Harrow Bloodline

Viktor D'Deneith's page

32 posts. Alias of Rowe.


Full Name

Viktor d'Deneith

Race

Arcane Overdrive 7/7 Eldritch Burnout 0 AC 15, touch 11, flat-footed 14 hp 14/28 Fort +4, Ref +3, Will +4

Classes/Levels

Human Eternal Mage 5

Gender

M

Size

M

Age

26

Alignment

NG

Languages

Common, Riedran, Draconic

Strength 7
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 8
Charisma 21

About Viktor D'Deneith

Eternal Mage:

1st +0 +0 +0 +2 Eternal spellcasting, cantrips, eldritch burnout, limited concentration, school focus
2nd +1 +0 +0 +3 Arcane overdrive
3rd +1 +1 +1 +3 Eternal secret
4th +2 +1 +1 +4 Arcane buffer 1
5th +2 +1 +1 +4 Additional school

Eternal Spellcasting: An eternal mage casts arcane spells drawn primarily from the wizard spell list as long as they belong to one of the schools in which they focus (or the universal school.) They can cast any spell they know with¬out preparing it ahead of time. To learn or cast a spell, an eternal mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an eternal mage’s spell is 10 + the spell level + the eternal mage’s Charisma modifier.
Unlike other casters, an eternal mage does not expend a spell slot when casting a spell, allowing them to cast as much as they want. An eternal mage does have other limiting features though, such as eldritch burnout and limited concentration (continued after class table). An eternal mage’s selection of spells is extremely limited. An eternal mage begins play knowing four 0-level spells and two 1st-level spells of their choice. At each new eternal mage level, they gain one or more new spells, as indicated on Table: Eternal Mage Spells Known. (Unlike spells per day, the number of spells an eternal mage knows is not affected by their Charisma score; the numbers on Table: Eternal Mage Spells Known are fixed.) These new spells can be common spells chosen from the wizard spell list from a school that the eternal mage has focused on, or they can be unusual spells that the eternal mage has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered eternal mage level after that (6th, 8th, and so on), an eternal mage can choose to learn a new spell in place of one they already know. In effect, the eternal mage loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An eternal mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
Unlike a wizard or a cleric an eternal mage need not prepare their spells in advance. They can cast any spell they knows at any time. An eternal mage may not apply metamagic to their spells without the metamagic adept talent, requiring a full round action to do so (except for Quicken Spell.)

Eldritch Burnout (Ex): Unlike other casters, an eternal mage instantly feels the drain of casting a spell. Whenever an eternal mage use a spell or spell-like ability of 1st level or higher from any spellcasting class they possess, they gain a number of eldritch burnout points equal to the spell’s level. For every point of eldritch burnout an eternal mage possesses, they take a -1 to their effective caster level for all spellcasting they may possess as well as spell-like abilities. For every two points of eldritch burnout an eternal mage has gained, the DCs of all spells and spell-like abilities an eternal mage cast are reduced by 1.
At the end of any round in which an eternal mage has not gained a point of eldritch burnout, they recover 1 point of eldritch burnout they are suffering.
If an eternal mage’s caster level is reduced to 0, they are unable to use any spells or spell-like abilities, limited to only being able to use cantrips.

Limited Concentration (Ex): While just as potent as other casters, eternal mages are unable to sustain their magic as well as others. An eternal mage can only have 1 spell with a duration other than instantaneous or permanent in effect at a time. If an eternal mage casts a spell with a duration other than instantaneous or permanent while another is in effect, the previous spell effect will end instantly.
At 7th and 14th level, an eternal mage may have an additional spell with a duration other than instantaneous or permanent in effect at the same time.

School Focus (Ex): At 1st level, an eternal mage must select three schools of magic to focus in, being able to select their spells known from those schools. An eternal mage can only select spells from the wizard list from their chosen schools, and cannot select from schools not chosen (an eternal mage can learn universal spells regardless of their chosen schools):
Abjuration, Conjuration, Divination, Enchantment, Evocation,
Illusion, Necromancy, Transmutation

Viktor's: Evocation, Conjuration, Transmutation

Arcane Overdrive (Su): At 2nd level, an eternal mage slowly begins to tap into their inner power, allowing them to surpass their own natural limits. An eternal mage gains a pool of overdrive points equal to their Charisma modifier +1/2 their level.
An eternal mage may spend 1 point of overdrive as a free action to ignore a number of eldritch burnout gained due to casting a spell by a number up to 1/2 their eternal mage level. If this reduces the amount of eldritch burnout they would receive to 0, they are able to recover 1 point of eldritch burnout at the end of their turn as per the eldritch burnout class feature. An eternal mage’s overdrive points pool is replenished after he rests for a full eight hours of sleep, or the equivalent if it should be available through some special feature.
Eternal mages may also spend overdrive points to access powers through eternal secrets

Eternal Secret (Su): At 3rd level, an eternal mage is able to piece together lost pieces of lore, gaining new abilities from what they have learned. Using an eternal secret is a free action unless stated otherwise, and the save for an eternal secret is 10 + 1/2 an eternal mage’s level + their Charisma modifier. An eternal mage can spend points of overdrive as though they were points from an arcanist’s arcane reservoir for the purpose of using secrets.

Energy Alteration: Whenever an eternal mage casts an evocation spell with an energy descriptor, they can change the energy type to acid, cold, electric, or fire.

Arcane Buffer (Ex): At 4th level, an eternal mage learns how to better handle eldritch burnout. Whenever they cast a spell, the amount of eldritch burn¬out gained from it is reduced by 1 (to a minimum of 0.) If this reduces the amount of eldritch burnout they would receive to 0, they are able to recover 1 point of eldritch burnout at the end of their turn.
At 8th level, and every 4 levels thereafter, an eternal mage reduces the number of points of eldritch burnout they would receive from casting a spell by an additional 1.

Additional School (Ex): At 5th level, and every 5 levels thereafter, an eternal mage may select an additional school of magic from which to learn spells.

Stats:
Viktor D'Deneith
Male human eternal mage 5
NG Medium humanoid (human)
Init +7; Senses Perception +9
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Defense
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AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 shield)
hp 28 (5d6+10)
Fort +4, Ref +3, Will +4
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Offense
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Speed
Melee dagger +0 (1d4-2/19-20) or
longspear +0 (1d8-2/×3) or
morningstar +0 (1d8-2)
Ranged heavy crossbow +3 (1d10/19-20)
Spell-Like Abilities (CL 5th; concentration +10)
3/day—dancing lights
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Statistics
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Str 7, Dex 12, Con 14, Int 12, Wis 8, Cha 21
Base Atk +2; CMB +0; CMD 11
Feats Improved Initiative, Skill Focus (Spellcraft), Spell Focus (evocation), Varisian Tattoo[ISWG]
Traits reactionary, focused mind
Skills Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Perception +9, Sense Motive +3, Spellcraft +12, Use Magic Device +9
Languages Common, Riedran
Other Gear +1 haramaki[UC], +1 mithral buckler, dagger, heavy crossbow, longspear, morningstar, cloak of resistance +1, eyes of the eagle, handy haversack, ring of sustenance, spell component pouch (2), 4,767 gp
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Special Abilities
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Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

Bio:
Viktor is a non-Dragonmarked member of House Deneith. He serves as a contracted mercenary for the family. He has caught trouble from those who look down on him for not using weapons effectively in combat, but he has found that showing the detractors how much being set on fire hurts usually stops their judgement. He is still fairly new to the mercenary work.

Sarlona, however is his first big break. This is the mission that will truly allow him to prove his worth to the family. He was hired by Qara and Sidrian to assist the party. Having just recently arrived, he is quite unfamiliar with Sarlona as a whole; and considering how little info is available in Khorvaire his preparations for such a strange land are lacking to say the least.

But, if Viktor is anything, it's bold. He is driven enough to keep moving forward no matter what. However, this also makes him quite stubborn, and some would say it makes him seem to lack empathy, however deep down he does care, but inaction isn't solving any problems.

His biggest fears: Failing his family & being alone.

Cantrips:

0
Ray of Frost
School evocation [cold]; Level magus 0, sorcerer/wizard 0; Elemental School water 0

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes

DESCRIPTION
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Prestidigitation
School universal; Level bard 0, magus 0, sorcerer/wizard 0

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no

DESCRIPTION
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Light
School evocation [light]; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School wood 0

CASTING
Casting Time 1 standard action
Components V, M/DF (a firefly)

EFFECT
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no

DESCRIPTION
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Conjurer’s Toolbelt
School: Conjuration (Creation); Level: Sor/Wiz 0
Casting Time: 1 standard action
Components: V, S
Range: Personal
Effect: Conjures a nonmagical tiny object
Duration: 1 minute/level
Saving Throw: None; Spell Resistance: No
This spell creates a small tool that appears in your hand.
The tool may not weigh more than 1 lb. and can be no larger
than one cubic foot in size. The tool can be just about
anything within the aforesaid limit and appropriate to the
campaign. You could, for example, create a hacksaw, lock
pick, crowbar, hammer, etc. The tool persists until it is
broken, dispelled, or the duration of this spell expires. The
tool will be of ordinary manufacture.

Elemental Sample
School: Conjuration (Creation) [Air, Earth, Fire or Water];
Level: Sor/Wiz 0
Casting Time: 1 standard action
Components: S
Range: Close (25 ft. +5 ft./2 levels)
Effect: 1-foot cubic block of elemental substance
Duration: Instantaneous
Saving Throw: Reflex (negates) (fire only); Spell Resistance:
Yes
Elemental sample creates a small block of elemental matter
(air, earth, fire, or water). The effects of this conjuration
vary depending on the type of elemental matter created.
Air: The conjured air disperses into air or fire. However,
if used underwater or underground, it creates a bubble
of breathable air, allowing a character to breathe for 1d6
rounds before it is spent.
Earth: The conjured earth forms into a block of stone,
crumbling into dust after 1d3 rounds. You can drop it on
an opponent, given the right conditions (treat the stone
as weighing 15 lbs.), or you could use it as a stepping
stone or for any number of other possible uses.
Fire: The conjured fire snuffs out in 1 round. If used
against an opponent and the opponent fails a Reflex
save, the fire deals 1d3 points of damage. Conjured fire
can ignite combustibles, which burn for 1d2 rounds before
extinguishing.
Water: Conjured water can snuff small fires (fireplace
or smaller) or provide drinking water. If not used immediately,
the conjured water evaporates in 1d6 rounds.

Ultrasonic Ray
School: Evocation [Sonic]; Level: Brd 0, Sor/Wiz 0
Casting Time: 1 standard action
Components: S
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes
You fire from your fingertip a focused beam of sonic energy
too shrill to hear at a single creature or object. On
a successful ranged touch attack, you inflict 1d3 points of
sonic damage.

Guide Vessel
School: Transmutation; Level: Brd 0, Sor/Wiz 0
Casting Time: 1 standard action
Components: V, S, M (arrowhead)
Range: Touch
Target: See text
Duration: 1 round/level
Saving Throw: None; Spell Resistance: No
A cart, wagon, boat, or ship moves as you command. The
vehicle can be no larger than 10 feet long + 2 feet long per
level (a 10th-level sorcerer can steer a 30-foot-long vessel).
The craft must have its normal means of locomotion. You
do not need to concentrate to maintain this effect, so you
could cast it on a horse-drawn wagon, command it to “go
straight,” and take your eyes off the road. The horse will
pull the wagon straight until you tell it otherwise or the
spell’s duration ends. The spell does not imbue a craft (or
the animals pulling it) with intelligence. It cannot avoid
obstacles that you do not tell it to avoid. Nor can it follow
a command that requires intelligence, such as, “Sail to
the port city of Andrecon” or even, “Follow the road.” Only
simple instructions work, such as “straight,” “left,” “right,”
and so on.

Crack
School: Transmutation; Level: Brd 0, Clr 0, Drd 0, Sor/
Wiz 0
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: One object of up to 10 cu. ft., one undead, or one
construct creature
Duration: Instantaneous
Saving Throw: Will negates (object); Spell Resistance:
Yes (object); see text
This spell deals 1d3 points of damage to an object, construct,
or undead creature, ignoring hardness and damage
reduction.

Spell1:

Summon Monster I

School conjuration (summoning) [see text]; Level antipaladin 1, bard 1, cleric/oracle 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1

CASTING
Casting Time 1 round
Components V, S, F/DF (a tiny bag and a small candle)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table: Summon Monster. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table: Summon Monster marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

Energy Missile
School: Evocation [see text]; Level: Sor/Wiz 1
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to 5 creatures, no two of which can be more
than 15 ft. apart
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes
A bolt of a chosen energy type (acid, cold, electricity, fire
, or sonic) blasts from your fingertips and with a successful
ranged touch attack deals 1d6+1 points of the chosen
energy type of damage.
For every two caster levels beyond 1st, you gain an additional
missile: two at 3rd level, three at 5th, four at 7th,
and five bolts at 9th level or higher. If you shoot multiple
missiles, you can have them strike a single creature with
one attack roll or several creatures with multiple attack
rolls. A single bolt can strike only one creature.

Brilliant Arc
School: Evocation [Electricity]; Level: Sor/Wiz 1
Casting Time: 1 standard action
Components: V, S, F (small iron rod)
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One primary target, plus one secondary target/
level (each of which must be within 30 ft. of the primary
target)
Duration: Instantaneous
Saving Throw: Reflex half; Spell Resistance: Yes
This spell creates an electrical discharge that begins as a
single stroke commencing from your fingertips. Unlike
lightning bolt, brilliant arc strikes one object or creature
initially, and then arcs to other targets.
The bolt inflicts 1d4 hit points of electrical damage per 2
caster levels (maximum 5d4) to the primary target. After it
strikes, lightning can arc to a number of secondary targets
equal to your caster level (maximum 20). The secondary
bolts each strike one target and deal 1 hit point of electrical
damage per 2 caster levels (maximum 5 points).
Each target can attempt a Reflex saving throw for half
damage. The Reflex DC to halve the damage of the secondary
bolts is 2 lower than the DC to halve the damage of the
primary bolt. You choose secondary targets as you like, but
they must all be within 30 feet of the primary target, and
no target can be struck more than once. You can choose to
affect fewer secondary targets than the maximum.

Sword Shock
School: Evocation [Electricity]; Level: Sor/Wiz 1
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Target: One creature, plus one additional creature per
3 levels (maximum 7 creatures), no two of which may be
more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude partial; Spell Resistance:
Yes
Sword shock causes electricity to flow from items the target
is holding to the target’s hands. This electricity deals
1d4 points of damage per caster level (maximum 5d4). The
jolt also causes the creature to drop whatever it is holding,
which falls to the ground in the target’s square. A successful
Fortitude save reduces the damage by half and allows
the target to keep her grip on the item. If the target has
items in both hands, it risks losing both but does not suffer
any greater damage. If the target is not holding any items
(or has no hands) it still takes damage but of course cannot
drop anything.

Shocking Grasp
School evocation [electricity]; Level bloodrager 1, magus 1, sorcerer/wizard 1; Elemental School air 1, metal 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Target creature or object touched
Duration instantaneous
Saving Throw none; Spell Resistance yes

DESCRIPTION
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).

Ear-Piercing Scream
School evocation [sonic]; Level bard 1, bloodrager 1, inquisitor 1, sorcerer/wizard 1, witch 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes

DESCRIPTION
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

Spell2:

Summon Monster II

School conjuration (summoning); Level antipaladin 2, bard 2, cleric/oracle 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2; Subdomain dark tapestry 2; Elemental School air 2, earth 2, fire 2, water 2

This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.

Burning Arc
School evocation [fire]; Level sorcerer/wizard 2

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one primary target plus one additional target/3 levels (each of which must be within 15 ft. of the primary target)
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION
This spell causes an arc of flame to leap from your fingers, burning a number of enemies nearby. It deals 1d6 points of fire damage per caster level (maximum 10d6). For every additional target the discharge arcs to, reduce the number of damage dice by half (rounded down). Therefore, at 9th level, your burning arc deals 9d6 points of fire damage to the primary target, then 4d6 points of fire damage to a secondary target, then 2d6 points of fire damage to an additional target.

Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You may choose secondary targets as you like, but they must all be within 15 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.