Sargavan Pathfinder

Gotas Lertin's page

44 posts. Alias of OmniChaos.


Full Name

Gotas Lertin

Race

Tiefling

Classes/Levels

Tattooed Sorcerer/Soulknife 3

Gender

Male

Size

Medium

Alignment

N

Deity

Nethys

Languages

Common, Infernal, Draconic

Occupation

Merc

Strength 13
Dexterity 17
Constitution 10
Intelligence 12
Wisdom 13
Charisma 18

About Gotas Lertin

Stats:

Gotas Lertin
Male Tiefling Soulknife/Tattooed Sorcerer 3
N Medium outsider (native)
Init +3; Senses Darkvision 60 ft.; Perception +9
--------------------------------------------------------------------------- -----------------------------------------------------
AC 15, touch 13, flat-footed 12
(+3 Dex, +2 Armor)
hp 30 (3 HD)
Resist cold 5, electricity 5, fire 5
Fort +4, Ref +7, Will +5
--------------------------------------------------------------------------- -----------------------------------------------------
Speed 30 ft. (6 squares)
Melee: +1 mindblade +7 (1d8+2, 19-20/x2) or
+1 mindblade +5 (1d8+2, 19-20/x2) and +1 mindblade +5 (1d6+2, 19-20/x2)
Ranged: +1 mindblade +6 (1d6+4, 19-20/x2)
Atk Options: phychic strike +1d8,
Spell-Like Abilities:
1/day- detect thoughts, mind reader
3/day- dancing lights
SR 9
--------------------------------------------------------------------------- ------------------------------------------------------
Abilities: Str 13, Dex 17, Con 10, Int 12, Wis 13, Cha 18
Base Atk +3; CMB +4; CMD 17
Feats: Weapon Finesse, Wild Talent, Two Weapon Fighting, Varisian Tattoo (Evocation), Alertness, Eschew Materials, Arcane Armor Training
Traits:
Havoc of the Society- +1 force dmg to spell dmg.
Conspiracy Hunter- +1 to Sense Motive, always a class skill.
Skills:
Acrobatics +3
Autohypnosis +7*
Bluff +4
Climb +1
Craft (Tattoo)+7*
Diplomacy +4
Disguise +4
Knowledge (Arcana) +7*
Linguistics +1
Perception +9*
Profession +1
Sense Motive +12*
Spellcraft +9*
Stealth +3
Swim +1
Use Magic Device +4
Languages Common, Infernal, Draconic,
SQ: Prehensile Tail, Nimble Attacks, Form Mind Blade, Shape Mind Blade, Throw Mind Blade, Blade Skills (Alter Blade), Enhanced Mind Blade (+1), Cantrips, Familiar Tattoo (Rat), Bloodline Arcana (Rakshasa),
Combat Gear: Wand of Shield (loaded)
Possessions: Combat gear plus Leather Armor, Pathfinder Pouch, Masterwork Artisan's Tools, Masterwork Backpack, Bloodblock, The Book of Magic, Scrollcase, Adventure's Sash, Explorer's Outfit, Flask, Candles (10), Trial Rations (10), Puzzle Box, Cold Iron and Silver Nethys Statuette, Ink, Inkpen, Small Steel Mirror, Parchment (10), Silk Rope, Scent Cloak, Iron Vials (10), Pocket Watch, Waterskin, Spring Loaded Wrist Sheath,

Magic Items:
*Armor:
*Belt:
*Body:
*Chest:
*Eyes:
*Feet:
*Hands:
*Head:
*Headband:
*Neck:
*Ring:
*Ring:
*Shield:
*Shoulders: Cloak of Resistance +1
*Wrist:

Money: 280 gp, 7 sp, 7 cp

Spells Known:

Sorcerer Spells Known (CL 3rd, 1d20+3 vs SR)

1st (6/day)- Charm Person*, Magic Missile*, Burning Hands*, Obscuring Mist
0 (at will)- Arcane Mark, Detect Magic, Detect Poison, Message, Spark*
*+1 CL to evocation and bloodline spells

Joe:

Rat
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 Nat)
hp 15 (3 HD)
Fort +3, Ref +5, Will +4
OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 11, Int 7, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Background:

Background

Gotas was born of a Rakshasa and a mortal, normally such things produce a rakshasa. But for some reason Gotas was born a tiefling. His soul to strong to be twisted yet his body to weak to resist the changes that feed its creation. The rakshasa was displeased and murdered its one time mate leaving the useless child to die. But the same strangeness of his being allowed him to survive long enough for a passing band of mercenaries to come upon him. The leader an old swordsman without an heir choose him to pass down his teachings.

Before Gotas even made it to manhood his adoptative father died, time felling him where no sword or claw could. Knowing only the life and view of a mercenary he worked the only job he knew of. It was during this time that he met a tattooed man, something drawing him to the stranger. He got to know the man and his ways, during one of his rituals to honor Nethys the god of magic his blood boiled and his mind exploded. When he regained his senses he found new power moving with in his blood. The tattooed man was gone, a tome left behind with the teachings of Nethys and the unique art of tattoo sorcerery with in.

It was during this time, while he was finding out about his abilities and the worship of his god. That he ran afoul of a Tataka, for some reason the beast fiend did not kill him as so many others but captured him with magic. Ever the mercenary he did not refuse the fiend's offer of service in exchange for his life. Working for the Tataka was not as bad as he had thought, he was sent on mostly simple tasks. Often with Dandasuka and Marai allies, yet over time he noticed a disturbing event. Rakshasa consider all those not of their kind to be below them, they could only rise so high in their eyes. Yet he was being treated as an equal, aquiring a rank no mortal should ever hold. It was then that he considered his debt repaid for his life. With careful planning he left.

Catching a ship to Akkaido, after some time there he made his way to Chance where he hopes to make his long standing dream of a mercenary company into reality. But he would need many things, joining the Warren's Watch would help.

Unit Three: Graal, Jimbli, Gotas, Ignot