Othlo

Strife Ayrhart's page

84 posts. Alias of Slyness.


Race

M Aasimar

Alignment

CG

Deity

Desna

Languages

Common | Celestial | Dwarven

Strength 13
Dexterity 18
Constitution 10
Intelligence 12
Wisdom 18
Charisma 10

About Strife Ayrhart

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Description: Strife is tall and lean with amber eyes that have slightly vertical pupils. His manner suggests that he is carefree and easygoing with a quick smile and tipping of his hat. He generally tries to be polite, but just doesn't have the knowledge on how to keep his base upbringing from coming out. In his left hand, he often is holding a deck that he shuffles one-handed.

| Pic | 6'1" | 180 lbs. |
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-----Aasimar(Garuda): Native Outsider Racial Traits:-----
• Ability Scores: | +2 Dexterity | +2 Wisdom |

• Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

• Darkvision: 60'

• Sense Motive: +2 (Replaces SLA)

• Skilled: Garuda have a +2 racial bonus on Acrobatics and Fly checks.
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-----Classes: Favored Class Bonus(Witch): +1 Skill Point -----
• Slayer: Vanguard

• Witch: Cartomancer | Wise Witch
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-----Traits:-----
• Varisian Wanderer(Regional): Sleight of Hand: You have spent time among the Varisian nomad entertainers and have learned their ways. Benefit: Choose one of the following skills: Perform, Profession (fortuneteller), or Sleight of Hand. You gain a +1 trait bonus on this skill, and it is always a class skill for you.

-----Defense-----
HP: 10 | CMD: 16 | Saves: Fort: +2 | Ref: +6 | Will: +6 |
Armor: None | AC: 14 | Touch: 14 | Flat-footed: 10 |
Spell Resistance: 0
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-----Offense-----
BAB: +1 | CMB: +2 | Initiative: +5 | Speed: 30' |
Melee: Dagger(P/S): +2(1d4+1)
Ranged: Dagger(P): +5(1d4+1)
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-----Trained Adventuring Skills: 8 points-----
• Acrobatics: +10 (1 + Dex:4 + CS:3 + Racial:2)
• Bluff: +4 (1 + Cha:0 + CS:3)
• Knowledge: Nature: +5 (1 + Int:1 + CS:3)
• Perception: +8 (1 + Wis:4 + CS:3)
• Sense Motive: +10 (1 + Wis:4 + CS:3 + Racial:2)
• Spellcraft: +5 (1 + Int:1 + CS:3)
• Stealth: +8 (1 + Dex:4 + CS:3)
• Survival: +8 (1 + Wis:4 + CS:3)
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-----Trained Background Skills: 4 points-----
• Craft: Playing Cards: +7 (1 + Int:1 + CS:3 + Mwk Tools:2)
• Profession: Fortune-teller: +8 (1 + Wis:4 + CS:3)
• Profession: Gambler: +8 (1 + Wis:4 + CS:3)
• Sleight of Hand: +9 (1 + Dex:4 + CS:3 + Trait:1)
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-----Feats-----
• Armor Proficiency: | Shield | Light | Medium |
• Weapon Proficiency: | Simple | Martial |

• Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
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-----Slayer: Vanguard Special Abilities-----
• Lookout: At 1st level, a vanguard adds 1/2 his level (minimum 1) to initiative checks.

• Studied Target: A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
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-----Witch: Cartomancer/Wise Witch Special Abilities-----
• Spell Deck: Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch's spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing.
This ability replaces the witch's familiar. The following familiar ability works differently for a cartomancer:
---At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability. In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer's spell deck).

• Patron: Fate: At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide. A winter witch must choose her patron from one of the following patron themes: ancestors, deception, enchantment, endurance, moon, occult, portents, stars, transformation, trickery, water, winter, or wisdom.
---Fate: 2nd—doom, 4th—anticipate peril, 6th—helping hand, 8th—blessing of fervor, 10th—greater forbid action, 12th—contingency, 14th—jolting portent, 16th—maze, 18th—wish.

•Hexes(DC:15): Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.

•Hex: Evil Eye(8 rounds): The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

• Deadly Dealer: At 2nd level, a cartomancer gains the Deadly Dealer feat as a bonus feat, even if she does not meet the prerequisites. The cartomancer gains the benefits of the Arcane Strike feat, but only for the purposes of using Deadly Dealer. This replaces the witch's 2nd-level hex.

• Divine Magic (Ex): You gain Knowledge (religion) as an additional class skill. In addition, whenever you cast a witch spell, you may choose to have it count as a divine spell instead of an arcane spell. All of the normal rules for casting a divine spell (and none of the normal rules for casting an arcane spell) apply to a witch spell that counts as a divine spell.

• Wise Witch (Ex): You use your Wisdom, rather than your Intelligence, to determine all class features and effects relating to your witch class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the save DCs of your hexes. You cannot take any other archetype or class feature that changes the ability score on which your witch class features are based.
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-----Witch Spells Known:-----
• 0: (DC:14): | Arcane Mark | Bleed | Create Snow | Dancing Lights | Daze | Detect Magic | Detect Poison | Guidance | Light | Mending | Message | Read Magic | Resistance | Stabilize | Touch of Fatigue |

• 1: (DC:15): | Alter Liquid | Beguiling Gift | Chill Touch | Comprehend Languages | Cure Light Wounds | Frostbite |
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-----Witch Spells Prepared: CL: 1 | Concentration: +9 -----
Per day: | 0:3 | 1st:2 |

• 0: (DC:14): | Create Snow | Detect Magic | Guidance |
• 1: (DC:15): | Cure Light Wounds(2) |
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-----Other Gear-----
-Masterwork Artisan Tools
-Backpack
-Bedroll
-Belt Pouch
-Canteen
-Cauldron
-Deck of Cards: 3
-Spell Component Pouch
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-----Bookkeeping-----
• Platinum:
• Gold: 81
• Silver: 6
• Copper:
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Background:

Strife slid off the wagon as it came to a stop at the edge of Holver's Ferry. He reached in to the wagon for his few belongings and turned to shake the driver's hand. Thom was a good sort, offering Strife a ride even as he warned Strife to stay away from the man's daughter. In other circumstances, Strife would have taken that as a challenge, but the farmer hadn't had anything personal against Strife; he just didn't want Sophi's heart to be broken when Strife inevitably moved on. The company had been pleasant enough and helped the miles go quicker. He told their fortunes, and played some cards, though not for money. "Only take coin from those who can afford it," Old Gershom used to say. "Or those who deserve it," he'd end with a wink. He called it the Gambler's Code.

As the farmer pulled away, Strife tipped his hat to Thom's wife and waved goodbye to the children. A cool breeze came off the river and Strife reveled in it for a long moment before setting his shoulders and beginning his search for whatever establishment catered to people's vices. Looking around, it didn't seem like there was anything special about this particular frontier town which made him think about why he'd come here.

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The Honey Rose was as respectable as one could hope for a whorehouse to be. The saloon was clean and Miss Joelle didn't water down the liquor too much. Strife was playing cards to distract himself from what was happening upstairs. The game was going well; he had a solid read on most of the other players, though the woman was confusing his usually reliable insight. From her dress and mannerisms, she seemed much too classy for a place like this. She definitely knew how to play, but didn't seem to be playing to win or even enjoying the game. It was as if she was bored, but resolved to see it through to the end. The cards in his head shuffled endlessly, never stopping to land on the one that captured her essence.

The night grew long and layers moved on, either upstairs with one of the girls, or to the inn next door. Finally, it was just Strife and the woman. A couple of hands in, and she couldn't call his raise. For the first time, she smiled. Strife was confused, especially with the cards still shuffling in his head. "Perhaps you will consider an alternative to coin," she asked in her wispy, melodic voice. She reached into a pocket and pulled out a small wooden container. He recognized the sound it made as she set the box down. She lifted the lid and, as he expected, there was a deck of cards inside. It appeared to be a very nice deck. The colors were vibrant and the paint was well-lacquered. She flipped over three of the cards onto the table. Between The Avalanche and The Cyclone sat The Hidden Truth. The art on the face of the cards lived up to his expectations. He started to reach out towards the cards without thinking, but she hastily flipped the cards back in and shut the lid. He looked up at her, slightly dazed and she looked back at him expectantly. "Will the deck suffice in making up the difference?" Strife gave her an affirmative nod. He wasn't overly concerned with the prospect of losing to her with the hand that he had and the deck seemed like a nice piece of craftsmanship.

As expected, he won the hand and in the process, the deck. She rose from her seat, saying, "That should do it. I'll leave you to your winnings." He smiled in acknowledgement and reached out towards the box. Again she put her hand on it, leaned in, and whispered, "Are you certain that you accept the deck?" Something about the way she asked made his neck hairs stand on end. The shuffling in his head seemed louder and he knew that he really wanted that deck. He nodded again, and she lifted her hand. "So be it. Good fortune, you'll need it soon." With those final words, the cards in his head stopped and a card was turned over. It was The Juggler. The woman turned and glided away. Completely creeped out, Strife felt like he jumped ten feet when someone put a hand on his shoulder in the next moment.

Turning, he saw an attractive older woman with tears welling up in her eyes. Tazel was Gershom's favorite and had been for many years. "It's time," she said simply. When he realized that he was dying, Gershom entreated Strife to bring him to Tazel for his final days. Out of respect for the old man and everything he had taught Strife about cards, Strife had done it. Gambling, fortune-telling, making cards to sell, it had all been in Gershom's repertoire. And he had passed it down to Strife. It was the most paternal thing that anyone had ever done for him and that mattered. Following Tazel, Strife went upstairs to her room. Inside, Gershom lay, seemingly asleep. But he opened his eyes when Strife sat down next to the bed and took his callused hand. Gershom motioned for Strife to lean in, and when Strife did, Gershom exhaled two words with his final breath. "Holver's Ferry."