About Farrina the FabulousBasics:
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
Skilled
Wizard Abilities:
Level 1 Arcane Bond: Bonded Object: Ring
Arcane School: Deception (Illusion), Opposition: Abjuration, Necromancy
Deceptive Flourish (Su) +3
Subtle Misdirection (Sp) 7/day
Bonus Feat: Scribe Scroll Level 5 Bonus Feat: Still Spell Level 8 Invisibility Field (Sp)
Level 10 Bonus Feat: Silent Spell Rebellion Rewards:
These are rewards gained at a given rebellion level. Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
Level 13
Level 14
Traits:
Fast Talker
Focused Mind
Diva-in-Training: Perform: Sing
Vain
Extremely Fashionable
Obsessed with Success
Feats:
Level 1 Simple Weapon Proficiencies - All
Cosmopolitan: Disguise, Perception
Scribe Scroll
Skill Focus: Sleight of Hand
Level 3 Deceitful
Level 4 Persuasive
Level 5 Still Spell
Additional Traits: (Extremely Fashionable, Obsessed with Success)
Level 6 Iron Will
Improved Initiative
Level 7 Spell Focus: Illusion
Level 9 Piercing Spell
Level 10 Silent Spell
Level 11 Conceal Spell
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:
Concentration +18
Book 1 - 42 spells - 66/100 pages Cantrips - unlimited per day (from 4) - DC 15
Acid Splash
1st Level - 6+1 per day - DC 16 Alarm+
2nd Level - 9+1 per day - DC 17 Acid Arrow
3rd Level - 5+1 per day - DC 18
4th Level - 4+1 per day - DC 19
5th Level - 3+1 per day - DC 20
6th Level - 1+1 per day - DC 21
Skills:
Adventure Skills Total skill ranks: 66 (18 wizard {2/lvl}, +36 Int, +9 skilled, +3 adventure rewards) Acrobatics +2 (+2 Dex)
Background Skills Total skill ranks: 22 Appraise +5 (+5 Int)
Gear:
{head} circlet of persuasion (4,500 gp)
Dagger (2 gp, 1 lb)
Belt pouch (1 gp, 0.5 lbs)
Masterwork backpack (50 gp, 4 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] |