Zarametia Chendyr Wanynbrinr | CN | ||
Character Name | Alignment | ||
Striker (Voidrusher) 4
, Incanter 1
, Legendary Wizard (Familiar Wizard) 1
, Summoner Unchained (Champion, Void Conduit) 6 |
|||
Character Level | |||
Djin Returned Aasimar
Type: Outsider (Native, Aasimar)
PB: 7, 7, 18, 18, 9, 10 |
M | ||
Race | Size | ||
F | 136 (379) | ||
Gender | Age | ||
6'5" | 175 | ||
Height | Weight | ||
- | - | ||
Hair | Eyes |
Chaos Itself | |
Player | |
- | Bayt |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +15 | +4 | CON +7 | +1 | +3 | +0 |
Reflex | +10 | +4 | DEX +2 | +1 | +3 | +0 |
Will | +3 | +5 | WIS -2 | +1 | -1 | +0 |
Outfit Dependant vs. Environmental
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+6 | +5 | +1 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
18 | 10 | +5 | +1 | +2 | +0 | +0 |
Spherecasting | ||||
Conjuration CL 8+2 | Wanynbrinr - CL 10+2
Archetype: Avatar; Base Form: Biped;Forms (4+1): Otherworldly Paragon, Natural Aspect (Fast Healing 1), (x2) Battle Creature, Armored Companion, Sage Companion
Bound Creature - Archetype: Mage; Base Form: Serpentine; Forms (1): Magical Companion, Implement Bearer, Altered Size (Small to Tiny)
|
Warp CL7+1 | Teleport
Standard Action; Teleport self and up to heavy load to a location within close range. You must of have line of sight to your destination.
She can use her Genie lamp as an extradimensional space, which can store up to 25lbs per CL plus the weight limit added by the Pocket Space trait (+10lbs; 210lbs total). This space cannot hold anything larger than a small object (or a number of smaller objects roughly equal in size). only inanimate, unattended objects can be pulled into of retrieved from the space as a move action--which counts as drawing equipment normally. A portal can be made to store or retrieve objects anywhere within arm's reach.
You can imbue a creature with magic that bridges the distance between them and anything they reach or move towards, contorting space to their benefit. The target gains a +10 feet enhancement bonus to their movement speed and adds 10 feet to their natural reach, though they do not threaten with this additional reach. Both bonuses increase by 5 feet per 5 caster levels. This effect lasts as long as you concentrate, but you may spend a spell point to allow it to remain for 1 minute per caster level without concentration.
|
Wizard Spellbook | Cantrips
Cantrips: All Wizard Cantrips not of Abjuration or Transmutation Schools
Ant haul, Arcane Pocket, Crafter's Fortune, Deja Vu, Endure Elements, Identify, Mount, Unseen Servant
|
Wizard (Path of the Diligent) Spells Prepared | Cantrips
Detect Magic, Light, Read Magic
Crafter's Fortune, Deja Vu, Endure Elements
|
Casting Tradition
| Proficiencies
| CL
|
Blended Talents: 10 Talents | Might Talents: 5 Talents | Power Talents: 11 Talents |
|
|
|
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +8 | (DEX) +2 | +6 | +0 | |
Bluff | +5 | (CHA) +0 | +6 | -1 | |
Climb | -2 | (STR) +1 | +0 | -3 | |
Diplomacy | -4 | (CHA) +0 | +0 | -4 | |
Disguise | -4 | (CHA) +0 | +0 | -4 | |
Escape Artist | -1 | (DEX) +2 | +0 | -3 | |
Fly | -1 | (DEX) +2 | +0 | -3 | |
Heal | -6 | (WIS) -2 | +0 | -4 | |
Intimidate | -4 | (CHA) +0 | +0 | -4 | |
Knowledge: Arcana | +19 | (INT) +10 | +6 | +3 | |
Knowledge: Dungeoneering | +19 | (INT) +10 | +6 | +3 | |
Knowledge: Local | +19 | (INT) +10 | +6 | +3 | |
Knowledge: Nature | +19 | (INT) +10 | +6 | +3 | |
Knowledge: Planes | +19 | (INT) +10 | +6 | +3 | |
Knowledge: Religion | +19 | (INT) +10 | +6 | +3 | |
Knowledge: Psionics | +19 | (INT) +10 | +6 | +3 | |
Knowledge: Martial | +19 | (INT) +10 | +6 | +3 | |
Perception | -6 | (WIS) -2 | +0 | -4 | |
Ride | -1 | (DEX) +2 | +0 | -3 | |
Sense Motive | -6 | (WIS) -2 | +0 | -4 | |
Spellcraft* | +17 | (INT) +10 | +4 | +3 | |
Stealth | -1 | (DEX) +2 | +0 | -3 | |
Survival | -6 | (WIS) -2 | +0 | -4 | |
Swim | -2 | (STR) +1 | +0 | -3 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +19 | (INT) +10 | +6 | +3 | |
Craft: Arcatech | +19 | (INT) +10 | +6 | +3 | |
Knowledge: Engineering | +10 | (INT) +10 | +0 | +0 | |
Knowledge: Geography | +10 | (INT) +10 | +0 | +0 | |
Knowledge: History | +20 | (INT) +10 | +6 | +4 | |
Knowledge: Nobility | +20 | (INT) +10 | +6 | +4 | |
Linguistics* | +19 | (INT) +10 | +6 | +3 | |
Perform: Puppet Shows | +5 | (CHA) +0 | +6 | -1 | |
Perform: Other | -4 | (CHA) +0 | +0 | -4 | |
Profession: All | -6 | (WIS) -2 | +0 | -4 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Skill Bonuses | Circumstance Bonus
+1 to Swim Tool: Diving Suit
+1 to Knowledge (History & Nobility) (Background)
+3 to Bluff (Familiar: Viper)
|
Conditional Skill Bonuses | Trait Bonus
+5 to bluff to tell believable lies (Innocent)
+3 to skill checks made to identify abilities or weaknesses of creatures. (Conduit Vissage: Sage Form)
| Skill Penalties | Madnesses
-4 penalty to Wisdom and Charisma skills and cannot take 10 on such checks (Disonant Realities)
| Skill Ranks | Skill Points: 94
(2(summoner)+2(background)+8(int))*6(lvl)+10(incanter/striker)+2(int-sage:Dungeoneering, Appraise)*6(lvl)
Tinker: 4 talents = 20 ranks of Craft Arcatech
|
Bonus Feats | Eternal Transformation (Background ∴ lvl 1)
Gain benefits of the Orb Transformation talent's Aura of Facination and Float traits, granting a float speed of 30'+5'/5HD at a height of 5'+5'/5HD off the ground and a 30' aura in which creatures must make a will save (DC Int-Based) or be facinated until they leave the aura. The aura does not function if stunned, paralyzed, unconscious, dead, or otherwise incapacitated. Finally, the Float speed causes her to fall at a speed of 30' per round and can be used while falling to move in any direction (including upwards) at a rate of 30' per round. This is done through Anthropomorphic Transformation, and thus acts akin to Blank Transformation and does not alter or remove her physical or racial abilities prior to this transformation.
+1 DC for Conjuration spells.
+1 CL for Conjuration Spells, always take the penalties of being encumbered at medium load.
+1 CL for Conjuration Spells, gain Acid Splash as a Spell-Like Ability 3/day.
Item Creation Feats (Firearm Proficiency ∴ lvl 1, L. Wiz 1 ∴ lvl 3) Gunsmithing (Firearm Proficiency), Scribe Scroll (L. Wiz 1)
|
Leveling Feats | 1) Companion Teleport
When you teleport yourself, you may also teleport a companion creature with you. Both you and the touched companion creature count as a single creature for the teleport. This functions regardless of the Personal Warp drawback.
Reduce the time to reload a firearm by 1 step.
Gain Transportation Mastery talent of the Tinker sphere
|
Combat Spheres | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Traits | Binder's Blood (Social)
Having been transformed into a bound genie, she gains a +2 trait bonus on any Charisma-based checks when directly interacting with a genie.
No one can believe someone as pure as you could be deceptive in any way. You have an air of innocence about you, and people have a hard time believing you could ever do anyone harm. When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.
As a swift action, you can swap an outfit you are currently wearing for another outfit in your possession, as well as don or remove individual pieces of clothing or jewelry. If you choose to affect a magical piece of clothing (such as a hat or ring) you are limited to only affecting it, either swapping it with another magical item of the same slot, removing it, or donning it. You may not use this trait to don or remove armor, but you may draw things from an extradimensional storage from the Warp sphere. This trait is a supernatural ability.
Her genie Lamp can store an addtional 5 lbs, increasing by 5 lbs at 5th level and every 5 levels thereafter.
You have consumed the Sun Orchid Elixir and gained a measure of its restorative properties. Once per day, you can regain a number of hit points equal to your Constitution modifier as an immediate action.
|
Drawbacks | Idle Theorist (Drawback)
Her fragmented memories sometimes taint her understanding of the world, recalling similar things and conflating them with what is before her. when she fails a skill check or rolls a natural 1 while attempting to recall information, she recalls a piece of incorrect but believable information. cannot take 10 or use the Aid Another action with checks made to recall information.
You always go last in initiative order. You cannot take Improved Initiative. If multiple creatures with Overly Cautious are in the same encounter, they roll initiative only to determine what order they go in after all other characters have gone each round.
-2 Strength
-6 initiative modifier
|
Oaths | Forbidden Knowledge (Disonant Realities): +4op
Oath: Filled with too many fragmented memories, too much knowledge for a feeble mortal body to hold, Zarametia's mind wanders and becomes disoriented across the centuries. she takes a -4 penalty on Wisdom and Charisma based checks, cannot take 10 on such checks and must succeed a DC 22 will save or become confused for 1d6 rounds when finding herself in a stressful situation (such as combat).
Defiance Penalty: The only method by which you may come to terms with your knowledge is by erasing it from your mind. If you ever cure yourself of this severance, you take a penalty on Intelligence checks and skill checks equal to half your character level. Atonement: To regain this forbidden knowledge, you must rediscover what nightmarish secrets you have forgotten, which involves at least 3 days worth of research or exploration into the source which once fueled your forbidden abilities. After this time, you regain the severance associated with this oath. As a great curse, Zarametia is bound to her lamp, carrying it along as it's weight baloons in her hands, consuming a carry weight no less than her light load+1 lb.
Oath: You must perform a specific physical or magical ritual every day to maintain your abilities. This ritual takes one hour to perform and can be performed anywhere, but requires that you either spend 5 gp per character level or reduce your maximum hit points by an amount equal to your character level for 24 hours every time you perform the ritual.
Defiance Penalty: Any day which you do not perform the ritual, all of your ability scores are treated as being 2 lower for all purposes. Atonement: To atone, you must perform the ritual once again every day for at least 3 days, making an additional sacrifice worth 100 gp x your character level squared on one of those days. |
Oath Boons | Bonus Talents: -3op
Gain bonus Blended Talents, one each at levels 2, 6, 10, 14, and 18.
Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.
+0 str, +0 dex, +0 con, +2 int, +0 wis, +0 cha Resistance bonus to saves: +1/3HD; max +5
Enhancement bonus to natural armor: +1/3(HD-2 max +5 |
Racial Traits | Ability Scores
+2 to Str, Dex, & Con; +4 to Int; -2 to Wis
4/6 Striker Art
60' Darkvision
Low-Light Vision The Returned gains a +2 dodge bonus to AC and a +2 racial bonus on combat maneuver checks made to grapple against creatures of the Humanoid (Orc) type.
The Returned gains a +2 racial bonus to all saving throws. This blessing manifests as subtle, almost imperceptible whispers that seem to guide them away from harm.
Replaces: Eternal Hope & Lucky Gain SR 11+HD
Gain Proficiency with the Orc Hornbow and the Kopesh
|
Gen Trad | Life Span
Elven aging and lifespan, these are two drawbacks and two boons and do not differ from a typical Elven Returned Aasimar.
Due to her transformation into her genie form taking place at a young age, she did not gain the benefits of normal socialization in her upbringing, with most of her interactions with others becoming limited to being called forth from her lamp to grant some selfish wish.
Instead of passing to the afterlife upon death, she reincarnates into a new body elsewhere, losing all be the vaguest of sense for the events of her past lives from her memory. This reincarnation is not instant, and does not prevent resurrections that occur within 22 years of her death.
|
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Kopesh | +6 | 19-20x2 | S | - | - | 1d8 |
Orc Hornbow | +7 | x3 | P | 80' | - | 2d6 |
Battered Pistol | +7 | x4 | B&P | 20' | 1 cap | 1d8 |
Revolver | +7 | x4 | B&P | 20' | 6 cap | 1d8 |
Wanynbrinr Slam | +14 | x2 | B | - | - | 1d4+11 |
Wanynbrinr Kopesh | +14 | 19-20/x2 | S | - | - | 1d8+9 |
Wanynbrinr Revolver | +16 | x4 | B&P | 20' | 6 cap | 1d8+2 |
Wanynbrinr Longbow | +16 | x3 | P | 110' | - | 1d8+9 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Armored Companion | +5 | Armor | - | - | - | Conduit Visage |
Medium Load | +0 | Encumbrance | -3 | - | - | 20' speed, Max Dex +3 |
Otherworldly Shield | +11 | Class Feature | - | - | - | Void's Comfort |
Encumbrance |
| ||||||||||||
Coin Purse |
| ||||||||||||
Weapons | Battered Pistol
Source: Firearm Proficiency Martial Tradition
Value: 4d10gp; Weight: 4lbs; Hardness: 5; HP: 5 Category: One-Handed; Proficiency: Exotic, Yes; Weapon Groups: Firearms Misfire: 1 (5' Capacity: 1; Firearm Category: Early Value: 20gp; Weight: 8lbs; Hardness: 10; HP: 5
Category: One-Handed; Proficiency: Exotic, Yes; Weapon Groups: Heavy Blades Special: Trip Value: 130gp; Weight: 7lbs; Hardness: 5; HP: 5
Category: Ranged; Proficiency: Exotic, Yes; Weapon Groups: Bows Mighty: +0 Value: 4000 (400)gp; Weight: 4lbs; Hardness: 5; HP: 5
Category: One-Handed; Proficiency: Exotic, Yes; Weapon Groups: Firearms Misfire: 1; Capacity: 6; Firearm Category: Advanced | ||||||||||||
Ammo | Black Powder
Value: 1000 (100)gp; Weight: 5lbs; Unit Count: 100 doses
Value: 100 (10)gp; Unit Count: 100 bullets
Value: 780 (78)gp; Unit Count: 52 rounds
| ||||||||||||
Clothing | Outfits: Cold-Weather
Combines both the Cold Weather Outfit and additional Furs
Value: 20gp; Weight: 12lbs Provides a +5 Circumstance bonus and a +2 untyped bonus to Fotitude saves to resist cold weather. The untyped bonus does not stack with the bonus provided by the survival skill. Value: 10gp; Weight: 2lbs
This one-piece suit of clothing reduces one’s drag in the water, making swimming easier. It provides a +1 circumstance bonus on Swim checks. This clothing item does not provide its benefits in conjuction with wearing armor or other clothing items over top of it, and damage from slashing or piercing attacks over multiple rounds can render the suit useless until repaired. Value: 8gp; Weight: 4lbs
+2 bonus on Fortitude saves to resist warm or hot weather. This bonus does not stack with the bonus gained from the survival skill. Value: 180gp; Weight: 10lbs
Includes 100 gold worth of jewelry and a signet ring of the Wanynbrinr family. Head: Snow Goggles Value: 12gp
You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance). In addition, they provide immunity to polar mirages. Value: 2000gp; Weight: 1lbs; Slot: none
These large hoop earings act as a +1 conjuration implement Value: 5gp
Any Land-dweller wearing goggles can use visual perception like an aquatic native (do not take -4 penalty and risk of harm to eyes). | ||||||||||||
Tools | Masterwork Backpack
Value: 50gp; Weight: 5lbs
Increase strength score for purposes of carry capacity by +1. Value: 115gp; Weight: 65lbs
Holds 10 Medium creatures comfortably, additionally has space to include a small fire inside the tent. This tent takes 90 minutes to set up. | ||||||||||||
Misc | Bound Genie Lamp (Integral Oath of Burdens)
Weight: enough to bring her into the minimum for Medium Load on its own (Currently 39 lbs)
The Lamp with which she was transformed into a djin and bound to the service of her former masters for 300 years. The Lamp still binds her and is bound to her, though it can be difficult to notice the trickling mist that links them. It is as much a part of her as her hips from which it hangs. Storing 88 of 130 lbs. (see Warp spells):
|
Champion Sphere Summoner Unchained (Void Conduit) | Avatar - Wanynbrinr
Gain a Conjuration Companion as a bonus talent, granting the gained companion the Avatar Achetype. Sphere Summoners are considered High-Casters specifically with regards to their Avatar's strength. The Avatar counts as the Summoner's Eidolon.
As a Swift Action, grant the Avatar a single Move, Standard, or Swift action immediately. This ability has a 1d4 round cooldown.
+1/4HD bonus to AC & CMD
Whenever the void conduit would take hit point damage, the void conduit may transfer an amount of damage equal to their casting ability modifier to their avatar (if summoned). Damage transferred by this talent cannot be prevented, resisted, or otherwise redirected further.
At 5th level, once per day as a standard action, the void conduit may choose a single (form) talent, gaining that (form) talent for a number of minutes equal to the void conduit’s class level (as though applying the (form) talent to themselves with the conduit’s visage ability). If the void conduit chooses a (form) talent that requires a spell point, the void conduit must spend that spell point when choosing it this way.
The void conduit may use this an additional time at 9th level, and every 4 levels thereafter. Multiple uses of this ability do not stack; if the void conduit uses this ability while already having a (form) talent this way, the previous (form) talent is immediately lost. |
---|---|
Striker (Voidrusher) | Reaper's Tools
gain a bonus Equipment Sphere talent and treat all melee weapons she is proficient in as unarmed strikes for purposes of striker class features.
She can gain a maximum amount of tension equal to her Constitution modifier+1. If she remains out of combat for a minute or longer, she loses all her tension. She can gain Tension, once per round each, in the following ways:
Tension can be spent as a free action in the following ways:
When she spends a point of tension, she builds up a pool of expent tension at a one to one value. At the start of her turn, she gains an amount of Umbral Tension equal to half this expent tension, and returns her amount of expent tension to 0. She may only possess a maximum amount of Umbral Tension equal to half her maximum amount of Tension. Umbral Tension can be used as a free action in the following ways:
|
Incanter | Sphere Specialization (Conjuration)
+1 Caster Level to Conjuration Sphere.
|
Legendary Wizard (Familiar Wizard) | Arcane School (Conjuration)
+1 Caster Level to the Conjuration School.
Gain a familiar, because haha funny meme, me want her have more pets. This is entirely gratuitous at this point.
|
Mythic Spheremaster | Mythic Casting
+1 to Conjuration and Warp spheres, as if an implement bonus and stacking with implements. Bonus increases by +1 at every odd mythic tier beyond 1st.
You gain a daily pool of bonus tension points equal to your tier. You may spend these points to activate your tension techniques, even if you do not otherwise have tension. Once per day, as a free action you may take during your turn, you may expend one mythic power to refill this bonus tension pool.
|
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must succeed at a DC 15 Fortitude save or be stunned for 1 round. If the robot succeeds at the save, it is staggered for 1 round. The robot remains immune to all other sources of the stunned condition.
Mehcanoid Upgrades (9 max) | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Statblocks for companions, followers and other allies.
The avatar is affected by any non-instantaneous effects which affect its caster, both beneficial and detrimental. An effect applied to the avatar this way ignores all immunities the avatar possesses, and if the effect ends for the caster, it ends for the avatar. Whenever the avatar’s caster would benefit from an effect that restores hit points or removes a condition or effect (such as ability damage, negative levels, etc.), the avatar also benefits from that effect. The avatar shares the effects of any magic items the caster benefits from (with the exception of magic weapons, armor, shields, or which otherwise need to be wielded to function). The avatar does not need to possess the appropriate appendages to benefit from a magic item this way.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.