verElizabeth
Race: Human
Alignment: True Neutral
Favored Weapon: Dimensional Magic
Lives, Lived, Will Live
Dies, Died, Will Die
It’s All a Matter of Semantics
Very few know exactly who she is let alone
what she is but Elizabeth’s power is evident
where ever she goes. With power over the
elements of time and space themselves, it was
said that as a child Elizabeth came into this
world through a tear in space years ago.
However, in this process her hand was
severed in the tear. This disability though, gave her power over principles of space
now being able to command tears in the fabric of reality as easily as a mage can cast
spells. Elizabeth wanders Isolus seemingly to accomplish her own mission, however
those who are fortunate to come across her give accounts of a lovely woman who
wants nothing more than to help others. However, this is not to underestimate this
lady’s true nature as those who have crossed her have also recounted the fury of a
woman who wields the world around them as her weapons.
Human Paragon 1/ Sorceress 4/ Human Paragon 2/Paragnostic Apostle
5/Fatespinner 5/Archmage 5/ Malconvoker 8
Hit Dice: 3d8 + 27d4 +30
Initiative: +1
Speed: 30 ft.
AC: 15 (Dex +1, Robe of the Archmagi +5, Vulnerable -1)
BAB: +14/+9/+4
Face/Reach: 5 ft.
Saves: Fort +9 Ref +9 Will +25
Abilities: Str 8, Dex 12, Con 12, Int 20, Wis 12, Cha 28
Domain Power: Tear Touched
Special Ability: Gate (Sp) 2/day
Flaw: Touched the Infinite, Vulnerable
Skills: Knowledge Arcana +20, Knowledge Planes +20, Knowledge Nature
(+2)/Dungeoneering/Local/Religion +15, Knowledge History +5, Knowledge
Nobility +5, Knowledge Geography +5, Knowledge Architecture +5, Spellcraft 33 +5 ,
Profession (Statistician) +5, Bluff +21 +3, Concentration +10 +3, Diplomacy +10 +4,
Decipher Script +10, Gather Information 5 +2, Listen +2 +2, Intimidate +10 +2,
Sense Motive +10, Spot +3, Use Magic Device +10 (+4 Scrolls), Open Lock +10,
Survival +5 +2, Balance +5, Escape Artist +5
Skill Tricks: Collector of Stories
Feats: Skill Focus (Concentration), Skill Focus (Spellcraft), *Arcane Prodigy,
*Touching the Infinite, Practiced Spellcaster, Spell Focus (Conjuration), *Cloudy
Conjuration, Spell Focus (Transmutation), Skill Focus (Bluff), Augment Summoning,
Knowledge Devotion, Epic Destiny (Endless Hero), *Epic Spellcasting
Possessions: Talisman of the Sphere, Robe of the Archmagi, Boots of Speed, Vest of
Escape
Summon Familiar: Elizabeth has a hummingbird familiar named Booker.
Knowledge Is Power (Ex): Elizabeth has a spellcasting enhancement based on her
Knowledge skills.
Call of Worlds: Each creature Elizabeth summons with a conjuration summoning
spell gains the fast healing ability. The damage healed per round is 5 hit points.
Mind over Matter: Whenever Elizabeth casts a spell that creates a solid object, its
hardness and hit points each increase by 2. When she casts a spell that provides
an armor bonus, that bonus to AC also increases by 2.
Mortal Coil: Elizabeth’s effective caster level increases by 1 when she casts
transmutation spells.
Penetrating Insight: Elizabeth has a +1 bonus on caster level checks made to
overcome spell resistance, or to successfully dispel another caster's spell.
Spatial Awareness: Elizabeth’s caster level increases by 1 when she casts
conjuration (teleportation) spells. Furthermore, the subject of any spell that
increases base movement rate or grants a new type of movement gains an
additional 10 feet to the designated speed.
Lore (Ex): Elizabeth knows a number of legends or information regarding various
topics, just like a bard can with bardic knowledge. To use this ability, Elizabeth makes
a lore check (1d20 + twice her paragnostic apostle level + her Int modifier). Success
grants her the same result as a bardic knowledge check would. Elizabeth gets a +2
bonus from having a high Knowledge History skill check.
Spin Fate (Ex): Elizabeth understands that "chance" is not as random as many believe
it to be, and she can adjust the probability of certain events by applying a force that
fatespinners refer to as "spin." Each day, Elizabeth can use 5 points of spin as a free
action. Elizabeth can use stored spin to boost the save DC of a spell she casts, adding
some or all her spin to the DC, on a point-for-point basis. Once she uses up her spin for
the day, her ability to tinker with probability in this fashion is also exhausted for the day.
Elizabeth's spin is replenished whenever she successfully regains her spells for the day.
Fickle Finger of Fate (Ex): Elizabeth has the ability to affect the luck of others. Once
per day as an immediate action she can force any other creature—friend or enemy—to
reroll a roll that it has just made. Elizabeth must have line of sight to the creature to be
affected. That creature must abide by the result of the reroll, whether it's higher or lower
than the original roll.
Spin Destiny (Ex): Elizabeth can clearly comprehends the matrix of reality and can use
accumulated spin to adjust other random events. Elizabeth can also add spin to any skill
check, attack roll, or saving throw that she attempts on a point-for-point basis. However,
the spin utilized comes from the same limited reservoir of karma storage that allows her
to adjust the DC of her spells. She must apply the bonus before making the roll.
Deny Fate (Ex): Once per day, on the first occasion when Elizabeth must make a check
to become stable when dying, the check automatically succeeds. Other such checks
called for later in the same 24-hour period are made normally.
Resist Fate (Ex): Once per day, Elizabeth can reroll one roll that she has just made.
She must abide by the result of the reroll, even if it's worse than the original roll.
Seal Fate (Su): Elizabeth can meddle in success and failure, and even life and death,
sealing the fate of a friend or foe. Once per day as a free action Elizabeth selects a target
creature she can see within 30 feet with Hit Dice equal to or less than her’s. The
creature receives either a —10 penalty or a +10 bonus on its next saving throw, as
decided by Elizabeth. If the selected target has more Hit Dice than Elizabeth, the ability
doesn't work but the use for the day is not wasted. This effect lasts only for 1 round, so
if no spell or other effect is brought to bear on the target creature during the round, the
creature's fate is no longer sealed.
High Arcana: Elizabeth gains the opportunity to select a special ability from among
those described by permanently eliminating one existing spell slot. Each special
ability has a minimum required spell slot level, as specified in its description.
Arcane Reach (Su): Elizabeth can use spells with a range of touch on a target up
to 30 feet away. Elizabeth must make a ranged touch attack. This ability costs one
7th-level spell slot.
Mastery of Elements: Elizabeth can alter an arcane spell when cast so that it
utilizes a different element from the one it normally uses. This ability can only
alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s
casting time is unaffected. Elizabeth decides whether to alter the spell’s energy
type and chooses the new energy type when she begins casting. This ability costs
one 8th-level spell slot.
Mastery of Shaping: Elizabeth can alter area and effect spells that use one of the
following shapes: burst, cone, cylinder, emanation, or spread. The alteration
consists of creating spaces within the spell’s area or effect that are not subject to
the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore,
any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This
ability costs one 6th-level spell slot.
Spell Power: Elizabeth’s effective caster level is increased by +1 (for purposes of
determining level-dependent spell variables such as damage dice or range, and
caster level checks only). This ability costs one 5th-level spell slot.
Spell-Like Ability: Elizabeth can use one of her arcane spell slots (other than a
slot expended to learn this or any other type of high arcana) to permanently
prepare one of her arcane spells as a spell-like ability that can be used twice per
day. The archmage does not use any components when casting the spell, a spell
that costs XP to cast still does so. This ability costs one 5th-level spell slot.
Elizabeth’s spell like ability is Gate.
Deceptive Summons (Su): Elizabeth tricks evil creatures she conjures into serving her
for longer than they normally would. When casting a summon monster spell to summon
an evil-aligned creature, she can attempt a Bluff check as a free action, opposed by the
creature's Sense Motive check. If her check succeeds, the duration of the effect is
doubled (as if by the Extend Spell feat), and the summoned creature might be subject to
additional effects as described below. If it fails, the duration remains as normal and no
additional effects can be applied. If she fails the check by 5 or more, the creature breaks
free of her control and is hostile towards her (though it still disappears as normal when
the spell's duration ends). If Elizabeth uses this ability when summoning multiple
creatures, she must attempt an opposed skill check separately against each creature she
wishes to affect.
Elizabeth can whip the deceived creatures into an infernal fury. If her Bluff check to
extend the duration of summoning succeeds, the creatures get a +2 bonus on weapon
damage rolls and 2 extra hit points per Hit Die (in addition to the bonuses conferred by
Augment Summoning).
Elizabeth can instill the deceived creatures with exceptional resistance to her enemies'
attempts to control or dismiss them. If her Bluff check to extend the duration of
summoning succeeds, the creatures get a +2 bonus on Will saves, and her effective
caster level is increased by 2 for the purpose of resisting dispel magic and similar
effects against those creatures.
Unrestricted Conjuration: For the purpose only of casting conjuration spells,
Elizabeth can ignore any restrictions that forbid her from casting spells of certain
alignments. In addition, regular use of conjuration spells with the evil descriptor does
not threaten to change her alignment.
Fiendish Legion (Ex): Whenever Elizabeth uses a summon monster spell to summon
one or more evil-aligned creatures, she summons one extra creature of the same kind.
Deceitful Bargaining (Ex): Elizabeth is exceptionally adept at convincing evil
creatures she calls that her intentions parallel their own. Upon calling an evil outsider
using a planar binding spell, she can make a Bluff check opposed by the creature's
Sense Motive skill check.
If she succeed on this check, the called creature becomes more amenable to her cause,
taking a —5 penalty on the opposed Charisma check made to refuse serving her. If she
fails, the creature immediately makes a new Will saving throw against her spell. On a
failure, the spell functions as normal. If it succeeds on this save, the creature breaks free
of her control and can either flee or attacks her.
Improved Calling (Su): Elizabeth’s understanding of the ways of fiends allows her to
tempt even more powerful beings into service. The normal HD limit for Elizabeth’s
planar ally and planar binding spells (including lesser and greater versions) increases
by 2.
Epic Destiny Endless Hero (Ft): Over many eons, in many bodies, with many names,
Elizabeth continues to journey in an endless cycle of death and rebirth, she has
attained many names in many lands and many incarnations. Whenever she dies,
Elizabeth always return again from a different plane of reality continue her quest.
With a slight variant in each form, but a common thread binding one soul to all these
manifestations. Elizabeth draws on the strength and resolve of her past selves to fight
off death itself.
Continual Resurrection: Elizabeth has the ability to return from the dead. At
dawn each day, if she dies, she is restored to life (as true resurrection). Elizabeth
can set a place where she wants to be resurrected. (She must be standing in that
place when she makes the choice.) When Elizabeth is resurrected, she can choose
to be resurrected in the place she chose or in the place she died. Elizabeth can
choose a new location for her place of resurrection once per level.
Death Denied: Elizabeth is resistant to attacks that would instantly kill her.
Elizabeth gains a +5 luck bonus on saving throws against necromancy effects. If
Elizabeth succeeds on a save against a necromancy spell, she suffers no effect,
even if she would normally suffer a partial effect.
Elizabeth gains a +10 luck bonus on saving throws against death attacks and
saving throws against massive damage. If she rolls a 1 on one of these types of
saving throws, she can re-roll the die.
Quickening: Elizabeth’s body heals at an amazing rate. At the start of her turn, she
gains a number of temporary hit points equal to her level. If Elizabeth already has
any temporary hit points when she gain these temporary hit points, they do not
stack – using only the higher value.
Eternal Renewal (Su): Elizabeth gains the ability to immediately come back from
death's door. When she takes damage that reduces her to below 0 hit points (even if
she goes below -10 hit points), she can use this ability as an immediate action.
Elizabeth goes to 0 hit points, and then regains a number of hit points equal to half
her maximum hit points. Elizabeth can use this ability four times per day.
Nexus of Many Lives: Elizabeth can tap into the power of one of her past
incarnations. She can use this ability once per day. When Elizabeth does this, she
chooses which incarnation to activate and use the effect listed.
The Arcanist (Sp): Elizabeth duplicates the effect of any 7th-level arcane spell
from any class list. Elizabeth’s caster level is equal to your character level for
this spell. While casting this spell, Elizabeth does not suffer arcane spell failure,
she automatically succeed on Concentration checks, and you gain a +10 bonus
on caster level checks to overcome spell resistance. Casts Limited Wish.
The Disciple (Sp): Elizabeth duplicates the effect of any 7th-level divine spell
from any class list. Elizabeth’s caster level is equal to her character level for this
spell. While casting this spell, Elizabeth automatically succeeds on
Concentration checks and she gain a +10 bonus on caster level checks to
overcome spell resistance. Casts Storm Tower.
The Traitor (Sp): Elizabeth can duplicate the effect of any 8th-level evil spell
from any class list. When Elizabeth uses the traitor manifestation, she might
become evil. She must make a Charisma check (DC 20) after she uses the
manifestation. If Elizabeth fails she changes her neutral alignment to evil. Her
caster level is equal to her character level for this spell. While casting this spell,
Elizabeth automatically succeed on Concentration checks and gains a +10
bonus on caster level checks to overcome spell resistance. Casts Mass,
Avascular, Black Fire, and Create Greater Undead.
Immortality in Rebirth: Despite Elizabeth’s ability to avoid it, Elizabeth will
eventually face death. It might be from a foe too powerful to overcome, but whom she
might face again in another plane. Or, she might have finished her destiny quest and
realized her work is done in this body and it is time to move on. In either case,
Elizabeth’s soul returns to its true essence, and she experiences, briefly, knowledge
beyond all mortal kin. Then, find herself once again in a new body.
Spell Casting: 6/9/9/9/8/6/7/7/6/6
Tear Touched Domain
Granted Power (Su): Instead of using Conjuration to create objects or summon
creatures, Elizabeth can simply pull an object or creature from a different plain of
existence, into the one at present. When casting a Conjuration spell of the Creation,
Calling, Teleportation or Summoning sub-schools Elizabeth rolls against a DC of 7 +
the Spell’s level, if she beats the DC she gain a bonus +2 to their caster level when
casting the said spell, the spell also receives the benefit of a Quickened Spell
metamagic feat, A summoning spells’ casting time is now 1 standard action rather than
1 full round. With one hour of rest after casting the spells benefitting from this effect
Elizabeth can recover half of the spell slots she expended to cast these enhanced spells
(rounded down), she starts with the lowest level spell slots first when recovering them.
Elizabeth can only use this ability to enhance one ongoing spell at a time. If Elizabeth
manages to make the DC a second time while another enhanced spell is ongoing, she
can choose to dispel the previous spell to enhance this one or choose to cast the current
spell normally. The DC to enhance spells cannot be affected by abilities, feats, or spells
that allow one to reroll or manually improve the result.
0
Prestidigitation 4
Detect Magic Dimension Door, Greater
Detect Poison Solid Fog
Acid Splash Minor Creation
Caltrops Celerity
Mage Hand Orb of Fire
Read Magic
Stick 5
Silent Portal Time Shield
Lesser Planar Bindng
1 Greater Blink
Skillful Moment Major Creation
Summon Monster I Cloudkill
Lesser Orb of Fire
Shield 6
Grease Warp Destiny
True Strike Planar Binding
Summon Monster VI
2 Contingency
Aging Touch
Rope Trick 7
Cloud of Knives Maze
Analyze Portal Summon Monster VII
Baleful Transposition Plane Shift
Glitterdust Force Cage
3 8
Temporal Jolt Temporal Repair
Haste Greater Planar Binding
Dimensional Anchor Summon Monster VIII
Bands of Steel Forsight
Greater Mage Armor
9 29 Dreamscape
Teleport through Time 46 Epic Mage Armor
Gate 62 Nailed to the Sky
Time Stop 69 Epic Counterspell
71 Time Duplicate
Epic
27 Peripety