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Tamir

Hrafen Vormenghast's page

457 posts. Alias of Luke_Parry.


Full Name

Hrafen Vormenghast

Race

Halfling

Classes/Levels

Sorceror (Crossblood [Orc]/[Elemental(Primal)] & Tattooed Sorceror) 3

Gender

Male

Size

Small

Age

44

Alignment

Neutral Good

Deity

Cayden Cailean

Location

Brevoy

Languages

Common, Halfling

Occupation

Brewer

Strength 8
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 10
Charisma 19

About Hrafen Vormenghast

Appearance:

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.

Background:
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]
Senses: 60' Darvision, Perception +8
Speed: 20 ft

AC: 15 (10 + 3 Dex + 1 Size + 1 NA)
Touch: 14 (10 + 3 Dex + 1 Size)
Flat-footed: 12 (10 + 1 Size + 1 NA)

Hit Points: 17/17

Fort: +3 Ref: +5 Will: +2

+2 Save Vs Illusions
+4 bonus on saving throws made against fear

Combat:

Base Atk: +1; CMB: -1; CMD: 12

Melee
Quarterstaff: +1 to Hit; Dmg 1d4-1; crit 20/x2

Ranged #1
Ray: +5 to Hit

Skills:

Skill Points per level:
Sorcerer: 2 (Class) + 2 (Intelligence) + 1 (FC)
Acrobatics +3
Appraise +2
Bluff +9 (+3 Cha + 2 ranks + 3 class skill)
Climb -1
Craft +2
Diplomacy +4
Disguise +4
Escape Artist +3
Fly +4
Handle Animal +5 (+4 Cha + 1 rank)
Heal +0
Intimidate +0 (+4 Cha - 4 Size)
Knowledge(Arcana) +8 (+2 Intelligence + 3 ranks + 3 class skill)
Knowledge(Planes) +8 (+2 Intelligence + 3 ranks + 3 class skill)
Perception +8 (+0 Wisdom + 3 ranks + 2 racial bonus + 2 Alertness + 1 trait)
Perform +4
Profession(Brewer) +7 (+0 Wisdom + 2 ranks + 3 class skill + 2 Racial)
Ride +4 (+3 Dex + 1 rank)
Sense Motive +4 (+0 Wisdom + 2 Alertness + 2 Racial)
Stealth +7 (+3 Dex + 4 Size)
Survival +0
Swim -1

Trait:

Pioneer:
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***

Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on Initiative checks.

Feats:

1st: Spell Focus (Evocation)
1st (Tattooed Sorceror Bonus): Varisian Tattoo (Evocation)
3rd: Bloatmage Initiate
5th: Spell Specialization
7th: Spell Penetration
9th: Greater Spell Penetration
11th: Greater Spell Focus (Evocation)
13th: Quicken Spell
13th (Sorceror Bonus): Improved Initiative
15th: Elemental Spell (Acid)

Racial Abilities:

Halfling Luck:
Halflings receive a +1 racial bonus on all saving throws.
Keen Senses:
Halflings receive a +2 racial bonus on Perception skill checks.
Practicality:
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.
Weapon Familiarity:
Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Class Features:

Varisian Tattoo - Ragario: Cast Dancing Lights 3/day as a spell-like ability
Cantrips
Spells

Bloodline Arcana - Orc:
You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Bloodline Arcana - Primal:
Whenever you cast a spell with an energy descriptor that matches your elemental bloodline’s energy type, that spell deals +1 point of damage per die rolled.

Bloodline Tattoos (Ex):
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.

Familiar Tattoo (Su):
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

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.

Fearless (Ex):
At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.

Create Spell Tattoo (Su):
At 7th level, a tattooed sorcerer can create a spell tattoo once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level.

This ability replaces the bloodline feat gained at 7th level.

Enhanced Varisian Tattoo (Su):
At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Varisian Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Varisian Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell.

This ability replaces the 9th-level bloodline power.

Power of Giants (Sp):
At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.

Spells Known:

Cantrips: Acid Splash, Detect Magic, Read Magic, Ray of Frost, Mage Hand, Mending, Message, Prestidigitation

1st (2/6 used): Mage Armor, Infernal Healing, (Acidic) Burning Hands, Magic Missile, Ray of Enfeeblement

Equipment:

MW Explorer's Outfit (+50gp)
Signet Ring (5)
Waterskin (1)
Spell Component Pouch [x2] (10)
Acid Flask (10)

MW Backpack (50):
Medium Tent (10)
Bedroll (0.1)
Winter Blanket (0.5)
Grappling Hook (1)
100' Silk Rope (20)
Waterproof Bag [x2] (1)
Glass Bottle [x2] (4)
Flint and Steel (1)
Small Steel Mirror (10)

Coins: 5gp, 4sp, 0cp

Archibald, Riding Dog:
N Medium animal
Init +2; Senses: low-light vision, scent; Perception +8

DEFENSE
AC: 13, Touch: 12, Flat-footed: 11 (+2 Dex, +1 natural)
hp: 13 (2d8+4)
Fort: +5, Ref: +5, Will: +1

OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)

STATISTICS
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
BAB +1; CMB +3; CMD 15 (19 vs. trip)
Feats: Skill Focus (Perception)
Skills: Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent


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