Lem

Kyren Tosscobble's page

1,488 posts. Alias of GM Harpwizard.


Full Name

Kyren Shadowsun Tosscobble

Race

Clever & Charming Halfling

Classes/Levels

Sorcerer 7 (hp: 53/53, AC 21, T 17, FF 18) Spells: 1st: 8/8, 2nd:8/8, 3rd: 5/5

Size

Small

Special Abilities

Destined Bloodline

Alignment

CG

Deity

Shelyn, Desna & Nethys

Languages

Common, Halfling, Varisian, Draconic, and Elven

Occupation

Musician, Tzarek Player, Restaurant Critic, and Kite Flier

Strength 10
Dexterity 16
Constitution 13
Intelligence 19
Wisdom 11
Charisma 22

About Kyren Tosscobble

___________________________________________________________
Offense:
___________________________________________________________
+7 Initiative (+3 Dex, +4 Improved Initiative),
+3 BAB

+4 CMB (+3 BAB, 0 Str,+1 Size)
+18 CMD (+3 BAB,0 Str,+4 Dex. +1 Size, +10)

+5 Quarterstaff (+3 BAB, 0 Str +1 Size, +1 Masterwork) Damage: (1d4-1)
+7 Sling (+3 BAB, +3 Dex, +1 Size) Damage: (1d3) (Range 50')
+7 Ray (+3 BAB, +3 Dex, +1 Size)

Spells Available:

Zero Level: Unlimited
First Level: 8/8
Second Level: 8/8
Third Level: 5/5

Special Abilities Available:

Touch of Destiny: 8/8

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 53/53
Max hp: 53 (+6+1 Lvl 1, +7 Toughness,+1 Favor Class 1, +6+1 Lvl 2, +5+1 Lvl 3, +5+1 Level 4, +6+1 Level 5, +6+1 Level 6, +4+1 Level 7)
AC 21 [+3 Dex, +1 Size, +10, +3 Ring (Deflection Bonus), +2 Buckler, +2 Bracers+1 When Surprised ]
Flatfoot AC 18 +1 When Surprised
Touch AC 17

Move: 25 ft.

+5 Fort (+2 base, +2 Con, +1 Halfling Luck. +1 When Surprised*)
+6 Ref (+2 base, +3 Dex, +1 Halfling Luck,+1 When Surprised*)
+6 Will (+5 base, 0 Wis,+1 Halfling Luck, +1 When Surprised*)

* See Fated

Skills:
+5 Acrobatics (Dex +3, +2 Racial),
+9 Appraise (Int +5, Ranks 1, +3 Class Skill),
+11 Bluff (Cha +6, Ranks 2, +3 Class Skill)
+2 Climb (Str 0, +2 Racial)
+17 Diplomacy (Cha +6, Ranks 7, +1 Trait, +3 Class Skill )
+6 Disguise (Cha +6)
+7 Escape Artist (Dex + 3, Ranks 1, +3 Class Skill)
+9 Fly (Dex +3, Ranks 1, +2 Size, +3 Class Skill)
+6 Handle Animal (Cha +6)
0 Heal (Wis 0)
+10 Intimidate (Cha +6, Ranks 1, Class Skill +3)
+12 Knowledge, Arcana (Int +5, Ranks 4, Class Skill +3)
+10 Knowledge, History (Int +5, Ranks 2, Class Skill +3)
+6 Knowledge, Geography (Int +5, Ranks 1)
+4 Linguistics (Int +4)
+9 Perception (Wis 0, Ranks 3 (6 with Headband), Racial +2)
+17 Perform Strings (Cha +6, +1 Trait, Ranks 7, Class Skill +3)
+4 Profession, Gambling (Wis 0, Ranks 1, Class Skill +3)
+15 Profession, Tzarek Player (Int +5, Rank 7, Class Skill +3)
+4 Ride (Dex 3)
0 Sense Motive (Wis 0, Ranks 0)
+13 Spellcraft (Int +4, Ranks 7, Class Skill +3)
+8 Stealth (Dex +3, Ranks 1, Racial +4)
0 Survival (Wis 0)
0 Swim (Str 0)
+11 Use Magic Device (Cha +6, Ranks 2, Class Skill +3)

Each level skill points gained = 6 (2+Int)
Total Ranks = (6x7 levels) + 6 Favored Class = 48

Traits:
• Musical Talent (+1 Perform and always a Class Skill)
• World Traveler (+1 Diplomacy and always a Class Skill)
• Freedom Fighter (You gain a +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill for you.)
• Boon of Abacus (You may reroll one Tzarek skill check once per day. You have to take the second result in any case.)

Feats:

Eschew Materials (Sorcerer 1)
Toughness (Level 1)
Improved Initiative (Level 3)
Combat Casting (Level 5)
Diehard (Bloodline Feat 7)
Spell Focus: Evocation (Level 7)

Racial:
+2 Save vs Fear,
+2 Racial Bonus on Acrobat & Climb
+2 Racial Bonus on Perception,
+4 Racial Bonus on Stealth
Favored Class: Sorcerer

Lvl 1 +1 Hp
Lvl 2 + 1 Skill
Lvl 3 +1 Skill
Lvl 4 +1 Skill, +1 Cha
Lvl 5 +1 Skill
Lvl 6 +1 Skill

Sorcerer:
Destined Bloodline
• Class Skill: Knowledge (history)
• Bloodline Arcana: Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.
• Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level for 1 round. You can use this ability a number of times per day equal to 3+ your Charisma modifer.
• Fated:You gain a +1 luck bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.

Spells:

A saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the relevant ability (Cha)

Spells Known
7 Level 0 (DC 16)

• Acid Splash: Orb deals 1d3 acid damage
• Detect Magic: Detects all spells and magic items within 60 ft.
• Mage Hand: 5 lb. Telekinesis
• Message: Whisper conversation at a distance.
• Read Magic: Read scrolls and spellbooks
• Prestidigitation: Performs minor tricks
Summon Instrument

5 Level 1 (DC 17) (DC 18 for Evocation)

• Feather Fall: Objects or Creatures Fall Slowly
• Magic Missile:1d4+1 damage; +1 missile per two levels above 1st (max 5).
• Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6)
• Alarm*: Wards an Area for 2 hours/level.
Identify
Expeditious Retreat

3 Level 2 (DC 18) (DC 19 for Evocation)

Blur*
Invisibility
Knock
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/4 levels (max 3).

2 Level 3 (DC 19) (DC 20 for Evocation)

Fireball
Haste: 1 creature/level and 1 round/level of Hasted Creatures.
Protection From Energy*

*Indicates Bloodline Spell

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 2 lbs.
Quarterstaff, Masterwork 2 lbs
Waterskin, 1 lb.
2 Sunrods, 2 lbs.
Sling
20 Bulletts, 5 lbs.
Signet Ring
Earrings
Gold Pendant with engraved Bellflower on it
Ring of Protection +3
Bracers of Armor +2
Mithral Buckler +1, 2.5 lbs.
Headband of Mental Superiority with Perception Skill Bonus
Boots of Universal Striding - Enhance their wearer's speed by 5ft and makes him ignore difficult terrains.
Wand of Magic Missiles (CL3)
1 Potion of Invisibility

14.5 lbs

In Backpack

Backpack, 0.5 lbs
Bedroll, 1.25 lbs
Musical Instrument, Harp, 3 lbs
Case for Harp, 0.5
Tzarek Set, 1 lb.
Spell Components Pouch, 2 lbs.
Canvas Cloth, 1 lb.
Climber's Kit, 1.25 lbs.
Hammer, 2 lbs.
2 Pitons, 1 lbs.
Oil, Flask, 1lbs.
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
Lantern, Bulleseye 3 lbs.
12 days of trail rations, 3 lbs.

Eastern Vestments (several)
Decorative Katana
Several Eastern Vestments
a Set of Chinaware
a Jade Dragon Sculpture
an Eastern Tea Pot

21 lbs

Belt Pouch

Chalk, 3 pieces
316 g.p.
14 s.p.
15 c.p.

Carrying Capacity

Current Weight: 35.5 lbs

Light Load: x < 33 lbs.
Medium Load: 34 < x < 66 lbs.
Heavy Load: 67 < x < 100 lbs

Items in Kyren's Room at the Revive:

Courtier's Outfit, 1.5 lbs
Case, Scroll or Map, 1/2 lb.
5 Parchment Sheets
Ink, Vial
Inkpen
Sealing Wax, 1 lb
Pipe
Tobacco

4000 g.p.
100 s.p.


Items to Be Sold:

5 studded leather armours
6 short swords
1 greataxe
2 light crossbows (33 bolts)
1 longsword
1 ogre sized greataxe

Background:
Kyren Tosscobble was raised by a family obsessed with music, poetry, history, stories, and helping halfling slaves escape from bondage. The Tosscobbles have traveled for years throughout Varisia, performing for Nobles and Commoners with a variety of acts. Along the way, they have served as "Tillers" for a secret network known as the Bellflower Network. where they have helped transport slaves hidden in secret compartments of their horse drawn caravan to a variety of "barns".

Kyren, the youngest of the Tosscobble Clan would play harp with the family on many of these concerts, often accompanying song or verse. Although a fine musician and performer, he has discovered that his real innate talent is in arcane magic. Kyren was born during a Solar Eclipse on the 18th of Neth, Evoking Day for Nethys, the God of Magic. Although the family knew there was something very odd about their youngest son, they could not believe there was any great destiny for their young Tosscobble other than playing music. Even Kyren knows that he has a great talent for arcane magic, but he does not realize his own inner power and destiny that awaits him.

In fact Kyren is obsessed with playing a highly addictive game of skill and chance called Tzarek. This game, a distant relative of chess and backgammon, uses stone counters and dice to capture and move pieces across a hexagonal shaped board to get them to safety. Although this game can be played for fun, Kyren has taken this game to a high level of risk with gambling a lot of money on the outcome. Although he has won increasing amounts at this game, his luck ran out when he lost 5000 gold pieces to Othek Whippletar. The Whippletar family is a strong Varisian clan with a long reach and forceful means of collecting their debts. Kyren, completely broke and wanted by bounty hunters, took his harp and his Tzarek board and pieces and left the family for a while, fleeing to the city of Kaer Maga, where he hopes to one day acquire an outrageous amount of gold, and get himself out of debt. Perhaps along the way, he will wake up and discover his true destiny.

Bellflower Network:

Total Prestige Points Earned: 6

Freeing Mwangi, = 3
Defeating Vulturan = 3

Terminology:

• Barn: A secret hideout, such as a house, business, or actual barn, where slaves are hidden during the day.
• Crop: A group of slavers being escorted to freedom.
• Farm: A place where slaves are held against their will, such as a Chelish nobleman's estate.
• The Farmer: The leader of the Bellflower Network.
• Grazing: Observing a location where slaves are held.
• Harvest Moon: The best time to travel-namely at night. Also describe the night a slave begins his journey to freedom.
• Irrigating: Killing a slaver or slave owner.
• Plucking: Freeing a slave.
• Row: A path from one secret hideout to the next.
• Sowing: Transporting slaves along a "row."
• Tiller: One who escorts slaves between secret hideouts.

Progression:

Level 1: hp: +6+1 Con, +3 toughness, Favored Class: +1 hp
Level 2: hp: +6+1 Con, Favored Class: +1 skill
Level 3: hp: +5+1 Con, Favored Class: +1 skill
Level 4: hp +5+1 Con, +1 Toughness, Favored Class: +1 skill
Level 5: hp: +6+1 Con,+1 Toughness, Favored Class: +1 skill
Level 6: hp: +6+1 Con, +1 Toughness, Favored Class: +1 skill
Level 7: hp: +4+1 Con, +1 Toughness, Favored Class: +1 skill