Spell Sovereign

Isen Kalla's page

514 posts. Alias of JonGarrett.


Full Name

Isen Kalla

Race

Elf

Classes/Levels

Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

Gender

Male

Size

Medium

Age

76

Alignment

Chaotic Good

About Isen Kalla

Isen Kalla
Male Elf Treasure Seeker Unchained Rogue 5 / Seeker Sorcerer 1 - Winter Witch 4 / Gestalt 5
Trickster Mythic Tier 1
Chaotic Good Medium Humanoid (Elf, Orc, Humanoid)

Initiative; +4 Perception +10

Daily Abilities:

Mythic Power - 5
Spell Points - 13
Silver Pieces in Stock - 463sp

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Defense
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AC 22 touch 12 flat-footed 16 - (Base +10 - Armour +4 - Dex +4 - Shield +2 - Deflection +2 - Natural Armour +1)
hp 31
Fort +4, Ref +7, Will +4

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Offence
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Speed 30 ft.
Melee
Masterwork Curve Blade - +8 to hit - 1d10+6 damage - 18-20 x 2 Crit
Sneak Attack - 3d6
Energy Blade - 4d6/3d6 during sneak attack.

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Magic
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Sorcerer/Witch Spheres
Casting Tradition Hubris Magic
- Material Casting - Each time magic is used, it costs 1sp per caster level used.
- Limited Protection - Aegis abilities only work on himself. Grants Armoured Magic talent.

Caster Level 5
Spell Points 8
Difficulty Check 15

Life Sphere Magic - Allows the use of Healing and Restorative talents.
Invigorate - Add a number of temporary hit points equal to caster level to a target. These do not stack with other temporary hit points and cannot increase it over there starting HP.
Cure - For one spell point, heal 1d8 plus your level.
Restore - Removes a variety of ill effects.
- Restore Health - This talent adds an additional 1d8 to all Cures cast, and allows Restore to affect Diseases and Poisons.
- Restore Soul - Add 1d8 to all Cures Cast, and allow Restore to affect ability drain and temporary negative levels.
- Restore Senses - Add 1d8 to Cure and restores ailments that affect senses.
- Break Enchanment - Break negative enchantments.

Protection Sphere Magic - Allows the casting of physically protective magic.
Ward - Creates a protective barrier that blocks movements and attacks.
Aegis - Adds a +1 to AC per five caster levels, and lasts for one hour per caster level.
- Armoured Magic - Enhance AC by 3+1 or a 1+1 shield bonus for every five levels after five.

Destruction Sphere Magic - Grants the use of various devastating blasts.
Destructive Blasts - Deals 1d6 per 2 caster levels in bludgeoning damage as a touch attack or ranged touch attack. At the cost of one Spell Point this can be increased to 1d6 per caster level.
- Energy Blade (Blast Shape) - Add a Destructive Blast to a weapon attack as a standard action.
- Greater Destruction - Increase damage by one dice.

Illusion Sphere Magic - Create artificial illusions and sounds.
Trick - Small tricks usually based on Sleight of Hand.
Illusion - Magically contructed images.
- Complex Illusions - Make more realistic illusions.

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Statistics
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Str 13 Dex 18, Con 12, Int 16, Wis 10, Cha, 12
Base Atk +2; CMB +3; CMD 18

Feats Combat Casting, Counterweight, Melee Blaster, Weapon Finesses, Exotic Weapon Proficiency
Mythic Feats - Morphic Nature

Traits Jagladine Experiment #14073, Unrealized Telekentic

Racial Traits Arcane Focus, Blended View (Darkvision 60ft, Low Light Vision), Elven Magic, Keen Senses.

Skills (4) Acrobatics +15, Appraise +6, Bluff+9 Climb +7, Diplomacy +9, Disable Device +13, Heal +5, Knowledge (Arcana) +7, Knowledge (Local) +11, Knowledge (Nature) +11, Knowledge (Planes) +11, Knowledge (Religion) +11, Perception +10, Sense Motive +6, Survival +6, Stealth +12, Sleight of Hand +12, Swim +7.
Bonus Skills Craft (Painting) +11, Knowledge (Engineering) +7, Knowledge (History) +10, Knowledge (Geography)+7, Knowledge (Nobility) +7 Linguistics +9, Perform (Dance) +6, Perform (sing) +6, Profession (Gambler)+8.
Languages Common, Elven (6 more)

Combat Gear Masterwork Elven Curve Blade with hollow pommel and false-bottomed scabbard (8lbs), Darkleaf Leather Armour (10lbs).
Other Gear 2 x Spring-Loaded Wrist Sheath (2 lbs), Cub (False Bottomed) (1lbs), Grooming Kit (2 lbs), Masterwork Thieves Tool.
Masterwork Backpack, Waterskin (4 lbs), Bedroll and Blanket (8 lbs), Silk Rope (50ft), String (50ft), Fish hook, Mirror (0.5 lbs), Compass (0.5 lbs).
Chalk (5 pieces), Charcoal (5 pieces) Inkpen, Ink (5 vials), Paper (30 sheets), Parchment (30 sheets).
1 x Cold Weather Outfit (7 lbs), 1 x Hot Weather Outfit (4 lbs), 2 x Explorer’s Outfits (8 lbs), Cologne (50 doses),
Money 570gp, 3sp, 7cp.
Weight 50 lbs
Carrying Capacity Light - 58lbs Medium - 116lbs Heavy - 175lbs

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Special Abilities
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Arcane Focus - +2 to concentration checks to cast defensively.
Blended View - Grants Elves both the Darkvision and Low Light Vision abilities.
Bonus Hit Points - At each Mythic Tier, a Trickster gains +4 HP.
Cold Flesh - Gain the effects of the Endure Elements with regards to cold.
Counterweight - Walk on surfaces that could not normally support your weight, such as strinks or liquid, and add casting modified to Acrobatics as a bonus.
Combat Casting - Gain a +4 bonus to cast defensively or when grappled.
Darkvision - See in total darkness up to 90ft, thanks to his odd heritage.
Elven Immunities - Elves are immune to Sleep effects, and gain a +2 to resist Enchantment effects.
Elven Magic - Elves gain a +2 to overcome spell resistance, and to spellcraft checks made to identify magic items.
Evasion - On a successful reflex save against a spell or ability that would inflict half damage, no damage is taken.
Finesse Training - Grants the abilities of weapon finesse and, at 3rd, 11th and 17th levels a weapon that uses that feat adds dexterity to damage.
Hard to Kill - Automatically stabilize at 0 hit points or below. You don’t die until you exceed twice your constitution score.
Hex - Magical tricks that can be used repeatedly.
- Tongues - For 1 minute increments equal to witch level, understand any language. At level 5 you can speak them as well.
- Ward - Adds a +2 deflection bonus to saves and AC. Last until the creature is hit. Cannot be used on self, and only one can be active.
- Flight - Levitate once per day.
Improbable Prestidigitation - Creates a 1 cubic foot interdimensional space for storing objects, which can be retrieved with a Slight of Hand check unnoticed.
Jagladine Experiment #14073 - Move five feet faster than usual, twice per day, as a free action.
Keen Senses - +2 to Perception.
Light Sensitivity - Bright Light and the Daylight spell cause a -1 to hit and perception.
Melee Blaster - As part of a single attack, add a Melee Blast from the Destruction Sphere.
Morphic Nature - On using gate travel, you are granted the ability to survive in the local atmosphere, and are given a general knowledge of the most common tongue.
Mythic Power (5 Per Day) - The basic fuel for Mythic Powers.
Surge - Add 1d6 to the result of a d20 roll.
Patron (Trickery) - At 1st, and every odd level thereafter, gain an Illusion Sphere Talent.
Orc Bloodline Arcana - Gain both Darkvision, or a 30ft bonus, and Light Sensitivity. Add +1 to each dice of damage rolled.
Rogue Talents - Special tricks that Rogues pick up.
- Combat Trick - Gain a combat feat, in this case proficiency with an Elven Curve Blade.
Rogueish Knowhow - Add Intelligence modifier a second time to all Knowledge skills.
Sneak Attack - When attacking an enemy denied their dexterity bonus or flat-footed, or when flanked, inflict an additional 1d6 precision damage per odd level of Rogue.
Surprise Strike - As a swift action, spend a Mythic Point to make a single attack. Foes are considered flat-footed for the purposes of this attack.
Tinker - Gain a bonus Disable Device equal to sorcerer level, and disable magical traps.
Touch of Rage - Add a +1 to hit, damage and saves once per day for 1 round via touch.
Unrealized Telekinetic - Use Mage Hand as an at will ability, and qualify for protokinetic feats.

Favoured Class Bonus 5 HP.

Appearance:
Tall, with broader shoulders than the typical elf, Isen is heavier built than most of his kind although he’s still narrower in the hips and shoulders than most humans of his height. Isen’s arms and legs are covered in thin cords of muscle, and he has a flat stomach. He wears a neatly trimmed beard and wears his dark hair tied back with a silver clip, keeping himself meticulously groomed and well kept.

Typically, Isen dresses in dark greys and charcoals, with soft soled boots of dark leather and no discernable pattern, to make tracking more difficult. He doesn’t tend to wear jewelry or ornaments and keeps his equipment plane too, although it’s usually of the finest quality he can buy (or steal, from the suitably awful).

Isen tends to make sure he’s clean and well kept, wearing cologne and a pair of darkened glasses to try and protect his light-sensitive eyes from the worsts of the light on most worlds. He typically wears a long, heavy coat lined with warm fur, having spent far too much time in cold places, but in reality is far more comfortable with the colder worlds than the hot ones.

Personality:
There are any number of contradictory ways to describe Isen, and as with many people there is an element of truth to all of them. Isen can come across as cold, uncaring and overly pragmatic when he needs to be. And yet most people find him friendly and charming. The truth is somewhere between the two - he’s nowhere near as ruthless as he claims to be, and feels at least some guilt every time he steals or cheats. He’s gotten to a point where he tends to only steal and cheat people who’ve earned it.

On the other hand, he’s typically wary of people. His charming act is at least partially that - an act to help set people at ease. He finds if people like him even on a surface level, they’re less likely to try and harm or cheat him. At least, usually. Still, he does have a fairly charming personality, and tends to rarely lack for the company or men or ladies when he needs it.

Much more concerned with wrong and right than what the law says, Isen has an utter disregard for most laws. He can follow them, when it makes more sense, but considers them more guidelines to make you think before you break them. It’s not like laws have feelings and get hurt, after all - people can, and if the laws aren’t keeping them safe…
Similarly, Isen is a typical rogue, in that he doesn’t regard fighting fair as sensible or at all a good idea. If you’re fighting, the goal is to defeat your opponent, not to earn points or show off. If that means to kill from ambush or to fight at range when they can’t, then do it. It doesn’t make sense to give an opponent a chance to hurt you, but unless he feels it will put himself, a job or others at risk he’ll usually tolerate such actions from others. After all, if they’re distracting the enemies, he can sneak up behind them.

Generally, Isen is a loyal and useful ally, although he occasionally has moments of selfishness.

Background:
Once upon a time, when two people loved each, they enjoyed each other’s company in a most adult fashion and the results were a bouncing baby boy. And maybe that wouldn’t have been too much of a story...if it hadn’t been an Elf and a Half-Orc that had loved each other, and the results hadn’t been Isen.

For the most part, Isen appeared to be an Elf rather than a Half-Elf. When people say ‘Half-Orc’ they assume a Human/Orc offspring, but at least some of Isen’s father had been Elf too, and that resulted in Isen appearing to be an Elf. Well, mostly. There were...mutters...among the other Elves of his home. About his odd eyes, how he flinched from the light, how he was bigger and stronger than most of the children his age…

Perhaps it wasn’t too big a surprise that such a child would wander further from the village than most, and ignore the wisdom of Elders who looked at him with such disdain. He climbed the cliffs they claimed should not be climbed, entered the woods that were too dangerous, and explored the forbidden ruins. They were wrong about himself, Isen rationalized, so why not about these places? And for the most part he was right.

However, legends and tales tend to be there for a reason. When exploring the ruins of the Temple, Isen discovered a room that was sealed away behind a lock of magic and gears. It took Isen two years, on and off, to finally pick that lock and find out what was behind him, but two years in the life of an Elf was a small price to pay.

The following ten, however, were somewhat more horrific.

Behind the door was a gate - a gate to another world. The gate, however, took Isen on a trip to a Jagladine controlled world. Lost, alone and young, he was easy to capture. His magical training was enough to interest someone, however, especially when combined with his physical physique, was enough to interest someone. Elf with a touch of Orc. He was taken and experimented on.

Thankfully, Isen can only remember flashes of the next ten years. He considers this a blessing, and constantly tries to not remember the few bits he can, utterly convinced that if he could recall what was done to him, he would go quite mad. Even seeing the brand on his shoulder, the twisted script of the Jagladine reminding him of the experience.

Isen still isn’t sure happened, but his first coherent memory is of cold. The facility he had been held in had been attacked, it’s walls breached to winter. Whatever had been holding him had finally failed. The Jagladine had been driven off or killed, and whoever had attacked them had no interest in Isen himself.

The young Elf hunted, but couldn’t find the portal home. He wasn’t even sure if he was still on the same planet he had once been on when he was captured, let alone where it was now. Instead, he gathered what supplies and clothing he could from the remains of the Jagladine place, shuddering involuntarily at the sight of strange machines that taunted the edge of his memory, and fled into the cold.

The people of the planet were a harsh group, but utterly uncomplicated in many regards. They didn’t care about Isen’s odd heritage, or the shape of his ears. They cared about his skills at seeing in the dark, and burgeoning magical gifts. It was this that which attracted the attention of the local casters...and there Patron.

Pragmatic, like there people, they taught Isen there ways. Calling on his Orcish blood at first, he learned to heal and to hide himself. Isen was greedy, however, stupid and young, and hunted for more power. Power that perhaps was better left alone. One of the casters was...cantankerous, a servant of the cold that gripped this world. The local tales said that it was he had destroyed the Jagladine base, among other heroes, and so it was he Isen bartered with - knowledge for silver, his currency of choice.

Of course, Isen, thinking he was clever, had no intention of paying. His tutor, however, was more clever than he was. Isen’s new magic was formalized with the gift of the familiar, Dremas...and the information that each spell he cast would remove silver coins from his person. Worse, the new magic of winter’s might was linked to his own, now one and the same. Laughing hysterically, the old man slammed the door in his stunned expression.

Still, Isen’s powers were useful, and he now knew where to find the local portals to other world. Embarrassed, he decided to leave, and find his way to other places. Having learned his lesson, he found that a certain level of honesty was generally a good move. People you broke a deal with didn’t deal with you again, but a reputation for honesty was a great help...especially during the occasional game of cards. Isen earned much of his money that way.

But, he discovered that along with honourable dealings, he actually enjoyed acting in a less selfish way. While he doubted his survival instincts would ever allow the kind of self sacrifice he heard in the stories of so many worlds, and he could never quite understand the idea behind fighting fair or honourably. It seemed like, if someone had to die, they might as die quickly and with as little chance to harm Isen as possible.

But...helping people felt surprisingly good. Isen discovered that he rather liked the feeling of satisfaction it gave him. It wasn’t always as useful as gold, but then, it rarely got him into as much trouble, either. Perhaps he should do more of it. And, hey, sometimes you got make earn currency too - those were the best days.

Dremas:

Dremas
Male Thrush Valet Familiar
Initiative; +2 Perception +5
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Defense
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AC 14 touch 14 flat-footed 10
hp 16
Fort +2, Ref +5, Will +4
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Offence
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Speed 30 feet.
Melee
Claws x 2 - + 4 to hit - 1d2-4 damage x 20 crit
Bite - + 4 to hit - 1d3-4 damage x 20 crit

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Statistics
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Str 3 Dex 15, Con 8, Int 7, Wis 12, Cha, 7
Base Atk +2; CMB -1; CMD 13

Racial Traits
Low-Light Vision, Scent.
Skills
Climb +7, Perception +7, Stealth +14

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Special Abilities
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Able Assistant - Gains the effects of co-operative crafting when aiding it’s master.
Deliver Touch Spells - When delivering non-harmful touch spells, it can move before and after touching them.
Prestidigitation - Gains prestidigitation as a spell-like ability, usable once an hour.
Teamwork - A Valet has all Teamwork feats it’s master possesses.