Nexus
Living City
Incanter 10
Siege Mage Wizard 10
Neutral Construct
Initiative; 7 Perception +9
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Defense
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AC -
HP -
Fort -, Ref -, Will -
Damage Reduction 30
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Offence
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Speed 0 ft.
+12 Destructive Blast (7d6+7 bludgeoning x20 crit)
+12 Enhanced Destructive Blast (12d6+12 bludgeoning x20 crit)
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Magic
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Incanter 10
Siege Mage Wizard 10
Neutral Construct
Initiative; 7 Perception +9
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Defense
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AC -
HP -
Fort -, Ref -, Will -
Damage Reduction 30
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Offence
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Speed 0 ft.
+12 Destructive Blast (7d6+7 bludgeoning x20 crit)
+12 Enhanced Destructive Blast (12d6+12 bludgeoning x20 crit)
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Magic
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Spherecasting - Incanter
Caster Level - 10 Spell Points - 27 Difficulty Check - 22 Casting Tradition - City of Magic Centre of Power - The central cores in the Tower's house the source of Nexus' powers. Magical Signs - The cores of Khalharum glow and spin when activating it's abilities. Local Magic - Only Destruction Sphere spells can extend beyond it's walls. Easy Focus - Maintain focus as a Move Action Creation Sphere - The ability to create structures and items as needed. Alter - Change an unattended, non-magical object to another one you can create. Repair - Repair an object by 1d4 + caster level. Destroy - Inflict damage to an object of 1d4 + caster level, bypassing hardness. - Larger Creation - Spend an additional spell point to increase an object's size by two points. - Forge - Spend a spell point to use existing materials to create something crude and basic. The size limit is halfed when working with minerals. - Lenghened Creation - Extend the time a created item lasts. - Expanded Materials - Build in stone, basic metals and precious metals. - Create Materials - Spend two spell points to create raw material. Destruction Sphere - Unleash raw blasts of energy. Destructive Blast - Inflict 1d6 per two caster levels as a ranged touch attack. Increase it to 1d6 per caster level for 1 spell point. - Explosive Orb - Spend a point to fire a blast as a 10 foot plus 5 feet per 5 caster level sphere. - Greater Blast x 2 - Add 1d6 to blast damage. - Focused Blast - Add 1 to each d6 of damage. - Blast Trap x 3 - Place a blast as a trap. Conjuration Sphere - Summon a companion, or in Nexus' case, an Avatar. Summon - Create a bipedal companion. - Battle Creature - Gain the use of simple and martial weapons. When summoned, the creature can carry up to two of these. They gain a +1 modifier for every 3 caster levels. - Armoured Companion - Add +2 AC, +1 for every odd level. - Magical Companion - Gain a bonus to the summon's Charisma equal to half it's level, spell points based on Charisma, and buy talents as feats. - Powerful Companion - Gain +2 to strength, and an additional +1 every odd. - Quick Companion - Gain +2 dexterity, +1 for every odd level Divination Sphere - Detect various things. Divine - Spend 10 minutes or a spell point to divine magical auras. Divine Construction - Divine for materials you can create. Divine Hostility - Divine the source of damage when active. Divine Unnatural - Divine outsiders and aberrations. Divine Illusions - Sense illusions and invisibility. Ultravision - Add caster level to perception, allow perception as a move action. Read Magic - Spend a spellpoint to read magic for 1 hour - Fast Divination x 2 - Divinations take 1 round to complete. - Expanded Divination - Add more types of Divinations |
Spellcasting - Wizard
1st Level Spells - 6 per Day - DC 18 Alarm - Set up alarms to be signaled if someone enters. Crafter's Fortune - Add+5 to crafting. Detect Charm - Detect magical charms. Hold Portal - Hold a door sealed Invisable Alarm - As alarm, but invisible creatures only. Unseen Servant - Create a servant to assist 2nd Level Spells - 6 per Day - DC 19 Arcane Lock - Magically seal a door or chest. Commune with Birds - Speak with Birds. Fog Cloud - Call up a bank of fog. Detect Thoughts - Detect surface thoughts. See Invisibility - See through invisibility. Shadow Anchor - Hold a creature in place. 3rd Level Spells - 4 per Day - DC 20 Daylight - Create a sphere of bright light. Dispel Magic - Dispel active magic. Detect Desires - Detect what someone wants. Magic Circle - Protect against several kinds of attacks. 4th Level Spells - 3 per Day - DC 21 Akashic Communion - Gain a glimpse of the Akashic Record Remove Curse - End a curse's effect. Tongues, Communal - Allow people to speak and understand other languages. 5th Level Spells - 2 per Day - DC 22 Mage's Private Sanctum - Prevents scrying Permanency - Make a magic spell permanent. Avatar of NexusInitiative; 1 Perception +9
-------------------- Defense -------------------- AC - 22 HP - 99 Fort +7, Ref +6, Will +6 |
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Statistics -------------------- Str -, Dex -, Con -, Int 24, Wis 14, Cha, 10 Base Atk +5; CMB -; CMD - Feats 1st - Weapon Focus (Destruction) - Add+1 to hit with Destrutive Blasts 3rd 5th 7th 9th Bonus Feats 1st Level Wizard - Eschew Materials - Cast without spellpouch. 5th Level Wizard 10th Level Wizard - Opposite Research (Illusion) 1st Level Incaster - Orb Expert - Increase range, save and burst radious or Blast Orb, or reduce it to make it free. 2nd Level Incanter - Extra Talent 4th Level Incanter - Extra Talent 6th Level Incanter - Extra Talent 8th Level Incanter - Extra Talent 10th Level Incanter - Extra Talent Racial Traits Ancient Depository, Intelligent Targeting, Living City Skills Knowledge (Arcana) +16, Knowledge (Dungeoneering) +16, Knowledge (Engineering) +16, Knowledge (Geography) +16, Knowledge (History) +16, Knowledge (Local) +16, Knowledge (Nature) +16, Knowledge (Nobility) +16, Knowledge (Planes) +16, Knowledge (Religion) +16, Linguistics +19 |
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Offence -------------------- Speed 30 ft. +2 Greatsword - +16 to hit - 2d6+13 - x 19-20 crit -------------------- Magic -------------------- Caster Level - 4 Spell Points - 3 Difficulty Check - 13 Warp Shpere - Warp through and bend space. Teleport - Jump to anywhere in close range as a Standard action - Emergency Teleport - Spend a spellpoint to jump as an immediate action. -------------------- Statistics -------------------- Str 22, Dex 18, Con 13, Int 24, Wis 10, Cha, 16 Base Atk +8; CMB 14; CMD 25 Feats 1st - Weapon Focus (Greatsword) 3rd - Warp Sphere 6th - Emergency Teleport 9th - Weapon Specialisation (Greatsword) |
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Special Abilities
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Ancient Depository - Nexus knows all the spells up to 5th level.
Empower Siege Craft - As a swift action sacrifice a spell slot to enhance a siege weapon.
Intelligent Targeting - Use Intelligence to targeting and initiative.
Living City - Nexus is a vast construct spanning the entirety of Khalharum. Only catastrophic damage to the city can affect Nexus. Equally, Nexus can only affect thing within the limits of the city - outside the walls it is powerless.
Opposite Research - Allow easier access to the Illusion school of magic
Siege Engineer - Profiencency with all siege weapons and no mishaps on a 1.
Siege Engine Bond - Bond with a siege engine as a standard action.
Siege School - Prohibited Schools - Necromancy, Enchantment, Illusion
Special Abilities
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Ancient Depository - Nexus knows all the spells up to 5th level.
Empower Siege Craft - As a swift action sacrifice a spell slot to enhance a siege weapon.
Intelligent Targeting - Use Intelligence to targeting and initiative.
Living City - Nexus is a vast construct spanning the entirety of Khalharum. Only catastrophic damage to the city can affect Nexus. Equally, Nexus can only affect thing within the limits of the city - outside the walls it is powerless.
Opposite Research - Allow easier access to the Illusion school of magic
Siege Engineer - Profiencency with all siege weapons and no mishaps on a 1.
Siege Engine Bond - Bond with a siege engine as a standard action.
Siege School - Prohibited Schools - Necromancy, Enchantment, Illusion