Gambit |
1 person marked this as a favorite. |
Hello all potential Knights, Wizards, Priestesses, Kender, and more...gather round as we take a trip to the classical world of Krynn. See the sights, breathe in the atmosphere, play with gnomish contraptions, search a kenders pouches, complement that knight on his huge shiny lance, die to..err...attempt the Test of High Sorcery. All this and more can be yours!
Just wanted to do an interest check on a Dragonlance campaign. The timeline will be slightly altered from the canonical timeline, the basics of which is that at the end of Dragons of Summer Flame (spoiler alert) Takhisis doesn't steal the world, which means the gods don't disappear for a 2nd time, the alien dragon overlords never come to Krynn and destroy/terraform half of Ansalon, the War of Souls never happens, Paladine doesn't give up his godhood and become mortal, and Takhisis doesn't die. For those wanting a more detailed look at the alternate timeline the campaign will use can follow this link and read my work on the expanded Age of Dragons timeline (originally from the Legends of the Twins sourcebook).
The campaign would start in 423 AC, 40 years after the Chaos War. The game will be Pathfinder, with the 3.5 Dragonlance material available for use, such as the Knights of Solamnia PrC's, Wizard of High Sorcery PrC, etc (no other 3.5 material is allowed).
Available races: Human (civilized or nomadic), Elf (Qualinesti, Silvanesti, or Kagonesti), Dwarf (hill or mountain), Gnome, Kender, Half-Elf, and Minotaur (will incur distrust and have roleplaying negatives).
Available classes: Barbarian, Bard (no healing spells), Cavalier, Cleric, Druid, Fighter, Mariner, Monk, Mystic (use Oracle class, remove the curse feature), Noble, Paladin, Ranger, Rogue, Sorcerer, Wizard, and Alchemist (gnome only).
Available alignments: Any non-evil
Stats: everyone will use 16, 15, 14, 13, 12, 11 placed however you desire then apply racial adjustments.
Kiri-Jolith: Glory, Good, Law, Strength, War; Greatsword
Majere: Good, Healing, Knowledge, Law, Protection; Unarmed Strike
Habbakuk: Air, Animal, Good, Travel, Water; Scimitar
Mishakal: Community, Good, Healing, Liberation, Protection; Heavy Mace
Branchala: Chaos, Charm, Good, Luck, Trickery; Rapier
Shinare: Community, Law, Luck, Nobility, Travel; Halberd
Chislev: Air, Animal, Earth, Plant, Weather; Spear
Gilean: Community, Knowledge, Liberation, Protection, Rune; Quarterstaff
Reorx: Artifice, Earth, Fire, Rune, Strength; Warhammer
Zivilyn: Knowledge, Plant, Repose, Rune, Travel; Club
Sirrion: Chaos, Charm, Fire, Glory, Luck; Heavy Flail
Takhisis: Darkness, Destruction, Evil, Law, Trickery; Shortsword
Sargonnas: Evil, Fire, Law, Strength, War; Greataxe
Chemosh: Darkness, Death, Earth, Evil, Trickery; Scythe
Morgion: Death, Destruction, Evil, Madness, Plant; Glaive
Hiddukel: Chaos, Charm, Evil, Knowledge, Trickery; Dagger
Zeboim: Chaos, Destruction, Evil, Water, Weather; Trident
Rumal |
I would be interested. I have loved DragonLance ever since I first started reading Dragons of Autumn Twilight (20ish years ago). Most of the whole Age of Mortals left me with a bad tatse in my mouth.
This profile is for a character I had made for playing through a modified War of the Lance game that died, then switched to a failed CotCT AP. Most of the stats just need to be updated.
In his mission he had exhausted all the sources he could at Mt. Nevermind, deciding first that he would try to get a hold of some of the dwarven spirits. They were powerful as inebriates and fuel, but the hangovers were unabatable. He tried the wines famed by elves and the common human ales. They all had their merits, but none really came close to their mark.
rashly5 |
I'm interested! Do want to play a Minotaur. A dehorned one no less. Incurring ALL the roleplaying negatives! That'll be fun.
Going by Pathfinder rules, a Deep Earth Sorcerer. I'm not very familiar with the Dragonlance setting however, but I can possibly roleplay that off to general lack of knowledge on my character's part.
Solinas Astariel |
Submission of:
SOLINAS ASTARIEL
Male Bard 1 (Dervish of Dawn) Qualinesti Elf
Init +4; Senses Perception +7, Low-light Vision, Keen Senses
==DEFENSE==
AC 18, touch 14, flat-footed 14 (+4 armor, +4 dex)
hp 10 (1d8+1)
SR 0
Fort +1, Ref +6, Will +3
Armor Chain Shirt, Light
Defensive Abilities Arcane Focus (PFARG 22)
==OFFENSE==
Spd 30 ft/x4
Melee Scimitar 4 (1d6+4) 18-20/x2
==STATISTICS==
Str 11, Dex 18, Con 12, Int 15, Wis 12, Cha 15
BAB +0, CMB +0, CMD +14
Feats Dervish Dance (PFCaS: ISWG 286)
Skills Acrobatics +6, Bluff +6, Diplomacy +6, Intimidate +6, Perception +7, Perform (sing) +6, Stealth +6, Use Magic Device +6
SQ Elven Magic (PFCR 22), Bardic Performance [6] (PFCR 35-38)
SU Countersong (PFCR 36), Distraction (PFCR 36-37), Inspire Courage (PFCR 37)
MC Battle Dance (PFUC 33), Deity (PFCaS: ISM)
Languages Common, Draconic, Elven, Sylvan
Racial Trait: Arcane Focus, Dreamspeaker
Equipment and Short back summary pending... (still have 1 feat to choose) (i beleive we don't have trait to choose correct?)
Solinas Astariel |
Back of Solinas.
Solinas was born into a minor noble familly of Qualinesti, to her father's sorrow she was the only heir to his Lineage. He rarely took notice of the girl as he had wanted a strong boy in order to carry the name and honor that was his to pass along.
Solinas has tried almost everything in order to attract her father's attention: the good girl, the rebelious girl, even tried to be a tomb boy for a while.
Her only good childhood memory was of Linayel. The boy whom she fell in love with for as long as she could remember. Linayel was from a much higher noble familly, his father serving as captain of the Sunspeaker's guard.
But that did not refrain the two children from falling in love. They had spend everyday of their Childhood toogether as Solinas' mother was first confident to the Lady Morathi, Linayel's mother.
During their teenage years Solinas was taugh the way of the bard as she had clear capabilities in this regard. Even tough all she wanted was to learn the swordplay of warriors. While Linayel was send to the mystic as he appeard to be able to wheel great powers. But his frail health and rather simple and benevolent character oblige his parents to look for a suitable environment and adequate consort to his noble ancestry.
Upon hearing of that decision both teenagers deceided to confront Linayel's father. Who wouldn't hear about kid's feelings for one another.
After much pleading (and sneaking fron Solinas) he eventually relent and offer her a challenge. She would have to venture out of Silvanestri and prove that she could become the skilled and fame duelist that could stand her ground against him.
The following morning against her own father's wishes the left for the great unknown, and every night since then she cries herself to sleep, and every new morning she wakes up with a smile as she remembers the new dream spend with Linayel
Gambit |
Everyone will indeed get two traits to select.
As for racial features we are going to use the following, humans, elves (Qualinesti and Silvanesti), dwarves, and half-elves are per the core rulebook. The other races are as follows:
Kender
+2 Dexterity, +2 Charisma, -2 Strength (max starting wisdom, 16)
Small: Kender are small creatures and gain a +1 size bonus to their AC, +1 size bonus on attack roles, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Kender have a base speed of 30 feet.
Fearless: Kender are immune to fear, magical or otherwise.
Kender Luck: Kender receive a +1 racial bonus on all saving throws.
Keen Senses: Kender receive a +2 racial bonus on Perception skill checks.
Lack of Focus: Kender have a -4 racial penalty on all concentration checks. Kender don't necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.
Nimble Fingers: Kender receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks. Kender can use the trained only aspects of these two skills even if they have no ranks in the skills.
Taunt: Kender receive a +4 racial bonus on Bluff checks to taunt someone.
Weapon Familiarity: Kender are proficient with slings and hoopaks and treat any weapon with the word "kender" in its name as a simple weapon.
Languages: Kender begin play speaking Common and Kenderspeak. Kender with high intelligence scores can choose from the following: Dwarven, Ergot, Elven, Goblin, Solamnic.
Kagonesti Elves
Racial Traits:
+2 Dexterity, +2 Wisdom, -2 Intelligence
Medium size
Normal Speed: Kagonesti have a base speed of 30 feet
Elvensight: Kagonesti Elves have low-light vision and can see twice as far as humans in conditions of dim light. Elvensight also includes darkvision up to 30 feet.
Elven Immunities: Kagonesti Elves are immune to magic sleep effects and get a +2 racial bonus against enchantment spells and effects.
Elven Naturalist: Kagonesti Elves gain the wild empathy ability and can improve the initial attitude of an animal. A Kagonesti Elf rolls a 1d20 and adds his Charisma bonus to determine the wild empathy check result. A Kagonesti Elf who gains this ability from another source, such as levels in Druid or Ranger, gain a +2 racial bonus on wild empathy checks. Kagonesti Elves also receive a +2 racial bonus on all Survival checks made to find or follow tracks.
Keen Senses: Kagonesti Elves recieve a +2 racial bonus on all Perception skill checks.
Weapon Familiarity: Kagonesti Elves are proficient with longbows (including composite longbows), longspears, shortbows (including composite shortbows), short spears, short swords, and spears and treat any weapon with "elven" in its name as a martial weapon.
Languages: Kagonesti Elves begin play speaking Elven and Sylvan. Kagonesti Elves with high intelligence scores can choose from the following: Common, Ergot, Gnoll, Goblin, Khurish, Ogre, Solamnic.
Tinker Gnomes
+2 Dexterity, +2 Intelligence, -2 Strength (max starting wisdom, 16)
Small: Tinker Gnomes are small creatures and gain a +1 size bonus to their AC, +1 size bonus on attack roles, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Tinker Gnomes have a base speed of 20 feet.
Guild Affiliation: Tinker Gnomes select a Guild that they are affiliated with at character creation. His guild is a part of one of three broad groups which are Craft Guilds, Technical Guilds, and Sage Guilds. If he selects a Craft Guild he receives a +2 racial bonus on all Craft skill checks, Technical Guild Gnomes receive a +2 racial bonus on all Profession skill checks, and Sage Guild members receive a +2 racial bonus on all Knowledge skill checks.
Gnomish Engineering: Tinker Gnomes receive a +2 racial bonus on Craft (alchemy) and Craft (tinkering) skill checks.
Life Quest: Tinker Gnomes are difficult to deter from their individual Life Quests, they receive a +2 racial bonus on Will saving throws.
Weapon Familiarity: Tinker Gnomes are proficient will all crossbows (including repeating crossbows) and treat all weapons with the word "Gnome" in its name as martial weapons.
Languages: Tinker Gnomes begin play speaking Common and Gnome. Tinker Gnomes with high intelligence scores can choose from the following: Dwarven, Ergot, Ogre, and Solamnic.
Minotaurs
+2 Strength, +2 Constitution, –2 Dexterity, -2 Charisma
Medium size
A minotaur’s base land speed is 30 feet.
+2 natural armor bonus.
Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 ½ times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (–5 penalty on the attack roll and half Strength bonus on the damage roll).
+2 racial bonus on Intimidate, Profession (sailor), and Swim checks. Minotaurs are familiar with the sea and naturally adept at skills useful among seafarers.
Minotaurs may take the scent special quality as a feat.
Automatic Languages: Common, Kothian. Bonus Languages: Kalinese, Nordmaarian, Ogre, Saifhum.
I didnt want to hose the DL specific races compared to the PF races, even though a kender should have a negative to both strength and wisdom, so I comprised with a max starting score of 16 instead of two negative stats. The exception here being the minotaur, the get pluses to two physicals and are a little on the powerful side for any type of warrior class, I'm ok with their stats evening out.
Gambit |
If this goes forward I will be selecting 4-6 characters for the party. General knowledge of the Dragonlance setting isn't required, but it couldn't hurt your chances.
With that said I am more apt to select characters who have a very classical Dragonlance feel. That doesn't mean I am going to completely write off someones gnome paladin or minotaur bard character idea, just that I will likely heavily consider character submissions that are aspiring Knights of Solamnia (either just roleplayed or intended for the Knight PrC's from the Knightly Orders of Ansalon sourcebook) wizards who intend to join the Orders of High Sorcery, clerics of the good gods Holy Orders, etc. Not just traditional Knights and Wizards will be considered either, aspiring members of the Legion of Steel, mystics from the Citadel of Light, and other newer concepts. I definitely appreciate character submissions that are immersed in the lore of the setting, and doing a little research to attain the proper feel can only help.
I will be posting the 11 available sorcerer "bloodlines" soon.
Gambit |
Here are the 11 different realms of primal sorcery (aka sorcerer bloodlines) available for selection, this is the work of Hellder here on the Paizo forums.
Aeromancy:
Class Skill: Acrobatics.
Bonus Spells: alter winds* (3rd), gust of wind (5th), wind wall (7th), river of wind* (9th), overland flight (11th), sirocco* (13th), control weather (15th), shout, greater (17th), winds of vengeance* (19th).
*See Advanced Player’s Guide.
Bonus Feats: Acrobatic, Agile Maneuvers, Dodge, Enlarge Spell, Fleet, Lightning Reflexes, Skill Focus (fly), Weapon Finesse.
School Arcana: You may learn any divine or arcane spell not on the sorcerer/wizard list with the "Air" descriptor as an arcane spell of equal level. This benefit only comes into play when you would learn new spells or be allowed to swap a known spell for another.
School Powers:
Wind Jaunt (Su): At 1st level, you can summon a burst of wind that will lift and carry you a very short distance. As your move action, you can fly 20 feet. At the end of this movement, if you are not on solid footing, you fall. You may use this power a number of times per day equal to 3 + your Charisma bonus.
Buffered by the Sky (Su): At 3rd level the air around you always acts to aid you. You gain a +1 deflection bonus to AC, and take damage from all falls as if the fall were 20 feet shorter than it actually is. At 9th level, this deflection bonus increases to +2 and you take damage from all falls as if the fall were 40 feet shorter.
Whirlwind (Su): At 9th level, you gain the ability to turn into a 10-foot-high whirlwind once per day for 1 round per sorcerer level.
Flight (Su): At 15th level, you can summon the winds as a standard action, gaining a fly speed of 60 feet with average maneuverability. The winds can be dismissed as a free action.
Master Aeromancer (Su): At 20th level, the air arround you prevent any gas or attack that rely on your breathing to affect you. As a free action you can create a platform of wind (up to 10 feet in diameter) that flies with a 60-foot movement rate under your direction. The platform is as stable as unmoving ground. The platform remains, unmoving, up to a minute after you are disabled, knocked out, or killed. You may only have one such platform in existence at a time and may dismiss it as a free action. Your fly speed becomes perfect.
Cryomancy:
Class Skill: Survival.
Bonus Spells: chill touch (3rd), scorching ray* (5th), sleet storm (7th), ice storm (9th), cone of cold (11th), freezing sphere (13th), deep freeze** (15th), polar ray (17th), elemental swarm (19th).
*This spell deal cold damage, and the subtype change to [cold].
**See DLCS
Bonus Feats: Diehard, Endurance, Empower Spell, Great Fortitude, Self-Sufficient, Skill Focus (survival), Spell Penetration, Toughness.
School Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to cold. This also changes the spell's type to [cold].
School Powers:
Arctic Ray (Sp): Starting at 1st level, you can unleash a ray of pure cold as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Cold Resistance (Ex): At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.
Icy Blast (Sp): At 9th level, you can unleash a blast of cold once per day. This 20-foot-radius burst does 1d6 points of cold damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to cold until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Cold Focus (Ex): At 15th level, the DC for any spells you cast with the cold descriptor increases by +2. This bonus stacks with the bonus granted by Spell Focus and Greater Spell Focus feats.
Master Cryomancer (Su): At 20th level, you gain a immunity to cold damage. Any time you deal cold damage, you add +1 to each die of damage, and your cold spells and abilities ignore 10 points of cold resistance.
Divination:
Class Skill: Sense Motive.
Bonus Spells: identify (3rd), locate object (5th), clairaudience/clairvoyance (7th), arcane eye (9th), prying eyes (11th), analyze dweomer (13th), vision (15th), moment of prescience (17th), foresight (19th).
Bonus Feats: Alertness, Diviner’s Delving*, Extend Spell, Improved Initiative, Iron Will, Quick-Thinking**, Skill Focus (sense motive), Spell Focus (divination).
*See Advanced Player’s Guide
**See DLCS.
School Arcana: You can make Knowledge skill checks even untrained, adding your Charisma modifier or your Intelligence modifier, whichever is greater.
School Powers:
Touch of Awareness (Su): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Second Sight (Su): At 3rd level, you have flashes of insight. You gain a +2 insight bonus to Perception and Sense Motive checks. This increases to +4 at 9th level. Once per day you can add your sorcerer level as a bonus to one Knowledge check, but if you choose to do so, you can’t take a 20 on this check. You can use this ability twice per day at 11th level, and three times per day at 19th level.
Third Eye (Su): At 9th level, you cast all divination spells as a caster one level higher than your sorcerer level. This increases to +2 caster levels at 17th level. You add + 2 to the DC to resist any spell of the scrying subschool you cast. This bonus stacks with the Spell Focus and Greater Spell Focus feats.
Telepathy (Su): At 15th level, you gain the ability to communicate with any creature that has a language within 100ft.
Master Diviner (Su): At 20th level you cast all divination spells as if you were a caster four levels higher. You cannot be caught flat-footed, nor does you lose your Dex bonus to AC if the attacker is invisible, and you can always act in the surprise round.
Electromancy:
Class Skill: Knowledge (nature).
Bonus Spells: shocking grasp (3rd), shocking spark* (5th), lightning bolt (7th), storm wall* (9th), lightning arc** (11th), chain lightning (13th), electrical storm* (15th), stormbolts (17th), storm of vengeance (19th).
*See DLCS
**See Ultimate Magic
Bonus Feats: Dodge, Empower Spell, Improved Initiative, Lightning Reflexes, Quick Draw, Skill Focus (knowledge [nature]), Spell Focus (evocation), Spell Penetration.
School Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's type to [electricity].
School Powers:
Electric Ray (Su): At 1st level, you can unleash an electric ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Electricity Resistance (Ex): At 3rd level, you gain electricity resistance 10. At 9th level, your resistance to electricity increases to 20.
Electric Blast (Sp): At 9th level, you can unleash a blast of electricity once per day. This 20-foot-radius burst does 1d6 points of electricity damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to electricity until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Electricity Focus (Ex): At 15th level, the DC for any spells you cast with the electricity descriptor increases by +2. This bonus stacks with the bonus granted by Spell Focus and Greater Spell Focus feats.
Master Electromancer (Su): At 20th level, you gain immunity to electricity damage. Any time you deal electricity damage, you add +1 to each die of damage, and your electricity spells and abilities ignore 10 points of electricity resistance.
Gambit |
Enchantment:
Class Skill: Diplomacy.
Bonus Spells: animate rope (3rd), arcane lock (5th), magic weapon, greater (7th), magic siege engine, greater* (9th), disrupting weapon (11th), hardening (13th), symbol of weakness (15th), symbol of death (17th), mage’s disjunction (19th).
*See Ultimate Combat.
Bonus Feats: Craft Magic Arms & Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll, Skill Focus (craft).
School Arcana: You gain a competence bonus equal to half your sorcerer class levels to the skill check you must make at the end of a magic item creation process (minimum +1).
School Powers:
Bonded Object (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level, but you can only bond with an object. This ability does not allow you to have both a familiar and a bonded item.
Intuitive Crafter (Ex): At 3rd level, your understanding of the crafts needed to manufacture magic items allows you to be more efficient when doing so. You reduce the costs of magic item creation by 10%. At 9th level the costs are reduced by 20%.
Master Artificer (Ex): At 9th level, you create magic items in half the normal hours per day (4 hours for one day of work, or two hours for a day of work if you increase your completion DC by 5). As long as the total time spent on item creation does not exceed 8 hours per day, you can accomplish multiple days work on an item in a single day.
Recharge (Ex): At 15th level, your knowledge of magic items and construction of them is such that you can recharge a magic item by using any type of spell you know. The spell must be of the same level as the charged spell and each spell slot expended in this manner replaces 1 charge within the object.
Master Enchanter (Su): At 20th level, you can craft special magic items that only you can use. Crafting these special items costs half as much as creating the normal magic item would and takes half the normal time. You must meet the normal prerequisites for crafting the standard magic item in order to create it. The created item acts like a standard magic item of its type but only when being used by you and only you gain the benefits of such items. As soon as the item is away from you, even for a moment, the effect ends until you touch it again. Single use magic items (such as scrolls or potions) are expended with use, as normal.
Geomancy:
Class Skill: Knowledge (dungeoneering).
Bonus Spells: magic stone (3rd), stone call (5th), shifting sand* (7th), spike stones (9th), wall of stone (11th), move earth (13th), rampart* (15th), repel metal or stone (17th), clashing rocks* (19th).
*See Advanced Player’s Guide.
Bonus Feats: Diehard, Endurance, Enlarge Spell, Great Fortitude, Improved Unarmed Strike, Power Attack, Skill Focus (knowledge [dungeoneering]), Toughness.
School Arcana: You may learn any divine or arcane spell not on the sorcerer/wizard list with the "Earth" descriptor as an arcane spell of equal level. This benefit only comes into play when you would learn new spells or be allowed to swap a known spell for another.
School Powers:
Tremor (Sp): At 1st level, as a standard action, you can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using your sorcerer level plus your Charisma modifier in place of your CMB. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Rockseer (Su): At 3rd level, you gain the stonecunning trait as a dwarf; if already a dwarf, your bonus improves to +4. At 9th level, you gain tremorsense 30 feet. At 15th level, you can see through solid objects as if using a ring of x-ray vision for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.
Earth Bane (Sp): At 9th level, you can touch a metal or stone weapon (or up to 50 pieces of ammunition) as a standard action, giving it the bane property against any creature with the earth subtype, or constructs made of stone or metal, for 1 minute. You can use this ability once per day at 9th level, twice per day at 17th, and three times per day at 20th.
Earth Glide (Ex): At 15th level, you can glide through any sort of natural earth or stone as easily as a fish swims through water, with a burrow speed equal to half your normal speed. You do not leave a tunnel or trace of your passage. You can use this ability for 1 minute per sorcerer level each day. The duration need not be continuous, but it must be used in 1-minute increments.
Master Geomancer (Su): At 20th level, the range of your tremorsense increase to 60 ft. Your unarmed or weapon attacks are treated as adamantine for the purpose of overcoming damage reduction and bypassing hardness. You become immune to bull rush, drag, grapple, reposition, and trip maneuvers, and to push and pull effects as long as you are standing on the ground.
Class Skill: Swim.
Bonus Spells: hydraulic push* (3rd), slipstream* (5th), aqueous orb* (7th), elemental body I (water only) (9th), geyser* (11th), fluid form* (13th), vortex* (15th), horrid wilting (17th), tsunami* (19th).
*See Advanced Player’s Guide.
Bonus Feats: Athletic, Brew Potion, Endurance, Extend Spell, Great Fortitude, Skill Focus (swim), Toughness, Widen Spell.
School Arcana: You may learn any divine or arcane spell not on the sorcerer/wizard list with the "Water" descriptor as an arcane spell of equal level. This benefit only comes into play when you sorcerer would learn new spells or be allowed to swap a known spell for another.
School Powers:
Dehydrating Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that inflicts 1d6 points of nonlethal damage + 1 for every two sorcerer levels you possess and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fluid Moves (Sp): At 3th level, you gain a +2 bonus to your CMD against bull rush, grapple, and trip maneuvers, and to CMB or Escape Artist checks to escape a grapple. At 9th level you can squeeze your body through openings as if you were one size category smaller. At 15th level, the bonus to CMD against bull rush, grapple, and trip maneuvers, and to CMB or Escape Artist checks to escape a grapple increase to +4.
Water’s Fury (Su): At 9th level, you gain the ability to summon a rushing jet of water from the elemental plane of water and direct it against your foes. As a standard action, you can create a jet of water in a 60-foot line that deals 1d6 points of damage per two sorcerer levels you possess, and blinds the target that was struck for 1d6 rounds. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma bonus) reduces the damage by half and negates the blinding effect.
Aquatic Adaptation (Su): At 15th level, you gain a swim speed of 60 feet and the amphibious special quality.
Master Hydromancer (Su): At 20th level, you can walk on the surface of water as if it were solid ground. You are immune to bleed damage. Underwater, you gain evasion and blindsight 120 feet, and you are immune to pressure damage from deep water.
Pyromancy:
Class Skill: Perception.
Bonus Spells: burning hands (3rd), scorching ray (5th), fireball (7th), wall of fire (9th), fire snake* (11th), contagious flame* (13th), delayed blast fireball (15th), incendiary cloud (17th), meteor swarm (19th).
*See Advanced Player’s Guide.
Bonus Feats: Alertness, Diehard, Empower Spell, Forge Ring, Great Fortitude, Skill Focus (perception), Spell Focus (evocation), Spell Penetration.
School Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's type to [fire].
School Powers:
Fire Ray (Su): At 1st level, you can unleash a fire ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fire Resistance (Ex): At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20.
Fire Blast (Sp): At 9th level, you can unleash a blast of fire once per day. This 20-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to fire until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Fire Focus (Ex): At 15th level, the DC for any spells you cast with the fire descriptor increases by +2. This bonus stacks with the bonus granted by Spell Focus and Greater Spell Focus feats.
Master Pyromancer (Su): At 20th level, you gain immunity to fire damage. Any time you deal fire damage, you add +1 to each die of damage, and your fire spells and abilities ignore 10 points of fire resistance.
Gambit |
Spectramancy:
Class Skill: Sleight of Hand.
Bonus Spells: faerie fire (3rd), invisibility (5th), major image (7th), illusory wall (9th), mirage arcana (11th), veil (13th), sunbeam (15th), sunburst (17th), weird (19th).
Bonus Feats: Deceitful, Extend Spell, Improved Feint, Iron Will, Persuasive, Skill Focus (sleight of hand), Spell Focus (illusion), Spell Penetration.
School Arcana: Whenever you cast a spell with the [light] descriptor or a spell of the figment subschool, increase the spell's DC by +2.
School Powers:
Blinding Ray (Sp): At 1st level, as a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your sorcerer level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Pierce Illusions (Ex): At 3rd level, you gain a +2 insight bonus on your saving throws against illusion spells or effects. At 9th level, the bonus increases to +4.
Fleeting Glance (Ex): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive. At 17th level, this ability instead functions as mislead.
Aura of Light (Su): At 15th level you can create an aura of brilliant light that provides bright illumination in a 30-foot radius around you and shadowy illumination for an additional 30 feet beyond that. The aura of light dispels any darkness spells of 7th level or lower. You can use this ability for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.
Master Spectramancer (Ex): Starting at 20th level, you gain immunity to blindness, illusion spells and effects, and can see perfectly in natural or magical darkness.
Summoning:
Class Skill: Knowledge (planes).
Bonus Spells: summon monster I (3rd), summon swarm (5th), blink (7th), dimension door (9th), dismissal (11th), shadow walk (13th), creeping doom (15th), maze (17th), summon monster IX (19th).
Bonus Feats: Augment Summoning, Combat Casting, Enlarge Spell, Extend Spell, Mobility, Quicken Spell, Skill Focus (knowledge [planes]), Spell Focus (conjuration).
School Arcana: You may learn any divine or arcane spell not on the sorcerer/wizard list from the conjuration (summoning) or conjuration (teleportation) school as an arcane spell of equal level. This benefit only comes into play when you would learn new spells or be allowed to swap a known spell for another.
School Powers:
Rapid Summoning (Ex): At 1st level, when you cast a summon spell, its casting time is 1 standard action rather than 1 full round. Creatures so summoned can only take a standard action in the round they are summoned.
Enhanced Summoning (Ex): At 3rd level, each creature you conjure with any summon spell gains a +2 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. At 9th level, these bonuses become +4. These bonuses stack with those granted by the Augment Summoning feat.
Dimensional Hop (Sp): At 9th level, you can teleport up to 10 feet per sorcerer level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Legendary Summoner (Ex): At 15th level, all creatures you conjure with any summon spell have maximum hit points, and the DC to dispel your summoned creatures increases by +4 (DC = 15 + your caster level).
Master Summoner (Ex): Starting at 20th level, you can, once per minute, cast any conjuration (teleportation) or conjuration (summoning) spell as if you had applied the Quicken Spell feat to it. This does not increase the level of the spell.
Transmutation:
Class Skill: Disable Device.
Bonus Spells: erase (3rd), make whole (5th), shrink item (7th), stone shape (9th), fabricate (11th), ironwood (13th), transmute metal to wood (15th), polymorph any object (17th), mage’s disjunction (19th).
Bonus Feats: Brew Potion, Deft Hands, Extend Spell, Improved Sunder, Power Attack, Skill Focus (craft [any]), Skill Focus (disable device), Spell Focus (transmutation).
School Arcana: Select a single Craft skill. You gain a competence bonus equal to half your sorcerer class levels to all skill checks with that particular Craft skill.
School Powers:
Far Strike (Sp): At 1st level, you can cause a melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Charisma modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Alchemistry (Sp): At 3rd level, you can transform any magical potion, granting it the effect of any spell you know and can cast as a sorcerer. The spell must be of the same level or lower than the level of the original spell on the potion, and must be a spell valid for the Brew Potion feat. A spell used in this way is lost as if cast, and you must spend any expensive material component. At 11th level, if you have the Brew Potion feat, you can create potions of up to 5th level.
Augment Item (Ex): Starting at 9th level, you can touch a weapon, an armor, or up to 50 pieces of ammunition as a standard action, giving it a +2 enhancement bonus (or rising it by +2, to a maximum bonus of +5) for 1 minute. You can use this ability once per day at 9th level, twice per day at 17th, and three times per day at 20th.
Degenerating Aura (Su): At 15th level you can surround yourself with a destructive field of transmutation energy that seeks to break down any material object that strikes at you. Anything non-living that makes contact with you such as a weapon, an arrow, or other material object suffers 1 point of damage per sorcerer level. Hardness may negate part or all of the aura’s damage as normal. You can use this ability for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.
Master Transmuter (Ex): Starting at 20th level, you can, once per week, cast polymorph any object and add your Charisma bonus to the ‘Increase to Duration Factor’. In addition, you cast any transmutation spell as if you had applied the Extend Spell feat to it. This does not increase the level of the spell.
Gambit |
Wizards who intend to join the Orders of High Sorcery have some specialization requirements.
White Robe mages (LG, NG, CG) may be universalists, abjurers, diviners, conjurers, and evokers. Abjuration and divination are the favored specialties of the White Robes.
Red Robe mages (LN, N, CN) may be universalists, illusionists, transmuters, conjurers, and evokers. Illusion and transmutation are the favored specialties of the Red Robes.
Black Robe mages (LE, NE, CE) may be universalists, enchanters, nercromancers, conjurers, and evokers. Enchantment and necromancy are the favored specialties of the Black Robes.
Gambit |
Gambit |
Slight changes to the races, Solinas this will slightly alter your character.
All Krynnish elves (Qualinesti, Silvanesti, Kagonesti, and Half-Elves) have Elvensight, which equates to low-light vision and 30 feet of darkvision.
Silvanesti Elves: As core rulebook elf
Automatic Languages: Elven.
Silvanesti with a high intelligence score can choose from the following: Common, Dwarven, Ergot, Goblin, Kenderspeak, Kharolian, Khurish, Ogre, Sylvan.
Qualinesti Elves
Racial Traits:
+2 Dexterity, +2 Charisma, -2 Constitution
Medium size
Normal Speed: Qualinesti have a base speed of 30 feet
Elvensight: Qualinesti Elves have low-light vision and can see twice as far as humans in conditions of dim light. Elvensight also includes darkvision up to 30 feet.
Elven Immunities: Qualinesti Elves are immune to magic sleep effects and get a +2 racial bonus against enchantment spells and effects.
Elven Etiquette: Qualinesti are skilled at charming others and recovering from faux pas. If a Qualinesti attempts to change a creature's attitude with a Diplomacy check and fails by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Furthermore Qualinesti gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Keen Senses: Qualinesti Elves recieve a +2 racial bonus on all Perception skill checks.
Weapon Familiarity: Qualinesti Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with "elven" in its name as a martial weapon.
Languages: Qualinesti Elves begin play speaking Common and Elven. Qualinesti with high intelligence scores can choose from the following: Abanasinian, Dwarven, Ergot, Goblin, Ogre, Sylvan.
Hill Dwarf: As core rulebook dwarf
Automatic Languages: Common and Dwarven
Hill dwarves with a high intelligence score can choose from the following: Elven, Goblin, Ogre
Mountain Dwarf: +2 Constitution, +2 Wisdom, -2 Dexterity (otherwise same as core rulebook dwarf)
Automatic Languages: Common and Dwarven
Mountain dwarves with a high intelligence score can choose from the following: Gnome, Hammertalk, Ogre
All wizards receive Magius, the language of magic, for free as 1st level.
Solinas Astariel |
Char Cheet updated with the new info on Qualinesti Elves
SOLINAS ASTARIEL
Female Bard 1
Init +4; Senses Perception +3, Low-light Vision, Keen Senses
==DEFENSE==
AC 18, touch 14, flat-footed 14 (+4 armor, +4 dex)
hp 10 (1d8+1)
SR 0
Fort +1, Ref +6, Will +3
Armor Chain Shirt, Light
Defensive Abilities Arcane Focus (PFARG 22)
==OFFENSE==
Spd 30 ft/x4
Melee Scimitar 4 (1d6+4) 18-20/x2
==STATISTICS==
Str 11, Dex 18, Con 12, Int 13, Wis 12, Cha 17
BAB +0, CMB +0, CMD +14
Feats Arcane Strike (PFCR 118), Dervish Dance (PFCaS: ISWG 286)
Skills Acrobatics +6, Bluff +7 [w/ persons attracted to you +8], Diplomacy +7 [w/ persons attracted to you +8], Perform (sing) +7, Sense Motive +5, Stealth +6, Use Magic Device +7, Gather Information +9, Social Sense Motive +7
SQ Elven Magic (PFCR 22), Bardic Performance [7] (PFCR 35-38)
SU Countersong (PFCR 36), Distraction (PFCR 36-37), Inspire Courage (PFCR 37)
MC Battle Dance (PFUC 33), Deity (PFCaS: ISM)
Traits Charming (Social) (PFAPG 330), Eastern Mysteries (PFSc: GtPSOP 17)
Languages Common, Draconic, Elven, Abanasinian
Racial Abilities Dreamspeaker, Arcane Focus, Elven Etiquette
Gambit |
Rumal, just wanted to say your backstory portrays a Dragonlance gnome pretty much to perfection. Keep up the good work.
Solinas, I quite enjoyed your backstory as well, played the informal and disappearing (yet not entirely gone) social class stigmas of Qualinesti well. Speaker of the Sun Gilthanas has worked to rid any remnants of Qualinesti's classist and racist views left over from their Silvanesti heritage, and the aid from the humans and dwarves during the Goblin War was a big help in that regard, but a few old mindsets remain.
Gambit |
Changing the Mystic class, use the following instead of using the Oracle and removing the curse ability.
MYSTIC CLASS:
Note: Mystic number of spells per day and number of spells known are the same as sorcerer spells per day and spells known, use the sorcerer table in the core rulebook.
Alignment: Any.
Base Attack Bonus: Medium.
Good Saves: Fort, Will.
Hit Die: d8.
Class Skills
The mystic's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier.
Class Features
All of the following are class features of the mystic.
Weapon and Armor Proficiency: Mystics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
Spells: A mystic casts divine spells drawn primarily from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a mystic must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic's spell is 10 + the spell level + the mystic's Wisdom modifier.
Like other spellcasters, a mystic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Mystic. In addition, she receives bonus spells per day if she has a high Wisdom score.
A mystic's selection of spells is extremely limited. A mystic begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new mystic level, she gains one or more new spells, as indicated on Table: Mystic Spells Known. (Unlike spells per day, the number of spells a mystic knows is not affected by her Wisdom score; the numbers on Table: Mystic Spells Known are fixed.) These new spells can be common spells chosen from the cleric spell list, or they can be unusual spells that the mystic has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered mystic level after that (6th, 8th, and so on), a mystic can choose to learn a new spell in place of one she already knows. In effect, the mystic 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. A mystic 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 she gains new spells known for the level.
Unlike a wizard or a cleric, a mystic need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Sphere: Each mystic draws power from their inner strength. This grants the mystic access to certain spells, bonus feats, an additional class skill, and other special abilities depending on which sphere the mystic is attuned to. A mystic must pick one sphere upon taking his first level of mystic. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a mystic learns an additional spell, derived from his sphere. These spells are in addition to the number of spells given on Table: Mystic Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a mystic receives one bonus feat, chosen from a list specific to each sphere. The mystic must meet the prerequisites for these bonus feats.
Orisons: Mystics learn a number of orisons, or 0-level spells, as noted on Table: Mystic Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A mystic gains Eschew Materials as a bonus feat at 1st level.
Alteration:
Class Skill: Disguise.
Bonus Spells: enlarge person (3rd), alter self (5th), gaseous form (7th), true form (9th), polymorph (11th), flesh to stone (13th), regenerate (15th), polymorph any object (17th), shapechange (19th).
Bonus Feats: Deceitful, Extend Spell, Great Fortitude, Lightning Reflexes, Skill Focus (disguise), Spell Focus (transmutation), Spell Penetration, Toughness.
Sphere Devotion: The DC to dispel transmutation spells that you cast is increased by +2.
Sphere Powers:
Claws (Ex): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). You can use your claws for a number of rounds per day equal to 3 + your Wisdom modifier.
Extend Reach (Su): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
Change Shape (Sp): At 9th level, you can change your shape for a number of minutes per day equal to your mystic level. This duration does not need to be consecutive, but it must be used in 1-minute increments. This ability otherwise functions like beast shape I. At 12th level, this ability functions like beast shape II.
Shifting Boon (Su): Starting at 15th level, whenever you cast a transmutation spell on yourself, you can designate a single ally within 10ft of you to also gain the benefits of the spell. The ally must remain within 25ft + 5ft per mystic level of you in order to continue gaining the spell’s effects. Once outside this range, the spell’s effects on the ally are lost. The ally does not regain the effects if he later re-enters the range.
Alteration Master (Ex): At 20th level, you gain the shapechanger subtype, unlimited use of the Change Shape ability, and a +4 bonus on saves against harmful transmutation spells or effects.
Animism:
Class Skill: Survival.
Bonus Spells: entangle (3rd), hold animal (5th), spike growth (7th), giant vermin (9th), commune with nature (11th), liveoak (13th), animate plants (15th), summon nature’s ally VIII (17th), shambler (19th).
Bonus Feats: Diehard, Endurance, Extend Spell, Great Fortitude, Run, Self-Sufficient, Skill Focus (survival), Toughness.
Sphere Devotion: You gain the ability to influence animals and plants in much the same way a ranger or druid would animals. This functions like the Diplomacy skill when used to influence the attitude of a person. You roll 1d20 and add your mystic level and your Charisma modifier to the roll. This ability only functions on animal and plant type creatures. Like the Wild Empathy class feature of the ranger or druid, you must be within 30ft of the animal or plant and be able to clearly see each other to use this ability.
Sphere Powers:
Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your mystic level plus your Wisdom modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Animal Companion (Ex): At 3rd level, you form a close bond with an animal companion. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the mystic's effective druid level is equal to his mystic level -2.
Bramble Armor (Su): At 9th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two mystic levels you possess. You can use this ability for a number of rounds per day equal to your mystic level. These rounds do not need to be consecutive.
Rooting (Ex): At 15th level, as a move action, you can extend roots into the ground. Your speed is reduced to 5 feet, but you gain a +4 bonus to natural armor and a +10 bonus to CMD against bull rush, overrun, reposition, and trip maneuvers. You also gain tremorsense 30 feet and fast healing 1. You can use this power for a number of minutes per day equal to your sorcerer level. This duration need not be consecutive, but it must be used in 1-minute increments.
Animism Master (Ex): At 20th level, you gain low light vision, immunity to poisons. You have no need to eat when in natural surroundings. You gain tremorsense 30 feet even when not rooted and animals and plants will not attack you unless they are compelled to do so.
Channeling:
Class Skill: Acrobatics.
Bonus Spells: jump (3rd), bear’s endurance (5th), haste (7th), stoneskin (9th), righteous might (11th), transformation (13th), regenerate (15th), iron body (17th), diamond body* (19th).
*See DLAOM
Bonus Feats: Diehard, Dodge, Extend Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Acrobatics), Toughness.
Sphere Devotion: Whenever you cast a transmutation spell on yourself, you gain a +2 enhancement bonus to a physical ability score of your choice for the duration of the spell.
Sphere Powers:
Physical Surge (Sp): At 1st level, as an immediate action, you can gain an enhancement bonus equal to 1/2 your mystic level (minimum +1) to any single opposed physical ability or skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Supreme Athlete (Ex): Starting at 3rd level, you gain a +2 competence bonus on all Acrobatics, Climb and Swim skill checks. This increases to +4 at 9th level, and +6 at 15th level.
Physical Augmentation (Ex): At 9th level, you gain a +1 inherent bonus to either Strength, Dexterity, or Constitution. At 13th level you gain a +1 inherent bonus to one of the two remaining attributes, and at 17th level you gain a +1 inherent bonus to the last one.
Tough Skin (Ex): At 15th level, you gain damage reduction 2/—.
Channeling Master (Ex): Starting at 20th level, one of your inherent bonuses from Physical Augmentation become +2, and you gain immunity to all diseases and poisons, as well as to exhaustion and fatigue effects.
Healing:
Class Skill: Sense Motive.
Bonus Spells: cure light wounds (3rd), cure moderate wounds (5th), cure serious wounds (7th), cure critical wounds (9th), mass cure light wounds (11th), heal (13th), regenerate (15th), mass cure critical wounds (17th), mass heal (19th).
Bonus Feats: Combat Casting, Empower Spell, Extra Channel, Improved Channel, Skill Focus (sense motive), Skill Focus (heal), Spell Focus (conjuration), Self-Sufficient.
Sphere Devotion: Whenever you cast a conjuration (healing) spell, that spell is cast as if your caster level was +1 higher.
Sphere Powers:
Healing Touch (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two mystic levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Channel Positive Energy (Su): At 3rd level, you can channel positive energy to heal living creatures or to deal damage to undead creatures. Channeling positive energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on you. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every three mystic levels beyond 3rd (2d6 at 6th, 3d6 at 9th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the mystic's level + the mystic's Charisma modifier. Creatures healed by channel positive energy cannot exceed their maximum hit point total—all excess healing is lost. You may channel positive energy a number of times per day equal to 3 + your Charisma modifier. This is a standard action that does not provoke an attack of opportunity. You can choose whether or not to include yourself in this effect.
Healer's Blessing (Su): At 9th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Healing Aura (Su): At 15th level, the mystic is surrounded by an aura that promotes healing. All creatures that remain within a 15ft radius of the mystic for an hour or more regain hit points as though they had rested for 8 hours. Creatures that spend more than 4 hours regain hit points as though they had undergone complete bed rest for 24 hours. Creatures that spend 8 hours of more within the aura gain the benefits of a neutralize poison spell and a remove disease spell.
Healing Master (Su): At 20th level, you gain fast healing 5.
Meditation:
Class Skill: Perception.
Bonus Spells: comprehend languages (3rd), owl’s wisdom (5th), locate object (7th), tongues (9th), feeblemind (11th), find the path (13th), insanity (15th), mind blank (17th), foresight (19th).
Bonus Feats: Alertness, Blind-Fight, Dodge, Extend Spell, Iron Will, Mobility, Persuasive, Skill Focus (perception).
Sphere Devotion: You can make Knowledge skill checks even untrained, adding your Wisdom or Intelligence modifier, whichever is greater.
Sphere Powers:
Mental Surge (Su): At 1st level, as an immediate action, you can gain an insight bonus equal to 1/2 your mystic level (minimum +1) to any single opposed mental ability or skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Perceptive (Ex): At 3rd level, you gain a +2 bonus on saving throws against enchantments and illusions. At 11th level, this bonus increases to +4.
Mental Augmentation (Ex): At 9th level, you gain a +1 inherent bonus to either Intelligence, Wisdom, or Charisma. At 13th level you gain a +1 inherent bonus to one of the two remaining attributes, and at 17th level you gain a +1 inherent bonus to the last one.
Determined Resistance (Su): At 15th level, you gain spell resistance equal to your mystic level + 10.
Meditation Master (Ex): Starting at 20th level, one of your inherent bonuses from Mental Augmentation become +2, and you gain immunity to enchantment spells and effects.
Mentalism:
Class Skill: Sense Motive.
Bonus Spells: command (3rd), detect thoughts (5th), deep slumber (7th), discern lies (9th), command, greater (11th), suggestion, mass (13th), insanity (15th), mind blank (17th), dominate monster (19th).
Bonus Feats: Alertness, Combat Reflexes, Deceitful, Heighten Spell, Improved Initiative, Iron Will, Persuasive, Skill Focus (sense motive), Spell Focus (enchantment).
Sphere Devotion: Whenever you cast a spell with the mind-affecting descriptor, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Sphere Powers:
Mind Shock (Sp): You can cause a living creature within 30 feet to become dazed for 1 round. The targeted creature is entitled to a Will save (DC 10 + 1/2 your mystic level + your Wisdom modifier) to negate the effect. This ability is mind-affecting. Creatures with more Hit Dice than your mystic level are unaffected. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Empathy (Su): At 3rd level, you gain a +2 enhancement bonus to Diplomacy and Sense Motive skill checks. At 9th level, these bonuses increase to +4, and at 15th level to +6.
Mind Blast (Sp): At 9th level, you can unleash a mind blast. Anyone caught in a 60 feet long cone must succeed on a Will save (DC 10 + 1/2 your mystic level + your Wisdom modifier) or be stunned for 1d4 rounds. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Power Over Minds (Su): At 15th level, the DC for any spells you cast with the mind-affecting descriptor increases by +2. This bonus stacks with the bonus granted by Spell Focus and Greater Spell Focus.
Mentalism Master (Su): At 20th level, you gain immunity to charm and compulsion spells and effects, and all allies within 30 feet of you gain a +4 bonus to resist such effects.
Necromancy:
Class Skill: Intimidate.
Bonus Spells: detect undead (3rd), death knell (5th), animate dead (7th), inflict critical wounds (9th), slay living (11th), create undead (13th), destruction (15th), create greater undead (17th), energy drain (19th).
Bonus Feats: Command Undead, Extend Spell, Extra Channel, Great Fortitude, Improved Channel, Skill Focus (knowledge [religion]), Skill Focus (intimidate), Spell Focus (necromancy).
Sphere Devotion: Whenever you cast a necromancy spell, that spell is cast as if your caster level was +1 higher.
Sphere Powers:
Harming Touch (Sp): You can touch a living creature as a standard action, dealing 1d4 points of damage plus 1 for every two mystic levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Channel Negative Energy (Su): At 3rd level, you can channel negative energy to deal damage to living creatures or to heal undead creatures. Channeling negative energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on you. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every three mystic levels beyond 3rd (2d6 at 6th, 3d6 at 9th, and so on). Creatures that take damage from channeled negative energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 your mystic's level + your Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. You may channel negative energy a number of times per day equal to 3 + your Charisma modifier. This is a standard action that does not provoke an attack of opportunity. You are not affected by this effect.
Enhanced Undead (Ex): At 9th level, any time you create an undead creature (such as with animate dead, create undead, or create greater undead), the undead created gain a +2 enhancement bonus to Strength and Dexterity, and one additional hit point per Hit Die. At 17th level, it instead gains a +4 enhancement bonus to Strength and Dexterity, and two additional hit points per Hit Die
Negative Energy Resistance (Ex): At 15th level, you gain +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.
Necromancy Master(Ex): At 20th level, you gain a +4 bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease, and a 25% chance to ignore any critical hit or sneak attack scored against you.
Sensitivity:
Class Skill: Sense Motive.
Bonus Spells: deathwatch (3rd), status (5th), see invisibility (7th), discern lies (9th), locate creature (11th), legend lore (13th), arcane sight, greater (15th), discern location (17th), foresight (19th).
Bonus Feats: Alertness, Blind-Fight, Extend Spell, Improved Initiative, Iron Will, Skill Focus (sense motive), Spell Focus (divination), Spell Penetration.
Sphere Devotion: Whenever you cast a divination spell, that spell is cast as if your caster level was +1 higher.
Sphere Powers:
Prescience (Su): At 1st level, as an immediate action, you can gain an insight bonus equal to 1/2 your mystic level (minimum +1) to your AC against a single attack (even if flat-footed). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Second Sight (Ex): At 3rd level, you gain a +2 insight bonus to Perception and Sense Motive checks. At 9th level, this bonus increases to +4, and at 15th level to +6.
Precognition (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.
Scrying Adept (Su): At 15th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -10 penalty on their save to avoid your scrying attempts.
Sensitivity Master(Su): At 20th level, you gain the ability to see all things as they actually are, as if you had a permanent true seeing spell active.
Spiritualism:
Class Skill: Knowledge (the planes).
Bonus Spells: detect undead (3rd), spectral hand (5th), halt undead (7th), part death’s shroud* (9th), magic jar (11th), spiritward* (13th), bind spirit* (15th), soul bind (17th), spiritual horde* (19th).
*See DLAOM
Bonus Feats: Blind-Fight, Extend Spell, Iron Will, Persuasive, Skill Focus (knowledge [religion]), Skill Focus (knowledge [the planes]), Spell Focus (necromancy), Spell Penetration.
Sphere Devotion: Whenever you cast a spell, you can make it affect creatures with the incorporeal subtype. If you do so, the spell has no effect to other creatures.
Sphere Powers:
Shake the Spirit (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your mystic level (minimum 1). The targeted creature is entitled to a Will save (DC 10 + 1/2 your mystic level + your Wisdom modifier) to negate the effect. This is a fear, mind-affecting ability. Creatures with more Hit Dice than your mystic level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Incorporeal Resistance (Su): At 3rd level, you add a +2 bonus to your Armor Class against incorporeal touch attacks. At 9th level, this bonus increase to +4, and at 15th level to +6.
Ghostly Weapon (Su): At 9th level, any weapon you wield is considered to have the ghost touch quality.
Incorporeal Form (Su): At 15th level, you can become incorporeal for 1 round per mystic level. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.
Spiritualism Master(Su): Starting at 20th level, you can always see any invisible or ethereal creatures as if you had a permanent see invisibility spell active. All spells you cast have their full normal effect on ethereal or incorporeal creatures If you are ethereal or incorporeal you can attack material creatures, and spells you cast while ethereal affect material creatures or objects normally.
Era Scarecrow |
I seem to be having such trouble posting my character here...
Edit?:
I'm guessing you want a character sheet before you'll say yay/nay, So here's Slyph.
Appearing to be an average adventurer, seen carrying a large backpack, water canteens hanging from his belt, a spear is strapped to the side of his backpack easy to access in case of a fight.
Somewhat short, he stands 5"4, under his hat you can see his dark blue eyes, at certain angles you can see his longer black hair that is braided and going down into the back of his shirt out of sight. When his hat is off you can see his elven heritage as his somewhat pointy ears are more noticeable.
Male Half-elf Sorcerer 1
LG Medium humanoid
Init: +1
Senses: Perception +11 (see Perception)
XP: 0
PP: 0
Favored Class HP: +0
Favored Class Skill: +1
Defense:
AC: 11, touch 11, flat-footed 10 (+1 Dex)
HP: 7
Fort +0, Ref +0, Will +2
Immune to magical sleep, +2 vs Enchantment effects
Offence:
Speed: 30 ft.
Melee: Spear 1d8 + 1 ⇒ (5) + 1 = 6 (+1 damage with arcane strike feat)
Special Attacks:
Claws 1d4 + 1 ⇒ (3) + 1 = 4 (Bloodline ability, grown as free action, usable up to 6 rounds per day)
Acid Orb 1d3 ⇒ 2 (level 0 spell, range 25ft+5, touch attack)
Spells Known: CL 1st, 4/2
Spells Per day: */4
- Level 0:
- Prestidigitation (pg 325)
- Detect Magic (pg 267)
- Light (pg 304)
- Acid Splash (pg 239)
- Level 1:
- Mage Armor (pg 306)
- Magic Missile (pg 309)
Statistics:
Str 11, Dex 12, Con 12, Int 14, Wis 14, Cha 16
Base Atk +0, CMB +0, CMD 11
Feats: Arcana Strike
Traits: Insider Knowledge (Grand Lodge, CS/KS +1 Local), Mathematical Prodegy (Magic, +1 Arcana, CS +1 Engineering)
Weapons Proficiencies: Simple
Armor Proficiencies: None
Race Characteristics:
- Low Light Vision
- Bonus Feat: Skill Focus (Perception +3)
- Immunity to magical Sleep, +2 vs enchantment
- Keen Senses: +2 Perception
- Favored Classes: Sorcerer & ???
Sorcerer Bloodline: Draconic - Green dragon
Claws (free action, grow, 1d4 ⇒ 3 damage, up to 6 rounds per day)
Acid Energy spells gain +1dmg per die
Skills: 4/lvl (2+Int, +1 for favored class. note: +0 CS is a class skill but no ranks to give the boost)
- Knowledge (Arcana) +7 (1 ranks, +2 Int, +3 CS, +1 trait)
- Knowledge (Engineering) +3 (0 ranks, +2 Int, +0 CS, +1 trait)
- Knowledge (Local) +3 (0 ranks, +2 Int, +0 CS, +1 trait)
- Perception +11 (1 ranks, +2 Wis, +3 CS, +2 Keen Senses, +3 skill focus)
- Profession (Librarian) +6 (1 ranks, +2 Wis, +3 CS)
- SpellCraft +6 (1 ranks, +2 Int, +3 CS)
- Use Magic Device +7 (1 ranks, +3 Cha, +3 CS)
Other CS's: Appraise, Bluff, Craft, Fly, Intimidate
Languages:
- Common
- Draconic
- Dwarven
- Elven
Money: 113g, 4sp
Gear: (26 lbs - light load)
- (8lbs) Explorer's Outfit
- (2lbs) Backpack
- (5lbs) Silk Rope (50ft)
- (5lbs) Rations x5
- (6lbs) Spear
- Paper x10
- Inkpen
- Ink
History/backstory: Pending
rashly5 |
Intriguing. For the minotaur, since I'm playing him as 'dehorned' (exiled after the horns are sawed off), I'm assuming he doesn't get Gore with his horns being gone and all. Will there be something to make up for that? (I don't mind if there isn't.)
Playing him as a Sorcerer with the Geomancy realm.
Gambit |
Era, I do apologize for not responding earlier, I've been in kind of a posting frenzy tonight. Yes, you would need to select one of the 11 realms of primal sorcery I listed earlier for your bloodline.
Rashly, man you really are looking for a challenge I see. If you indeed proceed with playing a dehorned minotaur sorcerer, I will let your lack of horns/gore negate your racial -2 to charisma. The removing of your horns has given you a new sense of purpose, and has caused you to turn even further to your magics.
Very easy explanation as to why you were dehorned too, you were caught practicing magic, the arcane magic of the weakling races..."you dont deserve the majestic horns of our people, let your puny magics protect you, weakling traitor!" ;)
Gambit |
Hmm lots of interest in playing arcane..
No kidding, where are all the Knights and Clerics at!? LG combined with the Oath and Measure isnt THAT scary people. :P
Era, there will be some time yes...but I will say, thinking up fun and fitting magical treasure for my PC's is one of my joys of DMing... ;)
Gambit |
A general note about optimization in my games. I know the Stormwind Fallacy, which states roleplaying and optimization aren't mutually exclusive. Here is what I have to say about that, if you MUST optimize every little thing, I would prefer someone create and really get into a character concept and background, and then optimize to fit it, rather than coming up with some uber awesome character build and then trying to build a concept and backstory around it.
Long story short, I will reward good roleplaying over strict optimization every time.
Era Scarecrow |
School Arcana: You may learn any divine or arcane spell not on the sorcerer/wizard list from the conjuration (summoning)
...
This benefit only comes into play when you would learn new spells or be allowed to swap a known spell for another
For Clarification, this means I can't make use of it till level 2 right? (Meaning I can't start off with create water or summon nature's ally?)
Gambit |
Quote:For Clarification, this means I can't make use of it till level 2 right? (Meaning I can't start off with create water or summon nature's ally?)School Arcana: You may learn any divine or arcane spell not on the sorcerer/wizard list from the conjuration (summoning)
...
This benefit only comes into play when you would learn new spells or be allowed to swap a known spell for another
Yes, wait until level 2. Although I see no reason why you should have to wait until level 3 to get summon monster 1 as a free spell, so if you take that at first level I will let you take another spell in its place as a bloodline spell. Actually I am going to make a small change to bloodline spell acquisition.
To all potential sorcerers (and mystics), you will get your bonus bloodline spells at 2, 4, 6, 8, etc rather than 3, 5, 7, 9, etc.
Era Scarecrow |
I figure you'd say that, anyways let's see.. this is a quick overview of him, skills and inventory missing of course. As for a background, I'll come up with something shortly.
I don't know too well how to optimize (min/Max), but hopefully I do choices that make sense.
Male Half-elf Sorcerer 1
LG Medium humanoid
Init: +2
Senses: Perception +3
Defense:
AC: 12, touch 12, flat-footed 10 (+2 Dex)
HP: 8
Fort +0, Ref +0, Will +2
Spell List:
- Level 0:
- Prestidigitation (pg 325)
- Detect Magic (pg 267)
- Light (pg 304)
- Acid Splash (pg 239)
- Level 1:
- Mage Armor (pg 306)
- Summon Monster 1 (pg 353)
Statistics:
Str 11, Dex 14, Con 13, Int 15, Wis 12, Cha 18
Base Atk +0, CMB +0, CMD 12
Traits: Mathematical Prodegy, CareTaker
Weapons Proficiencies: Simple
Armor Proficiencies: None
Era Scarecrow |
(Not sure why something better isn't coming to me...)
It was no surprise that Thursby learned magic, a natural knack that just came to him; A wave of his hand and the air itself would shiver, touching items he could feel the natural flow of energy as the world itself seemed connected in so many ways. All this time his family spent apart from the rest of society gave him the chance to become attuned to nature, however almost most of it would leave him later when he was taken to more urban areas a few things seemed to always cling to him, a certain natural affinity with animals.
In the more populated area Thursby grew up with other children his age, yet he always seemed a little more outcast, less accepted than he should have been. This left him with more time usually spent alone, or helping his mother.
As a teen his elvish father was called away by his people for a major conflict, during which Thursby's talents awoke. In the mornings random animals were curled at the foot of his bed, porridge he disliked suddenly changed seemingly on it's own to his liking; These were a few of the odd occurrences surrounding him.
As a young adult Thursby was told of his latent talent, and with the urging to draw out his ability (and get out of the town) he left. When he returned years later his parents were gone, and although he had drawn out his abilities, he had not yet found his calling. Perhaps the mages could guide him along, or perhaps he would find it during an adventure.
Gambit |
Era, just wanted to clarify a bit about primal sorcery in Dragonlance. Its less of a natural ability that a specific person has in their blood and more the ability to tap into the ambient magic that Chaos reawakened in the world during his rampage 40 years ago.
Primal sorcery (as opposed to the High Sorcery practiced by the wizards) is very new, as it was only discovered on Ansalon 20 years ago when it was brought by some sorcerers from a far off land, yet at the same time very ancient. High Sorcery developed out of primal sorcery thousands of years ago, after it ran wild for a time and the three moon gods of magic tamed it and introduced rules to it.
There is an Academy of Sorcery in the city of Kalaman where perspective students can go train and learn how to tap into ambient magic and the realms of primal sorcery.
9 years ago the The Wizards of High Sorcery met with the sorcerers of the Academy. This excerpt is pulled straight from my timeline:
414 AC – The Arcanite Council
Palin, Jenna, and Dalamar (who are the heads of the White Robes, Red Robes, and Black Robes, respectively) travel to the city of Kalaman to visit the leaders of the Academy of Sorcery. The wizards lay out their concerns regarding the use of primal sorcery, however the sorcerers are mostly successful in quelling the wizards initial fears. The wizards and sorcerers begin to negotiate an accord. The sorcerers will promote the responsible use of magic in their teachings and do their best to police their own, understanding the danger for them all if an arcane magic-user went on a rampage of destruction across the land. They are told if they fail to do their job here, the wizards will be forced to step in. Also a rule is laid out preventing any sorcerer from ever attempting to impersonate a Wizard of High Sorcery, breaking this rule will be harshly punished, possibly including death. And finally, if the primal sorcery they wield ever becomes uncontrollable and runs wild, as which happened thousands of years ago during the Second Dragon War, the wizards will do everything in their power to stop the raging magic and "neutralize the threat". In return for these dictates, the wizards agree to not brand the sorcerers renegades, and let them go about practicing their magic in peace. The sorcerers, not wanting to make enemies of a group as powerful as the Orders of High Sorcery, agree to the terms.
Just to clarify, a "renegade" is a wizard who practices 3rd level or higher spells without following the rules or being a member of the Orders of High Sorcery. They are hunted down, when caught they are persuaded take the Test of High Sorcery and join the Orders, or to make amends for their actions if they were a member who broke the laws, refusal of this offer usually means the death of the mage.
Shalafi2412 |
Talinthal Uth Mondor
Human Solamnic Cleric of Paladine
Init +4;
==DEFENSE==
AC 14, touch 10 , flat-footed 14 (+4 armor)
hp 10 (1d8+2)
SR 0
Fort +1, Ref +6, Will +3
Armor Chain Shirt, Light
==OFFENSE==
Spd 30 ft/x4
Melee longsword (1d8+2) 18-20/x2. Medallion of Faith
==STATISTICS==
Str 12, Dex 11, Con 14, Int 13, Wis 18, Cha 15
BAB +0, CMB +0,
Feats Turn Undead, Selective Channel
Skills Heal (8), Knowledge Religion (5) Knowledge Nobility (5)
SQ Channel (5 times a day) DC 14
Traits Sacred Conduit (Advanced Players Guide), Natural Born Leader (2nd Darkness)
Languages Common, Solamnic, Istarian, Elven
Spells
Domains Nobility and Sun
Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
O level
Create Water, Light, Guidance
1st level
Shield of Faith, Protection from Evil, Divine Favor (Domain)
Shalafi2412 |
Revered Son Talinthal Uth Mondor or Revered Son Talin, as he is known to family and friends is the 3rd son of Sir Frederick Uth Mondor, a ranking Knight of the Rose. His older brothers are both in the Knights of Solamania. Talin, however, had more interest in matters theological perhaps because as his mother was having him she had a vision of the Platinum Dragon telling her that this child was to be special to him.
As a result as a young boy he was sent to the Temple of Paladine in Palanthus to study and learn about the Church. He soon demonstrated leadership qualities that few of the other boys did and was quite popular as an aspirant to the faith.
Recently named a Revered Son of Paladine, he has been sent out into the world to bring the light of the Father Light into the World that is in desperate need of Paladine's love, guidance, and protection.