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Danse Macabre

Taltōsh's page

342 posts. Alias of Weren Wu Jen.


Full Name

Taltōsh

Race

Varisian Human

Classes/Levels

Sage Wildblooded Sorcerer 2; AC 16, flat-footed 14, touch 12; HP 14/14; Init +2; Fort +2, Ref +2, Will +4; Perception +6

Gender

Male

Size

Medium

Age

20

Alignment

Neutral Good

Languages

Aklo, Common, Draconic, Giant, Shoanti, Sylvan, Varisian

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

About Taltōsh

CAMPAIGN INACTIVE

Appearance:

Height: 5' 11", Weight: 200 lbs, Eyes: Gold-flecked green (left) & blue (right), Hair: Dark brown.

Taltōsh wears voluminous robes, long gloves and a hooded cloak to hide his acid-scarred face, chest and arms.

Background:

As a boy, Taltōsh was playing in some ruins near where his clan's caravan had stopped for an evening. He found his way underground, and encountered a small gray ooze. The aggressive creature attacked, disfiguring Taltōsh with it's caustic touch. He managed to escape back to his family, but the burns left permanent scars.

Because of his disfigurement, Taltōsh took to concealing himself beneath heavy cloaks and robes. Taltōsh began spending more time with his grandfather and less with the other children, who teased him about his appearance. It was his grandfather that recognized the boy's sorcerous potential, and helped Taltōsh to unlock his powers.

His clan traveled all over Varisia and even beyond. Yet as they planned to travel to Nirmathas, Taltōsh's grandfather died. The young sage had promised to bury him in Sanos Forest.

When that was done, Taltōsh decided to strike out on his own instead of returning to his clan. Currently, Taltōsh is in the town of Sandpoint, and has heard rumors of monsters...

Personality:

Taltōsh is self-conscious about his appearance, but of late he has worked at overcoming his shortcomings. However, the young sage is dedicated and hard working, and loyal to his friends.

He's quite proper when dealing with others, and a little standoffish until he gets a chance to know them.

Fellow Teammates:

None, now. Campaign is Closed.

Experience Points (Fast): 1,750

Initiative: +2

Hit Points: 14

Saving Throws: Fort: +2 (+2 Con), Ref: +2 (+2 Dex), Will: +4 (+3 Base, +1 Wis)

BAB: +1, Melee: +3 (+1 BAB, +2 Str), Ranged: +3 (+1 BAB, +2 Dex)

Attack: Mwk Silver Spear +4 (1d8+2/x3) or Hanbo +3 (1d6+2) or Sling +3 (1d4+2, RI 50') or Wooden Stake +3 (1d4+2, RI 10')

CMB: +3 (+1 BAB, +2 Str), CMD: 15 (+1 BAB, +2 Str, +2 Dex)

AC: 12 (+2 Dex), flat-footed 10, touch 12

AC (w/ mage armor): 16 (+4 Ar, +2 Dex), flat-footed 14, touch 12

Human Racial Traits:

Bonus Feat (Combat Casting): Humans select one extra feat at 1st level.

Normal Speed: Humans have a base speed of 30 feet.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Character Traits:

Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. (Source: APG)

World Traveler (Diplomacy): Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you. {Source: APG)

Feats:

Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Cosmopolitan (Perception, Sense Motive): You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. (Source: APG)

Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Skills:

Acrobatics +2 (+2 Dex)
Appraise +7 (1 rank, +3 Int, +3 class)
Climb +2 (+2 Str)
Diplomacy +5 (2 ranks, -1 Cha, +1 trait, +3 class)
Kn-Arcana +10 (2 ranks, +3 Int, +2 bloodline, +3 class)
Kn-Local +8 (2 ranks, +3 Int, +3 class)
Kn-Religion +4 (1 rank, +3 Int)
Perception +6 (2 ranks, +1 Wis, +3 class)
Sense Motive +6 (2 ranks, +1 Wis, +3 class)
Spellcraft +10 (2 ranks, +3 Int, +2 bloodline, +3 class)
Stealth +2 (+2 Dex)
Swim +2 (+2 Str)

Class Features:

Favored Class (Sorcerer): + 1 skill rank per level of Sorcerer.

Arcane Bolt (Sp, 6 bolts/day): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This bloodline power replaces arcane bond. (Source: UM)

Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks. (Source: UM)

Bloodline Skill (Kn-Local)

Wildblooded (Sage, Mutated Arcane Bloodline): A wildblooded sorcerer has a mutated version of a more common bloodline, with one arcana and at least one bloodline power that are different from those of an unmutated bloodline. When creating a wildblooded sorcerer, select an existing bloodline, then select one of the mutated bloodlines associated with that bloodline. Use the normal bloodline's class skill, bonus spells, and bonus feats, and the mutated bloodline's bloodline arcana. Use the normal bloodline's bloodline powers, except when the mutated bloodline replaces one of those powers. (Source: UM)

Spells:

1st Level (DC 14, 5 spells/day): mage armor, magic missile

Equipment:

Encumbrance: 37 lbs . . . (Light: 58 lbs, Medium: 116 lbs, Heavy: 175 lbs)

Wealth: 7 gp, 8 sp, 10 cp

Explorer's outfit (8 lb)
Backpack (2 lb)
Flint & Steel

Trail rations x9 days (9 lb)
Waterskin (4 lb)

Hanbo (Type: B, trip; 2 lb) (Source: Adventurer's Armory)
Mwk Silver Spear (Type: P, 2H; 6 lb)
Sling (Type: B)
Bullets x10 (5 lb)
Wooden Stake (Type: P; 1 lb) (Source: APG)

Potion of cure light wounds x2

Potion of protection from evil x1

Resource Management:

Current Hit Points: 14
Nonlethal Damage:

Current Arcane Bolts: 6

Available Spell Slots:

1st Level: 5

Other Effects/Conditions:

Group Stuff:

Wealth: 659gp
Items: Wand of CLW (50 chg) & Wand of Prot. from Evil (50 chg)


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