stardust
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This is one of my favorite player characters, I just converted him to PFRPG (some house rules implemented - comments welcome)
Aramil Amalkir
Male pseudonatural elf Fighter 4/Wizard 4
CN medium outsider
Init +4, Senses keen senses, low-light vision, Perception +6, truesight(su)
Aura Alien (-2 to Charisma checks and NPC reaction checks, distracting presence 30 ft radius)
DEFENSE
AC 17, touch 17, flat-footed 13 (+1 deflection, +4 Dex, +2 shield)
Hp 30 (4d6+4d10-16)
Fort +3, Ref +6, Will +6
(+2 to saves against enchantment spells and effects, +1 Will saves against fear)
Immune Sleep
Resist electricity 15, acid 15 DR 5/+2 SR 16
OFFENSE
Speed 20 ft.
Melee +1 shock longsword +7 (1d8+1/19-20)
Ranged mwk longbow +12 (1d8/x3) or
mwk longbow +10/+10 (1d8/x3) with rapid shot
Special Attacks hyperreal attack 1/day (sp) (+20 to attack)
Wizard Spells Prepared (CL 4th):
2nd--acid arrow x2, daylight
1st--burning hands, mage armor, magic missile x2, summon monster I
0 (at will) - detect magic, mage hand, open/close, read magic
STATISTICS
Str 10, Dex 18, Con 6, Int 20, Wis 10, Cha 14
Base Atk +6; CMB +6; CMD 20
Feats Alertness, Leadership, Point Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll, Weapon Focus (Longbow), Weapon Specialization (Longbow)
Skills Acrobatics +12, Craft (Bowyer) +16, Knowledge (Arcana) +16, Knowledge (Planes) +16, Perception +6, Profession (Cook) +7, Ride +11, Spellcraft +16. Stealth +8
Languages Abyssal, Common, Draconic, Dwarven, Goblin, Orc, Sylvan
SQ Alternate Form (gelatinous insect, -1 morale penalty to hit Aramil), armor training, bravery, cantrips, elven magic, elven weapon familiarity, golden eye (in middle of forehead, or in a prominent place on alternate form, allows truesight), hand of the apprentice, magical knowledge, recall spell 2/day
Combat Gear wand of magic missiles (CL 5th; 15 charges left), wand of light (CL 7th, 12 charges), wand of shocking grasp (CL 4th; 12 charges left), dust of appearance, scrolls of shield, tongues, summon monster II, mount
Other Gear +1 shock longsword, masterwork longbow, traveler's outfit, ring of force shield, +1 bracers of armor, cloak of resistance +1.
Aura: Alien
You cast off an alarmingly alien presence that most people can feel in their bones. The aura expands in a radius of 20 feet. Sentient creatures within this area (Wis 9 or higher), find your presence unnerving. You suffer -2 circumstance penalty on social checks and NPC reaction checks. In addition, all sentient creatures within this aura are distracted by your alien presence, suffering -1 circumstance penalty to skill checks, saves, and attack rolls made.
Recall Spell (Sp)
Once per day for every two caster levels, you may forget a prepared Wizard spell voluntarily to immediately recall and re-prepare a wizard spell you have just cast. The spell that is voluntarily forgotten must be the same level of higher than the one that is recalled.
Magical Knowledge (Sp)
Once per day, you may forget a prepared Wizard spell voluntarily to add its level as circumstance bonuses to (choose one) knowledge checks, craft checks, or profession crafts for the next ten minutes per spell level forgotten.
Golden Eye (Su)
As part of his Transformation, Aramil now has an odd golden eye directly in the center of his forehead. It is alien in appearance with a flaming orange ring around the pupil. The eye is also present when Aramil takes his other form. It provides truesight as the spell, cast by a 20th level caster. Aramil uses a hooded cloak to hide his forehead, those who see the unblinking eye are shaken for 1d4 rounds. (Will save DC 14 to resist)
Aramil Amalkir had a good life, once. Despite his weak and feeble body, ravaged by an ink-black plague earlier in his childhood, Aramil knew he would one day join the ranks of the Arcane Archers. He diligently practiced with longbow, learning to overcome his adversities.
A chance encounter with a Wyste, summoned from the planes Beyond, left Aramil Amalkir dead. It was a miracle he was not destroyed in the acid. Lillian Galanodel, an elf wizard/druid, saved his body just as the alien creature fell, but the summoner had vanished. Lillian found an obscure little magic shop in the darker reaches of town, and begged the "brotherS" she met there to help resurrect Aramil Amalkir. Little did she know it was the leader of their small school who had summoned the Wyste to begin with, to serve the plans of the Ones Beyond.
As a result of this turn of events, Aramil Amalkir did return from the grave, his body a little more fragile and weary, but also strange. Aramil had changed, psychologically, mentally... he had been Transformed.
Using Aramil: Aramil's philosophy of life and interests have completely changed, and Aramil is devoted to the alienist path, studying ancient tomes to find a way back to the Beyond. He has become a cloaked figure, stalking in the shadows more than anything else, and with his natural charisma and leadership has begun to attract followers of his own. Aramil may be used as a thug type character, a gang boss who has strange and obscure desires. Or as a leader of a growing cult to chaos.