Published using Google Docs
Gerald Antairus
Updated automatically every 5 minutes

Gerald Antairus, Human Male

Unchained Rogue(Treasure Seeker) 1 http://spheresofpower.wikidot.com/

Height: 5ft Weight: 95lbs Age: 16

Hair: Brown Eyes: Brown Skin: Pale

Hit Dice: 1d8+2

Hit Points: 10

Fortitude: +2 =0(U Rogue)+2(Con)

Reflex: +5 =2(U Rogue)+3(Dex)

Will: +0 =0(U Rogue)+0(Wis)

Magic Skill Bonus: +1

Magic Skill Defense: 12

Concentration Check: 1d20+ (MSB +1, Int +)

Base Attack Bonus: +0

Combat Maneuver Bonus: +0

Combat Maneuver Defense: 13

Armor Class: ? =10(Base)+3(Dex)+(Armor)

Touch: 13    Flat-Footed: ?

Speed: 30ft

Strength 10

Dexterity 16(14+2)

Constitution 15

Intelligence 14

Wisdom 10

Charisma 13

3 Daggers +3 (1d4, 19-20/x2, 10ft, 1lb each, P or S)

Light Crossbow +3 (1d8, 19-20/x2, 80ft, lbs, P)

Destructive Blast +3 (1d6, 19-20x2, 25ft or melee touch, B)

Skills

Acrobatics

Appraise: +6 =2(Int)+1(Rank)+3(Class)

Bluff

Climb

Craft(Calligraphy): +6 =2(Int)+1(Rank)+3(Class)

Disable Device

Escaped Artist

Perception

Sleight of Hand

Stealth

Survival

Feats

Lv1: Extra Magic Talent(Electric Blast)

Lv1 Human: Deadly Targeting(Destructive blasts now have 19-20/x2 base crit range)

Race Features

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.  Gerald has +2 Dexterity.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level. Gerald has picked Extra Magical Talent as his bonus feat.

Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Favored Class Bonus(Rogue): +1 Skill Point

Class Features

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Casting: At 1st level, the treasure seeker may combine spheres and talents to create magical effects. A treasure seeker is considered a Low-Caster, and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the trapfinding and danger sense class features.

Spell Pool: A treasure seeker gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Caster Level: 1

Spell Points: 4

Spheres and Talents

Gerald has the Destruction and Life Spheres, and one talent from his feat, Extra Magic Talent.

Destruction

Destructive Blast: As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.

Table: Destructive Blast Damage

Level        Damage

1st        1d6

3rd        2d6

5th        3d6

7th        4d6

9th        5d6

11th        6d6

13th        7d6

15th        8d6

17th        9d6

19th        10d6

When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.

You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).

Electric Blast (blast type): You may change the damage type of your destructive blast to electricity. Targets wearing metal armor or primarily comprised of metal suffer a -3 penalty to AC and to saving throws against an electric blast. An electric blast can ignite combustibles, and melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.

Life

Invigorate

As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

Cure

As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

Restore

As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.

This accomplishes all of the following:

Heals 1d4 points of ability damage to one ability score of your choice.

Removes the fatigued condition or lessens exhaustion to fatigued.

Removes the sickened condition or lessens nauseated to sickened.

Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.

Removes the staggered condition.

Removes the dazzled condition.

If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

Casting Tradition: Tiring Art

Drawbacks: Draining Casting, Extended Casting, Skilled Casting (Craft [Calligraphy]), Somatic Casting (1)

Boons: None

Extra Spell Points: 1 per level

Draining Casting: Using magic saps your lifeforce. Using any sphere ability deals you 1 point of nonlethal damage which cannot be healed through any means except rest. This increases to 2 points at 5th caster level, 3 points at 10th caster level, 4 points at 15th caster level, and 5 points at 20th caster level. Creatures immune to nonlethal damage cannot gain this drawback.

Extended Casting: Your magic takes longer to use than normal. When using an ability gained from a sphere or talent, increase the casting time by one step: swift actions become move actions, move actions become standard actions, standard actions become full-round actions, full-round actions take 1 full round to complete, and 1-round actions take 1 minute to compete. This drawback counts as 2 drawbacks when determining the number of spell points gained.

Skilled Casting: You must create your magic through singing, drawing, or some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.

A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks. For example, a caster who must draw to create magic must have at least one hand free, although unless he also possesses Somatic Casting he may do so while wearing heavy armor without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, but unless he also possesses Verbal Casting he can do so quietly and not break stealth.

Somatic Casting: You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.

NOTE: Besides Skilled and Somatic Casting, Gerald has no components for his casting unless otherwise noted in that talent. Worse case scenario, he uses his quill/writing utensil to use Craft(calligraphy) on his skin(if allowed by the current GM, since it’s just something I came up with.)