Witchwyrd

Qahnaarin's page

270 posts. Alias of Tanner Nielsen.


Full Name

Qahnaarin

Race

Speaker

Classes/Levels

Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

Gender

Male

Size

Medium

Age

68

Alignment

LE

Languages

Common, Draconic, Elven, Undercommon

Strength 8
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 12
Charisma 25

About Qahnaarin

Description:

Hair: None

Eyes: White

Height: 6'1"

Weight: 115lb

Personality:

Background:

"What? Who, me? I am no one important. I am Qahnaarin, a humble tailor of House Mandarb. Or rather, I was of House Mandarb. Unfortunately, they opposed the Crown, to their ruin. I was at the country estate just north of Stonesummer when we heard the news. Poor Lord Mandarb and his family, slain in their town manor in Erebor. It didn't take much deliberation to decide that we would be next. The other slaves and I fled to escape the chaos. Now we are here, about to enter this dreary desert. I certainly hope someone in this crowd knows where they are going..."

Racial Abilities:

Outsider (native) (3 RP)

Advanced Ability Scores (4 RP) (+4 Cha, +2 Int, +2 Wis, -2 Str)

Silver Tongued (3 RP) - Members of this race gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.

Skill Training (1 RP) - Pick up to two skills. These skills are always considered class skills for members of this race. [Knowledge (local), Perception]

Fast (1 RP) - Members of this race gain a +10 foot bonus to their base speed.

Low-light Vision

Equipment and Money:

mithral celestial armor (29100gp, 10lb), +1 glamered human bane adamantine dagger, (15302gp, 1lb), ring of feather falling (2200gp, --lb), ring of protection +2 (8000gp, --lb), belt of incredible dexterity +2 (4000gp, 1lb), robe of needles (1000gp, 4lb), tunic of careful casting (5000gp, 1lb), eyes of keen sight (6000gp, 1lb), slippers of spider climbing (4800gp, 0.5lb), gloves of larceny (2500gp, 1lb), circlet of persuasion (4500gp, --lb), headband of alluring charisma +2 (4000gp, 1lb), necklace of adaptation (9000gp, 1lb), muleback cords (1000gp, --lb)

concealing pocket (4) (4,000gp, --lb), masterwork artisan tools (Craft - Clothing) (100gp, 5lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb)

glamorous bracelet (--gp, --lb)

kingdom soldier uniform, kingdom officer uniform

32.87gp

Weight: 26.5lb

Load: Light (76/153/230)

Combat Statistics:

HP 64 (48 class, 12 Con, 4 mythic)

Spd 40ft

Initiative +3

CMB +7 (+4 BAB, +3 Dex)

Base Attack +4

Melee

+1 glamered human bane adamantine dagger +4, 1d4+1/19-20x2

Ranged

robe of needles (ranged touch) +7, 1d1 + 1 bleed/20x2, 10'

AC 24, touch 15, flat-footed 21 (+9 armor, +3 Dex, +2 deflection)

CMD 16 (10 base, +4 BAB, -1 Str, +3 Dex, +0 Size)

Fortitude +4 (+2 base, +2 Con)

Reflex +5 (+2 base, +3 Dex)

Will +6 (+5 base, +1 Wis)

fly (1/day CL5)

Skills:

[4 class, 3 Int, 1 background, 1 favored]

Bluff +25 (6 ranks, 3 class, 7 Cha, 2 race, 2 item, 2 trait, 3 competence)

Craft (clothing) +14 (6 ranks, 3 class, 3 Int, 2 item)

Diplomacy +23 (6 ranks, 3 class, 7 Cha, 2 race, 2 item, 3 competence)

Disguise +29 (6 ranks, 3 class, 7 Cha, 10 spell, 3 competence)

Knowledge (local) +12 (6 ranks, 3 class, 3 Int)

Perception +19 (6 ranks, 3 class, 7 Cha, 3 competence)

Sense Motive +19 (6 ranks, 3 class, 7 Cha, 3 competence)

Sleight of Hand +17 (6 ranks, 3 class, 3 Dex, 5 competence)

Stealth +12 (6 ranks, 3 class, 3 Dex)

Class Abilities:

Oracle Mystery - Intrigue

An oracle with the intrigue mystery adds Bluff, Disguise, Sleight of Hand, and Stealth to his list of class skills.

Bonus Spells: charm person (2nd), false belief (4th), suggestion (6th)

Oracle Curse - (Legalistic) Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

REVELATIONS

Assumed Form (Sp) - You can change your appearance at will, as disguise self with a caster level equal to your oracle level.

Hidden Magic (Su) - You gain the Conceal Spell feat as a bonus feat without needing to meet the prerequisites.

Whispered Glimpses (Su) - You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.

Mythic Abilities:

Trickster 1

Hard to Kill (Ex) - Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su) - Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su) - You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Fleet Charge (Ex) - As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Assured Skill (Ex) - As a free action before you roll a skill check, you can expend one use of mythic power to roll that skill check twice, take the higher result, and add your tier to the total.

Spells:

Spells per Day: -- / 8 / 7 / 5

Spells Known

0 (DC 17) - create water, detect magic, enhanced diplomacy, mending, purify food and drink, read magic, stabilize

1 (DC 18) - charm person*, command*, cure light wounds, obscuring mist, touch of truthtelling*

2 (DC 19) - enthrall*, false belief*, hold person*

3 (DC 20) - false alibi*, suggestion*

(*) +5 DC

+2 bonus on Concentration checks.

Traits:

Subjective Truth - You gain a +2 trait bonus on Bluff checks to lie, provided the person you’re lying to has never known you to lie to him. Failing this check counts as being caught in a lie by the target, negating any future use of this bonus against that person.

Call of the Speaker - +2 DC of enchantment spells.

Feats:

1 - Spell Focus (enchantment)

3 - Extra Revelation

Class 3 - Conceal Spell

Spoiler:
When you cast a spell or use a spell-like ability, you can attempt to conceal verbal and somatic components among other speech and gestures, and to conceal the manifestation of casting the spell, so others don’t realize you’re casting a spell or using a spell-like ability until it is too late. The attempt to hide the spell slows your casting slightly, such that spells that normally take a standard action to cast now take a full-round action, and spells that normally take longer than a standard action take twice as long. (Swift action spells still take a swift action.) To discover your ruse, a creature must succeed at a Perception, Sense Motive, or Spellcraft check (the creature receives an automatic check with whichever of those skills has the highest bonus) against a DC equal to 15 + your number of ranks in Bluff or Disguise (whichever is higher) + your Charisma modifier; the creature gains a bonus on its check equal to the level of the spell or spell-like ability you are concealing.

If your spell has a somatic component, any creature that can see you receives a Perception or Spellcraft check (whichever has the highest bonus) against a DC equal to 15 + your number of ranks in Sleight of Hand + your Dexterity modifier; the creature gains a bonus on its check equal to the level of the spell or spell-like ability you are concealing.

Since you are concealing the spell’s manifestation through other actions, others observing you realize you’re doing something, even if they don’t realize you’re casting a spell. If there is a verbal component, they still hear your loud, clear voice but don’t notice the spell woven within.

If an opponent fails its check, your casting also does not provoke attacks of opportunity, and an opponent that fails its check can’t use readied actions that depend on realizing that you’re casting a spell or using a spell-like ability, or readied actions such as counterspelling that require identifying the spell you’re casting. Spells such as fireball that create an additional obvious effect (aside from the manifestation of casting that all spells and spell-like abilities share) still create that effect, though it might not be obvious who cast the spell unless it emanates from you.

If a character interacts with you long enough to attempt a Sense Motive check without realizing you have been casting spells, that character can use Sense Motive to gain a hunch that you’re behaving unusually.

5 - Greater Spell Focus (enchantment)

Mythic 1 - Spell Focus (enchantment)

Current Status: