Isabella

Korihor's page

706 posts. Alias of mittean.


About Korihor

==RUNELORDS OF KHYBER==
Female Cyrish human Sorcerer Aberrant bloodline of Khyber 1
CN medium humanoid (human Cyrish)

"Of course I don't want bad things to happen, but I don't care about the system, it's broken. It doesn't help me or anyone else."

Korihor portrait, Korihor's back tattoo, Korihor's outfit

Init 39 (40 size, -1 DEX) Senses Perception +0
xp 0/3,000 Tier 1
Destiny points 1 Hero points 5
Favored class Sorcerer - Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

==DEFENSE==
Defense +1 FF +0 (+1 DEX)
MaxDex - ACP - ASF 0%
DR none damage 0 non-lethal damage 0
hp 31/31 (31) Vigor 31/31 wp 21/21
Clobbered 10 Massive damage 21 Stabilize 21%
Staggered from 0 to -2; dying from -3 to -21
FRW 2/2/7
Defensive abilities
Korihor takes a –2 penalty on saving throws against charm spells and spell-like abilities.

==OFFENSE==
Spd 30 ft. x4 (6 squares) (8 counts)
Melee
- Dagger +0 (1d4, 19/x2) INIT 45
Ranged
- Dagger +1 (1d4, 19/x2) 10 ft. INIT 45
Space 5 ft. Reach 5 ft.
-Special attacks-
Sorcerer spells known CL 1st; Concentration +6
Sorcerer cantrips DC 16
Detect magic (જાદુ શોધો) - CL 1 Concentration, up to 1 minute. You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Simple bed (მარტივი საწოლი) - Simple bed gathers, loosens and flattens surrounding vegetation, dead leaves and loose soil in order to create a very comfortable bed, which gives the caster a pleasant, restful night. The caster gains a bonus of 1 hp to his normal healing rate for bed rest over eight consecutive hours.
Read magic (જાદુ વાંચો) - CL 1 You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.
Daze (பிரம்மிக்கவை)* - This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Light (Ilûm "আলো") - This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Sorcerer 1st level spells 3+2=(5)/day DC 17
Magic missile (জাদু ক্ষেপণাস্ত্র) - A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile – two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Mage armor ಮ್ಯಾಗ್ ರಕ್ಷಾಕವಚ CL 2 - An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to DR. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

==STATISTICS & ABILITIES==
Str 10 (+0) Dex 13 (+1) Con 15 (+2) Int 14 (+2) Wis 10 (+0) Cha 20 (+5)
Bab +0 CMB +0 CMD +1

Skills
Appraise +2 (+2 INT)
Bluff +9 (+1 SP, +3 trained, +5 CHA)
• Craft (calligraphy) +6 (+1 SP, +3 trained, +2 INT)
• Intimidate +5 (+5 CHA)
• Knowledge (arcana) +6 (+1 SP, +3 trained, +2 INT)
• Knowledge (dungeoneering) +6 (+1 SP, +3 trained, +2 INT)
Knowledge (local) +3 (+1 SP, +2 INT)
Perception +0 (-2 to see through disguises Lonely)
• Profession () +6 (+1 SP, +3 trained, +2 INT)
Sense motive +5 (+5 CHA, -2 to see through disguises Lonely)
• Spellcraft +6 (+1 SP, +3 trained, +2 INT)

Feats
Simple weapons
Eschew materials
Spell-casting prodigy (CHA 22)
Dragonmarked Sorcerer - Add all sorcerer spells from your dragonmarked houses least, lesser, and greater dragonmarks to your list of known spells, even if you are to low a level to cast them yet (you cannot cast them until you are the appropriate level to do so). You also gain a physical dragonmark, although this does not provide you with spell-like abilities. Initially, this resembles the Least dragonmark of your house. When you gain the ability to cast a spell replicating the power of a lesser or greater dragonmark, your mark changes to the appropriate shape and size.
Ward of Khyber - Once per day, as an immediate action that does not provoke, you can make your aberrant dragonmark merge under your skin, leaving only your normal flesh behind. This is an polymorph effect that lasts for 1 hour per character level and can be seen with abilities that reveal the true forms of creatures.
In addition, you also gain a specific type of spell resistance that is effective only against the spell-like abilities of true dragonmarks. That spell resistance is based on the strength of your aberrant dragonmark: SR 13 for Least, SR 17 for Lesser and SR 21 for Greater.

Mark of Madness - You can, as a swift action, cast Lesser Confusion as an aberrant spell-like ability up to three times per day. This considered a least aberrant dragonmark spell-like ability for the purposes of caster level, saving throw DC and other feats.

Traits
Magical Knack (Sorcery) - Your Sorcerer caster level gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
Twisted magic - 1/day add 1d4-2 o the CL of one spell.
Kin bond twins - Choose a single sibling with whom to share this bond. Once per day when you fail a saving throw while your sibling is within 30 feet, you may re-roll that saving throw using your sibling’s saving throw modifier. If you and the sibling are twins or otherwise part of a multiple birth, you gain a +2 trait bonus on the re-rolled saving throw. Your sibling must be willing to grant you the re-roll. If you fail the saving throw, you and your sibling are dazed for 1 round.
Transmuter - Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, once per day when you cast bull’s strength, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.

Flaws
Restricted sorcery - You can never learn or cast spells from illusion or necromancy.
Painful aberrant Dragonmark Whenever you use your aberrant dragonmark's power, you take 1d4 damage per spell level. This cannot be resisted or negated by damage resistance or reduction. Any damage sustained by this effect can be healed naturally.

Drawbacks
Lonely - You take a –2 penalty on Sense Motive checks and on Perception checks to see through disguises, and on saving throws against charm spells and spell-like abilities.
Hedonistic - Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Special qualities
Bloodline arcana - Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Bloodline power - Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Blood of Khyber - Your CL increases by 1 whenever you cast spells from the schools of conjuration (summoning) or transmutation. You cannot summon any creature of good alignment. In addition, your CL decreases (minimum CL 1st) whenever you cast spells from the schools of abjuration or divination.

Languages
• Brelish
• Arcane

Age 26
Height 5'6" Weight 118 lbs.
Hair Deep brown dreadlocks Eyes Honey
Occupation
Homeland Cyre

==GEAR==
Combat gear
Dagger (x1) (1 lb., carried),
Gear worn
• Clothes (5 lbs.),

Encumbrance 6 lbs.
Carrying capacity 33/66/100 100/200/500

Dragons (PP) 0
Sovereigns (GP) 10
Shillings (SP) 0
Coppers (CP) 0

Description:
Korihor's honey eyes are soft and warm, and stark against her bronze skin. Her dark brown dreadlocks grace her shoulders. She has a noble posture, almost challenging. A tattoo of an upside-down tree runs down her neck, spreading across her shoulders. It's actually not one tattoo, but hundreds of tiny magical sygil tattoo's, forming the image of a tree. Amid that is an aberrant dragonmark.

Personality:
Korihor is very against inequality. She has been an outcast, and homeless, for good portions of her life, so she feels for the underdog, the marginalized. But she feels she's been "accused" of attacks against people and places, with her magic. She worries she's a bit of an unintended terrorist. So she has latched onto a few incidences she's read about that involved real terrorists...elves. Because of her frustration over her own situation, she tends to read the worst in elves, and comes across as mildly racist.

She's brilliant, but a bit of an alcoholic. She can't sleep without a drink. She loves a good cigar, but will complain about someone tracking in dirt, or not washing their face. Calculating and thoughtful in her planning, she often doesn't think about what she is going to say before she says it in conversation.

Background:
Korihor is a hard woman to love. She's brilliant, and believes she is on a mission to civilize the world, one person at a time. She believes that society is doomed because of the way people treat each other, and the way the species treat each other. She believes that there is a problem with the rich crushing the poor, even though she doesn't believe that there is something inherently wrong with being rich.
She distrusts magic, feeling it is only abused, and dislikes religion, feeling it is a big con. The conundrum of her life lies in the fact that she seems to seep magic from every pore. She would prefer to just read a book, cook an extravagant meal, enjoy an expensive scotch and cigar, and live out her life in a warm place overlooking the sea.

Calculating and thoughtful in her planning, she often doesn't think about what she is going to say before she says it in conversation. She believes in the best of mankind, but also believes that most people are idiots; sheep, with no willpower to make an informed choice for themselves, bent on treating each other poorly simply for a lack of understanding, or because they want a cookie.

She was born to the north of Cyre, in the small village of Little Mingin, a dirty fishing village on the Cyre River. Her family sent her away to school in Metrol because "weird things always happened around her", the final straw being when she gave the mayor's daughter's a purple beard.

At fifteen her tattoo appeared, growing steadily down her back. She was afraid it was a disease, or infection of some sort. Her fears, it seems to her, were confirmed. She is infected with magical energy. It took the form of a slowly growing upside down tree, made of of thousands of tiny arcane symbols, one by one appearing on her skin, bleeding down her back, slowly over the years. Every time something strange happened around her, the tattoo grew a little more.

At the age of 21, she awoke in an inn she was staying at in the city of Seaside in Cyre, while working as a freelance researcher for Venture Captain Obo...or what remained of the inn. Her bed alone stood unharmed, on an untouched rise in a crater where the 'Three Barmaids' once stood. She believes she destroyed it with her magic. That was when her Mark changed from a tiny shoot to a tiny sapling on her back. It was also the day before the Day of Mourning. She left on a ship mere hours before it happened.

She wants nothing more than to control this magic, so it can't hurt anyone else. She can't let this thing inside her destroy everything around her.

Unbeknownst to her, her family's home was destroyed in the same fashion, at that same moment, back in Little Mingin.

Fleeing, she jumped a ship heading up the Cyre River, up past Thronehold and down the Brey River into Lake Brey. Over the next year, driven by fear of hurting anyone, she made her way to Starilaskur, where the amount of alcohol they served seemed to match her thirst well. Fleeing a misunderstanding and a debt, she boarded a lightning rail bound for Sharn.

She is a human, and rumor had it her grandmother was a tiefling, being from Cyre, but she honestly considers herself human (no matter what those kids said). She cannot stand racism, and will quickly lose her cool if she see's it in practice.

She is not a hero, and has done nothing she considers special.

Goals:
Korihor wants to figure out why her tree tattoo began to develop on both her and her sister...an what it means. She also wants to know why Ceilidh got a dragonmark, and she got an aberrant mark.

Aside from that, she is really wanting to learn how to cook rice the way they did in Cyre, before the Day of Mourning. It was like little pillows of air. That, and the perfect scotch. She hears rumors that there is a scotch from the Demon Wastes that has stopped the battle there, simply so demons and Paladins could share it.

Stats:

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Bluff average - ()=8
Perception average - ()=
Sense motive average -
Attacks = ()
Number of attacks
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Magic missile attacks:

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Game start - 6/29/2015 (2/17/2016) 234 days
Posts 138 - (.6 per day, 21% of posts)
Through 650
Reached level 2 on day 230

Build in future:

Alacritous cogitation
Retributive spell
Reserve feats
Least Aberrant Dragonmark - You may use Charm Person as a spell-like ability a number of times per day equal to 1 + your Cha modifier (6) (caster level equals your character level) (1st)- if you have multiple spells they share a single pool of uses.

Journal:

Future journal