The Fifth Archdaemon

Talon The Exalted's page

47 posts. Alias of Void Dragon.


Full Name

Talon The Exalted

Race

Human Half-Dragon

Classes/Levels

Occultist 5 AC 24; Touch 12; Flat-Footed 22 | HP 70/70 | Fort +10; Ref+3; Will +5 | Immune: Sleep, Acid, Paralysis | Init +2 | Perception +15

Gender

Male

About Talon The Exalted

Talon The Exalted
Male NE Half-Dragon Human Occultist 5 Age 20
Medium Dragon
Init +2; Senses Darkvision 60', Low-light; Perception +15

--------------------
DEFENSE
--------------------

AC 24, Touch 12, Flat-Footed 22 (+8 Armor, +2 Dex, +4 Natural)
HP 70 (5d8+30)
Fort +10, Ref +3, Will +5
Resist
Immune Sleep, Paralysis, Acid

--------------------
OFFENSE
--------------------

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.

--------------------
SPIRITS
--------------------

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.
You shed light as a torch as a standard action for 1 minute per binder level you possess.
You shed tears on an adjacent dying creature as a standard action, immediately stabilizing it.
You anoint 1 weapon or 1 round of ammunition that you touch with blood as a move action, causing the item to be treated as a good-aligned weapon for the purpose of overcoming damage reduction until the end of your next turn or until you make an attack.

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.
You gain low-light vision. If you already have low-light vision, the range of your low-light vision is doubled, allowing you to see four times as far in dim or shadowy conditions.
Your Constitution score is treated as being 4 points higher for the purpose of determining how long you can hold your breath.
You gain a +3 insight bonus on Stealth checks.

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.
You can use dancing lights at will.
You gain a +2 insight bonus on Will saves against mind-affecting abilities.
You can use touch of fatigue at will.

Dragon Aspects

Select from among the following options.

You gain a +3 insight bonus on Intimidate checks.
You grow supernatural scales as an immediate action. The scales grant a +1 natural armor bonus to AC for the duration of the pact. This bonus applies on touch attacks and while flat-footed.
Select acid, cold, electricity, or fire. As an immediate action, you gain resistance 5 against the selected energy. This resistance lasts for 1 round or until you are attacked.
Select acid, cold, electricity, or fire. Your weapon attacks and supernatural abilities deal 1 additional point of damage of the chosen energy type.

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.
You channel malicious intent as a standard action, causing an adjacent stabilized creature with 0 or fewer hit points to resume dying.
You cause a Fine sized object within 30 feet to catch ablaze as a standard action.
You burn an enemy with a ray of fire; dealing 1d3 points of fire damage on a range touch attack and 1 point of splash damage to all creatures adjacent to the target on a successful hit. This ability has a range of 30 feet.

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.
At the start of your turn, if you have no temporary hit points you gain 1 temporary hit point.
You gain +3 hit points for the duration of the pact.
Your Constitution score is treated as being 4 points higher for the purpose of how many negative hit points you may accrue before dying.

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.
You use read magic at will.
You write with a touch. This functions as an arcane mark, except you can write entire words and sentences solely by touch. You can write as many words as you could send via a message spell as a standard action.
The presence of a spirit distorts reality around you. This anomaly grants you a +2 insight bonus on saving throws against spells and spell-like abilities.

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.
Select 1 creature within 30 feet. As a standard action, your splendor causes the target to take a -1 penalty on attack rolls, skill checks, or saving throws for 1 round (your choice) unless it succeeds on a Will save.
Select 1 creature within 30 feet. As a standard action, you imbue the target with gracelessness, causing it to become entangled for 1 round unless it succeeds on a Reflex save.
You gain a +3 insight bonus on Diplomacy checks or Intimidate checks (your choice).

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.
You always know which direction is north. You act as if you were under the effects of know direction.
Whenever you make an initiative check, you may reroll your result once but with a -2 penalty. Use the new result even if it is worse than the original.
When making initiative checks, you can choose to substitute the result of your d20 roll with a result of 10. If you do so, do not add your Dexterity bonus to determine your initiative (but apply other bonuses as usual).

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.
Select 1 skill. The insight of spirits allows you to add the skill to your list of class skills for the duration of the pact.
Select one language. The tongues of spirits grant you the ability to read, write, and understand that language for the duration of the pact.
You can retrieve non-magical books, scrolls, and other writings as a move action instead of a full-round action.

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.
You can disrupt undead, as the spell, at will.
Your hands become frigid with the chill of death, allowing you to deal 1d3 points of cold damage as a standard action and place a -2 penalty to Strength on the touched creature for 1 round. This penalty does not stack.
You can evoke ghastly noise as if using ghost sound.

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.
Once per turn as a swift action you can force 1 creature to make a Will save. On a failed save, that creature is treated as your ally and not your enemy's ally when determining flanking for 1 round.
You deal 1 extra point of damage when attacking a flat-footed foe or a foe that you flank.
You gain a +4 insight bonus on Bluff checks.

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.
As a standard action, you create a single goodberry to grow from nothing in your hand.
As an immediate action you gain a +2 insight bonus to your CMD against trip and bull rush combat maneuvers. This lasts until the effect is ended with a move action, but while you gain this benefit your speed is reduced by half.
Your touch causes rotted flesh and plants to return to purity, allowing you to refresh 1 cubic pound of food or water per binder level you possess as a standard action.

--------------------
SPECIAL ABILITIES
--------------------

Summonable Spirits

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
Fortitude Augment: 25% chance to ignore critical hits and sneak attack damage (max. 75%)
Insight Augment: +2 insight bonus on initiative checks
Luck Augment: +1 insight bonus on all saving throws
Offense Augment: +1 insight bonus on attack rolls and CMB checks
Speed Augment: +5 foot enhancement bonus to base speed
Toughness Augment: Damage Reduction 1/- (this benefit does not stack with other sources of damage reduction)
Vicious Augment: +2 insight bonus on damage rolls
Vitality Augment: +5 hit points.
Bonus Feat

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.

--------------------
STATISTICS
--------------------

Str 24, Dex 15, Con 22, Int 17, Wis 12, Cha 21

Base Attack +3; CMB +10 ; CMD 22

Feats:

1. Capstone Binder
Bonus (human). Flexible Pactmacking
3. Armor Proficiency Medium
Bonus (occultist feat or secret). Guardian Spirit
5. Armor Proficiency Heavy

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)
2.Diplomacy +13
3.Disguise +13
4.K. Arcana +11
5.K. Religion +11
6.K. Planes +11
7.Linguistics +11
8.Perception +15
9.Sense Motive +10

Languages: Abyssal, Common, Celestial, Draconic, Infernal, Aquan, Teran, Auran, Ignan

--------------------
GEAR/POSSESSIONS
--------------------

Carrying Capacity Light: 8568 lbs. Medium: 17164 lbs. Heavy: 25760 lbs.

Masterwork O-yoroi Armor (1850 GP) (45 lbs.)
Masterwork Longbow (375 GP) (3 lbs.)
Bladed Belt (2000 GP) (3 lbs.)
Eyes of the Eagle (2500 GP)
Mask of Stony Demeanor (500 GP)
Muleback Cords (1000 GP) (1/4 lbs.)
Handy Haversack (2000 GP) (5 lbs.)
Heavy Load Belt (2000 GP) (3 lbs.)
Disguise Kit (50 GP) (8 lbs.)
Mirror (10 GP) (1/2 lbs.)

SORCERER'S KIT
Price 8 gp; Weight 19 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.

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.