About Ronodin VeldrisRonodin Velris
Wizard Spells Prepared (CL 6th; concentration +25)
Sorcerer Spells Known(CL 6th; concentration +20)
Psychic Magic(CL 6th; Concentration +16, 5 PE)
Racial bonuses: +8 Bluff, Perception, Sense Motive, Stealth
Boring Stuff: Cloak of Resistance +5, minor cloak of displacement, Headband of Mental Superiority +6, Belt of Incredible Dexterity +6, Ring of Protection +5, Amulet of Natural Armor +5, Orange Prism Ioun Stone, Cracked Dusty Rose Prism ioun stone, +3 Keen Spell Storing Adamantine Wakizashi, Tome of Clear Thought +5 More interesting Stuff:
Wayfinder (2), Robe of Arcane Heritage, Helm of Telepathy, Independent Cube of Force, Ring Gates, Staff of Power, Truesight Goggles, Arcane Battery, Handy Haversack (part of clothing), Ring of invisibility, Blessed book, boots of teleportation, luckstone, Aroden's pommelstone* Consumables: Scroll of Polymorph Any Object, Scroll of Mind Blank Wand of Emergency Force Sphere, Wand of Enervation, Wand of controlled fireball, wand of dimension door Mundane Gear: --------------------
Cold iron dagger, silver dagger, 5 spell pouches, spider's silk rope, Special Abilities -------------------- Drain Psychic Energy A creature hit by a psychic vampire’s slam attack (or other natural weapon) takes 1d4 points of ability drain to the highest of its mental ability scores (Intelligence, Wisdom, or Charisma), and the psychic vampire gains a like number of temporary points of psychic energy (PE). These PE points are in addition to the psychic vampire’s current PE total, and any PE expended is subtracted from these PE points first. These temporary PE points don’t stack with any previously gained temporary PE points. The temporary PE points disappear 1 hour later. The psychic vampire’s attack also drains the target’s memories, as per mindwipe. If a creature that takes ability damage from this attack has the ability to cast psychic spells, it is treated as though it were under the effects of a negative emotion effect for the purposes of the emotion component to its spellcasting. A successful Will saving throw negates all the effects of drain psychic energy. This ability triggers only once per round, regardless of the number of attacks a psychic vampire makes. Fast Shifter- Racial ability, replaces Kitsune Magic Change shape as move action Spellbook:
Cantrips: All, brand, 1st-level spells: Shield, Arcane Pocket, grease, mage armor, obscuring mist, secluded grimoire, heightened awareness, mindlink, skim, memorize page, sow thought, shocking grasp, magic missile, floating disk, repair undead, blood money, enlarge person, reduce person, feather fall, blade tutor's spirit, blade lash, deivon's parry, hex vulnerability, ill omen, 2nd- level spells:
Bladed dash, blood transcription, bestow curse, fury of the sun, violent accident, irregular size, 3rd-level spells:
Random ability reminders:
Demoralize as swift action, +2 to DC for all spells but divination, can do a bunch of stuff when possessing, impossible to detect alignment for, +2 DC, CL for [evil] spells, don't increase casting time for a metamagic feat 2/day Familiar:
Small Aether Elemental (advanced, ghost, fiery, cleric creature)- CR 9 Arcane Amplifier Familiar 5 Small undead (aether, elemental, extraplanar, incorporeal, fire) Init +10; Senses blindsense 60 ft., darkvision 60 ft.; Perception +22 Defense AC 37, touch 32, flat-footed 27 (+11 deflection, +10 Dex, +1 size, +5 natural), invisible hp 160 DR 3/- Fort +15, Ref +12, Will +12 Defensive Abilities telekinetic deflection; Immune elemental traits, force, undead immunities, incorporeal Offense Speed fly 60 ft. (good) Melee Corrupting Touch +12 (9d6 (fort DC 23 half)+2d6 fire) Ranged telekinetic throw +13 (1d8+2), telekinetic maneuver +15 Special Attacks telekinetic maneuver, telekinetic throw (DC 25), Telekinesis (once/1d4 rounds, CL 12, DC 25), Channel Negative Energy (14/day, 2d6 negative) Spell-like abilities:
Cleric Spells Prepared(CL 5th; concentration +13)
Statistics
Telekinetic Throw (Ex) An aether elemental can fling a creature or object (with a maximum range of 480 feet). A creature receives a Fortitude save to avoid being thrown (the save DC is Constitution-based). The telekinetic throw deals the listed damage to both the thrown creature or object and the target. The aether elemental can throw a creature or object that weighs at most 50 pounds per Hit Die the elemental possesses. Telekinetic Deflection (Su) An aether elemental gains a deflection bonus to its AC equal to its Charisma modifier. Telekinetic Maneuver (Su) An aether elemental can attempt a ranged combat maneuver check, as per telekinesis, with a CMB equal to its Hit Dice + its Dexterity modifier. Frightener
11 spells: control undead, chill metal, pyrotechnics, spiritual weapon, minor image, entangle, fog cloud, warp wood, heat metal, faerie fire, invisibility
One of those beings was Kel-sharai, born the very day the god of humanity died, it was obvious he wasn't normal, with a snow-white coat, eyes the color of midnight, and three tails. He could have hardly hoped for a more auspicious birth, born to a group known for their affinity to magic, and he was trained as a sorcerer, and his aptitude for magic, both Arcane and Natural could not be denied (he was a prodigy in nearly every conceivable area, especially in matters of magic), and his natural powers blossomed from even a young age. However, this did not satisfy him. With a mind keener than any of his peers, he ran circles around all who tried to mentor him, but as his other six tails grew in and his shapechanging abilities developed, he tackled studied magic, trying to become the ultimate mage. He certainly did manage that, and his arcane powers blossomed. He also proved a gifted craftsman, capable of infusing magic into nearly anything. However, as anyone who tried to get Kel to do anything he didn't want to do faced a near impossible battle, as the only thing stronger than Kel's magic was his will, and it was virtually impossible to get him to change his mind about anything. Before he even reached adulthood, Kel's family was fed up with him, and he with them. As a result, at the age of 14 (4620 AR), he ran away from home to the young city of Magnimar, where he developed his wizardry skills into something more substantial. Three years later, going by the name Tor Grundarr, as a member of the Eyes of the Hawk, helped Magnimar fend off shriezyx as the spider creatures attempted to attack the city. Uncontent with this, though, he adopted the name of Galdurin Barmier and founded the Twilight Academy some miles outside of the city. His headstrong and sometimes reckless nature bled into the nature of the research done at the academy, and it resulted in the Twilight Academy attracting those whose projects were perhaps more uncouth. It was through this experimentation that he created several terrifying creatures, learning how to infuse planar energies into creatures. Through this, he created his familiar, Teles, through the mixture of energies from the plane of Fire, Astral plane, the Negative energy plane, and a touch of the Ethereal plane. He also infused several animals and even creatures with planar energies, creating everything from Celestial-type creatures to Fey creatures, to Half-fiends and even an Unknown (which he did manage to escape, but barely). His humanoid experimentations, on himself and others, continued for years, making a breakthrough every 3-4 years or so, and he oversaw several experiments transforming creatures into all manner of beings, both great and terrible. All of these experiments culminated when, one day, he was overseeing a new necromancy experiment designed to create souls and use them to control creations, being executed by an aspiring sorcerer, when it backfired and instantaneously killed everyone within a hundred yard area, their bodies untouched but their souls severed from their bodies. Or at least, that's the apparent result. In truth, it's likely that only Kel and the necromancer would have died, but as Kel felt his life get stripped away, had other ideas. As he felt his soul slip away, he simply refused to die. As he desperately clung onto life, he used so much of his natural power that it was actually weakened, but accomplished no more than clawing the life out of many students in the vicinity. And yet… after death, the combined magical and mental energy of himself and the students mingled together, unlocking power in his dead body, and he arose as a psychic vampire a day later, with a hunger for knowledge (both literal and metaphorical). However, as he was already considered dead as Galdurin (and so having had his kitsune nature made apparent to those who buried him, Kel finally abandoned his old life and name, and set off into the wilds to reinvent himself and learn about his new abilities and weaknesses. He did so, and spent about a decade learning how to weave the necromantic energies from his new form into powerful curses, and deliver them at the tip of a sword. In 4649 AR, he returned to Magnimar, now going by the name of Marat Velris, and, after just a bit of work, managed to set himself up quite nicely, purchasing a relatively modest house in the Alabaster district. Over the next 50 years, he quietly developed a business crafting magical items, and eventually pretended to pass away. Now, he's filling the role of Marat's "son" Ronodin, as an eclectic mage and someone with a keen interest in collecting magical items and expanding his knowledge. As both of those tasks are the primary goals of the Pathfinders, Ronodin joined them relatively recently as a scholar-warrior, and is waiting for a new assignment. His familiar, Teles, was created by Ronodin some years back, crafted as a mix of arcane, elemental and necromantic energies, serving as a battery and conduit for magical energies. As a manifest orb of mixing magical energies, on the rare occasion where he is visible, he takes the form of a burning black-red orb. His unique nature, a mixture of various mana, and interesting state of sentience only served to surprise Ronodin when Teles started learning spells of his own- Nethys apparently found the orb of magic interesting, and added his own pinch of power, allowing Teles to cast a few clerical spells.
Personality:
Loyalties: (safety and improvement of) Self, (pursuit of) Knowledge, Order Ronodin is the smartest person in the room, and knows it. He's had a century to develop his skills, hone his craft, and learn whatever catches his attention. In addition, he can drain the knowledge and experience of others with a touch, which only further speeds things up. He's generally condescending but tolerates others but if he feels they are a threat to his intelligence, he becomes much more antagonistic. However, if someone proves that they are competent and not unpredictable, he grows much more fond of them, particularly if they can use magic. Appearance:
As a shapeshifter, Ronodin doesn't have any one appearance, and tends to adopt whatever look suits him at the time, with his disguiges having disguises and misdirects. Currently, as Ronodin, he takes the form of a brown-haired, blue-eyed noble, tall and well-built. In his "normal" human form, he has long white hair, black robes and pale skin, though his skin does fill into normal coloration shortly after feeding. His eyes are either black or dark purple, depending on his feeding, and has a lean, hungry look to him, though he's only about five and a half feet tall. When pretending to drop all disguises to those who know his true nature as a kitsune, he has sleek black fur and dark grey (or purple) eyes and nine tails. His true form, though, has snow-white fur and only three tails, though has the same sparkling purple eyes (or grey, depending on how fed he is) Aroden's pommelstone:
This simple silver pommelstone can magically attach to the end of any melee weapon. When it does so, it creates an extradimensional space that cans tore a staff or rod, affecting the weapon with a continuous Aroden's Spellsword. If the stone is removed, the staff stays hidden, but inaccessible until the pommelstone is attached to a new weapon. Cost to buy: 45,000 gp (continuous-effect 3rd-level spell) [spoiler=Template overviews] Advanced: +2 natural armor, +4 to all ability scores Sorcerer: +4 CHA, gain bloodline abilities of a sorcerer with level HD-3 (but boosted to HD +2 through robe) Psychic Vampire: Gain a whole host of abilities, mainly involving possession, +2 STR, DEX, +4 INT, WIS, +6 CHA. Also bonus feats and boosts to skills. |