Harrow Reading

Zeldana Tomovici's page

3 posts. Alias of Sam Sturkie.


About Zeldana Tomovici

Zeldana Tomovici
Female Human (Varisian) Magus (Card Caster) 1 [The Harrow Handbook pg 24]
CG Medium Humanoid (Human)
Init +4 (+ 3 Dex, +1 Trait)
Senses: Perception +0.
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex, )
HP 10/10 (8 +1 con +1 FC)
Fort +3 (+2 base, +1 Con)
Ref +3 (+0 base, +3 Dex)
Will +2 (+2 base, +0 Wis)
OFFENSE
Melee
Longsword +2 1d8+2
[dice=Longsword]1d20+2[/dice] [dice=dmg (S)]1d8+2[/dice]
Ranged
Harrow Card +4 1d4+3 x2 (20ft)
[Dice=Harrow Card]1d20+3+1+1[/dice] [dice=dmg (P)]1d4+3+1[/dice]
Chakram +3, 1d8+3 x2 (30ft)
[Dice=Chakram ]1d20+3+1[/dice] [dice=dmg (S)]1d8+3+1[/dice]

Spd 30 ft.
Space 5 ft.; Reach 5 ft.
Base Atk +0
CMB +2 (0 BAB, +2 Str)
CMD 15 (10, +0 BAB, +3 Dex, +2 Str)
SPELLS
Lvl 0 DC13 [(∞ x 3/day) ]Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
Lvl 1 DC14 [(1+1/day) ] Chill Touch, Color Spray, Frostbite, Shield, Shocking Grasp, Vanish
STATISTICS
Str 14 (+2)
Dex 16 (+3)
Con 12 (+1)
Int 16 (+3) (14 base, +2 racial)
Wis 10 (+0)
Cha 8 (-1)
FEATS
Deadly Dealer [Class]
Point-Blank Shot [1st]
Precise Shot, [Human]
TRAITS
Harrow Born:You start play with a harrow deck passed down from a relative. Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks.
Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Family Ties: When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

SKILLS [2+Int/lvl]
*Knowledge (arcana) +7 (+1 Ranks, +3 Int, +3 Class)
Perception +0 (+0 Ranks, +0 Wis)
*Spellcraft +7(+1 Ranks, +3 Int, +3 Class)
*Use Magic Device + 3 (+1 Ranks, -1 Cha +3 Class)
Knowledge (history) + 4 (+1 Ranks, +3 Int, )
Linguistics +4 (+1 Ranks, +3 Int)

AC penalty is -2
LANGUAGES
Common, Varisian, Thassilonian[trait], Goblin[int], Shoanti[int], Giant[int], Sczarni Sign language[Skill]
EQUIPMENT
Spellbook, Harrow Deck (54 cards), Chain Shirt, Chakram x5, Longsword, backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin 1gp

SPECIAL ABILITIES

Arcane pool (Su) 4/4 points:

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At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

A card caster’s arcane pool can be used to augment only ranged weapons. At 5th level, a card caster can use his arcane pool to add the following weapon special abilities to ranged weapons: brilliant energy, distance, flaming, flaming burst, frost, icy burst, returning, seeking, shock, shocking burst, and speed. [I]He can use his arcane pool to augment an entire harrow deck as if it were ammunition. All cards from a deck enhanced with a special ability, such as flaming, must share the same bonus. This ability modifies arcane pool

Deadly Dealer (Su):

At 1st level, the card caster gains Deadly Dealer as a bonus feat, even if he does not meet the prerequisites. A card caster can invest cards with enough magic to deal lethal damage even without the Arcane Strike feat so long as he has at least 1 point in his arcane pool.

Spells:

A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.
A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.
A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.
Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spellsof his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.
A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Spell Combat (Ex):

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

[b]Background and Appearance
Zeldana is lithe and petite, while you wouldn't call her beautiful her plain features have simple elegance to them. Her long brunette hair is often tangled and her fingers smudged with ink. WHile some might say she’s bookish or mousey, she often has little trouble getting along with anyone. Zeldana left her home last year, tasked by her mother to learn what the Harrow cards would show her. It was a hard time for her leaving her family, and taking on with another caravan traveling the roads of Varisia, but she learned a great deal of skill with darts and other objects.

Nearly a week ago while performing another Harrow reading she drew The Crow and The Cyclone. Fearing the worst she quickly made her way to Sandpoint where her family should meet her. She knows disaster is coming a force that tears through whatever it meets. This disaster does not come in the course of natural order but is one that comes from the plots of intelligent beings. The Cyclone signifies war, arson, or other plans that destroy everything they touch and that lies directly in her path. While she knows that she is no master Harrower yet, she fears something wicked is coming and she must do something to help stop it.