Male human, Noble 6/Spellfire Channeller 2

CG Medium humanoid (human, chondathan)

Init +2


AC 16, 12 touch, 14 flat-footed (+4 Chainshirt)

HP 43/50 (6d8+12 plus 2d4+4)

SV Fort +7, Ref +5, Will +9


Spd 30 ft. (9m)

Melee: +1 longsword +7 (1d8+3, 19+)

Melee: shortsword* +8 (1d6+2, 19+)

Ranged: light crossbow* +8 (1d8, 19+, 24m)

Full Attack: longsword/shortsword +4/+0


Str 14, Dex 14, Con 14, Int 13, Wis 12, Cha 11

Base Attack: +5, grapple +7

Skills: Appraise +5, Balance +7, Bluff +6, Concentration +10, Diplomacy +8, Disguise +3, Gather Information +3, Intimidate +4, Jump +7, Knowledge (arcana) +5, Knowledge (nobility and royalty) +4, Perform (oratory) +3, Ride +8, Sense Motive +8, Use Magic Device +4

Feats: Dodge, Endurance, Mobility, Spellfire Wielder, Weapon Finesse

Talents (Noble): Call in a Favor (2), Inspire Confidence (+2), Command (+2)

Talents (Spellfire Channeler): Drain Charged Item, Increased Storage, Improved Healing

Racial Traits (Human): Bonus feat, skilled, +2 on one ability score

Combat Gear: Bracers of Armor (+1), chainshirt*, Rolf’s Bane (+1 longsword), shortsword*, light crossbow* (19 bolts)

Other Gear: Boots of elvenkind, elixir of hiding (2), oil of magic weapon, potion of cure moderate wounds (1)


Languages: Human (chondathan), orc

Region: Cormyr

Patron Deity: Lathander

Player: LETICIA (aka Shandri)


Call in a Favor: The noble gains the ability to call in a single favor. By using this favor, the noble can call upon contacts and resources most heroes con’t have. This allows the noble to gain important information without going through the time and trouble of a Gather Information check, or to requisition resources without paying for them. To successfully call in a favor, the noble makes a special Charisma check, adding his or her level to the roll. The GM sets the check’s DC. Simple favors have a DC of 10, while expensive of illegal favors could have a DC of 25 or higher. The noble can’t take 10 or take 20 on this check, nor can he or she make multiple attempts at the same (or virtually the same) favor. However, the favor isn’t called in if the noble fails the roll; he can try later to call in a different favor. A noble can accumulate multiple “favors” if he or she doesn’t use ones previously gained. Unused favors don’t “expire”, though the noble can never have more than five favors “stored up”. If a noble uses one of his or her favors, he can never use it again.

Inspire Confidence: A noble can use oratory to inspire confidence in allies. To inspire confidence, the noble must speak (and the allies must hear the noble speaking) for at least 1 round, and the noble must make a Diplomacy check with a DC equal to 10 +1 per five allies to be inspired (including the noble). An ally inspired with confidence gains a +2 bonus to attacks, +2 to all skill checks, and +2 to Will saves (these are competence bonuses). The effect begins as soon as the noble ends an inspirational speech and lasts for 10 minutes per round the noble spent inspiring the allies, to a maximum of 5 hours for 30 rounds of inspiration. Thus, a noble who speaks for 6 rounds grants the bonus for 60 minutes. The noble may attempt to use this ability once per day. Wether or not the Diplomacy check succeeds, the noble may not attempt to inspire confidence again for at least 24 hours.

Command: The noble can guide the co-operation of other characters by making a Charisma check (DC 15 + the number of characters commanded). This increases the bonus granted by cooperation by +2. Commanding other characters takes as long as the task to be attempted (minimum of a full round).

Drain Charged Item (Sp): As a standard action, a spellfire channeler can drain a single charge from a touched charged item (including single-use items such as potions and scrolls), converting the energy into a single stored spellfire energy level. A fully drained item has no magical properties (a potion becomes water, a scroll becomes blank paper). Only one feature of a multiple-use charged item (such as a scroll with several spells) can be drained per round. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained.

Increased Storage 2 (Ex): The channeler’s capacity for storing spellfire energy levels is multiplied by the listed value. However, spellfire energy levels in excess of the channeler’s Constitution score is dangerous, with different effects depending upon the number of levels stored:

Constitution +1 to Constitution x2: The channeler’s eyes glow brightly, and any creature, magic item, or spell effect that touches the channeler causes 1 spellfire energy level to be discharged as a harmless burst of light. Once per day, the channeler must make a Constitution check (DC 10) or take 1d6 points of damage as one of her spellfire energy level backfires.

Constitution x2+1 to Constitution x3: As above, plus the channeler’s skin glows (shedding light as a candle), a touch releases 1d4 spellfire energy levels as light, and the channeler must make the backfire Constitution check every hour.

Constitution x3+1 to Constitution x4: As above, except the channeler sheds light equal to a torch, feels a burning sensation within her body (treat as if distracted by nonmagical spell, DC 20 to concentrate), and must make the backfire Constitution check every minute. A touch releases 1d6 spellfire energy levels as a flare spell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her.

Constitution x4+1 to x5: As above, except the character radiates a palpable (but nondamaging) heat to a radius of 20 feet, is in pain (treat as if distracted by nondamaging spell, DC 25 to concentrate), and must make the backfire Constitution check every round. A touch releases 2d6 spellfire energy levels as a flare spell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her. The channeler must make a Will save (DC 25) every round or be forced to expend a maximum-strength blast of energy at a random target within 30 feet in preference to any other action.

Regardless of the number of spellfire energy levels stored, a channeler can voluntarily expend only a number of spellfire energy levels per round equal to her Constitution score. (Involuntary expenditure, such as that noted above, isn’t limited in this way).

Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to Defense against attacks from that opponent. You can select a new opponent on any action.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a foeced march, Constitution checks make to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatighued.

Mobility: You get a +4 dodge bonus to Defense against attacks of opportunity caused when you move out of or within a threatened area.

Spellfire Wielder: You can use spellfire to absorb spell energy, fire destructive blasts, or heal others. (v. Spellfire)

Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Spellfire is refined, controlled, raw magic. In beneficent manifestations, it appears as a font of silver light and healing energy. In battle, it is a searing blue-white jet of all-consuming radiance.

The supernatural ability known as spellfire is thought by many to be unique to a single person each generation, but recent information indicates that this is a fallacy, and that spellfire wielders are more common than originally thought.

A person gifted with spellfire can perform amazing deeds, depending upon their skill, talent, and the amount of magical energy they have within them at the time. In general, spellfire can be used to heal, create blasts of destructive fire, or absorb magical effects it contacts, although the exact effects vary by circumstance and user. Talented wielders have developed the ability to release multiple blasts at once or even fly.

Absorbing Spell Energy: A spellfire wielder can ready an action to absord spells targeted at her as if she were a rod of absorption. She gains one level of spellfire energy for every spell level absorbed and can store a number of spellfire energy levels equal to her Constitution. If she has reached her limit, she cannot absorb spells until she expends some of her stored spellfire energy levels.

If an incoming spell effect has a greater number of spell levels than she can currently store, she absorbs spell levels up to her limit, and the remaining spell levels are divided by the original number of spell levels to determine what fraction of the effect gets through.

If her Constitution decreases so that her number of stored spellfire levels is greater than her current Constitution, the excess levels discharge at a random creature in range as destructive spellfire.

Stored spellfire energy levels are unavailable in an antimagic field, but are not lost. Once the wielder is out of the antimagic field, the spellfire energy levels are again available for use. Dispel magic and similar effects cannot negate stored spellfire energy levels. A character with stored levels radiates magic as if he were an item with a caster level equal to his number of stored levels.

Using Spellfire: As a standard action, a spellfire wielder may expend stored spellfire energy levels as a melee or ranged touch attack (maximum range 400 feet), dealing 1d6 points of spellfire damage per level expended (Reflex half, DC 20). Spellfire damage is half fire damage and half raw magical power. Creatures with immunity, resistance, or protection against fire effects apply these to half of the damage, but not the other half. A creature can choose "spellfire" as a weapon for the purpose of the Weapon Focus feat.

A spellfire wielder can heal a target by touch, restoring 2 hit points per spellfire energy level expended for this purpose. This is not considered positive energy, so it does not injure undead.

Unlike most supernatural abilities, spellfire is affected by spells and magic items that affect spell-like abilitites, such as rod of absorption or rod of negation (if pointed at the manifestation rather than the wielder). It can be thwarted or counterspelled by dispel magic, and theoretically a spellfire wielder could counterspell another's spellfire. However, spellfire is a supernatural ability and does not provoke an attack of opportunity when used, nor is it subject to spell resistance.

Combat Gear

Bracers of Armor +1 These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.

Chainshirt* Covering the torso, this shirt is made up of thousands of interlocking metal rings. [+4 to AC, maximum +4 Dex, -1 armor penalty, 20% arcane failure]

+1 Longsword (Rolf’s Bane) This sword is about 3-1/2 feet in length. [1d8, 19-20/×2, Slashing] (+1 to attack, +1 to damage)

Light Crossbow* You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for onehanded firing. [1d8, 19-20/×2, 80 ft.]

Shortsword* This sword is about 2 feet in length. [1d6, 19-20/×2] (Weapon Finesse)

Other Gear

Boots of Elvenkind These soft boots enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on Balance, Jump and Tumble checks (provided you're trained on these skills).

Elixir of Hiding (2) A character drinking this liquid gains an intuitive ability to sneak and hide (+10 competence bonus on Hide and Move Silently checks for 1 hour).

Oil of Magic Weapon You can use this oil to turn a regular weapon into a magic weapon with a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls. This effect will last for 1 minute.

Potion of Cure Moderate Wounds (1) This potion cures 2d8+4 points of damage.

* Masterwork weapon/armor/tool.

Improved Healing (Su): At 2nd level, the spellfire channeler can release stored spellfire energy levels to heal by touch. This restores 1d4+1 hit points per spellfire energy level expended (rather than the normal 2 points per spellfire energy level).