Elf

Sivoth Lancathuel's page

90 posts. Alias of Balmothere.


Full Name

Sivoth Lancathuel

Race

Elf (And don’t you forget it)

Classes/Levels

Spellslinger Wizard 5 / Gunslinger 1 / Eldritch Knight 4

Gender

Male (status):
HP 71/71; F/R/W +8/+11/+9; AC 23 (T17/FF17); Initiative: +5; Perception +12

Size

Medium (6'8", 138lbs)

Age

155

Special Abilities

Arcane Gun, Pronouncing surprisingly poetic racial epithets

Alignment

CG (experts agree: they don't know how the HECK that happened)

Deity

Pele (incidentally, don't EVER wake him up early)

Languages

Elven, Draconic, Celestial, Sylvan, Ignan, Common, Coastal tulita, mainland tulita, island tulita, Ronjoronjo, Menehune

Occupation

Professional Elf Supremacist / Sniper / The Hero the Razor Could Probably Do Without

Strength 11
Dexterity 20
Constitution 12
Intelligence 20
Wisdom 14
Charisma 10

About Sivoth Lancathuel

DEFENSES:
HP: 71/71
AC/Touch/FF: 23 / 17 / 17
Fort/Ref/Will: +8 / +11 / +9
CMD: 21
INITIATIVE: +5
MOVE SPEED: 40 feet

OFFENSE:
"Stargun" Musket (rng 60, damage type B): +11 touch (2d6 + 5 with deadly aim) (x4)
"Deadmaker" Pistol (rng 30, damage type B): +11 touch (1d10 + 5 with deadly aim)
SPELLS +13 touch
Cutlass: +7 (1d6) (18-20/x2)
CMB: +7

CLASS ABILITIES:

ARCANE GUN: The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier.

A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.

A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed.

This ability replaces arcane bond.

GUNSMITHING: The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a Gunslinger gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a Gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun.

This ability replaces Scribe Scroll.

MAGE BULLETS: A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements.

This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.

SCHOOL OF THE GUN:The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.

OPPOSITION SCHOOLS:Necromancy, Abjuration, Illusion, Divination

GRIT (2 points): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

DEEDS: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

SPELLS (Caster Level 10, +19 Concentration):
0th Level (4)(DC 15/16): Create Water, Acid Splash, Detect Magic, Light
1st Level (6)(DC 16/17): Air Bubble, Magic Missile x2, Grease, Unseen Servant, Endure Elements
2nd Level (4)(DC 17/18): Intensified Shocking Grasp, Intensified Corrosive Touch, Intensified Burning Hands, Scorching Ray
3rd Level (4)(DC 18/19): Fireball, Lightning Bolt, Fly, Haste
4th Level (3)(DC 19/20): Dragon's Breath, Dimension Door, Black Tentacles

SPELLS KNOWN (2005gp spent on spells):
1st Level (3 spells bought): Magic Missile, Shocking Grasp, Corrosive Touch, Burning Hands, Air Bubble, Grease, Unseen Servant, Identify, Shield, Detect Magic, Read Magic, Endure Elements

2nd Level (5 spells bought): Resist Energy, Scorching Ray, Glitterdust, Web, Acid Arrow, Invisibility, Darkvision, Knock, Make Whole

3rd Level (5 spells bought): Fireball, Lightning Bolt, Haste, Ice Spears, Suggestion, Wind Wall, Fly

4th Level (4 spells bought): Dragon's Breath, Dimension Door, Detonate, Black Tentacles

SKILLS & FEATS:
ACROBATICS:1 rank + 3 class + 5 dex + 2 eyepatch = +11 (+20 jump)
CLIMB: 1 rank + 3 class + 2 eyepatch + 2 tools = +8
CRAFT (ALCHEMY): 10 ranks + 3 class + 5 int + 2 tools= +20
FLY:2 ranks + 3 class + 5 dex = +10
KNOWLEDGE ARCANA: 6 ranks +3 class + 5 int + 2 trait = + 16
KNOWLEDGE DUNGEONEERING: 1 rank + 3 class + 5 int + 2 trait = +11
KNOWLEDGE GEOGRAPHY: 1 rank + 3 class + 5 int + 2 trait = +11
KNOWLEDGE ENGINEERING: 1 rank + 3 class + 5 int + 2 trait = +11
KNOWLEDGE HISTORY: 1rank + 3 class + 5 int + 2 trait = +11
KNOWLEDGE LOCAL: 1 rank + 3 class + 5 int + 2 trait = +11
KNOWLEDGE NATURE: 1 rank + 3 class + 5 int + 2 trait = +11
KNOWLEDGE NOBILITY: 1 rank + 3 class + 5 int + 2 trait = +11
KNOWLEDGE PLANES: 5 ranks + 3 class + 5 int + 2 trait = +15
KNOWLEDGE RELIGION: 1 rank + 3 class + 5 int + 2 trait = +11
LINGUISTICS:6 ranks + 3 class + 5 int = +14
PERCEPTION:5 ranks + 3 class + 2 wis + 2 race = +12
PROFESSION (SAILOR):10 ranks + 3 class + 2 wis + 2 trait + 2 tools= +19
PROFESSION (GAMBLER):2 ranks + 3 class + 2 wis + 2 trait + 2 tools = +11
SENSE MOTIVE:1 rank + 3 class + 2 wis = +6
SLEIGHT OF HAND:1 rank + 3 class + 5 dex = +9
SPELLCRAFT:10 ranks + 3 class + 5 int + 2 racial = +20
SWIM:1 rank + 3 class + 2 eyepatch = +6
Total skill points: 62

FEATS: Arcane Armor Training, Point-Blank Shot, Deadly Aim,
Precise Shot, Breadth of Experience, (WB) Gunsmithing, (WB) Intensified Spell, (EKB) Dodge

LANGUAGES: Elven, (b) Celestial, (b) Draconic, (b)Ignan, (b) Sylvan, (s) Tulita (Coastal), (s) Common, (s) Menehune, (s) Ronjoronjo, (s) Tulita (island), (s) Tulita (Mainland)

RACIAL TRAITS: Focused Magic (+2 concentration), Elven Arrogance (+3 saves vs enchantment cast by non-elves), Elven Immunities (+2 saves vs enchantment, immune to sleep), Keen Senses (+2 perception), Elven Magic (+2 CL to beat SR, +2 spellcraft to identify), Low-Light Vision

Traits: Magical Aptitude (+2 to caster level, maximum of character level), Arcane Graduate (+2 concentration)

EQUIPMENT:
MAGIC ITEMS:
Headband of Intellect +2 (4000)
Belt of Dexterity +2 (4000)
Mithral Shirt +1 (2100)
Ring of Protection +1 (2000)
Amulet of Natural Armor +1 (2000)
Cloak of Resistance +2 (4000)
Musket +1 (2300)
Endless/Beneficial Bandolier (3000)
Far-Reaching Sight (4000)
Boots of Striding & Springing (5500)
Pirate's Eyepatch (redone as a monocle)(2600)
Sleeves of Many Garments (200)
Traveler's Anytool (250)
Pearl of Power (1st) x2 (2000)
Bag of Holding Type 1 (2500)
Ioun Torch (75)
(40525gp total on magic items)

SPELLS:2005gp spent on spells, noted earlier

MUNDANE EQUIPMENT:
Cutlass (15gp)
Alchemist's Lab (200gp)*
Gunslinger's kit (26gp)*
Wizard's Spellbook (compact)(steel cover)(good lock) x2 (307gp)*
Wizard's Kit (20gp)*
Assorted Jewelry (250gp, Pearls of Power adorn 2 rings)
Jeweled Walking Stick (100gp)
Gambler's Kit (70gp)
Silk Rope (10g)*
Courtier's Outfit (50gp)
Pocket Watch (250gp)
Black Powder (a keg's worth)(100gp)*
Silver Weapon Blanch x4 (20gp)*
Silver-Treated Bullets (20) (2gp)
Cold Iron Bullets (100) (20gp)*
Bullets (100) (10gp)*
Military Pistol (50gp)*
Climber's Kit (80gp)*

Gold Remaining: 1835gp
ENCUMBRANCE: Light 38, Medium 76, Heavy 115

BACKGROUND:

An elf stands towering over those around him, clothed in the finest of fashions and the most resplendent of jewelry, gaunt hands holding his bejeweled walking stick firmly planted on the ground as he scans the area with haughty detachment. He sniffs, then flares his nostrils and curls his lip at the smell of the place. The irises of his eyes, glowing like embers, flare in brightness for a moment.

"The things I do..."

----------------------------------------------------------

Elves are known for their grace, their poise, and their wisdom. Sivoth will ensure that this fact is trumpeted from the mountaintops and that all inferior races understand how honored they should feel to be in the presence of perfection. And yet...

Sivoth is something of an enigma when it comes to the Razor. Raised by a family that gave life to all the possible stereotypes that could be applied to the elven race, he exemplifies some of the purest forms of haughty superiority that elves are often known and even despised for. So how it came to be that an elf would be so focused on improving the lot of the people his race once treated as slaves is a great mystery that he is not wont to speak of.

He had just begun his training in the ways of magic, as the rest of his family had done, when he started experiencing the dreams that would change the course of his life. A woman, wreathed in flame, beautiful and terrible and knowledgeable in things that even the most accomplished of his teachers could barely even hope to understand, would come to him and show him the secrets of the world. The visions would come nightly, and in this way he was shown the secrets of sulfur and saltpeter, the conundrums of carbon, and the power of black powder. She would dance for him, her movements revealing to him the workings of magic that could not be replicated by his stuffy professors. With the lightest of touches, she showed him the vast primal energies of the universe. He swiftly took off with this odd discipline, and the teachers had no idea how he did the things that he did. Only they could identify the strange device that he crafted as a 'gun', for such weapons were not well known among the elves. He owed his skills with the weapon to the woman wreathed in flame.

He called her the Dancer in Dreams, and he was instantly in love.

She spoke to him of the people she had created and his people's treatment of them, and for the first time in his life he was ashamed. He wondered to her why she had chosen to come to him, when his people were responsible for so much suffering, and her reply was that it would please her to have such a person for a champion.

Whether it was her capricious nature, some idea about redemption, or a little bit of both, his course was decided. He swore to serve her wishes without hesitation, overwhelmed at the idea of being a champion for so wondrous a being as the lady of fire who showed him such awesome things in his dreams.

He knows full well his people's history on the Razor, and yet he gladly bears any burden in service to the woman of his dreams, whatever indignities he might have to suffer in the doing. He hunts down drug dealers, slave traders, and any who would seek to harm the natives of the Razor with a viciousness that can only be explained by taking out aggression for doing something that he would not otherwise be caught dead doing.

But for Pele, the Dancer in Dreams, he would do anything, everything, and more.