Tirana

Farrina the Fabulous's page

610 posts. Alias of Itzi.


Race

Human Wizard (Mentalism) 12 | HP: 116 | AC: 28 | Fort: +19 Ref: +20 Will: +16 | Perception: +16 (+2 on Initiative)

Classes/Levels

| Hero Point: 2/3

About Farrina the Fabulous

Basics:

Human Wizard 12
(Medium, Human, Humanoid)
33 years old, 5'8", 142 lbs, hazel eyes, hair color, length, and style varies
Senses normal vision
Perception +16 (trained prof +4, level +11, Wis +0)
Languages Taldane (Common), Diabolic, Draconic, Dwarven, Elven, Fey, Halfling, Orcish, Osiriani, Tien, Utopian, Varisian, Vudrani

~~~~~

Defense:

HP 116
AC 28 (base 10, trained prof +2, level +12, Dex +4 )
Fort +19 (E +4, level +12, Con +3) Ref +20 (E +4, level +12, Dex +4) Will +16 (E +4, level +12, Wis +0)

~~~~~

Offense:

Speed 25'

{A} Thrown Dagger +20/+16/+12 (1d4 P) versatile S, agile, thrown (10'), finesse (E +4, level +12, Dex +4)

{A} Dagger +20/+16/+12 (1d4 P) versatile S, agile, finesse, thrown (10') (E +4, level +12, Dex +4)

{A} Fist +20/+16/+12 (1d4 B) agile, finesse, nonlethal, unarmed (E +4, level +12, Dex +4)

Agile
Multiple attack penalties reduced by 1 (2nd attack) or 2 (3rd attack).

Finesse
Can use your Dex modifier to calculate attacks with this weapon.

Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed
Not a weapon, and can't be Disarmed.

Versatile
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

~~~~~

Statistics:

Str +0, Dex +4, Con +3, Int +5, Wis +0, Cha +4

~~~~~

Ancestry - Human:

Ethnicity: Taldan
Renowned as artisans, scholars, and soldiers, Taldans have spread throughout Avistan, as the empire of Taldor once spanned almost half of the northern continent. Taldans often have brown hair, pale white to deep-bronze skin, and green, gray, or amber eyes. Their native language, Taldane, is so widespread that it’s also called Common.

Level 1

Hit Points: 8

Size: Medium

Movement: 25'

Ability Boosts
Two free.

Languages: Common + Int modifier

Heritage: Skilled Human
Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.

Ancestry Feat: Haughty Obstinancy

Level 5

Ancestry Feat: Clever Improviser

Level 9

Ancestry Feat: Incredible Improvisation

~~~~~

Background - Entertainer:

Through an education in the arts or sheer dogged practice, you learned to entertain crowds. You might have been an actor, a dancer, a musician, a street magician, or any other sort of performer.

Ability Boosts:
Two; One must be to Dexterity or Charisma, and one is a free ability boost.

Trained Skills:
You’re trained in the Performance skill and Theater Lore. You gain the Fascinating Performance skill feat.

Feat: Fascinating Performance

~~~~~

Class - Wizard:

Level 1

Hit Points: 6 + Con modifier

Primary Ability: Intelligence

Basics
Perception: Trained, Fortitude: Trained, Reflex: Trained, Will: Expert

Skills
Trained in 3 skills + your Intelligence modifier

Offense
Trained in simple weapons, Trained in unarmed attacks

Defense
Trained in unarmored defense

Ability DCs
Trained in Wizard class DC

Arcane School: Mentalism
As a scholar, you know all too well the importance of a sound mind. Thus, you attended a school — like the Farseer Tower or the Stone of the Seers — that taught the arts of befuddling lesser minds with figments and illusions or implanted sensations and memories.

Curriculum
cantrips: daze, figment
1st: dizzying colors, sleep, sure strike
2nd: illusory creature, stupefy
3rd: dream message, mind reading
4th: nightmare, vision of death
5th: hallucination, illusory scene
6th: never mind, phantasmal calamity
7th: project image, warp mind
8th: disappearance, uncontrollable dance
9th: phantasmagoria

School Spells
initial: charming push
advanced: invisibility cloak

Arcane Thesis Spell Substitution
You don’t accept the fact that once spells are prepared, they can’t be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared.

You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.

Arcane Bond: Ring
You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.

Wizard Spellcasting
Through dedicated study and practice, you can construct spells with academic rigor by shaping arcane magic. You are a spellcaster, and you can cast spells of the arcane tradition using the Cast a Spell activity. As a wizard, when you cast spells, your incantations likely specify exactly what forces you call on and how to shape them, and your gestures precisely shape and direct your magic while circles of arcane runes flare to life.

At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells in your spellbook (see below), as well as one extra curriculum cantrip and one extra curriculum spell of each rank you can cast from your arcane school. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a wizard, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast.

Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of wizard spell slot you have. For example, as a 1st-level wizard, your cantrips are 1st-rank spells, and as a 5th-level wizard, your cantrips are 3rd-rank spells.

Spellbook
Every arcane spell has a written version, which you record in your personalized book of spells. You start with a spellbook worth 10 sp or less, which you receive for free and must study each day to prepare your spells. Your spellbook’s form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Tome of Silent Shadows or something more academic, like Advanced Pyromantic Applications of Jalmeri Elemental Theory.

The spellbook contains your choice of 10 arcane cantrips and five 1st-rank arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. You also add two 1st-rank spells from the curriculum of your arcane school (except in the case of the school of unified magical theory, as described in that school).

Each time you gain a level, you add two arcane spells to your spellbook, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to and learn via Learn a Spell. When you gain spell slots of a new rank, you also add an additional spell from your school’s curriculum (unless it’s the school of unified magical theory).

2nd Level

Skill Feat: Charming Liar

Class Feat: Conceal Spell

Achetype Feat: Dandy Dedication

New Spells
1 > Phantasmal Minion
1 > Ray of Enfeeblement

3rd Level

Heightening Spells
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell’s rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.

General Feat: Quick Disguise

Skill Increase: (Arcana to Expert)

New Curriculum Spell
2 > Stupefy

New Spells
2 > Invisibility
2 > Mirror Image

4th Level

Class Feat: Silent Spell

Archetype Feat: Gossip Lore

Skill Feat: Distracting Flattery

New Spells
2 > Dispel Magic
2 > See the Unseen

5th Level

Ability Boosts
Dexterity, Constitution, Intelligence, Charisma

Reflex Expertise
Reflex increased to Expert

Skill Increase:
Performance increased to Expert

New Curriculum Spell
3 > Mind Reading

New Spells
3 > Hypnotize
3 > Mind Menace

6th Level

Class Feat: Convincing Illusion

Archetype Feat: Linguist Dedication

Skill Feat: Pickpocket

New Spells
3 > Blindness
3 > Impending Doom

7th Level

Expert Spellcaster
Spell attacks and Save DCs increased to Expert

Skill Increase
Performance increased to Master

General Feat: Slippery Secrets

New Curriculum Spell
4 > Vision of Death

New Spells
4 > Suggestion
4 > Translocate

8th Level

Class Feat: Advanced School Spell

Archetype Feat: Crude Communication

Skill Feat: Party Crasher

New Spells
4 > Replicate
4 > Telepathy

9th Level

Magical Fortitude
Fortitude Saves increased to Expert

Skill Increase
Arcana increased to Master

New Curriculum Spell
5 > Hallucination

New Spells
5 > Glimmer of Charm
5 > Wave of Despair

10th Level

Ability Boosts
Dexterity, Constitution, Intelligence, Charisma

Skill Increase
Occultism increased to Trained

Class Feat: Quickened Casting

Archetype Feat: Spot Translate

Skill Feat: Doublespeak

New Spells
5 > Cloak of Colors
5 > Mirror Malefactors

11th Level

Perception Expertise
Perception increased to Expert

General Feat: Confabulator

Skill Increase
Theater Lore increased to Expert

New Curriculum Spell
6 > Never Mind

New Spells
6 > Mislead
6 > Phantasmal Calamity

General Feat Incredible Initiative

12th Level

Class Feat: Magic Sense

Archetype Feat: Operatic Adventurer

Skill Feat: Fabricated Connections

New Spells
6 > Dragon Form
6 > Spellwrack

~~~~~

Spells:

Feats:

Level 1

Haughty Obstinancy
Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).

Fascinating Performance
When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.

If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.

Drain Bonded Item
You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

Level 2

Charming Liar (General, Skill)
Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.

{A} Conceal Spell (Concentrate, Spellshape, Wizard)
By shaping the magical energies and parameters of your spells all in your head through sheer concentration, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.

Dandy Dedication (Archetype, Dedication)
You are a consummate student of dignity, etiquette, and fashion. You become trained in Deception and Society; if you were already trained in either, you become an expert in it instead. You gain the Influence Rumor downtime activity.

Influence Rumor (Downtime Activity)
You spend at least 1 day of downtime attempting to manipulate the course, tone, or content of a rumor to your benefit. You need to succeed at a Diplomacy check to shift the rumor as you intend. The difficulty is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically is no lower than DC 15 for a small village, DC 20 for a town, DC 30 for a city, or DC 40 for a metropolis.

Level 3

Quick Disguise (General, Skill)
You can set up a disguise in one-tenth the usual time (generally 1 minute). If you’re a master in Deception, you can create a full disguise and Impersonate as a 3-action activity. If you’re legendary, it takes a single action.

Level 4

{A} Silent Spell (Concentrate, Metamagic, Wizard)
You’ve learned how to cast many of your spells without speaking the words of power you would normally need to provide. If the next action you use is Casting a Spell that has a verbal component and at least one other component, you can remove the verbal component. This makes the spell quieter and allows you to cast it in areas where sound can’t carry. However, the spell still has visual manifestations, so this doesn’t make the spell any less obvious to someone who sees you casting it. When you use Silent Spell, you can choose to gain the benefits of Conceal Spell, and you don’t need to attempt a Deception check because the spell has no verbal components.

Gossip Lore (Archetype)
Your time gossiping in fashionable salons keeps you informed on every topic. You are trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat.

If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can’t increase your proficiency rank in Gossip Lore by any other means.

{R} Distracting Flattery (Archetype, Skill)
You know how to maintain a good impression and manage your image, even while keeping uncouth company. Make a Deception check against the target’s Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes.

Success: The target’s attitude doesn’t decrease as a result of your ally’s social blunder.

Failure: The target’s attitude decreases as normal.

Critical Failure: Your attempt makes matters worse, decreasing the target’s attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction.

Level 5

Clever Improviser (Human)
You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.

Level 6

Pickpocket (General, Skill)
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 actions instead of 1, and you take a –5 penalty.

{R} Convincing Illusion (Wizard)
Trigger: A creature succeeded, but didn’t critically succeed, at a Perception check or Will save to disbelieve an illusion from a spell that you cast.
Requirements: You are within 30 feet of the observer and the illusion.

You use your deceptive skills to make your illusions seem even more real. Attempt a Deception check against the target’s Perception DC. If you succeed, the target fails to disbelieve the illusion.

Linguist Dedication (Archetype, Dedication)
You have studied languages and their development. You become trained in Society; if you were already trained in Society, you instead become an expert in Society. You gain the Multilingual skill feat twice.

Level 7

Slippery Secrets (General, Skill)
You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your identity, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.

Level 8

Party Crasher (Archetype, Skill)
You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend 1d4 hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies. This ability doesn’t apply to secret events or other small private gatherings with no staff, dates, or outsiders involved.

Crude Communication (Archetype)
Even if you don’t speak a creature’s language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret Society check for you, with a DC appropriate for the language’s rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you’re legendary in Society, you can communicate instantly without needing to attempt a Society check; even if you didn’t know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate.

Level 9

{F} Incredible Improvisation (Human)
Frequency: once per day

Trigger: You attempt a check using a skill you’re untrained in.

A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.

Level 10

{F} Quickened Casting (Concentrate, Spellshape, Wizard)
Frequency: once per day

Straining your mind, you collapse as much of your spell’s formulas as you can, resulting in a shorter but much more complex incantation. If your next action is to cast a wizard cantrip or a wizard spell that is at least 2 ranks lower than the highest-rank wizard spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).

Spot Translate (Archetype, Auditory, Linguist)
Trigger: Another creature within 60 feet uses a linguistic effect in a language you understand.

You bridge a language gap, repeating the message in a different language that you know. Choose a language you understand to repeat the message in. The linguistic effect counts as both languages, rather than only the language the triggering creature is using, potentially allowing it to affect a wider range of creatures. As normal, you can translate normal speech without Spot Translate and without using a reaction, but this reaction allows you to apply the benefits of translation to spells and actions such as command or Demoralize.

Doublespeak (General, Skill)
You’re skilled at saying one thing and meaning something different. You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a Perception check against your Deception DC to realize you are passing a secret message, and they must critically succeed to understand the message itself.

Level 11

Confabulator (General, Skill)
Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.

Incredible Initiative (General, Story, Free)
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

Level 12

Magic Sense (Arcane, Detection, Wizard)
You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-rank detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-rank detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.

Operatic Adventurer (Archetype, Skill)
Your training has focused you for the opera, and it certainly shows. You become master in Performance, and at 15th level your skill in Performance increases to Legendary. You also become expert in Theater Lore or become master in Theater Lore if you were already expert. When you’re on a stage, in an arena, or otherwise at the focus of a crowd there to see you perform, your eagerness to begin grants a +3 circumstance bonus to initiative rolls if you roll Acrobatics, Intimidation, or Performance for initiative.

Fabricated Connections (Archetype, Skill)
You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll Deception in place of a different skill when attempting to Earn Income, Make an Impression, Request, or Subsist. You can use Fabricated Connections to Make an Impression or Request once per day, and you can also use it once per week to Earn Income or Subsist.

~~~~~

Skills:

T L+2, E L+4, M L+6, L L+8

Acrobatics +16 (Dex +4 - U)
Arcana +24 (Int +5 - M)
Athletics +12 (Str +0 - U)
Crafting +19 (Int +5 - T)
Deception +24 (Cha +4 - M)
Diplomacy +19 (Cha +4 - T)
Gossip Lore +19 (Int +5 - T)
Intimidation +18 (Cha +4 - T)
Medicine +12 (Wis +0 - U)
Nature +12 (Wis +0 - U)
Occultism +19 (Int +5 - T)
Performance +22 (Cha +4 - M)
Religion +12 (Wis +0 - U)
Society +23 (Int +5 - M)
Stealth +18 (Dex +4 - T)
Survival +12 (Wis +0 - U)
Theater Lore +23 (Int +5 - M)
Thievery +19 (Dex +4 - U)

~~~~~

Appearance:

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History:

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Macros:

[dice={A} Unarmed Attack]1d20+20[/dice]
[dice={A} Unarmed Attack]1d20+16[/dice]
[dice={A} Unarmed Attack]1d20+12[/dice]
[dice=Unarmed Damage - B - non-lethal]1d4[/dice]

[dice={A} Dagger Attack]1d20+20[/dice]
[dice={A} Dagger Attack]1d20+16[/dice]
[dice={A} Dagger Attack]1d20+12[/dice]
[dice=Dagger Damage - P/S]1d4[/dice]

~~~~~

Prepared Spells Macro:

[spoiler=Current Status/Spells]
[ooc]Current HP: [i]116/116[/i][/ooc]
[ooc]Current Focus: [i]2/2[/i][/ooc]
[ooc]Hero Points: 2/3[/ooc]
[ooc]Current Effects: n/a[/ooc]

[ooc]Focus Spells[/ooc]
[ooc](6) - [i]charming push[/i][/ooc]
[ooc](6) - [i]invisibility cloak[/i][/ooc]

[ooc]Prepared Spells[/ooc]
[ooc]Cantrips - 6th (6) - [i]daze, detect magic, figment, ignition, infectious enthusiasm, shield[/i][/ooc]
[ooc]1st (5) - [i]charm, dizzying colors, force barrage, phantasmal minion, sleep[/i][/ooc]
[ooc]2nd (3) - [i]dispel magic, mirror image, stupefy[/i][/ooc]
[ooc]3rd (3) - [i]hypnotize, mind of menace, mind reading[/i][/ooc]
[ooc]4th (3) - [i]suggestion, translocate, vision of death[/i][/ooc]
[ooc]5th (3) - [i]glimmer of charm, mirror malefactors, wave of despair[/i][/ooc]
[ooc]6th (3) - [i]mislead, never mind, phantasmal calamity[/i][/ooc]
[/spoiler]

~~~~~