About HaseNote 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.
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
Belt
Headband of Gossip
Versatile Vest
Goggles of Night
Boots of the Winterlands
Gloves of Elvenkind
Orange prism Ioun stone
Stone of good luck
Heward’s Handy Haversack
Ring of Protection & sustenance
Rod of Extend Magic
Rod of Greater Thanatopic Magic
Spell Component Pouches
Cloak of protection
Scarab of Golemform
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.
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:
* 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:
* Alter Self * Blood Transcription * False Life * Share Memory * Bear’s Endurance 3:
* Arcane Sight * Dispel Magic * Guiding Star * Ice Spears * Protection from Energy * Tongues 4:
* Scrying * Secure Shelter * Divination * Vermin form II * Spell Immunity here 5:
* Break Enchantment * Curse, major * Magic Jar * Possess Object * Spell Resistance * Overland Flight * Reincarnate 6:
* Undeath Ward * Guards & Wards * True Seeing * Animate Objects * Mass Bear’s Endurance 7:
* Plane Shift * Teleport, Greater * Ice Body * Heal * Greater Restoration 8:
* Mind Blank * Clone * Destruction * Moment of Prescience * Iron Body 9:
* Wail of the Banshee * Create Demiplane, Greater * Dominate Monster * Summon Monster IX * Miracle * Foresight floating unassigned spells: 4 |