About Hrafen Vormenghast
Hrafen is a bald, corpulent Halfling with piercing gray eyes. He usually wears a cherry-red robe with purple trimming, festooned with Thassilonian runes picked-out in gold and silver thread. Although rather stocky, even for a Halfing, he is still quite light on his feet, and moves with a grace that is belied by his size. His most distinguishing feature, besides his corpulence, are the myriad runic tattoes which cover both of his arms.
Normally haughty and quick to anger, he can, however, become tenaciously single-minded when a specific goal presents itself.
A respected Evoker in the human city of Oppara, Hrafen was born, and grew-up, in that most decadent of cities. From an early age, it was clear that he had a prodigious talent for magic, which was matched only by his volcanic temper; over the years, he left acid burns on more than one wall, and singed a fair few eyebrows...
It was eventually decided that the best way to deal with his rather... unique... personality was to induct him into the ranks of the empire's battle-magi, in the hope that this would serve to act as a sufficient outlet for his anger and aggression. At the same time, he was given a mentor; a young human wizard named Skerrin, who had recently returned from Korvosa.
Initially, Hrafen railed against his enforced 'mentor', but gradually, he came to appreciate the budding-sage's quiet ways, and even found his bookish-naivete endearing. Over the years, the two became fast friends; Hrafen would entertain Skerrin with tales of the missions that he had been on, mentioning the cultures and creatures that he encountered, whilst Skerrin would go off on tangents about esoteric aspects of history, or monster life-cycles. As time passed, the friendship even did what no other force on Golarion had been able to accomplish; Hrafen's temper cooled somewhat, and although still quite hot-headed and impetuous, he was less likely to fall into a blind rage.
Skerrin helped Hrafen to channel his energy into other pursuits, teaching him of the rune-magic of forgotten Thassilon, and encouraging to take-up a hobby; Hrafen eventually fell-in with the city's brewers, becoming something of a connoisseur and master brewer himself in his spare time.
However, a slight accident, wherein an entire warehouse exploded after an errant ray of flame engulfed a barrel, caused Hrafen to re-think his priorities, and beat a hasty exit. He headed for the Stolen Lands, where he had heard that there were opportunities for determined individuals to carve out fiefdoms amidst the wilds...
Initiative: +9 [+3 Dex + 2 Trait + 4 Familiar]
AC: 14 (10 + 3 Dex + 1 Size)
Hit Points: 12/12
Fort: +2 Ref: +4 Will: +2
+2 Save Vs Illusions
Base Atk: +1; CMB: -1; CMD: 12
Skill Points per level:
Sorcerer: 2 (Class) + 2 (Intelligence) + 1 (FC)
Bluff +9 (+3 Cha + 2 ranks + 3 class skill)
Escape Artist +3
Intimidate +0 (+4 Cha - 4 Size)
Knowledge(Arcana) +7 (+2 Intelligence + 2 ranks + 3 class skill)
Knowledge(Planes) +7 (+2 Intelligence + 2 ranks + 3 class skill)
Perception +7 (+0 Wisdom + 2 ranks + 2 racial bonus + 2 Alertness + 1 trait)
Profession(Brewer) +7 (+0 Wisdom + 2 ranks + 3 class skill + 2 Racial)
Sense Motive +4 (+0 Wisdom + 2 Alertness + 2 Racial)
Stealth +7 (+3 Dex + 4 Size)
You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land.
Your family might even claim holdings in the Stolen nLands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with
the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands.
You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
***With GM permission, I would to pay the 75gp difference between this and the price of a riding dog***
Benefit: You gain a +2 trait bonus on Initiative checks.
1st: Spell Focus (Evocation)
1st (Tattooed Sorceror Bonus): Varisian Tattoo (Evocation)
3rd: Bloatmage Initiate
5th: Greater Spell Focus (Evocation)
7th: Spell Penetration
9th: Greater Spell Penetration
11th: Elemental Spell (Acid)
13th: Quicken Spell
13th (Sorceror Bonus): Improved Initiative
15th: Spell Specialization
Halflings receive a +1 racial bonus on all saving throws.
Halflings receive a +2 racial bonus on Perception skill checks.
Halflings are grounded in hard work and common sense. Halflings with this racial trait gain a +2 bonus on any one Craft or Profession skill (Profession[Brewer]), as well as on Sense Motive checks and saves against illusions.
This replaces the fearless and sure-footed racial traits.
Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Varisian Tattoo - Ragario: Cast Dancing Lights 3/day as a spell-like ability
Bloodline Arcana - Orc:
Bloodline Arcana - Primal:
Bloodline Tattoos (Ex):
Familiar Tattoo (Su):
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
This ability replaces her 1st-level bloodline power.
Create Spell Tattoo (Su):
This ability replaces the bloodline feat gained at 7th level.
Enhanced Varisian Tattoo (Su):
This ability replaces the 9th-level bloodline power.
Power of Giants (Sp):
Cantrips: Acid Splash, Detect Magic, Read Magic, Ray of Frost, Mage Hand, Mending, Message, Prestidigitation
1st (4/5 used): Mage Armor, Infernal Healing, (Acidic) Burning Hands, Magic Missile, Ray of Enfeeblement
MW Explorer's Outfit (+50gp)
Signet Ring (5)
Spell Component Pouch [x2] (10)
Acid Flask (10)
MW Backpack (50):
Coins: 5gp, 4sp, 0cp
Archibald, Riding Dog:
N Medium animal
Init +2; Senses: low-light vision, scent; Perception +8