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Combat Options |
- Augment Ring Power (Ex) Activate any worn ring as a free action.
- burst boots ( ) 5/dayAs a free action, once per round, make an additional move or move-equivalent action.
- Cooperative Metamagic (Su) ( ) 63 plus Int modifier/dayAn incantatrix gains the ability, to apply any metamagic feat she possesses (except Silent Spell, Still Spell, or Quicken Spell) to a spell being cast by a willing allied spellcaster. The caster need not prepare the spell in metamagic form or in a higher-level spell slot; the incantatrix simply modifies the spell during the casting. Using this ability is a standard action that provokes an attack of opportunity, just like casting a spell, though the incantatrix can use the Concentration skill with this ability as though she were casting defensively. The incantatrix must ready an action to use cooperative metamagic when her ally begins casting and must be adjacent to the caster. The incantatrix must make a Spellcraft check (DC 18 + [3 x modified spell level]) to succeed. "Modified spell level" is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Any spell level increases from metamagic feats that the caster applied also count toward the modified spell level.
- Damaging Spell Metamagic (+0 mp) For every two points by which you reduce the save Difficulty Class of the spell, it deals damage as if you were one level higher. This bonus damage may increase the damage of the spell above its normal maximum amount. For example, a 10th-level caster prepares a fireball spell with -4 to its save Difficulty Class. As a result, spell inflicts 12d6 points of damage. This feat can be used only on spells that allow a save to reduce or ignore the damage, and which deal damage depending on the caster's level.
- Energy Substitution (cold) (+0 mp) You can modify any spell with an energy descriptor to use cold instead. The spell's descriptor changes to the new energy typefor example, a fireball composed of cold energy is an evocation [cold] spell.
- Fate Points ( ) As an immediate action, reroll the result of a d20 roll; however, you must take the new roll, even if it is lower than the first.
- Fiery Spell Metamagic (+2 mp) A fiery spell deals an extra 1 point of fire damage for each die of damage the spell deals. This feat can be applied only to spells with the fire descriptor. For example, if a 9th-level wizard with this feat casts a fiery fireball, the fireball deals 9d6+9 points of damage.
- Maximize Spell Metamagic (+4 mp) All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
- Metamagic Effect (Su) 63 plus Int modifier/dayAs a full-round actions, which provokes AoO, an incantatrix can attempt to apply a metamagic feat she possesses to a persistent spell effect that is already in place. For example, she could use Extend Spell to extend the duration of a wall of force or Maximize Spell to maximize the damage dealt by a cloudkill. To use this ability, the incantatrix must be adjacent to or within the spell effect and make a successful Spellcraft check (DC 18 + [3 x modified spell level]. "Modified spell level" is the level of the spell slot that the spell, would occupy if it were prepared with the metamagic feat applied. Spell slot increases for metamagic feats that were applied to affect the spell's casting (such as Still Spell, Silent Spell, or Quicken Spell) do not count toward the modified spell level, but adjustments for metamagic that change the spell's effect (such as Empower Spell, Enlarge Spell, or Widen Spell) do count.
- Multispell The character may cast one additional quickened spell in a round.
- Quicken Spell Metamagic (+8 mp) Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. Casting a quickened spell doesn't provoke an attack of opportunity.
- +1 racial bonus on attack rolls against animals
- Sculpt Spell Metamagic (+2 mp) You can modify an area spell by changing the area's shape. The new area must be chosen from the following list: cylinder (10-foot radius, 30 feet high), 40-foot cone, four 10-foot cubes, or a ball (20-foot-radius spread). The sculpted spell works normally in all respects except for its shape. For example, a lightning bolt spell whose area is changed to a ball deals the same amount of damage, but the lightning ball affects a 20-foot-radius spread.
- Second Wind (Ex) ( ) 1/encounterAs a move action that does not provoke an attack of opportunity, choose one of the following effects: cure self of 31equal to character level x 1.5 hit points, gain a +6+1 plus +1/four character levels bonus to a single attack roll, gain a +6+1 plus +1/four character levels bonus to a single weapon damage roll, gain a +6+1 plus +1/four character levels bonus to a single skill check, gain a +1 bonus to a single spell DC, regain 10character level/2 mana points, or reduce the mana cost of a single spell by 2 (minimum cost of 1). Bonuses must apply to a standard action taken, and completed, in the same round Second Wind is activated. Second Wind may only be utilized during combat.
- Sudden Empower Metamagic (+0 mp) ( ) 1/dayA warmage cast a spell he knows using the Empower Spell feat without increasing the spell's level or casting time. All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables.
- Sudden Enlarge Metamagic (+0 mp) ( ) 1/dayA warmage cast a spell he knows using the Enlarge Spell feat without increasing the spell's level or casting time. You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
- Warmage Edge (Ex) Warmages are specialized in dealing damage with their spells. Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. For instance, if a 1st-level warmage with 17 Intelligence casts magic missile, he deals 1d4+1 points of damage normally, plus an extra 3 points of damage due to his Intelligence bonus.
- A single spell can never gain this extra damage more than once per casting. For example, a fireball deals the extra damage to all creatures in the area it affects. However, if a 3rd-level warmage casts magic missile and produces two missiles, only one of them (of the warmage's choice) gains the extra damage, even if both missiles are directed at the same target. If a spell deals damage for more than one round, it gains this extra damage in each round.
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Skills
Appraise +4 (+3 Int, 0 ranks, +1 stone of good luck),
Balance +7 (+6 Dex, 0 ranks, +1 stone of good luck),
Bluff +10 (+9 Cha, 0 ranks, +1 stone of good luck),
Climb +9 (+3 Str, 0 ranks, 3 cross-class ranks, +2 racial, +1 stone of good luck),
Concentration +26 (+6 Con, 19 ranks, +1 stone of good luck),
Diplomacy +10 (+9 Cha, 0 ranks, +1 stone of good luck),
Disguise +10 (+9 Cha, 0 ranks, +1 stone of good luck),
Escape Artist +7 (+6 Dex, 0 ranks, +1 stone of good luck),
Forgery +4 (+3 Int, 0 ranks, +1 stone of good luck),
Gather Information +10 (+9 Cha, 0 ranks, +1 stone of good luck),
Heal +2 (+0 Wis, 0 ranks, 1.5 cross-class ranks, +1 stone of good luck),
Intimidate +10 (+9 Cha, 0 ranks, +1 stone of good luck),
Jump +7 (+3 Str, 0 ranks, 1.5 cross-class ranks, +2 racial, +1 stone of good luck),
Knowledge (arcana) +27 (+3 Int, 12 ranks, +1 racial, +1 stone of good luck, +10 everfull purse),
Knowledge (dungeoneering) +16 (+3 Int, 2 ranks, +1 stone of good luck, +10 everfull purse),
Knowledge (history) +23 (+3 Int, 9 ranks, +1 stone of good luck, +10 everfull purse),
Knowledge (the planes) +26 (+3 Int, 10 ranks, 2 cross-class ranks, +1 stone of good luck, +10 everfull purse),
Listen +3 (+1 Wis, 0 ranks, 1 cross-class ranks, +1 racial, -1 helm, +1 stone of good luck),
Ride +7 (+6 Dex, 0 ranks, +1 stone of good luck),
Search +5 (+3 Int, 0 ranks, +1 racial, +1 stone of good luck),
Sense Motive +2 (+1 Wis, 0 ranks, +1 stone of good luck),
Sneak +7 (+6 Dex, 0 ranks, +1 stone of good luck),
Spellcraft +32 (+3 Int, 15 ranks, +1 racial, +2 synergy Knowledge [arcana], +1 stone of good luck, +10 everfull purse),
Spot +2 (+1 Wis, 0 ranks, +1 racial, -1 helm, +1 stone of good luck),
Survival +4 (+1 Wis, 0 ranks, 2 cross-class ranks, +1 stone of good luck),
Swim +5 (+3 Str, 0 ranks, 1 cross-class ranks, +1 stone of good luck),
Use Magic Device +16 (+18 using scrolls) (+9 Cha, 4 ranks, 1.5 cross-class ranks, +1 racial, +1 stone of good luck),
Use Rope +7 (+6 Dex, 0 ranks, +1 stone of good luck)
Armor Check Penalty
-4-4 armor -0 helm -0 shield;
Swim Check Penalty -8;
Permanent Class Skills None
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Feats
Armor Proficiency (light),
Damaging Spell,
Easy Metamagic (Maximize Spell),
Energy Substitution (cold),
Fiery Spell,
Forge Ring,
Great Fortitude,
Iron Will,
Martial Weapon Proficiency (throwing dagger),
Martial Weapon Proficiency (throwing knife),
Maximize Spell,
Multispell,
Quicken Spell,
Sculpt Spell,
Shield Proficiency (light),
Simple Weapon Proficiency (all),
Spell Focus (Evocation),
Spell Penetration
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Special Qualities |
- Armored Mage (Ex) Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail (if those spells have somatic components). Warmages' limited focus and specialized training, however, allow them to avoid arcane spell failure as long as they stick to light and medium armor and light and medium shields. This training does not extend to heavier armors, nor to heavy shields. Nor does the ability apply to spells gained from a different spellcasting class.
- Background Traits Familiarity the four following weapons: dagger, punching dagger, throwing dagger and throwing knife.
- Discern Ring (Su) A ring sage can use a full round action to discern the abilities of any magic ring, including cursed rings.
- Extra Ring (Ex) Wear two additional rings beyond normal maximum.
- Imbue Ring (Ex) By mastering the skills needed to charge a ring with magic, the ring sage also learns how to temporarily charge a non-magical ring with a single spell-like ability. The ring sage can imbue a non-magical ring with a spell that he has prepared that day. The ring sage can only use 1st through 6th-level spells with this ability, and by doing so the ring sage uses that prepared spell for the day. After that, the ring can be given to a non-spell caster, who can discharge the spell as normal for magic rings.
- It requires a full round action to imbue a ring with a single spell and any XP or special materials needed to cast the spell are used up in the casting, Also at this time the ring sage must set the parameters of the spell as if he were casting it; these cannot be changed by the person that discharges the spell. Any level-dependent rolls (such as saving throws or dispel checks) arc resolved as if the ring sage were the target, not the wearer. The ring sage temporarily loses the used spell slot while the ring is so empowered. If the ring's spell has not been discharged the next time the ring sage prepares spells, then the ring sage can prepare one less spell of that level.
- Simian Traits Weapon familiarity falcata sword.
- Skilled Creator The ring sage must pay only one third of the market price cost to create a magic ring.
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Spellcasting and Spell-Like Abilities |
- Spell-Like Abilities 1/daycreate equipment ( ), electric jolt ( ), resistance ( ).
- Caster Level 1st1 background;
Spell Penetration d20+3d20 +1 caster level +2 Spell Penetration;
Primary Ability Charisma
- Warmage Spells Per Day (0-level 7; 1st 10; 2nd 8; 3rd 8;
4th 8; 5th 7; 6th 7; 7th 7; 8th 7; 9th 7; 10th 1)
- DC to Resist 1910 + Charisma modifier + spell level
- DC to Resist (Evocation) 2010 + Charisma modifier +1 Spell Focus + spell level
- Prohibited Schools Illusion
- Caster Level 22nd12 levels of warmage plus 3 levels of incantatrix plus 6 levels of ring sage +1 effective caster level from orange prism ioun stone;
Spell Penetration d20+24d20 +21 caster level +2 Spell Penetration +1 orange prism ioun stone;
Primary Ability Charisma
acid splash (1 std action; close ranged touch; no save; SR no; 1d3 acid damage)
disrupt undead (1 std action; close ranged touch; no save; SR no; 1d6 damage to undead)
light (1 std action; touch; 10 min./level (D); no save; SR no; sheds light as torch)
ray of frost (1 std action; close ranged touch; no save; SR no; 1d3 cold damage)
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acid orb, lesser (1 std action; close ranged touch; no save; SR no; 5d8 acid damage)
burning hands (1 std action; 15 ft. cone; Reflex half; SR yes; 5d4 fire damage)
chill touch (1 std action; touch; 1 creature/level; Fort partial or Will negates; SR yes; 1d6 damage plus make Fort save or suffer 1 Str; undead make Will save panick for 1d4 plus 1 round/level)
cold orb, lesser (1 std action; close ranged touch; no save; SR no; 5d8 cold damage)
electric orb, lesser (1 std action; close ranged touch; no save; SR no; 5d8 electricity damage)
fire orb, lesser (1 std action; close ranged touch; no save; SR no; 5d8 fire damage)
lightning sphere (1 std action; medium range; 1 target plus 1 per 2 additional levels (max five), striking 1 target/round; 1d8+10 electricity damage; Reflex negates; SR yes; in 20+ lb. metal, -2 penalty to save)
magic missile (1 std action; medium range; no save; SR yes; 5d4+5 force damage)
shocking grasp (1 std action; touch; no save; SR yes; 5d6 electricity damage; +3 attack if target in metal armor)
sleep (1 full round; medium range; 10-ft.-radius burst; Will negates; SR yes; affects 4 HD worth of creatures)
sonic orb, lesser (1 std action; close ranged touch; no save; SR no; 5d8 sonic damage)
true strike (1 std action; personal; +20 insight attack if attack is made before end of next round)
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acid arrow (1 std action; long ranged touch; no save; SR no; deals 2d4 acid when hits and another 2d4 acid per round for 6 rounds)
blades of fire (1 swift action; up to two melee weapons you hold; 1 round; weapons each deal an additional 1d6 fire damage)
continual flame (1 std action; touch; permanent; object sheds light as a torch)
fireburst (1 std action; 5-ft. burst centered on you; Reflex half; SR yes; 5d8 fire damage)
fire trap (10 minutes; touch; permanent until discharged (D); Reflex half; SR yes; 1d4+14 fire damage in 5-ft. burst)
flaming sphere (1 std action; medium range; 5-ft.-diameter sphere; Reflex negates; SR yes; move action to move sphere 30 ft.; deals 2d6 fire damage)
ionize (1 std action; medium ranged touch; 1 creature; no save; SR yes; 10d6 electricity damage, 150% damage to creatures in 20 lb.+ metal)
pyrotechnics (1 std action; long range; 20-ft. cube of fire; 1d4+1 round; Will or Fort negates; SR yes or no; either flash fireworks blinding those in 120 ft. for 1d4+1 rounds or smoke cloud 20-ft. burst smoke cloud for 1 round/level -4 Str and Dex)
scorching ray (1 std action; close ranged touch; no save; SR yes; three rays; 4d6 fire damage per ray)
shatter (1 std action; close range; 5-ft.-radius spread or one crystal creature; Will negates; SR no; shatters all glass of 20 lbs. or less or 4d6+25 damage to crystal creature with Fort half instead of Will)
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fire shield (1 std action; personal; 1 round/level (D); protects from cold or fire; 1d6+15 fire or cold damage; sheds light as a torch)
fireball (1 std action; long range; 20-ft.-radius spread; Reflex half; SR yes; 10d6 fire damage)
flame arrow (1 std action; close range; up to 50 projectiles; 10 min./level; adds 1d6 fire damage)
gust of wind (1 std action; 60 ft. line; 1 round; Fort negates; SR yes; -4 ranged attack and Listen, Medium targets cannot move forward and move back 2d6x5 ft. if flying; Small knocked prone or blown back 1d6x10 if flying)
ice storm (1 std action; long range; 20-ft. radius, 40 ft. high cylinder; 1 full round; no save; SR yes; -4 Listen and half move within, 3d6 bludgeoning and 2d6 cold damage)
lightning bolt (1 std action; 120-ft. line; Reflex half; SR yes; 10d6 electricity damage)
poison (1 std action; touch; DC 10 + 1/2 caster level + Cha modifier Fort negates; SR yes; 1d10 Con damage poison)
ring of blades (1 std action; personal; 5-ft. radius; 1 min./level; 1d6+10 silver slashing)
sleet storm (1 std action; long range; 40-ft. radius, 20 ft. high cylinder; 1 round/level; no save; SR no; half speed DC 10 Balance, failure means no movement, fail by 5 or more and fall prone)
stinking cloud (1 std action; medium range; 20-ft. radius, 20 ft. high; 1 round/level; Fort negates; SR no; nauseated while within and for 1d4+1 rounds after leaving cloud, save every round)
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black tentacles (1 std action; medium range; 20-ft. area; 1 round/level (D); no save; SR no; grapples with grapple check equal to caster level +8; successful check grapples and deals 1d6+4 damage)
blast of flame (1 std action; 60-ft. cone; Reflex half; SR no; 10d6 fire damage)
contagion (1 std action; melee touch; Fort negates; SR yes; choose disease from list)
shout (1 std action; 30-ft. cone; Fort negates deafness and reduces damage by half; SR yes; 5d6 sonic damage, deaf for 2d6 rounds)
wall of fire (1 std action; medium range; 20 ft. long/level or ring with radius 5 ft./level; Concentration +1 round/level duration; no save; SR yes; one side projects heat 2d4 fire damage within 10 ft., 1d4 fire damage within 20 ft., 2d6+15 fire damage to any moving through; deals double damage to undead)
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arc of lightning (1 std action; close range; line between two creatures; Reflex half; SR no; 15d6 electricity damage)
cloudkill (1 std action; medium range; 20-ft. radius, 20-ft. high cloud; 1 min./level duration; Fort partial; SR no; 3 or less HD die with no save, 4-6 HD slain unless Fort save and then take 1d4 Con damage, 6+ HD takes 1d4 Con damage with Fort save for half damage; cloud moves away from you at 10 ft./round)
cone of cold (1 std action; 60-ft. cone; Reflex half; SR yes; 15d6 cold damage)
flame strike (1 std action; medium range; 10-ft. radius, 40-ft. high cylinder; Reflex half; SR yes; 15d6 damage, half fire half divine)
greater fireburst (1 std action; 10-ft. burst centered on you; Reflex half; SR yes; 15d8 fire damage)
hunter missile (1 full-round action; unlimited range; no save; SR yes; moves 400 ft./round toward one target for 1 round/level or until striking; deals 10d6 force damage)
legion's fire shield (1 std action; medium range; allies in 20-ft. radius burst; 1 round/level (D); protects from cold or fire; 1d6+15 fire or cold damage; sheds light as a torch)
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acid fog (1 std action; medium range; 20-ft.-radius, 20-ft. high cloud; 1 rnd/level duration; no save; SR no; as solid fog plus 2d6 acid damage/round)
blade barrier (1 std action; medium range; 20-ft. high wall either 20 ft. long/level or 5 ft. radius/2 levels; 1 minute/level duration [D]; Reflex half or negate; SR yes; 15d6 damage)
chain lightning (1 std action; long range; 1 primary target plus 1 secondary/level [within 30 ft. of primary]; Reflex half; SR yes; 20d6 electricity damage to primary, half damage to secondaries)
circle of death (1 std action; medium range; 40-ft.-radius burst; Fort negates; SR yes; slays 20d4 HD with fewest HD first, 9+ HD unaffected; costs 500 gp to cast)
disintegrate (1 std action; medium range; ranged touch; Fort partial; SR yes; 40d6 damage or 5d6 if Fort successful)
fire seeds (1 std action; touch; up to 4 acorns or 8 holly berries; 10 min./level or until used; Reflex half; SR no; creates acorn grenades and berry bombs)
freezing sphere (1 std action; long range; 10-ft.-radius burst; instant or trigger as standard action within 1 round/level; Reflex half; SR yes; 15d6 cold damage or 15d8 cold damage to elemental water creatures; can freeze water)
transformation (1 std action; personal; 1 round/level; +4 enhancement Str, Dex & Con, +4 natural armor, +5 competence Fort saves, proficient with all simple and martial weapons, BAB equals caster level; lose all spellcasting and spell-completion ability for duration)
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delayed blast fireball (1 std action; long range; 20-ft.-radius; delay up to 5 rounds; Reflex half; SR yes; 20d6 fire damage)
earthquake (1 std action; long range; 80-ft.-radius spread (S); 1 round; SR no; see spell description)
finger of death (1 std action; close range; SR yes; Fort save or die, otherwise take 3d6+20 damage)
fire storm (1 full round; medium range; two 10-ft. cubes/level (S); Reflex half; SR yes; 20d6 fire damage, does not harm natural vegetation)
mage's sword (1 std action; close range; 1 round/level (D); no save; SR yes; BAB equal to caster level + Cha modifier + 3 enhancement for 4d6+3 force damage, 19-20/x2; standard action to switch targets)
prismatic spray (1 std action; 60 ft. cone; save varies; SR yes; 8 HD or less creatures blinded 5 rounds, see also spell description)
sunbeam (1 std action; 60 ft. line; 1 round/level or until expended; SR yes; blinds and 4d6 damage, Reflex negates blindness and halves damage; double dmg to vulnerable to sunlight; undead, fungi, mold, ooze and slime take 20d6 damage)
waves of exhaustion (1 std action; 60 ft. cone; no save; SR yes; all living targets become exhausted)
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greater shout (1 std action; 60-ft. cone; Fort negates deafness and reduces damage by half; SR yes; 10d6 sonic damage, stunned 1 round, deaf for 4d6 rounds)
horrid wilting (1 std action; long range; living creatures no more than 60-ft. apart; Fort half; SR yes; 20d6 damage; 20d8 against water elementals and plant creatures)
incendiary cloud (1 std action; medium range; 20-ft. radius, 20-ft. high spread; 1 round/level duration; Reflex half; SR no; obscures as fog cloud plus 4d6 fire damage; moves away from you at 10 ft./round)
polar ray (1 std action; close ranged touch; no save; SR yes; 22d6 cold damage)
prismatic wall (1 std action; close range; wall 4 ft./level wide, 2 ft./level tall; 10 min./level duration [D]; see spell description)
scintillating pattern (1 std action; close range; 20-ft.-radius spread; concentration +2 rounds duration; no save; SR yes; up to 20 HD affected, weakest first; 6 HD or less falls unconscious 1d4 rounds, then stunned 1d4 rounds, then confused 1d4 rounds; 7 to 12 HD stunned 1d4 rounds, then confused 1d4 rounds; 13 or more confused 1d4 rounds)
sunburst (1 std action; long range; 80-ft.-radius burst; Reflex partial; SR yes; blinded and take 6d6 damage [Reflex negates blindness and halves damage], double damage to those vulnerable to sunlight; 20d6 damage to undead, fungi, mold, oozes and slime [Reflex half], plus destroys sunlight vulnerable undead on failed save; dispels any darkness spells of lower than 9th level in area)
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elemental swarm (10 minute casting time; medium range; 10 minute/level duration [D]; 2d4 Large elementals appear, followed by 1d4 Huge elementals 10 minutes later, followed by 1 greater elemental 10 minutes later; all have maximum hit points)
implosion (1 std action; close range; one corporeal creature/round; concentration up to 4 rounds; Fort negates; SR yes; collapse target in on itself, killing it)
meteor swarm (1 std action; long range; four 40-ft.-area spreads; Reflex half; SR yes; strike four areas or make ranged touch to hit with up to four meteors for 2d6 bludgeoning damage and no save against fire; 6d6 fire damage, save separately against each overlapping effect)
prismatic sphere (1 std action; 10-ft. radius around you; 10 minutes/level [D]; see description)
wail of the banshee (1 std action; close range; one living creature/level in 40 ft. radius; Fort negates; SR yes; kills everything except you that hears the scream within 40-ft.-radius)
weird (1 std action; medium range; any number of targets no more than 30 ft. apart; Will disbelief then Fort partial; SR yes; make Will save to disbelieve horror, if failed make Fort save, on failed Fort, die, otherwise take 3d6 damage and stunned 1 round and suffer 1d4 Strength damage; a wearer of a hat of telepathy who disbelieves turns the spell back on you)
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Miscellaneous Information |
HistoryLyrin was found as an infant in a cairn close to Daggerford by an army officer. This officer adopted and raised him inside Daggerford as their only child. His father was an officer close to the Duke. As such Lyrin went quickly into service where he enjoyed fighting but discovered his racial abilities were a help in magic abilities. When the Duke was killed, his father took it upon himself to investigate the murder. Lyrin wanted to help his father but wasn't allowed. As such, he stayed behind with a bit of resiliency to train until he would be strong enough to go adventuring. To help him speed up his learning he became a Yellowknife Apprentice. Lyrin seeks solely to find his father and if at all possible aid in finding those responsible for the Duke's death.
Lyrin is completely immersed in life at Daggerford. Other than his outwardly appearance, it's difficult to tell than he is not human. Due to his upbringing as an officer's son, he has a strong sense of right and wrong although he thinks there are many ways to be righteous. Lyrin loves his family and hopes to be an asset to the town that was so accepting to him when he was so young. He has no real wishes to find or meet his real parents. ;
AdventuresAoW-001: The Whispering Cairn (by Erik Mona), AoW-002: The Three Faces of Evil (by Mike Mearls), AoW-003: Encounter at Cromm's Hold (by Sean K Reynolds), AoW-004: The Hall of Harsh Reflections (by Jason Bulmahn), AoW-005: The Champion's Belt (by Tito Leati), AoW-006: A Gathering of Winds (by Wolfgang Baur), AoW-007: The Spire of Long Shadows (by Jesse Decker), AoW-008: The Tyrant of Mintarn (by Richard Pett), AoW-009: The Library of Last Resort (by Nicolas Logue), AoW-010: Kings of the Rift (by Greg A. Vaughan), AoW-011: Into the Wormcrawl Fissure (by James Jacobs), AoW-012: Dawn of a New Age (by Tito Leati);
Lives Remaining 45 Deaths; 06/29/2006 - death from acid beetle swarm; 01/03/2008 - death from fang dragon; 02/12/2008 - death from frenzied Grim Firestorm; 05/20/2008 - death from destruction cast by spawn Mael; 07/08/2008 - death from spell battle with 8 liches;
Last Played November 6, 2008
Languages Auran, Chondathan, Common, Sylvan, Terran, Thorass
Patron Deity Tempus; Homeland Daggerford; Heritage 100% Simian; Background Yellowknife Apprentice
Height 6 ft. 4 in.; Weight 294 lb.; Age 20; Hair Black; Eyes Black
Character Level Record |
Warmage |
Warmage |
Warmage |
Warmage |
Warmage |
Warmage |
Warmage |
Warmage |
Incantatrix |
Warmage |
Warmage |
Warmage |
Warmage |
Ring Sage |
Ring Sage |
Ring Sage |
Ring Sage |
Ring Sage |
Ring Sage |
Incantatrix |
Incantatrix |
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Defeated Enemy Record
1 Abyssal Ghoul, 1 Adult Black Dragon, 1 Advanced Carrion Crawler, 2 Advanced Overworms, 1 Advanced Wormcaller, 1 Allip, 1 Avolakia Priest, 1 Barbed Devil, 2 Bone Devils, 2 Chokers, 1 Corrupted Ghaele Eladrin, 2 Cultist Fanatics, 1 Displacer Beast Pack Lord, 4 Doppelgangers, 1 Dread Wight Dread Necromancer, 1 Drow Thrall, 1 Dwarven Fighter, 5 Earthcancer Centipedes, 1 Elven Fighter, 1 Evolved Ulgurstasta Sorcerer, 1 Favored Spawn of Kyuss Spriggan Bard/Rogue, 1 Fire Giant Fighter, 1 Frost Worm, 8 Ghasts, 1 Giant Octopus, 1 Greater Air Elemental, 2 Grimlocks, 4 Grimlock Archers, 1 Grimlock Barbarian, 1 Hill Giant Fighter, 1 Horned Devil, 1 Human Cleric, 1 Human Wizard, 1 Ice Golem, 2 Ilthane Kobolds, 1 Kaiju Carrion Crawler, 2 Krenshars, 2 Kyuss Archers, 1 Kyuss Chimera, 3 Kyuss High-Knights, 1 Kyuss Knight, 3 Kyuss Spawnlings, 2 Lich Archmages of Kyuss, 21 Lizardfolk, 1 Lizardfolk Barbarian/Divine Champion of Talos (Redeye), 1 Lizardfolk Druid, 2 Mimics, 1 Mind Flayer Sorcerer, 1 Mindkiller Scorpion, 1 Mohrg, 2 Nightshade Nightcrawlers, 4 Ochre Jellies, 2 Octopins, 1 Oculus Demon, 1 Overworm, 2 Ropers, 4 Shriekers, 4 Skeletons, 1 Small Earth Elemental, 11 Spawn of Kyuss, 1 Spirit Naga, 10 Swords of Kyuss, 1 Thessalhydra, 1 Tiefling Guard, 1 Tomb Mote, 2 Trolls, 2 Vampire Kyuss Monks, 1 Wolf, 2 Wormcallers, 6 Wormswarms, 1 Wyrm Red Dracolich, 3 Zombies
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Equipment & Possessions |
Artifacts
everfull purse with Balakarde's bound spirit (turn 1 gp into 25 gp overnight; +10 insight Knowledge and Spellcraft checks; +2 luck bonus Intelligence and Wisdom) (minor artifact),
staff of the magi (grants SR 23 or lower to function as rod of absorption; CL 20th; at willdetect magic, enlarge person (DC 15 Fort negates), hold portal, light, mage armor, mage hand; 1 chargedispel magic, fireball (10d6 damage; DC 17 Reflex half), ice storm, invisibility, knock, lightning bolt (10d6 damage; DC 17 Reflex half), passwall, pyrotechnics (DC 16 Will or Fort negates), wall of fire, web; 2 chargesplane shift (DC 21 Will negates), summon monster IX, telekinesis (400 lb. max; DC 19 Will negates); break staff as retributive strike that deals 8 x charges damage within 10 ft., 6 x charges damage within 20 ft., and 4 x charges damage within 30 ft. with DC 17 Reflex half and user 50% transported to random plane or destroyed),
statue with Balakarde's bound spirit (+10 insight Craft and Perform checks; +2 luck bonus Dexterity and Charisma) (priceless),
talisman of the sphere (only functions for arcane casters; non-arcane casters suffer 5d6 damage for touching; doubles control check modifier for using a sphere of annihilation; reduces check length to every other round)
Magical Items
+6 amulet of health (36,000 gp),
+4 belt of giant stregth (16,000 gp),
burst boots (12,000 gp),
cape of the mountebank ( 1/day&151;dimension door at CL 9th) (10,080 gp) (not worn),
+6 cloak of charisma (36,000 gp),
+3 disruption spell storing morningstar (store any targeted spell up to 3rd level with a casting time of 1 standard action and discharge as free action on successful attack; all undead struck make DC 14 Fort save or destroyed) (72,308 gp),
dusty rose prism ioun stone (+1 insight AC) (5,000 gp),
+6 gloves of dexterity (36,000 gp),
greater metamagic rod of maximize (3/day; 9th-level or lower) (121,500 gp),
invisibility seeing medium helm (+2 helm; -1 penalty Listen and Spot checks; see invisibile as the spell) (18,185 gp),
lesser quicken metamagic rod (3/day ; 3rd-level or lower) (35,000 gp),
orange prism ioun stone (+1 caster level for spell effects) (30,000 gp),
ring of freedom of movement (40,000 gp),
ring of major spell storing (containing assay resistance at CL 7, heal at CL 11) (holds up to 10 spell levels; spells are recast from ring at minimum caster level; activation time equal to casting time of spell) (200,000 gp),
+4 ring of protection (32,000 gp),
ring of spell-battle (gets Spellcraft check to identify any spell cast within 60 ft.; 1/daychoose to counterspell or redirect-to another target within 60 ft.-a successfully identified spell) (67,600 gp),
ring of wizardry II (doubles number of 2nd-level arcane spells for one class) (40,000 gp) (not worn),
stone of good luck (+1 luck bonus on saving throws, ability checks, and skill checks) (20,000 gp),
tessellated armor (as +2 full plate; medium armor; +11 armor; +0 max Dex; -4 armor check penalty; spell failure 25%; 1/dayhypnotic pattern at CL 8) (11,560 gp),
+5 vest of resistance (25,000 gp)
Potions
potion of barkskin +3 (60 minute duration) (600 gp),
potions of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp each),
potion of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp),
potions of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp),
potion of darkvision (CL 3rd; 3 hour duration) (300 gp),
potion of fly (CL 5th; 5 minute duration) (750 gp),
potion of invisibility (CL 3rd; 3 minute duration) (300 gp),
potion of moderate mana (CL 3rd; restores 2d8+3 mana) (300 gp),
potion of suspend disease (CL 1st; 24 hour duration) (50 gp),
potion of spider climb (CL 3rd; 30 minute duration) (300 gp),
spellring of water breathing (CL 5th; 10 hour duration) (395 gp)
Scrolls
None
Wands
wand of fireballs (CL 10th; 10d6 fireball; DC 14 Reflex half; 2 charges) (900 gp [450 gp/charge]),
wand of invisibility (32 charges; 3 minute duration) (2,880 gp [90 gp/charge]),
wand of restoration (25 charges; CL 7th) (13,000 gp [520 gp/charge])
Mount
light warhorse (150 gp),
bit and bridle (2 gp),
military saddle (20 gp)
Nonmagical Items
None
pp 0,
gp 119,229,
sp 0,
cp 0
Other Wealth 5 platinum rings (10 gp)
None
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