Alastir Wade

Tavius's page

75 posts. Alias of Philo Pharynx.


About Tavius

Tavius Vincelli
Male Deva elementalist 1/hedgewitch 4/incanter 5/gestalt 5
LN Medium humanoid (Deva)
Init +6 (+4 moon aura); Senses lifesense 30 ft., low-light vision; Perception +20+1d6 (+18+1d6 moon aura)
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Trackers
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3/3 Heavenly Flare
9/9 Incanter channel positive energy 3d6
6/6 Inspiration +1d6
9/9 Preempt fumble
19/19 Spell points
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Defense
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AC 23, touch 23, flat-footed 20 (+1 deflection, +2 Dex, +1 dodge, +2 insight, +6 Int, +1 Prescient Dodger); Precogniscent Protection
hp 55 (5d8+15) (5 THP/Rd moon aura)
Fort +5 (+7 moon Aura), Ref +8, Will +10; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound; Resist negative energy 5
Weaknesses consciousness linked, skilled casting, somatic casting, somatic casting
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Offense
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Speed 30 ft.
Melee mwk cane (hanbo) +6 (1d6-1) or
. . mithral dagger +6 (1d4-1/19-20)
Melee/Range 150'Destructive blast +5 touch 3d6 see below
. . Gale (Avilona) - nonlethal, CMD +11 to Trip
. . Searing (Jiesse) - d8 damage
. . Tenebrous (Nem) - -2 penalty to attacks for 1d4 rounds. Undead no dmg, Will vs frightened 1 rd.
Special Attacks channel positive energy 9/day (DC 18, 3d6)
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Statistics
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Str 8, Dex 14, Con 13, Int 22, Wis 16, Cha 12
Base Atk +3; CMB +5; CMD 25
Feats Agile Maneuvers, Alertness, Cantrips, Combat Expertise, Combat Stamina, Deadly Aim, Extra Magic Talent, Extra Magic Talent, Extra Secret, Extra Secret, Power Attack, Precogniscent Protection, Skyseer
Traits chronosense, clever wordplay, meditative
Skills Acrobatics +6, Autohypnosis +13, Bluff +5, Craft (illustration) +12+1d6, Diplomacy +10+1d6, Escape Artist +6, Heal +7+1d6, Knowledge (arcana) +13+1d6(adv), Knowledge (dungeoneering) +13+1d6(adv), Knowledge (engineering) +11+1d6(adv), Knowledge (geography) +12+1d6(adv), Knowledge (history) +13+1d6(adv), Knowledge (local) +13+1d6(adv) (+2 to identify location), Knowledge (nature) +13+1d6(adv), Knowledge (nobility) +13+1d6(adv), Knowledge (planes) +14+1d6(adv), Knowledge (religion) +13+1d6(adv), Linguistics +11+1d6, Perception +20+1d6, Sense Motive +15+1d6, Spellcraft +14+1d6, Stealth +10, Survival +7 (+9 to avoid getting lost), Swim +3; Racial Modifiers +2 Autohypnosis, +2 Sense Motive
Languages Abyssal, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Primordial, Sylvan
SQ agile maneuvers, bound light, casting, chameleon, combat expertise, deadly aim, destructive blast, detect loyalties, detect teleportation, divine, divine fate, divine hostility, divine protection, drowning blast, easy focus, electric blast, finesse weapon attack attribute, foreshadow +1/+2, gale blast, glow, inspiration (6/day), lifesense, object reading (+2 Appraise), path benefit (inspiration), path benefit (spiritualism), path power (astrology), path power (inspiration), paths (astrology, font of inspiration), periscope, point-blank shot, power attack, preempt fumble, prestige unseen court, prestige-flint, prestige-risur, read magic, revealing light, revelation, sculpt blast, searing blast, secrets (amateur hedgewitch [spiritualism], investigative knack, prescient dodger, wax and wane), shards of the past (Sense Motive, Autohypnosis), specializations (channel energy, sphere sub-specialization [tactician]), telescope, viewing, witness the city
Other Gear mithral dagger, mwk hanbo, bag of holding, minor, eyes of the eagle, quill of endless ink, ring of sustenance, sleeves of many garments[UE], traveler's any-tool[UE], bedroll, blanket[APG], city map, double-latched gold bracelet (worth 10 gp), fashionable accessories, journal[UE] (3), manacles (3), masterwork illustration tools, paper (20), soap, 363 gp, 4 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Cantrips You can create a variety of small magical effects
Casting (CL 5, MSB +10, MSD 21, Concentration +16, DC 18) You can cast sphere effects.
Celestial Aura: Moon Aura provides 5 temp HP and +2 to Fort saves to allies within 30 ft.
Celestial Aura: Star +2 Aura provides +2 to initiative and Perception checks
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Consciousness Linked Your sphere effects end if you are unconscious or unable to take mental actions
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Destruction: Destructive Blast 3d6 Ranged or melee touch attack deals 3d6 damage
Destruction: Extended range Blast out to Medium Range (150 ft)
Destruction: Gale Blast Destructive Blast deals nonlethal damage and can trip target (CMB+11)
Destruction: Sculpt Blast (DC 18) Deal destructive blast damage in a burst, cone or line
Destruction: Searing Blast Your destructive blast deals fire damage using d8 instead of d6 as its damage die.
Destruction: Tenebrous Blast Your destructive blast deals negative damage and applies a -2 penalty on attacks for 1d4 rounds.
Divination: Detect Loyalties Divine to detect a creature's top three loyalties
Divination: Detect Teleportation (15 min) Divine the direction and distance a creature recently teleported
Divination: Divine You can divine magical auras
Divination: Divine Fate Divine to see a creature's aura, colored by their alignment relative to yours
Divination: Divine Hostility Divine to detect when a creature or object takes HP damage
Divination: Divine Protection Divine for the creatures in range with the highest and lowest AC or saves
Divination: Foreshadow +1/+2 You gain a danger sense that grants bonuses to AC and Ref saves
Divination: Lifesense Sense grants you the blindsight ability
Divination: Object Reading (+2 Appraise) Divine to learn information about an object
Divination: Read Magic You can read and decipher magical writing
Divination: Viewing You can divine to view a remote location
Divination: Witness the City (+2 Appraise) Divine to learn information about a city as if you had spent 1d4 hours speaking with locals
Easy Focus Maintaining a sphere effect takes a move action instead of a standard action
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Heavenly Flare (3/day) (Su) Three times per day, an applied astronomist can manifest a blast of starlight in a 5-foot-radius burst in any space within 50 feet of you. This blast deals 3d6 points of damage to all creatures in the burst (fort 18) and is affected by the additional effect of the planes you are connected to.
Incanter Channel Positive Energy 3d6 (9/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Investigative Knack Gain an Investigator Talent
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Lifesense (30 ft.) (Ex) Sense living things and creatures without seeing them.
Light: Bound Light (DC 19) Your glow can entangle and stagger creatures in its area of effect
Light: Chameleon +6 Target can hide in plain sight and gets +CAM to Stealth checks
Light: Glow Cause an object or creature to shed light
Light: Periscope You may place a magical sensor and see from its position
Light: Revealing Light Your glow can reveal invisible creatures and objects
Light: Revelation Recorded information in glowing object can be instantly learned as a free action
Light: Telescope +3 Target gains bonus to Perception checks, and Peception distance penalties are only 1 per 50 ft
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Path Benefit (Inspiration) Gain a bonus Divination talent
Path Benefit (Spiritualism) Make Knowledge checks untrained, and roll twice on Knowledge checks
Path Power (Astrology) Gain two celestial auras
Path Power (Inspiration) Gain an inspiration pool
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Precogniscent Protection (max +2) +1 insight to AC per active (sense), dismiss active (sense) as immediate action to negate a crit
Preempt Fumble (9/day) (Su) Allow ally to reroll failed attack or saving throw
Prescient Dodger (Ex) Gain a monk-like AC bonus based on your highest mental ability score
Prestige (Flint): 0
Prestige (Risur): 0
Prestige (Unseen): 0
Shards of the Past (Sense Motive, Autohypnosis) (Ex) A Deva’s past lives grant her bonuses on two skills. The Deva chooses two skills—she gains a +2 racial bonus on both, and they are always class skills for her. Once made, this choice can’t be altered.
Skilled Casting (Knowledge [planes], DC 17) You must succeed at a skill check to use magic
Skyseer (1/combat) Skyseer theme feat. Gain answers from night sky, aid allies
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Sphere Sub-Specialization (Tactician) Preempt Fumble, Share Information, Perfect Knowledge
Sphere-Touched Gain magical training in Divination instead of racial magic
Touching the Wheel of Heaven (Su) Different planes are in ascendance or decline each day, entering or leaving conjunction with various constellations and other celestial phenomena.

Daily activities
* Augury from skyseer
* Connect to two planes from Applied Astronomer
* Meditative to get two free senses (foreshadow, lifesense)

Planar connections 2d8/day
1—Jiese, plane of fire.
2—Avilona, plane of air.
3—Av, plane of dreams.
4—Mavisha, plane of water.
5—Urim, plane of earth.
6—Apet, the distant plane.
7—Reida, plane of time.
8—Nem, plane of ruin.

Plane Additional Effect Heavenly Flare
Jiese, 2d6 fire damage a round for 1d4 rounds.
Avilona, Deafened and move at half speed for 1d4 rounds.
Av, Confused until the end of target’s next turn.
Mavisha, Repositioned up to 10 feet and 2d4 acid damage a round for 1d4 rounds.
Urim, Knocked prone and unable to teleport for 1d4 rounds.
Apet, Teleport the target up to 30 feet.
Reida, Stunned until the end of target’s next turn. While stunned, the target is immune to damage, forced movement, and status effects.
Nem, 2d6 negative energy damage a round for 1d4 rounds.

Description:

Tavius is a Deva, with mostly light mauve skin with a darker oval looking to be a third eye. If he were human, he would appear in his mid-forties. That would be closer to twenty-five, as Devas are reborn as adults. He wears fine clothes in whatever style is fashionable at the moment. He wouldn't be out of place with the upper crust of society. With the tight cut on his slim frame, there is no armor underneath his outfit. The more martial types will notice that his cane is solid enough to be used as a cudgel, and he wears a mithral blade. But they will also notice that he carries and wears these more as a last resort than as a primary defense.

Observers will notice that his eyes are constantly scanning, taking in everything, including your observation. What's more, he always seems to be in the right place and angle to observe interesting events. He never seems surprised by them.

Magic Tradition:Astromancy:

His magic tradition is based on channeling the energy of the planets and stars. It involves being aware of the exact configuration of the heavens and gesturing to draw power from the appropriate celestial bodies.
Consciousness linked
Skilled casting: Kn:planes
Somatic casting x2
Easy Focus

A Conversation with Stover Delft:

Ah, Inspector Delft, pleased to meet you. I am Doctor Tavius Vincelli, and I feel myself called to serve Risur. I have lived here for over a century, spread among a few lifetimes.

I see your look, a mixture of curiosity, confusion, and perhaps a bit of suspicion. I'll admit that my curriculum vitae may make it look like I am an odd fit for the Royal Homeland Constabulary. Few people give up over two decades in Academia and a professorship at Pardwight University to go into law enforcement. I am fluent in ten languages, have a doctorate in Astronomy from Mitchell University, and degrees in law, history, magical and natural sciences. It seems that I have a knack for recalling knowledge from previous lifetimes. I posit that there will be some crimes where having such an intellectual background will help find clues that others miss. Likewise, my studies in divination are not purely theoretical and this magic enhances my perception. Very little gets past me.

Of course being a constable is rather more dangerous than spending time in a library. While divination is useful for defense, sometimes one must subdue criminals. So I have spent the last few months being tutored in combat magic. I project various elements as weapons. Both against individuals and small groups. Thus giving me the capability to defend myself or others.

But I have been circling around my motivations. I am a skyseer, though with a more logical bent than some of my druidic peers. The heavens have been presenting troubling portents for the last few years. All of my fellow brethren have been trying to figure out what the skies are trying to tell us. While I have no more insight into that than the others do, I have been guided to the RHC. I feel very strongly that I have some part to play in what is coming, and that joining the RHC will help deal with the events coming up. I realize that this may sound a bit excessive, but it is what I see in the heavens.