Hand

Hase's page

90 posts. Alias of Harakani.


About Hase

Note that more information can be found here and the equipment list can be found here

Hase’s familiar is Nosoi, a Raven familiar usually in shadow form.
Hase’s companion is Rogar, a dwarven “King”

spells memorised:

0:

    * Detect Magic
    * Mending
    * Message
    * Read Magic

1: 7

    * Ill omen
    * Detect Secret Doors
    * Mask Dweomer
    * Mage Armor (Cast on Nosoi at start of day, 21 hours duration)
    * Reduce Person
    * Endure Elements
    * Endure Elements

2: 7

    * Alter Self
    * Stilled Ill Omen
    * Blood Transcription
    * False Life (Cast on Nosoi at start of day, 22 hours duration)
    * False Life (Cast on Hase at start of day, 22 hours duration)
    * Share Memory
    * Bear’s Endurance

3: 7

    * Arcane Sight
    * Dispel Magic
    * Guiding Star
    * Arcane Sight
    * Protection from Energy
    * Protection from Energy
    * Protection from Energy

4: 7

    * Stilled Dispel Magic
    * Stilled Ice Spears
    * Scrying
    * Secure Shelter
    * Divination
    * Vermin form II
    * Spell Immunity

5: 6

    * Quickened Ill Omen
    * Quickened Ill Omen
    * Break Enchantment
    * Curse, major
    * blank
    * Spell Resistance

6: 6

    * Quickened Stilled Ill Omen
    * Undeath Ward
    * Guards & Wards (cast on The Circle each day)
    * True Seeing
    * Stilled Spell Resistance
    * Mass Bear’s Endurance

7: 6

    * Plane Shift
    * Teleport, Greater
    * Teleport, Greater
    * Stilled Animate Objects
    * Heal
    * Greater Restoration

8: 6

    * Mind Blank (Cast on Nosoi at start of day, 24 hours duration)
    * Mind Blank (Cast on Hase at start of day, 24 hours duration)
    * Moment of Prescience (Cast on Hase at start of day, 21 hours duration)
    * Moment of Prescience
    * Quickened Stilled Ice Spears
    * Stilled Plane Shift

9: 5

    * Stilled Destruction
    * Stilled Iron Body (cast day 3)
    * Miracle
    * Create Demiplane, Greater
    * Miracle

Haserton “Hase” Loslimor:

Male Human Witch (Winter Witch) 20
CG Medium Humanoid (human)
Init +4 Senses darkvision Perception +25 (+29)

Defence:

AC 33, touch 19, flat footed 29 (+9 armour +5 deflection, +5 natural, +4 dex)
Hp 202
Fort +17 Ref +16 Will +22
Immune Cold, Poison, Disease, Scarab of Protection; SR 20

Offence:

Speed 30ft
Melee
Ranged
Space 5ft Reach 5ft
Special Attacks
Hexes (DC 32) Slumber (DC) Evil Eye (DC) Ice Tomb (DC) Scar (DC) Dire Prophecy (DC)
Witch Spells Prepared (CL 21 , concentration 33 (38 casting defensively). +1 CL if necromancy. +2 spell pen)
9th (5/day)-
8th (6/day)-
7th (6/day)-
6th (6/day)-
5th (6/day)-
4th (7/day)-
3rd (7/day)-
2nd (7/day) -
1st (7/day)-
0 (at will, 4) -
note: +2 DC necromancy +1 DC cold
patron Endurance

Statistics:

Str 10 Dex 18 Con 20 Int 34 Wis 18 Cha 14
Base Atk +10; CMB 10; CMD 24
Feats Spell Focus (Necromancy), GreaterSpell Focus (Necromancy), Varisian Tattoo (Necromancy), Spell Penetration, Leadership, Spell Specialisation (Wail of the Banshee), Greater Spell Specialisation, Spell Perfection (Wail of the Banshee), Metamagic Still Spell, Metamagic Thanatopic Spell, Metamagic Quicken Spell
Skills Appraise +17, Diplomacy +26, Disable Device +6, Fly +14, Intimidate +23, Knowledge Arcana +36, Knowledge Dungeoneering +33, Knowledge Local +33, Knowledge Engineering +19, Knowledge Geography +23, Knowledge History +26, Knowledge Nature +36, Knowledge Nobility +34, Knowledge Planes +36, Knowledge Religion +33, Linguistics +16, Perception +25 (29), Sense Motive +25 (29), Spellcraft +41, Stealth +6, Survival +6, Use Magic Device +7
Languages x16

hexes and abilities:

hex: Feral Speech
hex: Flight
hex: Slumber
hex: Evil Eye
hex: Coven
hex: Scar
major hex: Ice Tomb
major hex: Major Healing
grand hex: Dire Prophecy
grand hex: Life Giver
Gloves of Elvenkind: plus 5 in casting defensively
amulet immune poison, disease & breathe anywhere
Scarab of protection
Orange Prism Ioun Stone: plus 1 caster level
Ring Sustenance: does not need to eat, only sleep 2 hrs
cloak: permanent blur (20% miss)
cloak: bonus 8 str for encumberance
Winter Witch: Immune to cold
Alternate Human Trait: Silver Tongued
Goggles: Darkvision 60ft
+20 HP from favoured class

Description:

The young man carries himself with that grace and poise that suggests years spent learning ettiquette and carriage, but not also spent learning duelling or dancing. A young noble, then. Pale white skin, dark eyes and black hair suggest Ustalav - but the clothing is a mix of Irrisien and Ustalav, and upper class Ustalav at that. That means the thin duelling scar is probably a Leipstadt mark, and he studied at the university there.
A thick white winter cloak pools around him as he sits, matching the fur lined boots he wears. Though he carries two scabards neither holds a sword, instead each holds an intricately inlaid silver cudgel. Any confusion as to how he might defend himself is dispelled when the coat flutters aside and reveals a silver coat open over myriad small pouches - the sign of a spellcaster.
Sure enough a raven stands un-naturally still nearby.

Equipment:

Coat of beetles
A silver coat forged with potent enchantments, this coat is actually liquid mithril, hardening and reparing when needed.
Mechanics: AC 9; Max Dex 5; ACP 0; 10 % spell failure. Glammered, Fortified 25% (25% ignore criticals and sneak attacks), resistance 10 vs fire, acid, sonic and lightning

Belt
Mechanics: +6 enhancement con, +4 enhancement dex

Headband of Gossip
Mechanics: +6 enhancement int, +4 enhancement wis, +4 enhancement cha. Skills: Diplomacy, Sense Motive, Knowledge Local

Versatile Vest
Mechanics: here

Goggles of Night
Mechanics

Boots of the Winterlands
Mechanics

Gloves of Elvenkind
Mechanics

Orange prism Ioun stone
Mechanics

Stone of good luck
Mechanics

Heward’s Handy Haversack
Mechanics here

Ring of Protection & sustenance
Mechanics

Rod of Extend Magic
Mechanics

Rod of Greater Thanatopic Magic
Mechanics

Spell Component Pouches
also contains a scrying mirror and silver holy symbol

Cloak of protection
Mechanics
Cloak of Displacement (minor)
Muleback Cords
Cloak of Resistance

Scarab of Golemform
Designed by Rogar, this item starts to turn the wearer’s body into a golem, granting immunity to disease, poison, removing the need to breathe, toughening the user’s body and providing some protection from death magic and negative energy.
Mechanics:
Amulet of Natural Armor
Periapt of proof against poison
Necklace of Adaptation
Periapt of Health
Scarab of Protection

Local Knowledge Checks:

DC 5 Haserton “Hase” Loslimor is some Ustalav noble-born wizard or something that supposedly stopped some crazies from raising Tar-Baphon a few years ago, and put down some witch in Irrisen. Loslimor is an old noble name in Ustalav, but they’re supposed to be all dead.
DC 10[p/b] Haserton “Lichmort” Loslimor. According to rumors in the magical community he stopped - and badly damaged - a group of Tar Baphon cultists from raising Tar Baphon three years ago, killed a lich, then went to Irrisen and killed one of the most powerful liches on the planet. Supposedly he’s a caster on a par with Geb and Tar Baphon, but he looks like he’s a kid and no-one had heard of him three years ago. Wondering if he’s a lich himself, using magic to look young.
[b]DC 15
Haserton “The Wytch King” Loslimor. Put down a series of increasingly powerful casters and undead, stopped Tar Baphon rising, stopped some Ice-lich in Irrisen and got welcomed there as a long lost sibling. Now he’s set up some kind of organisation for outcast casters like witches and sorcerers called The Circle, and he’s banding them together for something. Add to that the fact he looks so young and is rumored to routinely raise anyone he likes who dies... could be trouble. Heard he was affiliated with that new “Dwarf king” Rogar up in the mountains.
DC 20 No-one is supposed to get that much power in three years. Something is pushing him. He’s done good - stopped Tar Baphon from rising, killed at least two other liches. Allies and friends with Rogar, one of the most powerful dwarven wizards since dwarves showed up. Trying to put together an organisation of outcast casters - The Circle. Seems to be trying to do the right thing, but he’s got power without wisdom - raised his dead family and friends so he wouldn’t be alone. Rumor has it he’s a sucker for a sob story.

Background. Lots of Carrion Crown spoilers:

Haserton “Hase” Loslimor's amazingly spoiler filled background
Seriously, don't read this if you haven't played Carrion Crown
Old Rogeif Loslimor died thirty years ago, and his daughter and only heir Mishea Loslimor sold the place within a month. She pursued her occult interests, travelling to Osirion, Nex, Whitethrone and even Geb. She became engaged to an older Jadwiga, Alf, in Whitethrone, bore a child Haserton in 4687, and in 4693 returned to her ancestral home to die.
She didn’t realise she was returning to die, of course. The entire family would have died if not for the intercession of Professor Lorrimor. The professor ensured the family settled down, and visited periodically to talk with Alf about the White Witches of Irrisien. On occasion he would bring his daughter Kendra, 4 years older than Hase, with him.
One such visit occurred the day after Alf died. Lorrimor arrived in town with an exhausted horse, packed up Hase and the servants and moved them all to Leipstadt.
Carrion Crown spoilers ahead

Hase attended Leipstadt university. There, just as he was about to graduate, he was brutally beaten to death by the Seasage effigy.
There was just enough money left in the family coffers to have him raised. But he came back different. Angrier. With a strange guide that only he could hear, and a connection to some source of great power.
A letter to Lorrimoor about the murder bought a strange warning that suggested the professor knew something. Hase intended to confront Lorrimoor about this and the family secrets he was sure were being kept from him, but lost the opportunity when Lorimoor was killed.
The Haunting of Harrowstone
He and a group of other friends of the professor were called to Ravengro for the reading of the will and agreed to carry out Lorrimoor’s last wishes and avenge his death.
This started a long path of vengeance for Hase. He helped put down the restless dead of Ravengro, but Kendra died in the process.
Trial of the Beast
He returned to Leipstadt only to discover the effigy had been stolen. He investigated, discovering how bad the justice of Ustalav really was, and links from Lorrimoor’s killers to the effigy’s thieves. He pursued their trail to Schloss Caromarc, saving Count Caromarc and earning his gratitude, but discovering his quarry had fled.
Broken Moon
He pursued them through the werewolf-prowled forests of the shudderwood and lost Ilsa, the first of his companions from Ravengro. It was here that he really realised how powerful his magic was growing when he became frustrated that death itself was still a barrier for him. He was unsure how he had progressed so far from a university student without realising it.
Wake of the Watcher
In the village of Illmarsh live strange people and stranger things. Things that knew Hase, treated him with a respect he wasn’t sure he wanted. Things that seemed surprised he would be trying to stop them.
Ashes at Dawn
Forced into an alliance with the un-dead, Hase learned that the real monsters were far more like him than he was comfortable with.
Drawn into a relationship with Hetna, Hase almost abandoned his path. The death of another ally at Hetna’s sister’s hands brought him back to his path.
This ally, Rogar, did not stay dead, for death was no barrier to Haserton Loslimor anymore.
Shadows of Gallowspire
Vengeance so close the group pushed through towards Gallowspire, dealing a significant blow to the Whispering Way. Over and over they fought the dead, and when a companion Daviriel announced “That which is dead should stay dead” Hase and Rogar looked at each other.
Daviriel held to his convictions though. When he and Rogar died atop Gallowspire, Daviriel declined to return from the afterlife.
Frozen North
After these events Hase returned along his path. He raised Rogar, he raised Ilsa, he raised Kendra and finally he raised Lorrimoor himself. He returned home and raised his mother Mishea and father Alf. He expected everything to be perfect.
The chase had taken months, but Hase was almost unrecognisably more powerful.
The seven years apart had changed Mishea and Alf. They certainly didn’t know how to react to a child well into his majority and with the sort of power Hase had.
The family secrets were revealed, and Hase and his companions headed off to the frozen north. There they fought Krimhilde and the dragon Rimetooth, again and again. Krimhilde’s phylactery bought her back, and she in turn raised Rimetooth. This cycle happened three times before Hase worked out where the phylactery was and Rogar destroyed it and Krimhilde with an adamantium hammer.
Home Again
His family name restored Hase returned home, only to be inundated with requests to raise the dead.
He ended up returning with Rogar to Rogar’s ancestral home, now inhabited by Orcs and Drow. They cleaned it out, and Alf spent two years helping Rogar to set up a kingdom.
It was... easy. Too easy. His power continued to grow. He experimented, trying to learn how to control it and, importantly, where it came from. One day one of his experiments got free and nothing could stop it until Rogar and Hase killed it. Thirty dead, Seventy wounded. It took only a month to recover.
Hase realised that he was becoming too powerful to stay around 'mortals'. They died so easily.

The Circle:

If possible would like Hase to be still accumulating Cohorts
The Circle was born from Hase’s experiences. It is a place for those with no place. Not simply the poor, for some money will see them living well in society. It is for the outcasts. The halfbreeds, the sorcerors, the experiments and - especially - the witches.
Hase felt the suspicions of others when he came back. He saw how easy it would be to regard the rest of the world as the enemy and strike back at it out of loneliness, or anger, or revenge.
The Circle gives these people a chance to belong to something that can protect them, but at the same time something that lets them have their independence, not give it up to some overlord.
When someone joins the Circle, Hase builds them a cottage in his demiplane, and gives them a door home. They can live in the demiplane, run there if they need to. They can use their door to talk to others in the circle - to go visiting. But if they lock their door they can be alone. If they wish they can even live a normal life in their village, and just do what they wish behind the closed door.
Hase also takes a dim view of ‘his people’ getting hurt or killed. Contact him and he’ll send someone to help you. Get killed and he’ll raise you from the dead. In many ways he is taking the place a deity normally takes.
All he asks is that you help the other members of The Circle when they need it.
CG society. Peer pressure but no real rules or hierachy.

Rogar:

spells known:

0: [list]
* Putrefy Food and Drink
* Spark
* Bleed
* Dancing Lights
* Daze
* Detect Magic
* Guidance
* Light
* Mending
* Message
* Ray of Frost
* Read Magic
* Resistance
* Stabilize
* Touch of Fatigue

1:
    (15)
    * Air Bubble
    * Charm Person
    * Comprehend Languages
    * Detect Secret Doors
    * Ear-piercing Scream
    * Endure Elements
    * Hex Ward
    * Ill Omen
    * Inflict Light Wounds
    * Mage Armor
    * Mask Dweomer
    * Obscuring Mist
    * Reduce Person
    * Unseen Servant
    * Endure Elements

2:
    (4+1)
    * Alter Self
    * Blood Transcription
    * False Life
    * Share Memory
    * Bear’s Endurance

3:
    (4+1)
    * Arcane Sight
    * Dispel Magic
    * Guiding Star
    * Ice Spears
    * Protection from Energy
    * Tongues

4:
    (4+1)
    * Scrying
    * Secure Shelter
    * Divination
    * Vermin form II
    * Spell Immunity here

5:
    (4+1)
    * Break Enchantment
    * Curse, major
    * Magic Jar
    * Possess Object
    * Spell Resistance
    * Overland Flight
    * Reincarnate

6:
    (4+1)
    * Undeath Ward
    * Guards & Wards
    * True Seeing
    * Animate Objects
    * Mass Bear’s Endurance

7:
    (4+1)
    * Plane Shift
    * Teleport, Greater
    * Ice Body
    * Heal
    * Greater Restoration

8:
    (4+1)
    * Mind Blank
    * Clone
    * Destruction
    * Moment of Prescience
    * Iron Body

9:
    (4+1)
    * Wail of the Banshee
    * Create Demiplane, Greater
    * Dominate Monster
    * Summon Monster IX
    * Miracle
    * Foresight


floating unassigned spells: 4