Tirana

Farrina the Fabulous's page

555 posts. Alias of Itzi.


Race

Human Deceptionist 11 | HP 46/46 | AC 16 T 12 FF 14 | Fort +4 Ref +6 Will +9 | Init +6 | Perception +13

Classes/Levels

| Arcane Bond 1/1 | Misdirection 9/9

About Farrina the Fabulous

Basics:

Deceptionist (Illusionist) 11
N Medium humanoid (human - Chelaxian, male), 32 years old, 5'8", 131 lbs.

Init +6; Senses Perception +13

Defense:

AC 16, touch 12, flat-footed 14 (+4 mage armor, +2 Dex)
hp 46 (11d6)
Fort +4 (+3 base, +1 cloak), Ref +6 (+3 base, +2 Dex, +1 cloak), Will +9 (+7 base, -1 Wis, +1 cloak, +2 Iron Will)

Offense:

Speed 30 ft.
Melee Unarmed +4 (1d3 -1 20/x2; bludgeoning)

Statistics:

Str 8 (-1), Dex 15 (+2), Con 10 (+0), Int 21 (+5), Wis 8 (-1), Cha 18 (+4)
Base Atk +5; CMB +4; CMD 16/14
Languages Common, Abyssal, Celestial, Elven, Infernal, Thassilonian, Varisian

Human Abilities:

Ability Scores: +2 Int
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Bonus Feat: Cosmopolitan
Humans select one extra feat at 1st level.

Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Wizard Abilities:

Level 1

Arcane Bond: Bonded Object: Ring
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools.

Arcane School: Deception (Illusion), Opposition: Abjuration, Necromancy
Specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.

Deceptive Flourish (Su) +3
You gain a +2 enhancement bonus on Bluff and Disguise skill checks. This bonus increases by 1 for every 5 wizard levels you have, up to a maximum of +6 at 20th level. At 20th level, you gain the benefits of misdirection (Will DC = 20 + your Intelligence modifier) or nondetection permanently. At will as a standard action, you can change which of the two spells is active, and each time you activate misdirection, you can choose a new creature or object as the secondary object.

Subtle Misdirection (Sp) 7/day
As a standard action, you can touch a creature or an object that weighs no more than 25 pounds per caster level to impart an illusory ward that lasts for 1 minute. Attacks against a warded creature suffer a 20% miss chance, and the ward ends once it negates an attack. The DC of any caster level check, skill check, or saving throw to detect or determine the properties of a warded item increases by 1, plus 1 for every 5 wizard levels you have. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Bonus Feat: Scribe Scroll

Level 5

Bonus Feat: Still Spell

Level 8

Invisibility Field (Sp)
At 8th level, you can make yourself Invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.

Level 10

Bonus Feat: Silent Spell

Rebellion Rewards:

These are rewards gained at a given rebellion level.

Level 2
+1 rank in one skill: Diplomacy

Level 3
potion of cure moderate wounds

Level 4
Bonus Feat: Persuasion

Level 5
XP Reward

Level 6
750 GP

Level 7
+1 rank in one skill: Diplomacy

Level 8
wand of mage armor

Level 9
Bonus Feat: Iron Will

Level 10
XP Reward

Level 11
3000 GP

Level 12
+1 rank in one skill: Diplomacy

Level 13
wand of scorching ray

Level 14
Bonus Feat: Improved Initiative

Traits:

Fast Talker
You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Focused Mind
You gain a +2 trait bonus on concentration checks.

Diva-in-Training: Perform: Sing
Choose one type of Perform skill. You gain a +1 trait bonus in that specific Perform skill, and all Perform skills are class skills for you. You also increase the save DCs of all language-dependent spells and effects you create by 1.

Vain
Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

Extremely Fashionable
Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Obsessed with Success
A Chelaxian without a visible degree of success is marked as pathetic, and so you grew up careful not to let failure stick. Once per day, when you re-attempt a skill check you have previously failed within the last minute, you can add a +4 trait bonus to that check.

Feats:

Level 1

Simple Weapon Proficiencies - All
Trained in the use of all basic weapons.

Cosmopolitan: Disguise, Perception
You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.

Scribe Scroll
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Skill Focus: Sleight of Hand
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Level 3

Deceitful
You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Level 4

Persuasive
You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Level 5

Still Spell
A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.

Additional Traits: (Extremely Fashionable, Obsessed with Success)
You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Level 6

Iron Will
You get a +2 bonus on all Will saving throws.

Improved Initiative
You get a +4 bonus on initiative checks.

Level 7

Spell Focus: Illusion
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Level 9

Piercing Spell
When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.

Level 10

Silent Spell
A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.

Level 11

Conceal Spell
When you cast a spell or use a spell-like ability, you can attempt to conceal verbal and somatic components among other speech and gestures, and to conceal the manifestation of casting the spell, so others don’t realize you’re casting a spell or using a spell-like ability until it is too late. The attempt to hide the spell slows your casting slightly, such that spells that normally take a standard action to cast now take a full-round action, and spells that normally take longer than a standard action take twice as long. (Swift action spells still take a swift action.) To discover your ruse, a creature must succeed at a Perception, Sense Motive, or Spellcraft check (the creature receives an automatic check with whichever of those skills has the highest bonus) against a DC equal to 15 + your number of ranks in Bluff or Disguise (whichever is higher) + your Charisma modifier; the creature gains a bonus on its check equal to the level of the spell or spell- like ability you are concealing.

If your spell has a somatic component, any creature that can see you receives a Perception or Spellcraft check (whichever has the highest bonus) against a DC equal to 15 + your number of ranks in Sleight of Hand + your Dexterity modifier; the creature gains a bonus on its check equal to the level of the spell or spell-like ability you are concealing.

Since you are concealing the spell’s manifestation through other actions, others observing you realize you’re doing something, even if they don’t realize you’re casting a spell. If there is a verbal component, they still hear your loud, clear voice but don’t notice the spell woven within. If an opponent fails its check, your casting also does not provoke attacks of opportunity, and an opponent that fails its check can’t use readied actions that depend on realizing that you’re casting a spell or using a spell-like ability, or readied actions such as counterspelling that require identifying the spell you’re casting. Spells such as fireball that create an additional obvious effect (aside from the manifestation of casting that all spells and spell-like abilities share) still create that effect, though it might not be obvious who cast the spell unless it emanates from you.

If a character interacts with you long enough to attempt a Sense Motive check without realizing you have been casting spells, that character can use Sense Motive to gain a hunch that you’re behaving unusually.

Spells:

Skills:

Adventure Skills

Total skill ranks: 66 (18 wizard {2/lvl}, +36 Int, +9 skilled, +3 adventure rewards)

Acrobatics +2 (+2 Dex)
Bluff +30 (11 ranks, +3 class skill, +4 Cha, +4 Deceptive Flourish - enhancement, +1 Fast Talker - trait, +4 Deceitful, +3 circlet - competence )
Climb -1 (-1 Str)
Diplomacy +26 (11 ranks, +3 class skill, +4 Cha, +1 Extremely Fashionable - trait, +4 Persuasive, +3 circlet - competence)
Disable Device --
Disguise +29 (11 ranks, +3 class skill, +4 Cha, +4 Deceptive Flourish, +4 Deceitful, +3 circlet - competence)
Escape Artist +2 (+2 Dex)
Fly +2 (+2 Dex)
Heal -1 (-1 Wis)
Intimidate +10 (+4 Cha, +1 Extremely Fashionable - trait, +2 Persuasive, +3 circlet - competence)
Knowledge (arcana) +19 (11 ranks, +3 class skill, +5 Int)
Knowledge (dungeon) -- ()
Knowledge (local) +18 (10 ranks, +3 class skill, +5 Int)
Knowledge (nature) -- ()
Knowledge (planes) +12 (4 ranks, +3 class skill, +5 Int)
Knowledge (religion) -- ()
Perception +13 (11 ranks, +3 class skill, -1 Wis)
Ride +2 (+2 Dex)
Sense Motive -1 (-1 Wis)
Spellcraft +19 (11 ranks, +3 class skill, +5 Int)
Stealth +2 (+2 Dex)
Survival -1 (-1 Wis)
Swim -1 (-1 Str)
Use Magic Device -- ()

Background Skills

Total skill ranks: 22

Appraise +5 (+5 Int)
Craft (clothing) +9 (1 rank, +3 class skill, +5 Int)
Handle Animal --
Knowledge (engineering) -- (+3 class skill, +5 Int)
Knowledge (geography) -- (+3 class skill, +5 Int)
Knowledge (history) +19 (11 ranks - headband, +3 class skill, +5 Int)
Knowledge (nobles) -- (+3 class skill, +5 Int)
Linguistics -- (+3 class skill, +5 Int)
Perform (comedy) +16 (6 ranks, +3 class skill, +4 Cha, +3 circlet - competence)
Perform (sing) +15 (4 ranks, +3 class skill, +4 Cha, +1 Diva in Training - trait, +3 circlet - competence)
Sleight of Hand +19 (11 ranks, +2 Dex, +6 Skill Focus - untyped)

Gear:

{head} circlet of persuasion (4,500 gp)
{headband} headband of mental prowess +2 (Int, Cha, Know History) (10,000 gp)
{eyes}
{shoulders} cloak of resistance +1 (1000 gp)
{neck}
{chest}
{body}
{armor}
{belt}
{wrists}
{hands}
{ring1} ring of mind shielding (8,000 gp) {arcane focus}
{ring2}
{feet} boots of disguise (2700 gp)

Dagger (2 gp, 1 lb)
pearl of power - 1st level (1000 gp)
wand of mage armor (750 gp) {50 charges}
wand of scorching ray (4,500 gp) {50 charges}

Belt pouch (1 gp, 0.5 lbs)
{
619.86 gp
Flint and steel (1 gp)
}

Masterwork backpack (50 gp, 4 lbs)
{
potion of cure moderate wounds (300 gp)
Bedroll (1 sp, 5 lbs)
Candle x5 (1 cp)ea
Cards (1 sp, 1 lb)
Entertainers garb x3 (3 gp, 4 lbs)ea
Ink, black (8 gp)
Parchment x10 (2 gp)ea
Spellbook (85 gp, 3 lbs)
}

piles and piles of colorful embroidered clothes (400 gp)

Appearance:
Farrina the Fabulous stands 5'8" and is reasonably slender. (No, she's not going to tell you how much she weighs! How Rude!) She is typically garbed in a riot of colors, many of them clashing. The color of her hair varies depending on her mood; some days, blond braids, other days flowing brunette locks. She has a tendency to fidget with small stage props when she's concentrating on something.

Personality:
Farrina is a gregarious, outgoing, stage performer. Her normal audience is small theaters, taverns, and other intimate venues where she can involve the viewers. Her show consists of comedy, slight-of-hand non-magical magic, ventriloquism, and off-color songs . All accompanied by her normal ribald commentary. She loves working the crowd. Audience approval is her very lifeblood.

Backstory:
Farrina the Fabulous doesn't exist. Sort of.

Farrina is the stage persona of one Francis Drudge.

As a young man, Francis wanted to learn magic more than anything. He approached a performing stage magician that he admired, Boccabar the Brilliant, to propose becoming his apprentice and assistant. Francis was crushed when the man dismissed him out of hand, stating that the only thing people wanted to see on stage with him as an assistant was a pair of beautiful legs. He had always been skilled with needle and thread, and with the help of an aging thespian friend who was a master of stage makeup, Francis created Farrina. In the guise of the attractive and outgoing woman, he again attempted to gain a position with his idol. Farrina was accepted immediately.

Francis spent two years playing the colorful character as counterpoint to Boccobar's dour but skilled stage presence. He learned what he could about illusory magic. More fulfilling, though, he learned how to work an audience. Boccabar didn't think it was so wonderful. More and more, Farrina began stealing the laughter and applause. As with many stage pairings, this eventually lead to the breakup of the duo. Realizing that he didn't need Boccabar any more, Francis left the aging magician as well as his Farrina persona behind and struck out on his own. He flopped. While gifted in the arts of magic and slight-of-hand, Francis lacked the energy and charisma needed to hold an audience.

Desperate for funds and stubbornly refusing to return to his successful stage creation, Francis turned to a small group of rogues who could use his illusory talents to stage petty robberies. This also failed, but in a more catastrophic fashion. At the end all that remained was Francis, a torched inn, three dead rogues, and two dead Hellknights.

Francis knew that to show his face now would result in a death sentence, so he returned to the protecting guise of Farrina. Unfortunately, he has now been hiding behind her for over six months. The resulting stress has not been kind to Francis' already fragile mind and he is starting to see her as a separate person entirely.

He currently spends his days sleeping and practicing his performance and his nights working various taverns and inns to pay for whatever flat he hasn't been kicked out of yet.

Memed Spells Macro:

[spoiler=Current Status/Spells]
[ooc]Current HP: [i]46/46[/i][/ooc]
[ooc]Current Effects: [i]mage armor[/i][/ooc]
[ooc]Memorized Spells[/ooc]
[ooc]0 - DC 15 - [i]detect magic, light, prestidigitation, ray of frost[/i][/ooc]
[ooc]1 - DC 16 - [i]charm person, color spray*, enlarge person, [s]magic missile[/s], sleep, sow thought, vanish[/i][/ooc]
[ooc]2 - DC 17 - [i]alter self, glitterdust, hideous laughter, hideous laughter, mirror image*, mirror image*, misdirection*, raiment of command*, [s]scorching ray[/s], [s]scorching ray[/s][/i][/ooc]
[ooc]3 - DC 18 - [i]dispel magic+, hold person, major image*, [s]haste[/s], shroud of innocuity*[/i][/ooc]
[ooc]4 - DC 19 - [i]charm monster, complex hallucination*, greater invisibility*, phantasmal killer*, phantasmal killer*[/i][/ooc]
[ooc]5 - DC 20 - [i][s]charm monster {piercing}[/s], persistent image*, teleport, wall of force[/i][/ooc]
[ooc]6 - DC 21 - [i][s]charm monster {still,silent}[/s], permanent image*[/i][/ooc]
[/spoiler]