Thariv d'Medani
HP 49 4d10+8d6–12
Init +1 +1 dex
Base A. Bonus +8/+3
Melee Attack +7/+2
Ranged Attack +9/+4
Maneuvers +7
Armor Class +9
Touch AC +1
Flat-footed +9
Maneuvers +8

ABILITY trait mod
Strength 7 (9) –2 (-1)
Dexterity 10
Constitution 8 (10) –1 (0)
Intelligence 12 +1
Wisdom 12 +1
Charisma 23
Fortitude +7 (+16)
Reflex +5 (+14)
Will +9 (+18)1
SKILL Roll Calculating
Bluff +22 cha 9 + rank 10 + class 3
Diplomacy +30 cha 9 + rank 12 + class 3 + feat 6
Fly +5 dex 1 + rank 1 + class 3
Intimidate +13 cha 9 + rank 1 + class 3
Perception +3 wis 1 + mark 2
+7 wis 1 + rank 3 + class 3
Spellcraft +16 int 1 + rank 12 + class 3
Use Magic
+13 cha 9 + rank 1 + class 3
KNOWLEDGE Roll Calculating
Nobility +5 int 1 + rank 1 + class 3
Religion +7 int 1 + rank 3 + class 3
Arcana +7 int 1 + rank 3 + class 3
Planes +5 int 1 + rank 1 + class 3
Nature: Player Character
Player: Espen
User: KvernisKvernis

Race: Khoravar
Origins: Breland
Religion: Silver Flame

Class: Paladin 4 / Sorcerer 6
PrC's: Silver Pyromancer 2
Bloodline: Elemental (Fire)
Alignment: Lawful Good

Dragonmark: Detection
Allegiance: Silver Flame & House Medani



Gender: Male
Age: 26
Hair: Sholder length, chestnut
Eyes: Ruby red
Height: 175 cm
Weight: 63 kg
Body: Thin and tan.
Clothing: Wears a robe of dark purple with gold embroidery in a fire motif, and wears a headband of attractive silver with red and orange gemstones in it.
Oher traits:



Racial Abilities

Languages: Common, Elven, Draconic

Low-Light Vision: Can see twice as far as humans in conditions of dim light.

Adaptability: Receive "Skill Focus" as a bonus feat at 1st level.
Elf Blood: Count as both elves and humans for any effect related to race.

Likeable: When they use Diplomacy to shift a creature’s attitude,
they can improve it by up to 3 steps (instead of just max 2),
provided their skill check is good enough to do so.

Urbanite: Get +2 racial bonus on Diplomacy checks made to gather info
& Sense Motive checks made to get a hunch about a social situation.

Multitalented: Choose 2 favored classes, and gain +1 HP or +1 skill point
whenever they take a level in either one of those classes (not just for one single class).


Class Abilities


Proficiencies: ●All simple & martial weapons ●All armors and shields

Aura of Good: Registers more strongly to "Detect Good"
and similar good-sensing effects.
Aura of Courage: ●Immune to Fear effects
●All allies within 10 ft. gets +4 to resist Fear effects.
Detect Evil: (at will) Swift action if used on only 1 target,
which gives result as if had spent 3 rounds focusing on them
Divine Grace: Add Charisma Bonus (if any) to all Saving Throws.
Divine Health: Immune to ALL diseases, even magical ones.

Smite Evil: Use 2 times per day. Choose 1 target to smite. Lasts until target goes down, or you rest & regain daily abilities.
If they are evil, then against them you get:
●Attack bonus = Cha mod = +9 to attack
●+1 dmg per level = +4 to damage
●x2 dmg bonus = +8 damage if smiting an evil-subtyped outsider, evil-aligned dragon, or the undead
●Deflection bonus = Cha mod = +9 AC
●Attacks automatically bypass any Damage Reduction (DR) the target might have

Lay on Hands: Uses = (Cha mod + 1/2 paladin lvl) = 11/day.
●Can heal the living or harm the undead.
●Must touch the target, with a free hand, as a Standard action (no AoO).
●If used to heal himself, doing this is only a Swift Action.
●Cures or inflicts (1 per 2 [paladin lvls])d6 = 2d6 damage.

Mercy: "Lay on Hands" also cures "Shaken" condition

Channel Positive Energy:
●Can release life-energy through his holy symbol, which must be presented.
●Can be used to heal the living or harm the undead.
●Doing so costs 2 uses of ''lay on hands''.
●Channeling is a Standard action that doesn't provoke Attacks of Opportunity.
●Causes a burst affecting all valid targets in a 30-foot radius around the paladin.
●Cures or inflicts damage = (1/2 paladin level, rounded up)d6 = 2d6 HP.
●Victims can make a Will save for 1/2 damage, with DC = (1/2 paladin level +Cha mod) = DC +11.
●Can choose to not include himself in this effect, if desired.


1.Bonus Feat: Eschew Materials.

1.Bloodline Arcana: When you cast a spell that deals energy damage, can change its type to Fire damage.
This also changes the spell's type to (Fire).

1.Elemental Ray (Sp): You can unleash an elemental ray as a Standard action.
●Targets any foe within 30 feet as a ranged touch attack.
●Deals 1d6 fire damage +1 per 2 sorcerer lvls = 1d6+5 fire damage.
●Usable a number of times per day = (3 + Cha modifier) = 12 times/day.

3.Elemental Resistance (I): Get Fire Resistance 10.

Granted thanks to the robe:
9.Elemental Resistance (II): Increases to Fire Resistance 20.
9.Elemental Blast: Can unleash a blast of elemental power, once per day.
●This is a 20-foot-radius burst, and has a range of 60 feet.
●Inflicts 1d6 fire damage per sorcerer level = 10d6 fire dmg.
●Those caught in the blast area receive a Reflex save for 1/2 dmg.
●Save DC = (1/2 sorcerer lvls+Cha mod) = DC +14.
●Creatures that fail their saves gain "fire vulnerability" until the end of your next turn (take +50% more dmg from fire).

Silver Pyromancer

1.Pyromancer: Whenever you cast a spell with the "fire" descriptor, your Caster Level = (your character level).

In addition, you can treat Paladin spells of level ≤ (levels in this PrC) as though they were Arcane spells that are on the spell list for the arcane spellcasting class chosen to add the Caster Levels gained from this prestige class. For that one arcane casting class, you can add these spells to your spellbook or your list of spells known normally, just as though they were arcane spells.

1.Purge Undead (Su): When you use your "Channel Energy" ability to harm undead, you infuse it with fiery divine wrath. For this purpose, your Arcane Caster Level is added when calculating your effective class level for channeling effect.
●Inflicts damage = (1/2 x [paladin lvl +arcane CL], rounded up)d6 = 6d6 damage to undead.
●Victims can make a Will save for 1/2 damage, with DC = (1/2 (paladin lvl +arcane CL) +Cha mod) = DC +14.

When used against incorporeal undead, this ability is not subject to the normal 50% chance of not affecting an incorporeal creature.

This does not apply to other uses of "Channel Energy", such as to heal living beings or to use the "Turn Undead" feat, but only when using the class feature to inflict damage on the undead in the 'normal' way.

2.Sacred Flame (Su): Can lace your fire spells with sacred energy that is not subject to resistance to fire-based attacks or even fire immunity. Half of the damage your fire spells deal results from this sacred energy, while the rest is normal fire damage.

You can choose not to use this ability — for example, if your spell targets a creature that is vulnerable to fire (such as a creature with the [cold] subtype), or if the target is somehow protected from sacred damage.


1B.Skill Focus: +6 to Diplomacy.
1B.Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
1.Least Dragonmark (Detection): ●Get 1 spell-like ability, CL 1. ●Get +2 on Perception checks.
3.Combat Casting: Get a +4 bonus on concentration checks for spell or (Sp) ability when casting defensively or while grappled.
5.Lesser Dragonmark: ●Get 1 new spell-like ability. ●First ability gets +1 use/day, ●Mark CL is now 6.
7.Multitalented Mastery: All classes count as favored classes. Get benefit retroactively for all class levels you haven't yet gained it for.
9.Greater Dragonmark: ●Get 1 new spell-like ability. ●All previous powers get +1 use/day, ●Mark CL is now 10.
11.Arcane Armor Training: As a Swift action you can reduce the arcane spell failure chance of your worn armor by –10% for any spells you cast this round.


Sorcerer Casting

Caster Level: 7 (but 12 if Fire)
Concentration: +16 or +20 (+21 or +25 if Fire)
Spell Save DC's: 1d20 + Spell lvl +9

Spell Range:
Close Range: 25 ft +5 ft / 2 CL = 40 feet (55 ft. if Fire)
Medium Range: 100 ft +10/CL = 170 feet (220 ft. if Fire)
Long Range: 400 ft +40/CL = 680 feet (880 ft. if Fire)

Spell Slots:
Cantrips: ∞ per day
1st level: 9 per day
2nd level: 8 per day
3rd level: 6 per day

Spells Known: (* = "element"-type spells)
0.Dancing LightsV,S: Creates 1 to 4 mobile floating lights, ca torch/lantern-sized, for 1 minute.
0.Detect MagicV,S: Can perceive spells, magic items, and other magics, within 60 feet. Concentration.
0.Mage HandV,S: 5-pound telekinesis. Concentration.
0.Open/CloseV,S: Opens or closes small or light things.
0.PrestidigitationV,S: Can produce a wide variety of minor tricks, for 1 hour.
0.Read MagicV,S: Read scrolls and spellbooks.
*0.SparkV,S: Ignite unattended flammable object of Fine size.

1.Comprehend LanguagesV,S: You understand all spoken and written languages.
*1.Corrosive TouchV,S: Touch attack deals 1d4 acid dmg/CL.
1.Expeditious RetreatV,S: Your base speed increases by 30 ft.
1.Feather FallV: Objects or creatures fall slowly, 1 round/CL.
1.ShieldV,S: Invisible disc gives +4 to AC, blocks magic missiles.

2.Eagle's SplendorV,S: Touched subject gains +4 to Cha for 1 minute/CL.
*2.Flaming SphereV,S: Rolling ball of fire deals 3d6 fire damage, 1 round per CL.
*2.Fiery ShurikensV,S: Call forth 2 fiery shuriken-like projectiles, +1 more per 2 CL>3rd (max 8 at CL 15), which hover in front of you. Can launch as many as wants at 1 or more targets in Close range (doesn't provoke AoO). Each one is a ranged touch attack inflicting 1d8 fire dmg (no save). Unused ones last 1 round/CL (D), during which you can use Swift action to launch 1, or Standard to fire multiple.

*3.FireballV,S: Inflict 1d6 fire dmg per CL (max 10d6) in a 20-ft. radius. Reflex halves.
3.FlyV,S: Subject flies at speed of 60ft.

Bloodline Spells:
*1.Burning HandsV,S: 1d4/CL fire damage (max 5d4) in 15-ft cone, Reflex halves.
Flammable materials burn if flames touch them, full-round action to extinguish burning items.
*2.Scorching RayV,S: Shoot beam of fire as ranged touch attack dealing 4d6 fire damage, +1 extra ray/4CL (max 3 at CL 11).
Can shoot targets within Close spell range, all of which must be within 30 feet of each other.


Paladin Casting

Caster Level: 1 (but 12 if Fire)
Concentration: +10 or +14 (+21 or +25 if Fire)
Spell Save DC's: 1d20 + Spell lvl +9

Spell Slots
1st level: 3 per day

Dragonmark Powers

●Caster Level (CL) = levels in ''Dragonmark Heir'' PrC, +1 (if Least), +6 (Lesser), +10 (Greater) = CL 10.
●Save DC = (spell level + Charisma modifier) = 1d20 +spell lvl +9.
●The number listed in front of each power is its spell level.

0.Detect poison: (4/day) Detects poison in one creature or small object.
2.See invisibility: (2/day) Reveals invisible creatures or objects.
6.True Seeing:M (1/day) Lets you see all things as they really are.


Dagger: light weapon. Damage: 1d4–1. Crit: 19–20 / x2. Traits: Mithril.
Kikko: "light" armor. AC: +5. Max dex: +6. Penalty: –0. Spd: 30 ft. Spell Fail: 10 %. Traits: Mithril, +4 bonus.

Robes of Arcane Heritage: A sorcerer who wears this counts as 4 lvls higher for purposes of Bloodline Powers.
Headband of Alluring Charisma: Adds +6 enhancement bonus to Charisma when worn.
Belt of Physical Perfection: Adds +2 enhancement bonus to all 3 physical ability scores while it's being worn.
Lesser Metamagic Rod (Merciful): 3/day, can add the "Merciful" metamagic feat to a spell you're casting of 3rd lvl or lower.
Holy Symbol (Flametouched Iron): A holy Symbol of the Silver Flame .

●Arcane Signet Brooch (House Medani)
●Handy Haversack
●ID Papers with Portrait
●Inkpen & Ink
●Resilient Journal
●Silver Flame Holy Text
●Silver Flame Spellcaster's Uniform

Wealth: 2'667 gp, 9 sp.

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