Prankster Illusionist

Beshtori Sankral's page

343 posts. Alias of Donnell "The Fox".


Full Name

Beshtori Sankral

Race

| HP: 59/74 | AC: 22 (FF: 13; T: 15) | CMB: 2, CMD: 16, FF: 13 | F: +7, R: +8, W: +6 | Init: +10 | Perc: +9

Classes/Levels

| +2 vs Illusions | +2 vs Fear & Despair | Speed 20ft | Active Effects: Mage Armour (+4AC), Haste

Gender

CG Gnome Arcanist 9

Size

S

Age

46

Alignment

CG

Languages

Common, Gnome, Sylvan, Draconic, Elven, Ignan, Aquan, Auran, Terran

Strength 8
Dexterity 14
Constitution 16
Intelligence 22
Wisdom 8
Charisma 14

About Beshtori Sankral

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Stats
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Beshtori Sankral
CG Gnome Arcanist 9
Occultist Archetype
Init +8 (+10)

STR: 8 (-1)
DEX: 14/18 (+2/+4)
CON: 16 (+3)
INT: 18/22 (+4/+6)
WIS: 8 (-1)
CHA: 14 (+2)

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Defense
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AC 16, flat-footed 13, touch 15
HP: 74 (1d6; +8/lvl)

Fort: 3B+3S+1ClRes = +7
Ref: 3B+2S+1ClRes = +6
Will: 6B-1S+1ClRes = +6

+2 vs. Fear & Despair
+2 vs. Illusions

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Offense
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Speed 20 ft

Melee
Light Mace (Silver) +5, 1d4 -1
Dagger +4, 1d3 -1

Ranged
Light XBow (MW) +7, 1d6
Dagger +6, 1d3 -1

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Abilities
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BAB +4; CMB +2; CMD 16 (FF 13)

Feats
Dodge (+1 AC)
Spell Focus (Conjuration) (DC +1)
Improved Initiative (+4 Init)
Augmented Summoning (+4 STR and CON)
Superior Summoning (if summoning more than one creature, add one)

Traits
Excitable (+2 Init)
Resilient Caster (+1 DC vs. Dispel Magic)
Researching the Blot (Use Spellcraft to identify magic items)

Gnome Traits
Small: +1 AC, +1 attack, -1 CMB, -1 CMD, +4 Stealth
Slow: 20ft. mvmnt
Academician: +2 Know Arcana
Eternal Hope: +2 Fear/despair saves, 1/day reroll any 1 on a d20
Keen Senses: +2 Perception
Low light vision: See x2 in dim light
Gnome Magic: +1 DC on Illusion spells; 1/d cast Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals (DC 10+Spell lvl+CHR)
Illusion Resist: +2 saves vs illusion spells and effects

Skills

Codes:
S=Stat; C=Class skill; R=Rank; R=Racial; Tr=Trait;
E=Equipment; M=Magic Item

Acrobatics: 2
Appraise: 4S+3CS+1R+2M = +10
Bluff: 2
Climb: -1
Concentration: 9lvl+4S+2M = +15
Diplomacy: 2
Disable Device:
Disguise: 2
Escape Artist: 2
Fly: 5
Handle Animal:
Heal: -1
Intimidate: 2
Knowledge (Arcana): 4S+3CS+6R+2T+2M = +17
Knowledge (Dungeoneering): 4S+3CS+1R+2M = +10
Knowledge (Engineering):
Knowledge (Geography):
Knowledge (History): 4S+3CS+1R+2M = +10
Knowledge (Local):
Knowledge (Nature):
Knowledge (Nobility): 4S+3CS+1R+2M = +10
Knowledge (Planes): 4S+3CS+8R+2M = +17
Knowledge (Religion): 4S+3CS+1R+2M = +10
Linguistics: 4S+3CS+4R+2M = +13
Perception: -1S+8R+2T = +9
Ride: 2
Sense Motive: -1
Sleight of Hand:
Spellcraft: 4S+3CS+8R+2M = +17
Stealth: 2S+0R+4T = +6
Survival: -1
Swim: -1
Use Magic Device: 2S+3C+8R = +13

Languages
Common, Sylvan, Elven, Gnome, Draconic, Ignan, Aquan, Auran, Terran

Weapon and Armour Proficiencies
All simple weapons.
No armour, no shields.

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Special Abilities
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Arcanist Reservoir
Maximum = 12 points (3 + level)

Current points = 0/12
(Refreshes 3 + 1/2 level after rest)

Spend 1 point to add one caster level or DC +1

Consume Spells
As a move action, convert any prepared spell into a number of reservoir points equal to spell level.

Conjurer’s Focus
As a standard action, cast Summon Monster. Summoned creatures remain for 1 minute per level. At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends.
Cost= 1 point/spell level
(At Level 9, Besh can cast Summon Monster V for 5 points with a 9 minute duration)

Planar Contact
At 7th level, an occultist can cast augury once per day and contact other plane once per week, using her arcanist level as her caster level.

20th level:

Conjurer’s focus has cost=0. Summoned creatures last until dismissed. This ability replaces magical supremacy.

Arcanist Exploits
Dimensional Slide
As part of a move or withdraw action, create a dimensional crack to move up to 10 feet per arcanist level to any location ze can see. This counts as 5 feet of movement. Once per round; does not provoke attacks of opportunity. Cost = 1 point

School Understanding (Void: Reveal Weakness) (3/5)
As a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (currently -4) for 1 round. You can use this ability a number of times per day equal to 3 + CHA.
Cost = 1 point to also access Void Awareness (+2 saves vs spells and spell-like abilities; additional +1 /5 lvls)

Spell Improvisation
As a swift action when casting a prepared spell, instead cast a spell of the same level or lower from zir spellbook. Ze can use this ability a number of times per day equal to 3 + CHA. Ze must be able to reference zir spellbook.
Cost = 2 points

Ideas:
Damnation Sussurus
Potent Magic

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Spells Known
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* = prepared
(Note: Illusion and Conjuration spells have +1 DC; attempts to dispel have +1 DC)

per day: Dancing Lights (2/2, DC 12), Ghost Sound (1/1, DC 12), Prestidigitation (1/1, DC 12), Speak with Animals (1/1, DC 13), Faerie Fire (1/1), Darkness (1/1)

Level 0 (DC 16) (prep: 8):

Resistance
Acid Splash
Drench
*Detect Magic
*Detect Poison
*Read Magic
Daze
Breeze
Dancing Lights
Flare
*Light
Penumbra
Ray of Frost
Scoop
Spark
Ghost Sound
Haunted Fey Aspect
Bleed
Disrupt Undead
Touch of Fatigue
Jolt
*Mage Hand
*Mending
*Message
*Open/Close
Root
Arcane Mark
Prestidigitation

Level 1 (DC 17) (prep: 5) 4/6:

Alarm
Charm Person
Colour Spray
Comprehend Languages
Disguise Self
*Enlarge Person
*Feather Fall
*Grease
Identify
Mage Armour
Magic Aura
*Magic Missile
*Obscuring Mist
Protection vs. Evil/Good/Chaos/Law
Ray of Enfeeblement
Shield
Silent Image
Ventriloquism

Level 2 (DC 18) (prep: 4) 0/6:

Blur
Burning Arc
False Life
*Glitterdust
Hypnotic Pattern
*Invisibility
Magic Mouth
Minor Image
*Mirror Image
Misdirection
Phantom Trap
Scorching Ray
See Invisibility
Summon Monsters II
*Web

Level 3 (DC 19) (prep: 3) 0/5:

*Dispel Magic
Displacement
Fireball
Fly
*Haste
Lightning Bolt
Illusory Script
Invisibility Sphere
Minor Dream
Shrink Item
Sleet Storm
*Slow
Summon Monster III
Wind Wall

Level 4 (DC 20) (prep: 2) 2/4:

Acid Pit
*Black Tentacles
Enervation
Greater Invisibility
Hallucinatory Terrain
Illusory Wall
Phantasmal Killer
Rainbow Pattern
*Resilient Sphere
Shadow Conjuration
Stoneskin
Summon Monster IV

Ideas:
Ball Lightning, Confusion, Dimension Door

Level 5:

Note: Plane Shift is on the Arcanist (Occultist) 5th level spell list.
Nightmare
Shadow Evocation
Wall of Force

Level 6:

Note: Planar Ally is on the Arcanist (Occultist) spell list.

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Gear
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Light Crossbow (MW) [1d6, (19)x2, P]
10x Bolts; 10x Cold Iron bolts

Hand Crossbow
10x Poison Darts (Drow Poison)

Dagger [1d4, (19)x2, 10 ft., P/S]
Light Mace (Silver) [1d4, x2, B]

Sorcerer's Kit: Backpack, Belt Pouch, Roll, Flint/steel, iron pot, mess kit, soap, 10 torches, Rations & Water (5d)

Money: 353.54 gp

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Magical Items
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Spellbook

Bloodlink Amulet:
- 1/day, cast: Dancing lights, Faerie fire, Darkness
- Speak undercommon
- Weapon proficiency: hand crossbow, the rapier, and the short sword
- Detects as Chaotic Evil
- Darkvision (120')
- Sensitivity to light

Amulet of Natural Armor (+1 AC) (currently not worn)
Cloak of Resistance (+1 all saves)
Ring of Protection (+1 AC, deflection)
Headband of Intellect +4
Belt of Dexterity +4

Wand of Magic Missiles (42 charges; 4 x 1d4+1)
Wand of Mage Armour (39 charges)
Wand of Protection from Evil (37 charges)

Staff of Dark Flame:
- +1 Flaming quarterstaff (1d4 + 1; 1d6 fire damage)
- Ray of Enfeeblement (1/1 charge)
- Scorching Ray (1/1 charge)
- False Life (1/1 charge)
- Fireball (0/2 charges)
- Animate Dead (3/3 charges)

Other/Consumables:
1x Scroll Stinking Cloud
1x Scroll Web
2x Scroll Color Spray
2x Scroll Darkness
3x Scroll Haste
1x Scroll Chain Lightning
1x Scroll Summon Monster IV

2x Potion Cure Moderate Wounds

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Background
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"Touched." Beshtori has borne that moniker since ze was a small child. Unfortunately, it wasn't meant as "touched by the gods," or even "gifted" (that came later). They meant "touched in the head." Charming, adorable, inquisitive - these adjectives were also used to describe zir (though the latter was not often used in a favourable light). Besh became notorious in the community as one just clever enough to create a problem, not clever enough to contain the situation, and charming enough to weather the aftermath.

One day, in those early summer days of young adolescence, when a child's curiosity mixes liberally with zir ability to do something about it, Tori created trouble that there was no charming zir way out of. Besh was at that age when parents and elders stop worrying that the children will fall down a well, but well before the age where they start worrying about accidental grandchildren. So, left to zir own devices, Beshtori decided it would be fun to see what zir parents and the other researchers did all day.

It was a small lab, you understand - nothing like you will find in Korvosa's Academae, for example - but they had collected a small number of exotic artifacts, esoteric spell fragments, and ex-planar devices. Perhaps you can imagine what might happen if a bright, but ultimately reckless, child wandered through such a place. Devices manipulated; artifacts activated; perhaps something dropped or broken; multiple, mismatched scroll fragments read as if they were one spell; dimensional portals opened... Hopefully yours is a good imagination - nobody can really say what happened that day. Those who survived went mad on the spot, including Beshtori's parents.

The true wonder is that Besh survived at all. That ze remained more or less unchanged defies explanation. In the weeks following "The Incident," the community's remaining elders began to notice that Tori had become imbued with a strong innate magical power (and penchant for lighting things on fire) that defied instruction. Fearing this new power (and, in truth, wanting to be rid of a troublesome, dangerous child), Besh was sent away to "learn more of this great gift." And so, ze has spent years travelling, charming zir way into the employ of one spellcaster after another, only to be sent away once they realize that, underneath the veneer of quick-witted charm, lies a well of power that cannot be safely tapped. Fortunately, Beshtori is an empty bucket.

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Description & Personality
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Beshtori is happy, naive, excitable, and eager to please. Part of this comes naturally to zir, and part of it is a result of The Incident and the rejections ze faced as a result. Besh's power has grown over the years, the ze remains unsure of how it is controlled or created - the effects are often not what ze intends, though luckily they are nonetheless useful (insofar as they haven't killed zir yet). Combined, these qualities often result in zir leaping into situations with no clear plan, floundering to figure out how to focus zir power, and more often than not, casting grease instead of fireball.

Tori is an androgynous gnome with nut brown skin and large vitiligous patches (so large, in fact, that you are left wondering is ze is brown with white patches, or white with brown patches). Besh is often clothed in plain green-grey linen tunic and trousers, which is offset by a rather flamboyant yellow-lined red cloak and violently green hair. Three wands are sheathed on the left side of zir belt; a dagger on the right. A crossbow and mace are strapped to zir pack, in pristine (i.e., unused) condition.

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Beshtori 2.0
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Besh changed from zir lighthearted self following a successful, though sorrowful, trip to the plane of Shadow, where two members of zir party lost their lives to the drow wizard Nolveniss. Zir remaining party members assumed, initially, that Besh was suffering unduly from the stress of their last encounter and grief at the loss of zir elven friends. Ze became withdrawn; zir beautiful green hair lost some of its lustre and even appeared to be falling out; zir sleeping and eating habits became increasingly erratic. Friends began to notice that Besh was self-consciously keeping zir hands and arms deep within zir robes. Occasional glimpses revealed dark, splintery... cracks... (?) tracing up the insides of zir wrists and forearms. The darkness in those spiderwebbed lines is mesmerizing, and people too late find themselves staring.

Beshtori also became more and more frustrated with zir lack of control over magic - more often popping a small insect or mammal into existence than whatever effect ze initially intended. Ze began carrying Nolveniss's spellbook everywhere, but though ze consulted it relentlessly, zir stretches, dances, and flailing about don't seem to manifest magic as often as before.

Something seemed broken inside the little gnome. Lyr and Zoso's return to life has lessened Besh's sullenness, but ze has not returned to the bright, bubbly (if nervous) creature zir friends once knew.

A quiet part at the back of Beshtori's mind will not admit that there is something living in the wasteland between the planes. Young and naive, Besh once accidentally rattled the doorknob of its home. This time, the door has been cracked open and something dark is peeking through. Fascinated and terrified, Besh continues to poke and prod at the void, fearing both that the door will be flung wide or slammed shut.