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Killian Evanero, Prince of the Fallen Leaves


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Killian, Prince of the Fallen Leaves
Gloomkin Half-Orc 𓇬 Paladin of Findeladlara 𓇬 Psychic
Paragon of Elvenkind, Guardian of Art, and Destroyer of Vandals and Other Evils Most Foul
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"A mirror may reflect the beauty of one's face,
but a work of art reflects the beauty of one's soul."

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Born from hate and violence but raised with love and compassion, Killian is a knight-errant tasked with traveling the world in search of the lost art of his people. Through both his words and his deeds he embodies the elven way of life and strives to live up to the edicts of his beloved goddess.

Most recently the Lady Most Inspiring has lead her champion to the mysterious village of Canismini along with the ragtag band of misfits that he's come to call family. The inviting aroma of roasted meats, baked bread, and—oh my, is that pipeweed?—fills the air, promising some small reprieve from this creepy forest that they've been exploring. With no signs of civilization for miles around, maybe he can convince his motley crew into taking advantage of what the gods have placed before them, even if only for the briefest of moments. Just imagine drying your bones in front of a warm hearth with a glass of sparkling elverquist in hand... sheer Elysium!

DescriptionRace: Half-Orc, Gloomkin
Type: Humanoid (Elf, Orc)
Size: Medium
Age: Adult
Height: 6'8"
Weight: 225 lbs.
Hair: Ash Black
Eyes: Green, Gold-Flecked
Skin: Olive Green
Physical Description

Towering at over six-and-a-half feet in height and weighing in at more than sixteen stone, it wouldn't be outrageous to assume that Killian was an intimidating specimen of a man. This is doubly true when you account for his telltale olive-green complexion, the vicious scar extending across his face, or how his golden eyes feel like they're piercing into the depths of your soul whenever he meets your gaze.

Yet for some reason that's difficult to quantify, he's anything but intimidating. Indeed, he has a very approachable demeanor about him, and he is incredibly handsome by anyone's standards. It's also clear that both women and especially children find him irresistible, with the latter (and sometimes even the former) crowding around and giggling when he first walks into town, much to the gloomkin's delight. It certainly helps that he carries himself with a regal bearing, and the fine clothing and sun-touched jewelry that he wears doesn't hurt either. Hells, even the air around him smells absolutely enchanting courtesy of that brindlewood and vanilla fragrance of his. The truth, however, is that it's more than just his physicality. It's the very essence of his being that seems to be the culprit; he radiates a palpable aura of serenity and has a certain joie de vivre that can be damn near infectuous to those around him.

That said, individuals with even a modicum of combat training recognize that the renounced prince is an experienced swordsman despite his somewhat foppish appearance. Their eyes are quick to notice the hint of mithral-enriched chain just under his shirt, the hardened sunsilver bracers on his wrists, and that beautiful golden rapier of his—which to the untrained eye looks more decorative than functional—that rests far too comfortably on his left hip. Even his seemingly leisurely gait, hypnotic as it can be, all but screams of his skill with a blade.

Distinguishing Mark - Facial Scar: When asked about the deep scar that he bears on his face, Killian revealed that it was a lesson his surrogate father taught him about the consequences of losing control of his darker half; a lesson he's refused to have mended and, indeed, proudly bears as an eternal reminder to himself.
  𓇬  PersonalityThe Law of Hospitality When you invite a friend, an enemy, or a stranger into your home, you are expected to be gracious and accommodating to them until such time as they prove, by their words or actions, undeserving of such hospitality. In Killian's case, his personal code goes even further, requiring an outright act of hostility before he can do anything untoward.
      It should be noted that this law works both ways, with guests being expected to show the same courtesy.
Personality

Killian has a kind and whimsically aloof soul despite his fearsome physique. He is always quick to smile, and he's more than willing to reciprocate the biting banter good friends throw at one another out of affection. Despite the "awfully good" reputation of most paladins, it's also clear that he is acquiescent to a degree of moral ambiguity as long as the ends justify the means. For example, he doesn't seem to mind a certain degree of larceny, as he'd otherwise be quite the hypocrite given his personal quest.

One of his more interesting quirks is that he occasionally breaks into a playful dance while humming, whistling, or even outright singing a tune none of you have heard before, especially when on the road. When asked about it, he revealed that he sometimes hears these wondrously peculiar songs in his head, and while he doesn't understand half of the lyrics himself, he claims the melodies can be impossible to resist. Whether he's mildly insane, some kind of musical prodigy, or—most likely given his psychic gifts—subconsciously tapping into the Akashic Records of another world is anyone's guess. Frag, it could be all three!

However, there have been times when darker aspects of his personality has bubbled to the surface despite his efforts to keep them at bay. Once in the heat of passion, he lost control of his senses and proceeded to utterly annihilate a gnoll after the fell creature had the audacity to vandalize a statue in front of him. He didn't stop until its corpse was was little more than chunky salsa spread across the battlefield. Another time, he suffered from some sort of delirium where it seemed as if his orcish instincts were struggling to exert dominance over his mind. While it didn't cause him to revert to a barbaric state or anything, his cognitive levels notably dropped and he became easily frustrated as he struggled to fight it off; a struggle that lasted more than a week before he succeeded. Both incidences were incredibly embarrassing, and he was quick to apologize for his behavior. To this day it still weighs heavily on him, though he hides it well.

Despite that, Killian has proven time and time again that he's a genuinely good person and a solid friend. And while he loves all of the little luxuries in life—especially in the way of food, wine, and women—he knows when to push all of that to the side if and when the need arises.

Breaking THE Law: With that said, one lesson you all learned early on was that Killian does not tolerate anyone who violates the law of hospitality. He will draw his sword and stand against anyone—even you despite having proven his loyalty time and time again—at even so much as a hint of insulting a genial host, a guest at your campsite, or other similar situations. Other than the gnoll incident, those are the only times you've seen so much as a glimmer of anger in his eyes.
  𓇬  BackstoryBackstory

Despite the horror of his creation, Killian's story is fairly simplistic and surprisingly innocent. Some forty years ago, his mother—the queen of the elves of the Valley of the Apple Trees, or Emhain Albach as it is known in the elven tongue—was kidnapped by the sinister drow Deszmyr and his orog minions. While the exact details are known only to her, she was eventually rescued by a lone hero, but not before Killian was conceived through the most abhorrent acts that Dezsmyr's toadies could visit upon her during her captivity.

Knowing that his conception was no fault of his own, the wise Queen Alumarain chose to give birth to what would become her one and only son. She made sure that he was raised with all the love and compassion her people were able to lay upon him, all in stark defiance to what Deszmyr had secretly hoped for when he devised his evil schemes. Naming him after her own father, she would not allow the vile acts of the drow sorcerer to despoil the life that had been created within her womb. And to their credit, the good people of Emhain Albach treated young Prince Killian as one of their own, never once openly questioning his legitimacy despite the obviousness of his tainted blood. So much so that to this day Killian identifies as an elf himself regardless of the reactions and cutting words he encounters in his travels.

Courtesy of his family's obscene wealth, Killian's childhood was as blessed as one could possibly imagine. He lived a pampered life, received the finest education that gold could buy, and was want for nothing. During his free time he could as he pleased, but only as long as he remained within the confines of the valley. For, you see, as the queen's only male heir, he was technically the next in line for the petal throne, and as such leaving the protection of the valley's mystical wards was prohibited. This never really bothered him, however, as Emhain Albach was a beautiful and expansive city full of every delight one could imagine, and he loved little more than to explore its every secret. It was during these explorations that he discovered what would eventually become an eternal love of the fine arts, and painting in particular.

Still, regardless of how well he was received by the citizens of Emhain Albach, deep down Killian always knew he would never be allowed to ascend to the throne. He was after all still a half-breed, and a half-orc to boot. Even if allowed to do so, he would refuse as he couldn't in good conscious taint the royal bloodline any more than he already had. Yet, he still wanted to do something—anything—to reciprocate the kindness his people had showed him. In the end he eventually decided that he would join the church where he could continue to serve his people, with the added bonus of allowing his sister to be the one to eventually become queen; a mantle she richly deserved and one he knew she was more than worthy of carrying in his place.

Given his love of painting, it didn't take long for him to decide which church he would join—that of Findeladlara, the ancient goddess of art and architecture. For the first few years after making his decision, he visited her monastery—which was honestly more of an art commune than an actual church—on the furthest outskirts of the city so that he could enjoy the company of her adherents and learn more about their tenets. When he finally felt that he had made th right choice and that they would accept him as one of their own, Killian returned to the palace and informed his mother of his decision. Understanding as always, she accepted his life choice and the very next day, standing before a gathering of the entire Summer Court, the Prince of the Fallen Leaves renounced his claim to the throne and shared his decision to join the Exquisite Sisterhood of the Easel and Drafting Table (which this writer assures you sounds much more poetic in their native tongue).

However, this news did not sit well with Father Zalis, the leading authority of Findeladlara's faith in the valley. A wretched weasel of a man who gained his position out of greed and self-interest rather than through true belief in the Guiding Hand, he viewed Killian as a stain upon "his" church. Unable to outright refuse the former prince's wishes to join the order, however, the priest instead hatched a plan that would allow him to be rid of the abomination once and for all. Several months after the half-orc had taken his vows, Zalis approached him and told him that he had received a vision from their goddess. He revealed that she had come to him in a dream, telling him that she had chosen Killian to be her champion. His quest? He was to travel abroad in order to track down and reclaim the many elven works of art that were lost in the Great Collapse of their civilization and return them to their people.

Killian took to these lies with excitement and aplomb, never once questioning why The Lady Most Inspiring hadn't spoken to him directly but instead chose his pontiff as a messenger. And, since he had renounced his claim to the throne, he was not only free to leave the city, but now had an excuse to go out and explore all of the wonders he had only ever read about before. Better still, he discovered that he was now filled with something that he had always longed for but never quite knew he was missing in his life: a purpose.

By the time of the new moon, he was on the road and he has been traveling the world ever since, never once looking back as he seeks out the lost relics of his forebearers and doing all that he can to be a worthy ambassador and paragon of his people.
 
Known Associates

Bv5KTw9.jpg Mother - Alumarain of House Evanero, Lady of the Westerly Winds and Queen of the Summer Court (Elf ♀, Eliciter|Arcanist): Queen Alumarain is Killian's biological mother and the ruler of the elven nation of Emhain Ablach, or the Valley of the Apple Trees as its known in the common tongue. She is a charming and beloved ruler, though she was an absentee mother to both Killian and his half-sister Niamh. Whether this was because she prioritized her people more than her children, couldn't bare the memories of Killian's conception, or a mix of both is unknown. She did, however, make sure they both had access to the finest tutors and nursemaids, and while they missed out on their mother's love, they nevertheless had a happy childhood and hold no ill will towards her.
        More than fifty years ago, a band orogs lead by a drow from the Darklands broke through into Emhain Ablach and kidnapped the queen. It was during this time that she was brutalized by her captors, directly leading to Killian's conception. Fortunately, a lone adventurer known as Ren of the Cloak happened upon them and was able to rescue her. To this day, she never speaks of the incident, and considers Ren as her closest confidant for all he did for her.

Father - Unknown (Orog ♂): Killian has no idea who his father is, other than that he was part of warband of Darklands orcs lead by the drow sorcerer Deszmyr.

IHmActT.jpg Mentor - Ren'thalen Lhaethos, fmr. Ren of the Cloak (Half-Elf ♂, Conscript|Rogue): Ren'thalen is a commoner and former adventurer who was elevated in status after rescuing Queen Alumarain from her kidnappers some forty years prior. In his youth he trained as a bladesinger, but gave up that path when he was unable to master the intricate magical arts due to his 'tainted' blood. Leaving his master's side out of embarrassment in the dark of night, he took to the open road as a rakish adventurer but continued to live up to the ideals of his youth; he is and always has been an ardent believer of The Way of the Song and Sword.
        As a favor to his queen, Ren served as Killian's private weaponmaster, training him in the Dance of the Thrashing Dragon. As the years rolled by, their relationship grew until Ren became something of a surrogate father to the impressionable half-orc. To this day they possess a mutual respect and admiration for each other, along with an unspoken bond that transcend blood and family.
        While he only has a handful of years left in him, Ren remains active as Queen Alumarain's captain of the guard. He is a good and honorable man despite his questionable past, and rumors abound that he has had a long-standing affair with the queen behind closed doors. While Killian is aware of the truth of these rumors, he has and continues to remain mum on the topic, respecting both their privacy and their love.

7x2vV0V.jpg Half-Sister - Niamh of House Evanero, Princess of the Fragrant Blossoms (Elf ♀, Eliciter|Sorcerer): Niamh is Killian's half-sister and while she is more than fifty years his senior, the discrepancy in his rate of maturity versus hers has effectively made him her big brother for all intents and purposes. Far more than anyone else in the palace, Niamh is the one person he most considers family, and he'd do damn near anything for her if she were but to ask.
        There was some romantic confusion between the two when they were both closer to the same age, but those awkward and unsettling feelings have long since been worked out. Even after having left to join the church, the two were thick as thieves, often meeting up to discuss their day and just generally appreciating each other's company.
        Unfortunately it's been a several years since he last saw his sister. He does write to her often, though finding a messenger service has become harder and harder the further he travels from Emhain Ablach. Nevermind the prospect of actually getting a reply since he's constantly moving from one place to another. One day he'll return home, though, and oh the stories they'll be able to share with each other!

YELF3RK.jpg Religious Leader - High Priest Zalis Cherrybrook (Elf ⚥, Cleric|Bard): Father Zalis is the pontiff of Emhain Ablach's church of Findeladlara. He is a selfish and vain man who, despite his goddess' clear acceptance of Killian, found the half-orc to be an unclean abomination and disruption to the beauty of "his" temple. When he learned that the prince had renounced his claim to the throne, he took advantage of Killian's newfound freedom and convinced him that Findeladlara had come to him in a dreamvision. He said that the their deity had chosen him as her champion, tasking him with leaving their enchanted valley to go out into the greater world to rescue the plundered relics of their people that were stolen back during The Collapse of elven culture more than a millennia ago. Naïve as he was to the priest's scheming, Killian dropped to his knee and swore to do so.
        As far as Zelis was concerned, this plan was a win-win situation for him. He would finally be rid of the disgusting monster, while still forcing him to serve the church. It is unknown how Findeladlara reacted to her priest's duplicity since Killian's departure from the valley.
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Edited by Boogie Woogie Wookiee (see edit history)
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Pathfinder · Gestalt · Spheres
Killian of House Evanero, Prince of the Fallen Leaves   Boogie Woogie Wookiee   Milestone   Milestone
Character Name Player Name Experience Points Next Level
5th   Valiant Champion PaladinBase Class: Paladin.
Archetypes: Valiant Champion.

Blended Training: Killian gains a combat or magic talent at every level.

Aura of Courage: Killian is immune to fear effects of all types, and allies within 10 feet gain a +4 morale bonus to saves vs. fear effects.
Channel Positive Energy: By using two of his lay on hand uses, Killian can channel positive energy as a cleric.
Detect Enemy: Killian can take a moment to reach out psychically and detect whether someone considers him an enemy or not.
Divine Grace: Killian adds his Charisma modifier to all of his saving throws.
Divine Health: Killian is immune to all diseases, including supernatural ones.
Lay on Hands: Once per day for every two class levels, Killian can lay his hands on someone to heal them of 1d6 damage for every two levels. This is a standard action when used on someone else, or a swift action when used on himself (but see Focusing Grasp below). This can also be used to harm undead, dealing an equal amount of damage to them after a successful melee touch attack.
Smite Evil: Twice per day, Killian can add his Charisma modifier to his attack rolls and his class level to his damage rolls. If the target of his wrath is a dragon, outsider, or undead, the bonus damage is doubled. These attacks bypass all damage resistance. In addition, he gains a deflection bonus to AC equal to his Charisma. All of these benefits last until the target is dead or until he rests for 8 hours.

Divine Bond: Killian has formed a divine bond with his implement, his holy symbol, which allows him to either improve its enhancement bonus by +1, or grant one of the following properties: aiming, attendant, capacitance, erudite, exacting, extra sphere, or magic talent.
Focusing Grasp: When using lay on hands on himself as a move action, Killian regains his martial focus. This bypasses his normal uses per day. See Insightful Strike for a synergistic use of this ability.
Insightful Strike: Killian can expend his martial focus as a free action to deal damage as per Smite Evil, which can be done even when its not his turn such as during attacks of opportunity.
5
  Crossblooded Sphere SorcererBase Class: Sorcerer.
Archetypes: Crossblooded (Arcane and Psychic), Sphere Sorcerer.

Sphere Casting: High-Caster.
Sorcerous Blood: Killian gains a bonus spell point every level on top of his normal progression.
Mystic Heritage: Killian may spend a spell point and medicate for a full-round action to regain one use of his Bonded Object.

Bonus Feat: Iron Will.
Cantrips: This was replaced with the Cantrips feat.
Arcane Arcana: This was swapped for Focus Sphere: Enhancement, which grants the Enhancement sphere and a +1 to his caster level.
Psychic Arcana: This was swapped for Focus Sphere: Telekinesis, which grants the Telekinesis sphere and a +1 to his caster level.
Arcane Bloodline Power: Bonded Object. Once per day, Killian can use it to gain access to a sphere or talent he does not possess.
1 / Ascendant Mind PsychicBase Class: Psychic.
Archetypes: Ascendant Mind.

Casting: High-Caster.
Mental Powers: At each even level, Killian gains a bonus talent from the Divination, Mind, or Telekinesis spheres.

Knacks: This was replaced with the Improved Cantrips feat.
Phrenic Pool: Killian possesses a pool to power his phrenic techniques that equal to ½ his class level + his Charisma modifier. It is replenished after 8 hours of rest.
Phrenic Techniques: Killian gains a number of minor powers that can be used by spending a point from his phrenic pool. See the archetype description or the more detailed special abilities section of his sheet for more information.

Psychic Discipline: Rapport. Tribal by nature, orogs are able to form psychic warbands through the use of this discipline; a trait Killian inherited from his father.
Discipline Power - Emotional Bond (Su): Killian can use this power to bind with up to (Charisma) willing targets, allowing him to monitor their emotional states and general condition regardless of distance.
4
  Code of HonorFindeladlara's Code of Honor
Convert a powerful enemy into a close friend or ally
Produce an innovative work of art (roll of 30 or higher on an Artistry check)
Reacquire and/or preserve a lost work of elven art
Protect an elven artist in need
Protect an artist of any other race in need
Defeat a known art vandal
Offer aid and hospitality to an elf in need who would otherwise be your enemy
Offer aid and hospitality to an elf in need and they accept
Become the inspiration for and/or subject of someone else's work of art
Defend a hospitable household from those who would do it harm
Uphold the elven way of life in some notable fashion
Attempt to disguise or show shame towards your elven heritage even in times of peril
Excessively brag of your accomplishments or works of art
Fail to protect or aid a friendly elf in need
Fail to protect or aid a friendly artist in need
Allow a close associate of yours to break the law of hospitality
Unwillingly destroy or vandalize an elven work of art (such as when charmed)
Break the law of hospitality
Willfully and knowingly destroy or vandalize an elven work of art
+50
+25
+15
+10
+7
+5
+3
+2
+2
+1
+1
-1
-1
-2
-3
-5
-5
-10
-15
This code of honor is based on the teachings of the church of Findeladlara, the elven goddess of art. Her edicts include the creation and preservation of art and architecture, the sanctity of households, and the artistic inspiration of others.

Note also that the entries that refer to art and artists also refer to architecture and architects as appropriate.

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It should also be noted that paladins of Findeladlara are more morally ambiguous than others. While cold-blooded murder and other crimes of that ilk are as abhorant to them as anyone, her champions are willing to bend the rules if the cause is just. For example, stealing for a noble goal is perfectly acceptable to them, and even aiding known villains and criminals in the pursuit of the greater good or to convert them to the light is not only fine by them, but something that they eagerly pursue to mirror their goddess's conversion of the succubus Nocticula. Not surprisingly, her followers share a close bond with those of the Redeemer Queen.
15
  Findeladlara
Level Gestalt Side α Gestalt Side β Alignment Deity
Half-OrcThe bastard offspring of an Orog warrior and an Aiudeen queen, but raised in the latter's culture. Orogs are a type of orc from the Darklands with a proclivity towards psionics, and while every bit as savage as their cousins, they lack their drive to conquer and enslave others unless driven to do so by others. Half-orcs bred from orogs are also known as gloomkin.

Baseline: Size—Medium; Type—Humanoid (Elf, Orc); Speed—30 feet; Limbs—Standard; Languages—Common, Elven, plus Int modifier (Draconic and Sylvan); Cosmetic Effects—Green skin, lithe body, pointed ears, sparkle in eyes.
Favored Classes: Paladin—+1 skill point. Psychic—+1 skill point. These are further reflections of his scholastic upbringing.

Potent Talents
Aptitude: Dabbling Expertise [Utility], Skill Familiarity (Diplomacy and Sense Motive) [Auxiliary], Specialized Training [Potent]. Raised as an elven nobleman, Killian was tutored in combat and a wide array of skills and is a particularly gifted diplomat.
Essence: Ephemeral Sustenance (Reverie) [Utility], Light-Acclimated [Auxiliary]. Killian's elven blood has made him significantly less vulnerable to the light of day, but also allows him to gain sustenance during his reveries.
Form: Darkvision 3 [Auxiliary], Dramatic Recovery [Utility], Keen Senses [Utility], Quick Rest [Utility], Scent 2 [Auxiliary]. Orogs are known for their incredible senses, having adapted to the Darklands and the many enemies within. The Aiudeen rarely sleep and instead enter a state of meditative reverie in order to replenish themselves, an ability Killian has inherited as well and as reflected in his Quick Rest and Dramatic Recovery talents.

Phenomenal Talents
Essence: Spell Resistance. Like many Darklands races, orogs are naturally resistant to magic, and this was passed on to him.

Variations
Form: Dayblind 2. Like his orog father, he was born with an abhorrence to the sun, but that has been dealt with over the decades of living amongst the elves.

Special Note: I've opted to use the half-elf aging progression instead of the half-orc one, if that's acceptable.
  Medium   Humanoid (Elf, Orc)      Male (He/Him)   Adult   6'8''   225 lbs.   Ash Black   Gold-Green   Olive Green
Race Size Type Gender Age Height Weight Hair Eyes Skin

Core Statistics
STR
14
+2
DEX
14
+2
CON
14
+2
INT
14
+2
WIS
14
+2
CHACharisma: Killian's natural Charisma is 20. He also receives a +2 enhancement bonus from his Enhanced Abilities boon.
22
+6
Health & Combat
60Hit Dice: Killian's current HD are 5d10+10.
   
+5
   
+4
HP     BAB     INIT
Armor Class
22Armor Class: Armor +4 (+2), Shield +1, Dexterity +2, Natural +1, Deflection +2, Size +0, Miscellaneous +0.

Special Notes: If he uses an Enhancement sphere effect to apply an enhancement bonus to both his armor and shield, this would increase his current AC bonuses from armor by +2, shield by +4, and deflection by +2 for a total AC of 30. The effect can last upwards of 8 hours, but he rarely uses it unless he's knowingly entering a dangerous situation such as delving into a dungeon or anticipating a major battle.
    20     14
AC     FLAT     TOUCH
Saving Throws
+12Fortitude Saving Throws: Base +4, Constitution +2, Divine Grace +5, Resistance +1.

Special Note: Killian's Divine Grace bonus is capped by his character level. It otherwise applies his Charisma modifier to the total.
   
+10Reflex Saving Throws: Base +2, Dexterity +2, Divine Grace +5, Resistance +1.

Special Note: Killian's Divine Grace bonus is capped by his character level. It otherwise applies his Charisma modifier to the total.
   
+17Will Saving Throws: Base +7, Wisdom +2, Divine Grace +5, Resistance +1, Iron Will +2.

Special Note: Killian's Divine Grace bonus is capped by his character level. It otherwise applies his Charisma modifier to the total.
FORT     REF     WILL
Combat Maneuvers
+10Combat Maneuver Bonus (CMB): BAB +5 + Strength 2 + Dexterity 2 + Size 0 + Bred for War Trait 1 + Miscellaneous 0. This is Killian's mundane CMB. (+23Combat Maneuver Bonus (CMB): Caster Level 8 + Charisma 6 + Bred for War Trait 1 + Huge Size 2 + Forceful Telekinesis 2 + Enhancement 4. This is Killian's telekinetically-enhanced CMB, which is the value that will be used in most situations.

Special Note: When using an Enhancement effect to bolster his implement, his CMB increases by 2 with Telekinesis.
)
   
21Combat Maneuver Bonus (CMD): 10 + BAB 5 + Strength 2 + Dexterity 2 + Size 0 + Deflection 2. This value is Killian's mundane CMD, which he rarely uses due to his Mind Against Body feat. Use the value in parenthesis unless he's trapped in an antimagic zone or otherwise incapable of using magic.

Special Note: When he's produced his Enhancement sphere effect to boost his armor's enhancement bonus, this also increases his deflection bonus by an equal amount. In this case, that would also increase his CMD by 2 for the duration.
(30Combat Maneuver Defense (CMD): 10 + Caster Level 8 + Charisma 6 + Huge Size 2 + Forceful Telekinesis 2 + Deflection 2 + Miscellaneous 0. This is Killian's telekinetically-enhanced CMD.

Grappling: When defending against a grapple, Killiain receives an additional +10 bonus to his CMD due to his Telekinetic Maneuver talent.

Special Note: When he's produced his Enhancement sphere effect to boost his armor's enhancement bonus, this also increases his deflection bonus by an equal amount. In this case, that would also increase his CMD by 2 for the duration. If used to bolster his implement, it increases by another +2.

Special Note: Killian's Mind Against Body allows him to instinctively use his telekinetic powers to defend himself against combat maneuvers, thus he uses the augmented value even in mundane situations. His mundane CMD is only listed in case he's in an antimagic zone or some other similar situation, though technically the feat makes no mention of this. Common sense trumps mechanics.
)
CMB     CMD
Magical Skills
+5 (+8Magic Skill Bonus (MSB): The second number is his MSB regarding Enhancement and Telekinesis effects.

Special Note: Killian can produce an Enhancement sphere effect that bolsters the enhancement bonus of his implement to +4, which lasts over 8 hours. When he does this, his MSB with Enhancement and Telekinesis bump up by two for the duration.
)
    16 (19Magic Skill Defense (MSD): The second number is his MSD regarding Enhancement and Telekinesis effects.)
MSB     MSD
Sphere Modifiers
Charisma     Charisma
PAM     CAM
Movement Speeds
30
   
   
50Killian doesn't have an actual Fly speed.

However, he can lift himself with Telekinesis, which gives him a temporary Fly speed of 50' with the equivalence of Perfect maneuverability, but only as long as he concentrates on the effect. On the plus side he can also lift multiple other individuals (up to nine total at caster level 8), with Divided Mind even allowing him to move them in different directions as long as they all remain within Medium range.
   
LAND    CLIMB    FLY    SWIM
Miscellaneous
 
Honor Score: 15
 
Pools: Combat Stamina 5, Hero 3,
Phrenic 8, Spell 29
 
Resistances: Spell Resistance 22
 
Senses: Keen ×2, Scent, Low-Light,
Darkvision 150', Perception +20

Weapons & Armor
Weapon   Attack   Damage   Type   Critical   Size   Range   Notes
Mind Bullet   +11   2d8   [Energy]   ×2     Medium   Improved Cantrips, Ranged Touch
Psionic Blast   +11   5d8   Nonlethal   ×2     30'   Ranged Touch Attack, Uses Phrenic Pool
Rapier   +8   1d6+2   Piercing   18-20/×2   Medium   Melee   Masterwork, Sunsilver
Telekinesis (Bludgeon)   +15   2d6+10   Bludgeoning   ×2   Huge   Medium   Enhancement +4, Weapon ShapesCourtesy of his magic talents, Killian can forge weapons out of pure telekinetic force. While capable of creating anything he's skilled with, his most favored follow.

Butchering Axe: Medium—3d6 slashing, ×3 crit; Large—4d6 slashing, ×3 crit; Huge—6d6 slashing, ×3 crit.
Longspear: Medium—1d8 piercing, ×3 crit; Large—2d6 piercing, ×3 crit; Huge—3d6 piercing, ×3 crit. Brace and Reach properties.
Rapier: Medium—1d8 piercing, 18-20/×2 crit; Large—2d6 piercing, 18-20/×2 crit; Huge—3d6 piercing, 18-20/×2 crit.

Size, Space, and Reach: Medium—Space 5ft, Reach 5 ft; LargeHuge—Space 10 ft, Reach 15 ft. Reach stacks with the reach property where applicable, doubling the natural reach for the given size.
Armor   AC   Dex   ACP   ASF   Notes
Chain Shirt +2   +6   +4     15%   Light, Masterwork, Singing Steel
Shield   AC   Dex   ACP   ASF   Notes
Buckler   +1       5%   Sunsilver

SKILLS
Skill   Total   CS   Rank   Abil   Misc   ACP
Acrobatics   +11   🗹   2   DEX   +4   🗹
AppraiseBG   +8   🗹   1   INT   +2  
ArtistryBG   +10   🗹     CHA   +4  
Artistry (Painting)BG   +18   🗹   BG5BG   CHA   +4  
Bluff   +18   🗹   5   CHA   +4  
Climb   +6   🗹     STR   +4   🗹
CraftBG   +6   🗹     INT   +4  
Diplomacy   +20   🗹   5   CHA   +6  
Disable Device   +6   🗹   1   DEX   +2   🗹
Disguise   +12   🗹     CHA   +6  
Escape Artist   +6   🗹     DEX   +4   🗹
Fly   +6   🗹     DEX   +4   🗹
Handle AnimalBG   +12   🗹   1   CHA   +2  
Heal   +6   🗹     WIS   +4  
Intimidate   +13   🗹     CHA   +7  
Knowledge (Arcana)   +8   🗹   1   INT   +2  
Knowledge (Dungeoneering)   +8   🗹   1   INT   +2  
Knowledge (Engineering)BG   +12   🗹   5   INT   +2  
Knowledge (Geography)BG   +8   🗹   1   INT   +2  
Knowledge (History)BG   +8   🗹   1   INT   +2  
Knowledge (Local)   +12   🗹   5   INT   +2  
Knowledge (Nature)   +8   🗹   1   INT   +2  
Knowledge (Nobility)BG   +12   🗹   BG5BG   INT   +2  
Knowledge (Planes)   +8   🗹   1   INT   +2  
Knowledge (Religion)   +14   🗹   5   INT   +4  
LinguisticsBG   +8   🗹   1   INT   +2  
LoreBG   +6   🗹     INT   +4  
PerceptionU   +20   🗹   5   WIS   +9  
PerformBG   +10   🗹     CHA   +4  
Perform (Sing)BG   +18   🗹   5   CHA   +4  
Perform (String Instrument)BG   +18   🗹   5   CHA   +4  
ProfessionBG   +6   🗹     WIS   +4  
Ride   +6   🗹     DEX   +4   🗹
Sense Motive   +14   🗹   5   WIS   +4  
Sleight of HandBG   +8   🗹   1   DEX   +2   🗹
Spellcraft   +8   🗹   1   INT   +2  
Stealth   +17   🗹   5   DEX   +7   🗹
Survival   +6   🗹     WIS   +4  
Swim   +6   🗹     STR   +4   🗹
Use Magic Device   +12   🗹   1   CHA   +2  
Skill Points Per Level: 15+2BG · BG: Background Skill · U: Unlocked · CS: Class Skills · TO: Trained-Only
Note: Fated Birth (Hermit) allows aid another on self as a swift action for a +4 untyped bonus
Note: When using TK to perform skills, treat as if you had MW tool and use Cha in place of normal stat
Languages: Common, Draconic, Elven, Orc, Sylvan
Proficiencies: Killian is proficient with all simple weapons
as well as the butchering axe, longsword, rapier, and scimitar.
He is also proficient with light armor and with bucklers.

Special Abilities
Feats
Alertness     Improved Cantrips
Cantrips   Iron Will
Combat Stamina   Mind Against Body
Endurance   Oath Boons [×2]
Enhancing Telekinesis   Skillful Force
Familiar Bond    
  PerianwyrimcMtmH.jpg Perianwyr
CG Diminutive Dragon and Magical Beast (Familiar)

Peri is a fragment of Killian's ego made manifest; a sort of Jiminy Cricket to his Pinnochio. The wyrmling, the form in which his imagination took shape, possesses a large amount of his master's childhood innocence and curiosity. He's more apt to hide in the face of danger than to throw fists, preferring to disappear and—if he can get away with it—taking Killian with him.

While no one else can understand him due to the nature of his being, it doesn't take long for Killian's associates to discover that Perianwyr has a love for sweets, and a particular hunger for berries—strawberries most specifically. Offer him one and he'll do just about anything you ask him to short of bringing harm to his beloved Killian and anyone he calls friend.

Peri spends most of his time either perched on Killian's shoulder or curled away in one of his master's vest pockets taking a nap on his miniature hoard (a whopping 5gp in silver and copper, and whatever pretty things he finds).

Init +4, Senses Scent, Perception +9

AC 20 (Touch 20, Flat-Footed 14) (Dex +6, Size +4)
HP 20
Fort +3, Ref +8, Will +9
Immune None; Bonuses +4 vs. Fear (Aura of Courage), +2 vs. Paralysis, Petrification, Polymorph; SR

Speed 10ft, fly 60 ft. (perfect), swim 50 ft.
Melee None
Space 1 ft.; Reach 0 ft.
Special Attacks None
Special Abilities Alertness, Empathic Link, Familiar Bonus (Stealth), Improved Evasion, Speak With Master; Convenient Appendage (Mouth), Estivation, Freeze
Spherecasting CAM Wis, CL 5th, Spell Pool 6, Somatic Casting I
Magic Spheres Illusion (Illusory Odor, Illusory Sound, Suppression; Disappearance, Obscura Mage)

Str 3, Dex 22, Con 8, Int 8, Wis 14, Cha 10
Attack Bonus +7 (+5 BAB, +4 size, -2 Str), CMB -1, CMD 8 (4 flat-footed)
Feats Cantrips
Skills Acrobatics +11, Appraise +4, Artistry (Painting) +5, Bluff +5, Diplomacy +5, Fly +26, Handle Animal +1, Knowledge +0, Knowledge (Engineering) +4, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Nobility) +4, Knowledge (Religion) +4, Linguistics +0, Perception +9, Perform (Dance) +5, Perform (Sing) +5, Sense Motive +9, Sleight of Hand +7, Spellcraft +0, Stealth +25, Swim +10, Use Magic Device +6
Languages Common, Draconic, Elven, Orc, Sylvan; Cannot Speak

Origins - Form (7 Auxiliary, 2 Utility) Aquatic I, Convenient Appendage (Mouth), Developed Tolerance (Paralysis, Petrification, Polymorph), Developed Wings III, Estivation, Freeze, Glider, Scent II
Form Variations Arm-Wings, Defensive Familiarity (Stealth), Vestige of the Other (Dragon), Waterhome II
(Faerie Wyrmling)
   
Traits
Bred for War [Race]     Sharp Reflexes [Combat]
Fate's Favored [Faith]    
Oaths & Boons
Enhanced AbilitiesBoon: Enhanced Abilities.

4th Level: +2 enhancement to Charisma.
    Inhuman Resilience
Fated BirthFated Birth (Ex) (1 point): Some circumstance of your birth held special significance and has influenced your life in subtle ways ever since. Choose one basic (non-advanced) motif from the Fate magical sphere. You are under the effects of that motif permanently as a Supernatural effect, using your character level as your caster level. You cannot discharge this effect. If the chosen motif has an effect that changes or replenishes when cast, consider it to be cast again whenever you rest to regain spell points.

This Boon may be taken up to three times, representing either astrological, spiritual, or aetherial significance.
(The Hermit)
  Keen SensesKeen Senses (1 Point): You gain Darkvision 60' (or add +30' to existing Darkvision).

You quadruple the distance you are able to see in fog, mist, smoke, etc. (usually from 5 ft. to 20 ft.).

You gain Perception as a class skill, and if you have 5 or more ranks in it, you gain its skill unlock.

If you have at least 10 ranks in Perception, you reduce all range based penalties to Perception by half. This applies to Range Increment penalties as well.
Forbidden Knowledge (Delirium)   Oath of Honor (FindeladlaraYou can find the details of his code of honor in the Alignment section at the top of this sheet.)
Forbidden Knowledge (Overkill)   Skillful [×5]
Incredible MetabolismIncredible Metabolism (1 point): You gain the Endurance feat as a bonus feat. You may add your Endurance bonus to saving throws against poison and disease. You require only half as much food or water as normal for your size, and can be fully rested with only 4 hours of sleep. This counts as 8 hours of sleep for all purposes requiring daily rest.

If you also have the Quick Rest origin talent, you no longer need to sleep. However, you must meditate in a quiet, restful environment for 1 hour to regain spell points. However, you are fully aware during this rest period and suffer no Perception penalties.

Having both of these abilities also allows you to rest to regain SP/other daily effects TWICE in a rolling 24 hour period, rather than once.
  Spell Resistance
Origins
Dabbling Expertise     Quick Rest
Darkvision III [Dayblind]   Scent II
Dramatic Recovery (Poison)   Skill Familiarity
Ephemeral Sustenance (ReverieReverie: Instead of sleeping, elves have the ability to enter a meditative state. While Killian found this difficult when he was young, he has since become something of a master of it. See the Ephemeral Sustenance, Improved Metabolism, and Quick Rest abilities for related information.)     Diplomacy and Stealth
Keen Senses   Specialized Training (Skillful Force)
Light-Acclimated   Spell Resistance
Paladin · Valiant Champion
Aura of CourageAura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.     Divine HealthDivine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Blended Training   Focusing GraspFocusing Grasp: At 3rd level, the valiant champion can use her lay on hands ability on herself as a move action to regain her martial focus, in addition to healing normally.

This replaces the mercy gained at 3rd level.
Channel Positive EnergyChannel Positive Energy (Sp): A paladin can release a wave of energy by channeling the power of her faith through her holy symbol. This energy can be used to cause or heal damage, depending on the type of creatures targeted.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the paladin. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two class levels beyond 1st. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + ½ the paladin's level + the paladin's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost.

A paladin may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A paladin can choose whether or not to include herself in this effect. A paladin must be able to present her holy symbol to use this ability.
  Insightful StrikeInsightful Strike (Su): At 1st level, whenever the valiant champion would successfully damage a creature, she may expend her martial focus to immediately smite the creature as a free action that can be taken even when it is not her turn, applying the benefits of her smite evil ability to the creature as normal for the attack. This replaces detect evil.
Code of ConductThis has been replaced by a Code of Honor and the accompanying Oath. You can find the details of his code in the Alignment section at the top of this sheet.   Lay on HandsLay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to ½ her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Detect EnemyDetect Enemy: At will, Killian can spend a move action to detect enemy which works similarly to the detect evil spell except that it only reveals the presence of individuals who consider him (or his allies or people he may be protecting) an enemy. Mindless opponents such as most constructs and lesser undead do not register with this ability.

Like a typical paladin's detect evil ability, Killian gains the full brunt of three rounds of study with the single move action.

This ability replaces Aura of Good and is a house rule.
  Smite EnemySmite Evil (Su): A paladin can call out to the powers of their god to aid her in her struggles. As a swift action, the paladin chooses one target who considers him an enemy (see the Detect Enemy class feature) within sight to smite. The paladin then adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of the smite is an outsider, a dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite attacks automatically bypass any DR the creature might possess.

In addition, while smite is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite.
Divine BondDivine Bond (Sp): At 5th level, instead of forming a divine bond with her weapon or mount, a valiant champion may form a bond with her implement. As a standard action, a valiant champion may enhance an object by calling upon the aid of a celestial spirit. This bond lasts for 1 minute per paladin level.

When called, the spirit causes the object to become an implement, shedding light like a torch. At 5th level, the spirit grants the implement a +1 enhancement bonus. For every three levels beyond 5th, the implement gains an additional +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the implement, stacking with existing implement bonuses to a maximum of +5, or they can be used to add any of the following implement special abilities: aiming, attendant, capacitance, erudite, exacting, magic talent, extra sphere.

Adding these special abilities consumes an amount of bonus equal to the special abilities’ cost. These bonuses are added to any special abilities the implement already has, but duplicate abilities do not stack. The bonus and special abilities granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the implement is wielded by anyone other than the valiant champion, but resumes giving bonuses if she wields the implement again. A valiant champion can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If an implement with a celestial spirit is destroyed, the valiant champion loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the valiant champion takes a –1 penalty to her caster level.

This alters divine bond.
[Implements]
   
Divine GraceDivine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.    
Sorcerer · Crossblooded Sphere Sorcerer
Arcane Bloodline     Mystic HeritageMystic Heritage (Ex): If a bloodline ability has a limited number of uses or rounds of use per day, the sphere sorcerer may spend a spell point and meditate as a full-round action to regain one use of that ability.

This replaces the Eschew Materials bonus feat.
  Bonded ObjectBonded Object (Ex): The sorcerer can use their bonded object to access magical knowledge he does not normally possess. As a standard action, he may grant himself the benefit of any one magic talent he does not possess. This effect lasts for 1 minute.

If gaining a magic talent other than a base sphere, he must possess that talent’s base sphere and fulfill its prerequisites. He may do this once per day at 1st level, plus an additional once per day for every 4 class levels he possesses, up to a total of 6 times per day at 20th level. Multiple uses of this ability do not stack. If he uses this ability again before the previous duration has expired, it replaces the previous use.

If the sphere wizard’s casting tradition includes the focus casting drawback, the bond can also be their focus, but does not have to be.

Killian's bonded object is his Signet Ring, which bears the royal sigil of his house, the House of Evanero.
(Ring)
  Psychic Bloodline
  Focus Sphere:Focus Sphere: Many bloodline arcanas do not function correctly when using the Spheres of Power system. As such, a sphere sorcerer may always choose to replace her bloodline arcana with a focus sphere. The sphere sorcerer gains one sphere of her choice as a bonus magic talent and treats her caster level as being one higher when using that sphere. This does not stack with an incanter’s sphere specialization. Enhance     Focus Sphere: Telekinesis
Cantrips    
Psychic · Ascendant Mind
Improved Cantrips     Phrenic TechniquesPhrenic Techniques (Su): The ascendant mind learns a large number of small, useful powers powered by her phrenic pool. Using any phrenic technique requires spending one point from her phrenic pool, and any saving throw against a phrenic technique is a Will save with a DC equal to 10 + ½ her ascendant mind level + her casting ability modifier. All phrenic techniques are mind-affecting abilities, but have the ability to affect creatures normally immune to mind-affecting abilities. Those creatures gain a +4 to their saving throws against phrenic techniques instead. Mindless creatures are always immune to phrenic techniques.

Killian currently has access to the following techniques:

Autohypnosis: As an immediate action, the ascendant mind may use a limited form of mind control on herself. She may reroll a concentration check she just made. She must keep the second result, even if it is lower than the first.
Ego Whip: As a standard action, the ascendant mind may lash out with a tendril of ectoplasmic matter at an enemy. She makes a ranged touch attack against a creature within 30 feet. If successful, the creature receives a -2 penalty to its Will saving throws for 1 minute. This penalty does not stack with itself.
Hypercognition: The ascendant mind can connect to higher sources of knowledge. When she rolls a Knowledge check, she may use this ability as a free action to reroll a check, with an insight bonus equal to her phrenic ability modifier. She must accept the second result, even if it is lower than the first.
Mind Trick: As a swift action, the ascendant mind may touch the mind of a creature within 30 feet. The target must succeed at a save or be fascinated for 1 minute by whatever she chooses. This can be a person, object, or anything with a physical presence the target can see. The distraction of a nearby combat or other dangers prevents the ability from working. This is an enchantment (compulsion) ability.
Psionic Blast: The ascendant mind may use a standard action to fire a blast of psychic energy. She may make a ranged touch attack against an enemy within 30 feet. If successful, the target takes 1d8 nonlethal damage per class level.
Thought Shield: The ascendant mind may use an immediate action to create a small telekinetic shield that blocks a single attack. She receives a +2 shield bonus against that attack. The decision to use this power is made after a successful attack roll is made, but before damage dice or saving throws are rolled. The shield bonus lasts until the beginning of her next turn.

This replaces phrenic amplifications.
Mental PowersMental Powers: At each even numbered class level, the ascendant mind gains an additional magic talent of her choice from the Divination, Mind, or Telekinesis sphere.

This replaces detect thoughts and discipline spells.
  Rapport Discipline
Phrenic PoolPhrenic Pool (Su): A psychic has a pool of supernatural mental energy that she can draw upon to access their phrenic techniques. The maximum number of points in a psychic’s phrenic pool is equal to ½ her psychic level + her Charisma modifier. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.     Emotional BondEmotional Bond (Su): You can create an empathic link between yourself and your allies, allowing you to monitor their emotional states. Setting up the link requires 10 minutes of uninterrupted concentration from you and all subjects, Who must remain within 10 feet of you. You can link with a number of allies equal to your Charisma modifier. This bond lasts until the next time you regain your spells, or until you go unconscious or voluntarily end the bond as a free action.

If the bond ends, you can establish a new bond at will with another 10 minutes of mutual concentration. This link allows you to monitor emotions, detecting when allies become angry, surprised, confused, fearful, or the like, but doesn’t allow them to communicate specific details. You can also easily tell whether a subject is unconscious. If a subject dies or moves to a different plane than you, your bond with that creature is severed. The distance between you and the subjects doesn’t affect the bond as long as you’re on the same plane of existence.

At 4th level, the bond also gives you the benefits of the status spell with all subjects of the emotional bond.

Spheres & Talents
Martial Tradition: Dance of the Thrashing Dragon Equipment: Custom Training (Longsword, Rapier, Scimitar), Magic Armor, Weaponmaster
Variable: You gain the Duelist or Lancer sphere, plus one exotic weapon proficiency of choice. The chosen weapon must be a bladed melee weapon.

XYHLGFo.pngDescription: Killian is a student of the legendary swordmaster Ren of the Cloak, a fellow half-elf so named because of the eponymous apparel he wore in his heyday that was made of an alloy of mithral chain and shadowstuff. While Ren—who had ever taken on one other apprentice in the past—only agreed to take on a second as a personal favor to Queen Alumarain, he eventually formed a strong bond with the gloomkin as the years rolled by, seeing much of himself in the boy. So it was little surprise when the venerable old man decided to teach Killian the Valista'Sinthe, or the Dance of the Thrashing Dragon. The dance is an ancient art that focuses on finding the harmony between one's body and mind, something Ren felt his pupil would benefit from due to his tendency towards losing his temper courtesy of his father's tainted blood.

Not to be confused with the fabled bladesong, the dance does share some similarities. While bladesingers impose their song upon their opponent, practitioners of the dance follow the rhythm of battle, as if dancing to music that only they can hear. Further, the Valista'Sinthe focuses as much on defense as it does offense in a purely martial way, further deviating from their more offensively-aligned blade-magic of its famous counterpart. That said, watching a practitioner of both arts fighting side by side is truly a sight to behold!

Practitioners of the dance share their cousin's predilection for blades, which they use in their whirling dance to keep themselves in constant motion so as to find an opening to inflict bleeding injuries that wear their opponent's down rather than going straight for the kill, almost as if they were a cat playing with their prey. As a result, opponents find it difficult to draw a line of attack of their own, and even when they do they quickly discover that the dancer's seemingly innocuous gyrations have positioned themselves so that their armor deflects the brunt of the blow, much like a dragon's scales.

That said, each practitioner of the Dance of the Thrashing Dragon also chooses a single exotic bladed weapon associated with their people with which to train, such as the curve blade or branched spear. In Killian's unique case, both he and Ren chose the so-called butchering axe favored by the orcs, not only for the aforementioned reason, but also to indulge the young gloomkin's desire to learn more about the other half of his heritage. Ren settled upon it when, while it was clear the boy was far too weak to wield the weapon—which he was instinctively drawn towards despite it being mounted on the wall as a trophy rather than on his master's weapons rack—he was nevertheless able to heft it up and spin it around as if it were a hatchet. Ren took that as a sign that the gods intended for him to learn the intricacies of its use, not realizing at the time that it was simply the first real manifestation of Killian's telekinetic powers.
           Caster Tradition: Walkers of the Way 85luDk5.pngType: Psionic.
Casting Ability Modifier: Charisma (force of will).
Boons: +1 spell point per odd level.
Drawbacks: Consciousness Linked, Mental Focus, Oathbound Casting (Oath of Honor).

Description: Walkers of the Way is the loose translation of the archaic elven term Kaliesh'erai, or the "pilgrims of the most resplendent path of a thousand voices" to be even more precise. While few elves have ever manifested psychic powers, those who have tended to view them as less of a science and more of a religious calling, mistakenly believing their initial manifestations of telepathy as the voices of the gods themselves.

Walkers of the Way spend a great deal of time in serene meditation and quiet contemplation of their powers. And even as their understanding of their abilities grow as they come to realize the truth of their powers, they nevertheless continue to believe that they were blessed by their gods, often going so far as to take an oath to use their powers to serve them loyaly. Killian is no exception, though he has chosen to leave the sanctity of his temple to go out into the world after interpreting a number of omens (and choice words by the wicked high priest of his church who simply wanted to dispose of his relative ugliness, as he considered it a distraction from the many works of art at the temple) that lead him to believe it was his purpose in the pursuit of Findeladlara's grand design for the world.

While not an actual drawback, Killian does have a natural proclivity towards using flamboyant hand gestures when using his telekinetic powers, often leading others into thinking they're a necessary part of his art. In truth, he just likes the showmanship of it, and it appeases a primal urge deep within him (as his father's people actually do have it as a drawback) to the point where the angrier he becomes, the more outrageous the gestures.
Equipment (BAB +5)            Telekinesis (CL 8th)            Mind (CL 5th)
Custom TrainingTalent: Custom Training (Butchering Axe, Longsword, Rapier, Scimitar).   Dancing Weapon   Amnesia
Magic Armor   Divided Mind   Polygot
Weaponmaster   Finesse   Project Thoughts
    Forceful Telekinesis (Huge)   Drawback: Lost in Translation
Lancer (BAB +5)   Greater Speed (50')   Drawback: Tactile Charm
Bloody Rip   Increased Range I    
    Kinetic Field II   WARP (CL 5th)
ENHANCEMENT (CL 8th)   Powerful Telekinesis (Large)   Emergency Teleport
Deep Enhancement   Steal   Extradimensional Capacity I
Greater Enhance Equipment   Telekinetic Maneuver   Extradimensional Storage I
Drawback: Personal MagicsDrawback: Personal Magics

Note that the Dancing Weapon talent treats any bludgeons as if you were wielding them even when used at range, thus meeting the requirements for this drawback.
  Telekinetic Tools   Drawback: Short Teleport

Equipment
Coins: 2pp, 18gp, 9sp, 10cp  ·  Gems: 0gp  ·  Jewelry: 50gp  ·  Objets d'Art: 0gp  ·  Trade Goods: 0gp
Magic Items   Location   Weight   Value (EA.)       Mundane Items   Location   Weight   Value (EA.)
Bauble of the Focused MindBauble of the Focused Mind: This bauble made of pure sunsilver, typically worn as an earring, is clearly of ancient elven make and bears the symbolism of the goddess Findeladlara. It has also been enchanted to function as a +2 telekinesis implement, improving Killian's effective caster level with the Telekinesis sphere. It takes up a ring slot despite being in his ear rather than on a finger.

Divine Bond: Killian typically uses his divine bond class feature from the Valiant Champion archetype to improve this implement with the +1-equivalent property Extra Sphere (Enhancement). This grants the implement's enhancement bonus to the Enhancement sphere as well as the Telekinesis sphere. Rarely does he choose any other option, thus his character sheet assumes its usage.
+2
  Ring     8,025gp   Backpack   [Warp]    
Chain Shirt +2, Singing Silver   Armor   25 lbs.   4,850gp      Camping SuppliesCamping Supplies: This is a catch-all category for basic. inexpensive camping gear. We're talking things like bedrolls and blankets, a mess kit, flint and tinder, and things of that nature., Assorted   (Pack)   (10 lbs.)   15gp
Eyes of the Eagle (Perception)   Eyes     2,550gp      Outfit, Cold Weather (Furs)   (Pack)   (7 lbs.)   8gp
Traveller's VestTraveller's Vest: This is just a refluffed set of sleeves of many garments that many high elves take with them when they leave their enchanted cities. The only difference is that it takes up the Chest slot rather than the Wrist slot.

In addition, the vest acts as a masterwork tool for the Bluff and Disguise skills, as it allows its wearer to change costumes on a whim, including adding various distracting bobs and ends that can be used to distract and entice.
(Bluff, Disguise)
  Chest   1 lb.   300gp      Outfit, Explorer's   (Pack)   (8 lbs.)   10gp
Wizard's Gaming CubeLesser Wizard's Gaming Cube: Since he's had this for several years, I'm assuming that he's had more than enough time to essentially Take 20 in order to get the full effect of this item. Something he would have been prone to play at while resting for the night to alleviate the boredom. GM permission required., Lesser     1 lb.   500gp      Scroll Case ×3   (Pack)   (½ lb.)   1gp
                   Tent, Medium   (Pack)   (30 lbs.)   15gp
                Cologne, Rare ×12   [Warp]     10gp
                Pouch, Belt ×2   Belt   ½ lb.   1gp
                Stationery      
                   Chalk, Assorted Colors ×12   (Pouch)     1cp
Masterwork/Special Items   Location   Weight   Value (EA.)      Glowing Ink, Vial ×10   [Warp]     5gp
Elven BracersElven Bracers: These are a refuffled buckler that takes the form of a set of bracers rather than a small shield.  They are mechanically identical otherwise., Sunsilver   Wrists   5 lbs.   130gp      Inkpen ×3   [Warp]     1sp
Rapier, Sunsilver  [Picture]   Main Hand   2 lbs.   390gp      Journal   [Warp]   (1 lb.)   10gp
Lyre, Elven (Perform)   [Warp]   (3 lbs.)   100gp      Sealing Wax, Block ×2   [Warp]   (1 lb.)   1gp
Art Supplies (Painting)   [Warp]   (1 lb.)   50gp      Sketchbook, Art ×5   [Warp]   (3 lbs.)   10gp
Elven Boots (Acrobatics, Stealth)   Feet   1 lb.   100gp      Stationery Paper, House ×30   [Warp]     1gp
Holy Symbol, Sunsilver [Bonded Object]   Neck   1 lb.   30gp   Religious Items      
Outfit, Noble's (Diplomacy)   Body   10 lbs.   125gp      Holy Text of Findeladlara   [Warp]   (2 lbs.)   15gp
Signet Ring, Sunsilver (Intimidate)   Finger     75gp      Sanctified Ring, Gold   Finger     15gp
Carried Weight: 47 lbs.; Pocket 93½ lbs.  ·  Load Limits: Light 0-58 lbs, Medium 59-116 lbs, Heavy 117-175 lbs.; Pocket 300 lbs. 
This is a prototype character sheet created by Boogie Woogie Wookiee. Please do not copy or otherwise use it without permission as it may be prone to breaking things if you're not careful.
Edited by Boogie Woogie Wookiee
Adjusted coinage. (see edit history)
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Welcome, BWW! 😀

 

Nope, I definitely won't hold being new to Spheres against ya. We all have to start somewhere. And IMO, the more Spheres players, the more potential games there are out there for the rest of us to play.😁

 

I like the Gnomish Rogue vibe you've got going on. I'll take a closer look when I have more than ten free minutes, but I like what I'm seeing so far.

Edited by Arklytte (see edit history)
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Kewl beans. Anything I can do to help, dont hesitate to ask.

 

Also, if you're having issues with Spheres, most of the other applicants are familiar with it...some are experts. It's a popular 3PP product, and those of us into it tend to learn it well. :D

 

Feel free to ask for help if you need it. If enough folks need a hand, I'm not averse to making a 'Help your neighbor' type thread.

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I do believe I've settled on my martial and casting traditions, both of which need to be OKed. I also think I mostly have his Origins and Oaths down pat as I try to approximate his true fey-ness. Do they look all right?

I was originally going to go with Tiny as well, using the Sizeshifter trait so he could appear more "normal" sized for others, but I realized you had to burn the full talents to do that rather than the auxilary/utility ones. Though I'm not 100% sure if that's correct, as you also stress that we could go Diminutive as well, but it would cost more talents than we have available. So, lol, I guess I'm looking for clarification on that, too!

I went back through and marked the stuff that needs your attention most with a bright red "Requires GM Attention" marker.

Edited by Boogie Woogie Wookiee (see edit history)
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Traditions are both good, approved. I like the explanations you included, but dont forget to add a little fluffy blurb about how/why they affect him as they do, and/or how they came about.

I'll try to make time to look at the rest, but if I'm being completely candid, I probably wont get much chance to get in depth with anyone's characters until we get much closer to the deadline, simply because there's a lot of questions that need answering from everyone.

That said, if there's an issue that's stopping your progress in creating the character, definitely bring it up, though, as a favor to your poor DM's sanity, I'd ask that you copy/paste the relevant info into a new post here, as well as linking to any pertinent mechanics. That sort of thing really saves me a lot of time, and enables me to get to more questions in a timely manner. :)

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There's only two things that really need your attention in that case.

1.) Is my choice for a race all right, as I had originally missed that you only wanted "base" races? I've opted to go with a boggan, which are essentially the fey forebearers of both gnomes and goblins from the First World. They're known for their inborn urge to help those in need, their work ethic, a love of crafting, and an obsession with gossip. I'm basing them off the fey of the same name from Changeling: the Dreaming.

I'm intending to reflect his fey nature most prominatently through his oaths/boons (especially the integral oaths of code of ethics [faerie law]), magical tradition (the whole "nose magic" idea), magic talents (instinctive invisibility and blinking/floating around), and to a lesser degree, his origin talents. He's basically an outcast from the First World (due to being accused of breaking faerie law which, of course, is absurd [it isn't, he totally did it]), and he's since spent the last century or so struggling to figure out these dang-blasted mortals and how to fit in with them.

Most people just assume he's a gnome due to the strong resemblence, so it still fits in with the idea of being a base race. I was just unsure if that jibed with you.

2.) The Drawback I had in mind was Attached, which requires the GM to choose an item. While it goes against the spirit of that rule, I was hoping it could be his ring, which is the last relic he still has from the First World and he's, well, obsessed with it. He's also invested a lot of his magic into it (reflected in being his implements and his arcane bond), so if he were to lose it, he'd also lose his mind trying to get it back.

It also opens up a potentially fun plot hook for him. Say, someone takes advantage of his code of ethics (which will be based on faerie laws, which is an integral oath that he *has* to adhere to), tricking him into making a deal to give up his ring in exchange for something. Should he lose the deal/break his promise and have to give it up, it'd have a major effect on him as mentioned above. A great way for that to happen is by a promise of having his slate wiped clean and being allowed back to the First World, though should he find out they had no way of guaranteeing that, he'd be able to retrieve his ring with extreme prejudice courtesy of faerie law. (Why do I feel like Charlie from It's Always Sunny In Philadelphia when I mention faerie law?)

 

Please disregard, and sorry for having wasted your time thus far. It seems nearly half of the players are investing heavily in Warp and/or Sneak Attack builds, so I'm going to switch gears and try something else. I'm not sure what that is as of yet, but I'll hopefully have something up soon.

Edited by Boogie Woogie Wookiee (see edit history)
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1) It's never a waste of my time. It's literally my job as DM. So no worries. 😀

2) If you want to play a Warp specialist and/or a Sneak Attacker, play one. I literally dont care if I have multiple PC's with similar builds, because when I choose players for my games, all I really care about is the character themselves. Their backstory, personality, etc, and how well you breathe life into it. Mechanics only come into play (as part of the selection process, anyway) insofar as making sure your mechanics and story compliment one another.

Not only that, once I do choose the final four, there will be a period of time where we take a few days (or however long it takes) for folks to coordinate their characters with one another. I always take the group through a balancing process, to see where everyone's mechanics stack up against one another. I'm a big believer in inter-party balance. It doesn't matter to me how powerful the PC's are as a group, because, as the DM, it's my job to set appropriate level challenges against them, and I can easily tailor my baddies as needed. But it's important to have the PC's be relatively comparable in their actual mechanics, so that I can create appropriately challenging encounters that dont either get insta-obliterated, or insta-obliterate the party.

This gives folks a chance to make tweaks to their mechanics, if they feel that the group is too heavy tilted in one direction or another, or if they just want to leave things as is. But that's decided by the group, as a whole. AFAIC, I can adapt the game either way.

 

Anyway, hope that helps.

 

tl;dr: If you want to change things up, go for it. If not, then stick with your original vision. I'll judge your character on their own merits, not how they compare to anyone else's.😃

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All right, I think I have most of his sheet done. I've pepper his backstory through various things (such as his traditions, introduction post, and a few feats/special abilities), but I'll be spending the rest of the time working on his fluff proper in the first post.

In addition the questions in the previous post, I also need to go back and recalculate some of his stats in the Core Statistics section of his sheet, as well as add in some more OOC tags so I/we can keep track of where the numbers are coming from. But he's mostly done, certainly enough for judging when the time comes. And yes, I know you're more interested in the fluff, but I had to finish the crunch first as there were several ideas I had floating around that I just couldn't make work mechanically and thus need to adjust them. And it's certainly a lot easier to adjust the fluff than the mechanics. For me anyway. 😊

As an aside, have I added enough OCCs/links for your liking in his sheet? I don't know if it was too much or not enough, but I think it should do the trick especially once I finish the Core Statistics section.

Edited by Boogie Woogie Wookiee (see edit history)
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Heya BWW!

First off, I just want to say, I am totally stealing your app/inline sheet format! That looks AMAZEBALLS!!! Is it fully editable? Because it looks like it is. I'm DEFINITELY swiping the code for that!

Ok...now that I'm done gushing, first things first. Your traditions look very cool. Approved.

Also, I see several questions, but I'm not sure which of them still need answering. As a favor to me, could you copy/paste any questions that you still need answering into a new post, then I'll answer them all at once? Thanks in advance.

re: Links/OOC's in the sheet; LOVE IT! Anything that makes keeping track of/looking up info on items and abilities easier totally makes my day. My IC posts tend to be...involved, and one of the biggest time wasters is looking up mechanics, especially in combat. So the simpler folks can make it for me on the front end, the more appreciative I am.

Edited by Arklytte (see edit history)
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Also, there seems to be a formatting issue with your first post. Everything after "The seductive scent of roasted meats, baked bread, and—is that pipeweed?" seems to be bleeding into the block of text below it. I'm assuming it has something to do with how the site is formatting the text, as well as the background, and I'm not entirely sure how to fix it.

Then again, it could be a Me problem as well, and how my browser is seeing it. I'm using Firefox, which might be the issue, if you're not seeing it. Let me know, and if there's an issue we'll have to see if we can figure out a workaround.

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6 minutes ago, Arklytte said:

First off, I just want to say, I am totally stealing your app/inline sheet format! That looks AMAZEBALLS!!! Is it fully editable? Because it looks like it is. I'm DEFINITELY swiping the code for that!

I mean, technically it's editable, but I'm fairly certain it'll get wonky fast if you have to do any real changes to it.

 

6 minutes ago, Arklytte said:

Also, I see several questions, but I'm not sure which of them still need answering. As a favor to me, could you copy/paste any questions that you still need answering into a new post, then I'll answer them all at once? Thanks in advance.

As requested, these are the four things I still need addressed.

1.) I'm assuming Insightful Strike (formerly Smite Evil) can be used against any old opponent under your house rules? You know, as long as it doesn't violate his code, obviously. If so, does it continue to deal double damage to outsiders, dragons, and undead regardless of (a lack of) alignment?

2.) Does Focusing Grasp (same link as above) override the number of times he can use Insightful Strike per day, with the new limit being the number of Lay on Hands attempts he gets? The wording is a little confusing as it implies that Insightful Strike relies entirely on expending your martial focus now instead of having to rely on a resource counter.

3.) What should we do about his Aura of Good class feature? As far as I can tell it only comes into play when detecting alignments (which is null and void) for the most part, but there's a chance to stun "overwhelming evil" for 1 round when coming into contact with it, like with evil outsiders and junk, at least according to the Detect Evil spell. Vice versa applies as well, of course. Regardless, it's pretty damn niche anyway.

4.) Regarding's Killian's Code of Conduct as a paladin, I was planning on basing it on his deity rather than on the traditional paladin values, but still of a moral high ground (mostly). Examples of what I'm thinking include "stealing is acceptable as long as it is not for personal gain," "vandals of art or architecture shall not be abided," "protect art and artists at any cost," "defend the elven way of life," "inspire others," "protect the homes of those who cannot protect them themselves," and things along those lines. Given that she herself has befriended a succubus-turned-goddess, things like "working with evil shall not be tolerated" and whatnot doesn't seem important to her, so including something like "tolerate those who do evil, but only as long as they do not violate your code" or something like that would fit well (and make him much less "Awful Good" which can often by all but unplayable, especially given some of the other applications I've glanced at). Would that be an acceptable route to take, or would you prefer more traditional paladiny-ness in it?

 

6 minutes ago, Arklytte said:

re: Link in the sheet; LOVE IT! Anything that makes keeping track of/looking up info on items and abilities easier totally makes my day. My IC posts tend to be...involved, and one of the biggest time wasters is looking up mechanics, especially in combat. So the simpler folks can make it for me on the front end, the more appreciative I am.

Cool, glad I didn't go overboard with it, I was a bit concerned I had, lol.

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