survival +8 (+1 Rank, +3 Trained, +4 Wis)

Diplomacy +3 (+1 Rank, +3 Trained, -1 Cha)
Handle Animal +3 (+1 Rank, +3 Trained, -1 Cha)
Intimidate +3 (+1 Rank, +3 Trained, -1 Cha)

Gear, Magic and Other

Spoiler:

Weapons and Armor
+1 Lucerne Hammer 2350
MWK Comp (3) Longbow 700
MWK Full Plate 1650

Wondrous Items and Rings
Belt of Giant Strength +2 4000
Headband of Inspired Wisdom +2 4000
Ring of Protection +1 2000
Cloak of Resistance +1 1000
Eyes of the Eagle 2500
Ring of Counterspells 4000

Equipment, Tools and Gold
Masterwork Backpack 50
Cleric's Kit / Paladin's Kit 50

Scrolls, Consumables
Wand of Cure Light Wounds 750

GP Remaining: 50

Class Features

Spoiler:

Spells, Orisons

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Blessings (Knowledge)

Lore Keeper (minor): At 1st level, you can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if your result on the appropriate Knowledge skill check were equal to 15 + your warpriest level + your Wisdom modifier.

Blessings (Rune)

Blast Rune (minor): At 1st level, you can create a blast rune in any adjacent square. Any creature entering this square takes an amount of damage equal to 1d6 + 1/2 your warpriest level. This rune deals either acid, cold, electricity, or fire damage, designated when you create the rune. The rune is invisible, and lasts a number of rounds equal to your warpriest level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a successful DC 26 Perception skill check and disarmed with a successful DC 26 Disable Device skill check.

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Aura (Good)

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Sacred Weapon +2 (+1 at 4th, extra +1 at 8, 12, 16, 20)

Extra Options: brilliant energy, defending, disruption, flaming, frost, keen, shock, ghost touch* and holy*

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Focus Weapon

Gains Weapon Focus in the chosen weapon.

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Spontaneous Casting

Can convert a spell slot into a Cure Spell of equivalent level.

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Fervor (3d6)

By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

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Bonus Feats

Great Fortitude, Improved Counterspell, Iron Will, Lightning Reflexes, Skill Focus (Spellcraft), or Spell Focus (abjuration).

At 6th level, he adds the following feats to this list: Dispel Synergy, Improved Great Fortitude, Improved Iron Will, and Improved Lightning Reflexes.

At 12th level, he adds the following feats to this list: Destructive Dispel, Dispelling Critical, Parry Spell, and Ray Shield

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Mystic Interference +2 (+1, +1 at 8, 12, 16, 20)

At 4th level, a disenchanter can channel a burst of pure abjuration magic to grant protection to himself and all allies with 30 feet. Affected creatures receive a +1 bonus on saving throws against spells and spell-like abilities for a number of rounds equal to his warpriest level. This is a sacred bonus if the warpriest is good-aligned or able to spontaneously cast cure spells, and a profane bonus if the warpriest is evil-aligned or able to spontaneously cast inflict spells.

Using this ability consumes two uses of his fervor ability.

At 8th level and every 4 levels thereafter, the bonus granted by mystic interference increases by 1 (to a maximum of +5 at 20th level). This ability replaces channel energy.
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Banish Enchantment

At 6th level, a disenchanter learns to focus his mystic interference. As a standard action, he can consume two uses of his fervor ability to target a single creature within 30 feet with a targeted dispel magic. This ability replaces the bonus feat gained at 6th level.

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Sacred Armor (+1 at 7, +1 at 10, 13, 16, 19)

Extra Enchantment Options: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19)

Feats and Talents

Spoiler:

Sp 1: Iron Will
HD 1: Combat Reflexes
WP 1: Weapon Focus (Lucerne Hammer)
HD 3: Cosmopolitan (K: Local, K: Nature, 2 Languages)
WP 3: Spell Focus (Abjuration)
HD 5: Power Attack
HD 7: Spell Specialization (Dispel Magic)

Spells Prepared

Spoiler:

0th - Read Magic, Detect Magic, Guidance, Detect Poison, Purify Food and Drink
1st (5/day) - Know the Enemy*, Unbreakable Heart*, Divine Favour*, Divine Favour, <>
2nd (5/day) - Lesser Restoration*, Tears to Wine*, Shield Other, <>, <>
3rd (3/day) - Resist Energy (Communal), Prayer, [TRUTH SPELL]