Siwar Kurash

Faeria, the Mad's page

576 posts. Organized Play character for Great Green God.


Full Name

Faeria, the Mad

Race

Illusionist 4 | hp 30 | AC 13 T 13 FF 10 | CMD 15 | F +4 R +4 W +5 | Spd 30' | Init +2 | KnAll (sans Eng, Nob) +9, Perc +0, Scrft +10, SensM +0 | blinding ray 7/7 | arcane bond 1/1

Classes/Levels

| ♬ Wish list ♬

Gender

Female Human (Varisian)

Size

Medium

Alignment

CN

Deity

Sivanah the Seventh Veil (formally Sifkesh)

Location

State of fugue

Languages

Azlanti, Common, Draconic, Gnome, Sylvan, Varisian

Occupation

Wandering mad woman

Strength 10
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 12

About Faeria, the Mad

Some past tragedy has loosened Faeria's mind's connection with reality. She wanders the lands as if in a dream unable to separate fact from fiction, the real world from her own illusions. Still sometimes her skewed perspective often lets her see things--truths, that others cannot.

Faeria, stands 5'2" and her frame bespeaks malnourishment and neglect. Her threadbare clothes are a riot of fall colors: bright golds, fiery reds and oranges. Her eyes are those of a sleepwalker (or lotus-eater)--amber, watery, and unfocused. Her breathy speech is littered with non-sequiturs and overlong, awkward pauses. She is often distracted by things only she can see, and voices only she can hear.

SAMPLE INSANITY

Favorite Game Entrance (Read down a bit. Oathbreakers Die! Spoilers!)

Favorite Game Exit (From the same game. More Oathbreakers Die! Spoilers!)

GETTING TO KNOW ONE'S SELF
It is a common thematic element that Faeria learns a bit more about herself in every adventure.

In Temple of Empyrial Enlightenment it was revealed that she was once a follower of Sifkesh the demon lord of suicide and that she had slit her own wrists with Sifkesh's symbol. She worshiped the demon until she found the 'truth' of Sivanah the Seventh Veil, goddess of illusion.

In First Steps I it was learned she had grown up on the streets of Absolom and was an Annie-like raggamuffin.

In the Wounded Wisp we learn that she often squats in abandoned houses, public shrines, and mausoleums, and that some gnomes remind her of small dogs.

Upon her Confirmation it was revealed that she may have had previous mental contact with great Cthulhu.

BOTTING:
Faeria uses clever tactics in whatever situation she thinks she is in--which of course rarely conforms to reality.

Faeria, the Mad -CORE-
Female human (Varisian) illusionist 4
CN Medium humanoid (human)
Init +2; Senses Perception +0
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Defense
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AC
13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 30 (4d6+12)
Fort +4, Ref +4, Will +5
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Offense
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Speed
30 ft.
Melee cold iron dagger +2 (1d4/19-20) or
______ unarmed strike +2 (1d3 nonlethal)
Ranged touch +4 blinding ray (blinds for 1 rd or dazzles if more target has more HD than Faeria)
Arcane School Spell-Like Abilities (CL 4th; concentration +10)
__ 7/day—blinding ray
Illusionist Spells Prepared (Arcane Bond (amulet, 1/1), CL 4th; concentration +10)
2ndhypnotic pattern (DC 18), invisibility, minor image (DC 18), mirror image
1stburning hands (4d4, DC 15), color spray (DC 17), disguise self, grease (DC 15), silent image (DC 17)
0 (at will)dancing lights, detect magic, ghost sound (DC 16), read magic
Opposition Schools Abjuration, Necromancy
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Statistics
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Str
10, Dex 14, Con 14, Int 18, Wis 10, Cha 12
Base Atk +2; CMB +2; CMD 15
Feats Dodge, Greater Spell Focus (illusion), Spell Focus (illusion)
Traits fast-talker, focused mind
Skills Bluff +7, Disguise +4, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Spellcraft +11, Stealth +5, Survival +0 (+2 to avoid becoming lost)
Languages Azlanti, Common, Draconic, Gnome, Sylvan, Varisian
SQ arcane bond (amulet), extended illusions (1 round)
Combat Gear dust of illusion (2), greater ice diamond shard (see Icy Jewelry Recovery below), potion of cure light wounds (1/1), scroll of color spray (1/1), scroll of comprehend languages (2/2), scroll of disguise self (2/2), scroll of magic mouth (1/1), scroll of mount (1/1), scroll of silent image (1/1), scroll of sleep (2/2), scroll of ventriloquism (1/1), wand of disguise self (5 charges); Other Gear cold iron dagger, arcane bond amulet, cloak of resistance +1, chalk, ink (colored), inkpen, sack, scroll cases (3), spell component pouch, sleeves of many garments, spellbook, trail rations (2), beat-up, old wayfinder (with the name Rodrigo engraved upon it), 709 gp, 7 sp, 9 cp

Childishly crayon-drawn spell book (50 pgs, 475 gp):

2ndhypnotic pattern (DC 18), invisibility, minor image (DC 18), mirror image, resist energy, rope trick, see invisibility, touch of idiocy
1stburning hands (DC 15), color spray (DC 17), comprehend languages, detect secret doors, disguise self, endure elements, expeditious retreat, grease, obscuring mist, protection from evil, silent image (DC 17) sleep (DC 15), unseen servant, ventriloquism (DC 17)
0 (at will)acid splash, arcane mark, bleed (DC 14), dancing lights, daze (DC 14), detect magic, detect poison, flare (DC 14), ghost sound (DC 16), light, mage hand, mending, message, open/close (DC 14), prestidigitation, ray of frost, read magic, touch of fatigue (DC 14)

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Special Abilities
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Abjuration
You must spend 2 slots to cast spells from the Abjuration school.
Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blinding Ray (7/day) (Sp) As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Confirmed Field Agent Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1). (The Confirmation)
Explore, Report, Cooperate You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet. (Wounded Wisp)
Extended Illusions (+1 rds) (Su) Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Focused Mind +2 to Concentration checks
Friend of Janira Gavix The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. (The Confirmation)
Growling Gray Bag of Tricks On the First World, you found a fur-covered bag that grumbles and growls. This functions as a typical gray bag of tricks, with the following modifications. A growling bag of tricks can be used once per day, to a maximum of 3 times per week, and the creatures it summons last for 5 minutes. The animals it summons come from the First World. They have unusual physical features, such as bizarre coloration or abnormally long fur. Compared to typical animals of their type, they gain resistance 5 to both cold and electricity and a +4 bonus on saving throws against mind-affecting effects. Their creature type counts as both animal and fey. (Down the Verdant Path)
Icy Jewel Recovery (Scarab Sages) You have recovered an ice diamond, a gem that is highly receptive to magical energy. Tahonikepsu infused the ice diamond with powerful magic. Even the leftover shards of the diamond that she carved away carry a spark of power, which she is willing to share with those who helped her acquire the diamond. You may either take an ice diamond shard for free, or a greater ice diamond shard for the subsidized price of 300 gp. If you select an ice diamond shard, you can activate this boon to channel harmful magic targeting you into the shard, granting a +2 bonus on a saving throw after you roll the saving throw but before the GM reveals the result. Alternatively, you can activate this boon to use the ice diamond shard as an additional material component for a spell or spell-like ability. If you do so, the caster level for that spell or spell-like ability increases by 1. A greater ice diamond shard has the same properties as an ice diamond shard, except that it either grants a +3 bonus on a saving throw or increases the caster level of a spell or spell like ability by 2. When you use this boon, cross it off your Chronicle sheet. (From Under Ice)
Magic Boon As a standard action, you may recall one spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability once. On using this ability, check the box and line through this boon. (Blood Under Absalom)
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prized Find You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option). (Wounded Wisp)
Prospective Poisoner You earned the respect of Pemak, a member of Daggermark’s Poisoner’s Guild. She welcomes you to join the Poisoner’s Guild, or to suggest candidates to join the organization. All of your characters gain access to the Daggermark Poisoner Prestige Class (Pathfinder Campaign Setting: Paths of Prestige 18) as if it appeared on the Additional Resources list. Characters with this prestige class qualify for the Master AlchemistAPG feat and can purchase and use poisons as if they had the Poison Use ability. Include a copy of this Chronicle sheet with the records of any PC who selects this option. (Oathbreakers Die!)
Remnant of the First World One of your items has been infused with a spark of transformation from the First World, giving it unusual characteristics. Record the name of the item and its properties on the lines below. These effects do not hamper the item’s performance. If you wish to remove these effects, you may do so without cost between scenarios by encasing the item in a cold iron box for a week. In Faeria's case a days worth of trail-mix rations she owns rotates slowly counter-clockwise when placed upon a flat surface like a miniature galaxy. (Down the Verdant Path)
Timinic’s Trinkets It took some convincing, but you persuaded Timinic not to leave the Pathfinder Society, and he’s determined to help reestablish the Dryblade Lodge in Daggermark. He has procured some useful tools for prospective recruits, and has offered these items to you as well. You can purchase any wondrous item from the Core Rulebook worth 250 gp or less, a pair of sleeves of many garments (Pathfinder RPG Ultimate Equipment 275), or a traveler’s any tool (Ultimate Equipment 323), for 1 Prestige Point. You can use this boon any number of times. (Oathbreakers Die!)
Warm Friend in a Cold Land You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet. (From Under Ice)

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Player Great Green God
Character Faeria, the Mad
PFS # 139009-39
Faction Scarab Sages
Day Job N/A