The World of Tel-Avi
Sir Reginald Starbreaker
Class (level): Cavalier (Emissary/Order of the Seal) 1st / Wizard (Primalist/Thassilonian Specialist [greed]) 5th / Eldritch Knight 1st
Favored Class: Wizard
Alignment: Lawful Good
Next Level: 34000
Age: 38 years
- Born Noble
- Apprentice Sorcerer
Hit Points: (2d10+5d6+19) = 51
Str: 16 (includes +2 enhancement)
Cash: 0gp, 0sp
Languages: Gael, Përbashkët, Shadow Tongue, Maanosan, Parseltongue [Literate]
AC: 16 (1 Dex, 4 armor, 1 shield)
Attack: +7 melee, +5 ranged
- BAB: +4
- CMB: +7
- Bastard Sword: +10 melee
- Damage: 1d10+5 damage, 19-20/x2 Crit
- Bastard Sword: +10 melee
Saves: (includes Resistance)
- Fort: +7
- Reflex: +4
- Will: +5
- +2 vs. Mind-affecting effects
- +2 vs. Death effects
- Land Speed: 30-ft.
- Initiative: +5
Skill Points: 58
- All Simple Weapons
- All Martial Weapons
- Repeating Crossbow, Bastard Sword, Temple Sword
- Light Armor
- Medium Armor
Skills: (includes armor check penalties)
- Acrobatics (6 ranks): +9
- Appraise (3 ranks): +9
- Bluff (2 ranks): +7
- Craft [calligraphy] (2 ranks): +8
- Diplomacy (2 ranks): +7
- Disable Device (3 ranks): +8
- Handle Animal (3 ranks): +8
- Intimidate (2 ranks): +7
- Knowledge [arcana] (7 ranks): +13
- Knowledge [nobility] (2 ranks): +8
- Knowledge [the planes] (2 ranks): +8
- Linguistics (2 ranks): +8
- Profession [scribe] (2 ranks): +5
- Ride (7 ranks): +11
- Sense Motive (3 ranks): +6
- Spellcraft (7 ranks): +13
- Stealth (3 ranks): +6
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str).
Benefit: You get a +4 bonus on initiative checks.
Weapon Focus (Bastard Sword)
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Prerequisites: Animal companion or familiar class ability.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum bonus equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar, you may apply this feat to the replacement creature.
Arcane Armor Training
Prerequisites: Light Armor Proficiency, caster level 3rd.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.
Prerequisite: Ride 1 rank, Mounted Combat.
Benefit: You can have a mount move both before and after you cast a spell, and cast a spell while your mount takes a run action, without needing to make a concentration check. You gain a +2 bonus to any concentration check you are forced to make while mounted.
Mounted Combat [Bonus]
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.
Arcane Armor Mastery [Bonus]
Prerequisites: Arcane Armor Training, Medium Armor Proficiency, caster level 7th.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
Scribe Scroll [Bonus]
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
See magic item creation rules for more information.
Canter [Social Trait]
Benefit: Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.
Magical Knack [Magic Trait]
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
Deft Dodger [Combat Trait]
Benefit: You gain a +1 trait bonus on Reflex saves.
Chosen Child [Regional Trait]
Benefit: Your starting money increases by 900 solids.
Latent Psion [Race Trait]
Benefit: You gain a +2 trait bonus on saves against mind-affecting effects.
Finding Haleen [Campaign Trait]
Benefit: When you take a level in your favored class, you gain +1 hit point and +1 skill point, in addition to the normal benefits.
Magic is Life [Religion Trait]
Benefit: As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.
- +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Humans are Medium creatures and have 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.
- Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
- Wizard Spells: save DC 13 + spell level, Caster level 7th
- Arcane Spell Failure: 5%
- Specialty: Transmutation
- Prohibited Schoools: Enchantment, Illusion (cannot cast spells from these schools)
- 0th: 4/day + 1 T
- Prepared: Acid Splash, Detect Magic, Infuse Weapon, Message, Resistance
- Spellbook: Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand (T), Mending (T), Message (T), Open/Close (T), Arcane Mark, Prestidigitation, Jolt (T), Infuse Weapon (T)
- 1st level: 4/day + 2 T
- Prepared: Enlarge Person, Energy Missile, Grease, Protection from Evil, Awesome Strike x2
- Spellbook: Protection from Evil, Grease, Detect Undead, True Strike, Energy Missile, Ray of Enfeeblement, Enlarge Person (T), Expeditious Retreat (T), Magic Weapon (T), Awesome Strike (T), Borrow Skill (T)
- 2nd level: 3/day + 2 T
- Prepared: Chilling Mist, Defensive Shock, Alter Self, Kinetic Reverberation x2
- Spellbook: Resist Energy, Chilling Mist, Locate Object, Defensive Shock, Alter Self (T), Kinetic Reverberation (T), Rope Trick (T)
- 3rd level: 2/day + 2 T
- Prepared: Communal Protection from Arrows, Fireball, Haste x2
- Spellbook: Communal Protection from Arrows, Dispel Magic, Fireball, Gaseous Form (T), Haste (T)
Thassilonian Magic (Ex): A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.
Cantrips (Sp): Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Physical Enhancement (Su): You gain a +2 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). You can change this bonus to a new ability score when you prepare spells.
Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4+2 points of bludgeoning damage. You can use this ability 6/day.
Primal Magic (Su): At 1st level, a primalist may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a primalist is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 20 + double the spell’s level). If she fails this check, she expends the spell normally as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and it is not expended from her prepared spell slot, allowing her to cast that spell again at a later point. You may use primal magic in this manner 2/day.
Enhance Primal Magic Event (Su): At 5th level, when a primalist triggers a primal magic event, as a swift action she can increase or decrease its CR by 1. If she makes a concentration check (DC = 15 + the primal magic event’s CR), she can instead increase or decrease the CR by 2. If she reduces a primal magic event’s CR to less than 1, the event is negated. She can choose to use this ability after she determines what primal magic event she triggers, but before she resolves the effects of that event.
Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage equal to the cavalier’s level whenever the attacks are made against the target of his challenge. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends.
An order of the seal cavalier can make a free bull rush or trip combat maneuver anytime he takes the full-attack action against the target of his challenge. This free combat maneuver does not provoke an attack of opportunity.
Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level (5th level) as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.
A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Skills: An order of the seal cavalier adds Disable Device (Dex) and Linguistics (Int) to his list of class skills. Whenever the cavalier uses Bluff to conceal information about his sworn charge, he receives a competence bonus equal to 1/2 his cavalier level (+1).
Edicts: The cavalier must guard his sworn charge with all he has: his health, his honor, and his very life. If his charge is a place, he must keep intruders out. If it is a thing, he must keep it safe from thieves—and restore the item to its rightful place if taken.
In or Out of the Saddle (Ex): At 1st level, an emissary gains Mounted Combat as a bonus feat. In addition, he can move at normal speed when wearing medium armor.
Diverse Training (Ex): An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.
Encumberance: X lbs. (Light Load)
- Carrying Capacity:
- Light Load: 0-60 lbs.
- Medium Load: 61-120 lbs.
- Heavy Load: 121-180 lbs.
- Masterwork Chain Shirt
- Masterwork Buckler
- +2 Bastard Sword
- Heavy War Horse (Cavalier’s Mount)
- Masterwork Chain Barding
- Military Saddle
- Silver and Sapphire Holy Symbol of Mitra
- Spell Component Pouch
- Masterwork Thieves’ Tools
- Standard Adventurer’s Pack
- Bedroll, Rations, Torches, Wooden Stakes, Rope, etc.
- Affilition: Diamond Academy
- 20% discount on spell components, potions, and scrolls
Servants: All given hazard pay and paid 2 weeks in advance
- 2 Apprentices: John & Michael (Sorcerer servants)
- Spell-component Pouch
- 4 Runners
- Padded Armor
- 4 Archers
- Leather Armor
- 6 Cavalrymen
- Light Warhorse
- Splint Mail
- Heavy Wooden Shield
- 12 Men-at-Arms
- Heavy Wooden Shield
- Scale Mail