About Talon The ExaltedTalon The Exalted
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AC 24, Touch 12, Flat-Footed 22 (+8 Armor, +2 Dex, +4 Natural)
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Speed 30 ft.; Fly 30 ft. (average) Melee:Masterwork Greatsword Attack +11 Damage 2d6+10 (19-20/x2) Type S Ranged: Space 5 ft., Reach 5 ft. --------------------
Bind Spirits An occultist may seal pacts with spirits. Each day, the occultist may bind one spirit of his or her choice whose level is equal to or less than the maximum spirit level indicated on Table: The Occultist. An occultist's binder level equals his or her occultist class level and an occultist's binding check is equal to 1d20 + the binder level + his or her Charisma modifier. The DC to resist the supernatural power of an occultist's granted abilities equals 10 + ½ the binder level + the Charisma modifier. See Binding Spirits for more details. Constellation Aspects In addition to regular spirits, occultist may draw power from the constellations with which spirits align themselves. While performing a spirit's ceremony, an occultist may choose to increase the spirit's binding DC by 5 in order to add a constellation aspect to the list of minor granted abilities the spirit grants. The spirit bestows this power to the occultist even if the binding check fails. After the ritual is complete, the occultist selects a constellation aspect from the list of aspects that are associated with that bound spirit's constellation. For example, occultists who bind with Aza'zati, the Green Wyrmling, can select a constellation aspect associated with the dragon constellation (which is Aza'zati's constellation) if they increase the spirit's binding DC by 5 during the ceremony. The decision to add a constellation aspect must be made before the binder rolls the binding check to determine if the pact is a good pact or a poor pact. An occultist may only have one constellation aspect per bound spirit at a time, with a maximum of four constellation aspects at 14th level. Constellation Aspects Below is the list of constellation aspects available to occultists. An occultist cannot possess aspects from opposing constellations. For example, although an occultist may bind to a dragon spirit and a hero spirit at once, he or she cannot have both a dragon aspect and a hero aspect at the same time. Constellation aspects act like spirits in all regards. Treat the aspects as granted abilities for all purposes. All abilities granted through constellation aspects are supernatural abilities, even if they act like spells, spell-like abilities, or extraordinary abilities. A constellation aspect that acts like a spell uses the occultist's binder level as the caster level for the effect. A constellation aspect ends when the pact that allowed the binder to call upon it ends (such as when a binder uses the Expel Spirit feat). A character cannot select the same constellation aspect more than once, even if the aspect might apply to a different skill, statistic or so forth. Angel Aspects Select from among the following options. You gain DR 1/evil as an immediate action. This DR lasts for 1 round or until you take damage.
Beast Aspects Select from among the following options. Select 1 specific type of animal (a lion, tiger, bear, or such). You can speak with animals of that type.
Dark Beyond Aspects Select from among the following options. As an immediate action, you cause the next attack or spell made against you during the turn is activated to have a 10% chance to be negated.
Dragon Aspects Select from among the following options. You gain a +3 insight bonus on Intimidate checks.
Fiend Aspects Select from among the following options. You gain DR 1/good as an immediate action. This DR lasts for 1 round or until you take damage.
Hero Aspects Select from among the following options. As a standard action, grant 1 ally within 30 feet a +1 insight bonus on its next attack roll, skill check, or saving throw. You cannot select yourself.
Mage Aspects Select from among the following options. Select acid, cold, electricity, or fire. You can make a ranged touch attack as a standard action that deals 1d3 points of damage of the chosen energy type. This ability has a range of 30 feet.
Noble Aspects Select from among the following options. You gain DR 1/chaos as an immediate action. This DR lasts for 1 round or until you take damage.
Seer Aspects Select from among the following options. As an immediate action, you gain a +1 insight bonus to AC. This bonus lasts for 1 round or until you are attacked.
Scholar Aspects Select from among the following options. Select 1 skill. The whispering of spirits allows you to use that skill untrained for the duration of the pact.
Skull Aspects Select from among the following options. Your touch causes fresh foods and clean water to immediately spoil, allowing you to putrefy 1 cubic pound of food or water per binder level you possess as a standard action.
Thief Aspects Select from among the following options. You gain DR 1/law as an immediate action. This DR lasts for 1 round or until you take damage.
Tree Aspects Select from among the following options. As an immediate action, you gain DR 1/cold iron. This DR lasts for 1 round or until you take damage.
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Pact Augmentation (Su) At 2nd level, an occultist may squeeze additional power from spirits. If the occultist makes a good pact with at least one of his or her bound spirits, then select one of the benefits listed below. Additional good pacts made beyond the first one do not allow for additional pact augmentations. However, at 6th level and every 4 levels thereafter, the binder selects one additional pact augmentation when making a good pact with at least one of his or her bound spirits, to a maximum of 5 pact augmentations at 18th level. A pact augmentation lasts for 24 hours or until the occultist is no longer bound to any spirits. An occultist may select a single pact augmentation multiple times. Bonuses gained from pact augmentations stack with themselves but not with similar bonuses gained from other sources (such as spirits). Defense Augment: +1 insight bonus to AC and CMD. This bonus applies to both touch and flat-footed AC
At 4th level and every 4 levels thereafter, an occultist gains a bonus occult feat or a binder secret. The occultist must meet all prerequisites for a bonus feat or a binder secret including the minimum binder level indicated, if any. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The occultist is not limited to occult feats when choosing those feats. --------------------
Str 24, Dex 15, Con 22, Int 17, Wis 12, Cha 21 Base Attack +3; CMB +10 ; CMD 22 Feats: 1. Capstone Binder
Traits 1. Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. 2. Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. Skills: 1.Bluff +13 (+23 for lies, +17 to feint, +8 to pass secret messages)
Languages: Abyssal, Common, Celestial, Draconic, Infernal, Aquan, Teran, Auran, Ignan --------------------
Carrying Capacity Light: 8568 lbs. Medium: 17164 lbs. Heavy: 25760 lbs. Masterwork O-yoroi Armor (1850 GP) (45 lbs.)
SORCERER'S KIT
5707 GP 0 SP 0 CP Appearance:
Talon real hair color is black and he has green eyes, but he calls upon a certain spirit so often that most people think his eyes are actually blue, and that he has blond hair. The rest of his body never changes though. His arms are covered in green scales that each end in a wicked talon. His teeth seem to be sharper than normal, and they are much larger. The rest of his body is also covered in scales from his neck to his feet. He also has a small crown of green scales that rise out of his forehead. Talon normally wears a hat and robe to conceal his defermoties as best he can. Personality:
Talon hates the Flame with a passion. His early childhood was ruined by some members of the flame and he has never forgiven them for that. Almsot all of his time is spent obsessing over what he will do to them when he gets his claws on them, but he can keep up a good facade of being a respectable human being. His main problem is dealing with others when he has the chance to get to the members of the Flame. Background:
Talon grew up in a small monastery where the art of summoning spirits to help out was common. He learned from a young age how to help control and use the spirits to do his bidding. The monastery never judged one on hwo they used the spirits and so Talon grew up without any trouble until the Flame arrived. They destroyed his home and slaughtered his mentors. Burning rage filled Talon for he had almost mastered his training. Calling upon one of the most easily bound spirits Talon made a grave error, and instead of being able to bind Aza'zati, the Green Wyrmling he was instead pulled halfway into the spirit. Being blasted from the backlash at a breakneck speed Talon only survived by the grace of his new body being as tough as a dragon. Seeing this as a sign of his greatness Talon began to call himself The Exalted. Talon left that day and began to search for any way to harm the Flame. Usuing many names and faces Talon became adept at making people believe what they wanted to believe. He also started to claim that he been born this way instead of made to stop the questions. When he was called to join the Emerald Talon he was grateful. |