About Bartan HarrowbornBartan was born to a pair of gypsy fortune tellers who traveled around Varisia for his entire childhood. He learned from them the ancient art of Harrowing, and when he was a teenager he decided that he would like to pursue magic. His training consisted of arcane magic combined with the mysticism of the harrow, and when his mentor found him to be ready, he set off on his own to find his way in the world.
Stats:
Bartan Harrowborn Male Varisian Card Caster/Staff Magus 7 / Sczarni Swindler Rogue 2 / Arcane Trickster 3 CN Medium humanoid (human) Init +5; Senses Perception +7 DEFENSE
OFFENSE
Magus spells prepared
Current Spell Effects: STATISTICS
an intricate bronze scarab that functions as a wand of open/close with 14 charges Deck of Illusions:
Spoiler:
Playing Card Tarot Card Creature Ace of hearts IV. The Emperor Red dragon King of hearts Knight of swords Male human fighter and four guards Queen of hearts Queen of staves Female human wizard Jack of hearts King of staves Male human druid Ten of hearts VII. The Chariot Cloud giant Nine of hearts Page of staves Ettin Eight of hearts Ace of cups Bugbear Two of hearts Five of staves Goblin Playing Card Tarot Card Creature Ace of diamonds III. The Empress Glabrezu (demon) King of diamonds Two of cups Male elf wizard and female apprentice Queen of diamonds Queen of swords Half-elf ranger Jack of diamonds XIV. Temperance Harpy Ten of diamonds Seven of staves Male half-orc barbarian Nine of diamonds Four of pentacles Ogre mage Eight of diamonds Ace of pentacles Gnoll Two of diamonds Six of pentacles Kobold Playing Card Tarot Card Creature Ace of spades II. The High Priestess Lich King of spades Three of staves Three human clerics Queen of spades Four of cups Medusa Jack of spades Knight of pentacles Male dwarf paladin Ten of spades Seven of swords Frost giant Nine of spades Three of swords Troll Eight of spades Ace of swords Hobgoblin Two of spades Five of cups Goblin Playing Card Tarot Card Creature Ace of clubs VIII. Strength Iron golem King of clubs Page of pentacles Three halfling rogues Queen of clubs Ten of cups Pixies Jack of clubs Nine of pentacles Half-elf bard Ten of clubs Nine of staves Hill giant Nine of clubs King of swords Ogre Eight of clubs Ace of staves Orc Two of clubs Five of cups Kobold Playing Card Tarot Card Creature Joker Two of pentacles Illusion of deck's owner Joker (with trademark) Two of staves Illusion of deck's owner (sex reversed) Current buffs:
sense vitals, 9/9 rounds left Random Harrow Generator::
1: The Paladin (Lawful Good, Strength) 2: The Keep (Neutral Good, Strength) 3: The Big Sky (Chaotic Good, Strength) 4: The Forge (Lawful Neutral, Strength) 5: The Bear (True Neutral, Strength) 6: The Uprising (Chaotic Neutral, Strength) 7: The Fiend (Lawful Evil, Strength) 8: The Beating (Neutral Evil, Strength) 9: The Cyclone (Chaotic Evil, Strength) 10: The Dance (Lawful Good, Dexterity) 11: The Cricket (Neutral Good, Dexterity) 12: The Juggler (Chaotic Good, Dexterity) 13: The Locksmith (Lawful Neutral, Dexterity) 14: The Peacock (True Neutral, Dexterity) 15: The Rabbit Prince (Chaotic Neutral, Dexterity) 16: The Avalanche (Lawful Evil, Dexterity) 17: The Crows (Neutral Evil, Dexterity) 18: The Demon's Lantern (Chaotic Evil, Dexterity) 19: The Trumpet (Lawful Good, Constitution) 20: The Survivor (Neutral Good, Constitution) 21: The Desert (Chaotic Good, Constitution) 22: The Brass Dwarf (Lawful Neutral, Constitution) 23: The Teamster (True Neutral, Constitution) 24: The Mountain Man (Chaotic Neutral, Constitution) 25: The Tangled Briar (Lawful Evil, Constitution) 26: The Sickness (Neutral Evil, Constitution) 27: The Waxworks (Chaotic Evil, Constitution) 28: The Hidden Truth (Lawful Good, Intelligence) 29: The Wanderer (Neutral Good, Intelligence) 30: The Joke (Chaotic Good, Intelligence) 31: The Inquisitor (Lawful Neutral, Intelligence) 32: The Foreign Trader (True Neutral, Intelligence) 33: The Vision (Chaotic Neutral, Intelligence) 34: The Rakshasa (Lawful Evil, Intelligence) 35: The Idiot (Neutral Evil, Intelligence) 36: The Snakebite (Chaotic Evil, Intelligence) 37: The Winged Serpent (Lawful Good, Wisdom) 38: The Midwife (Neutral Good, Wisdom) 39: The Publican (Chaotic Good, Wisdom) 40: The Queen Mother (Lawful Neutral, Wisdom) 41: The Owl (True Neutral, Wisdom) 42: The Carnival (Chaotic Neutral, Wisdom) 43: The Eclipse (Lawful Evil, Wisdom) 44: The Mute Hag (Neutral Evil, Wisdom) 45: The Lost (Chaotic Evil, Wisdom) 46: The Empty Throne (Lawful Good, Charisma) 47: The Theater (Neutral Good, Charisma) 48: The Unicorn (Chaotic Good, Charisma) 49: The Marriage (Lawful Neutral, Charisma) 50: The Twin (True Neutral, Charisma) 51: The Courtesan (Chaotic Neutral, Charisma) 52: The Tyrant (Lawful Evil, Charisma) 53: The Betrayal (Neutral Evil, Charisma) 54: The Liar (Chaotic Evil, Charisma) Harrow Spread templates:
Standard Harrowing (5sp) [dice=RoleCard]1d9[/dice] [dice=TopLeft, Lawful Good, positive past]1d54[/dice]
The Bridge (guidance about specific action, 1gp) [dice=Card1 (beginning)]1d54[/dice] [dice=rev?]1d2[/dice]
Custom Harrowing (couple) [dice=Male RoleCard]1d9[/dice]
[dice=TopLeft cross, Lawful Good, positive past]1d54[/dice]
Knucklebone effects:
1 Eya-Doh The character gains 1 permanent negative level. 2 Bvu The character is subject to a powerful compulsion never to roll the knucklebone of fickle fortune again. He can shake this compulsion only by succeeding a DC 25 Will saving throw. He can attempt this saving throw only once per day. 3 Eij The character is affected by a harm spell (caster level 15th). 4 Hor The character is subject to a powerful compulsion to roll the knucklebone three more times immediately (Will DC 25 negates). All three of these rolls are made with a —5 penalty on the knucklebone's die roll (minimum 1). 5 Veh The character is blinded as with blindness/deafness (no saving throw). 6 Chu The character takes 5d10 points of cold damage (DC 25 Fort save for half) and moves at half speed for the next hour (a successful saving throw does not negate the reduced speed). 7 Roh For the next 24 hours, the character suffers a —2 penalty on all skill and ability checks. 8 Seh The character is paralyzed for 2d12 hours, as with hold monster, except he cannot attempt new saving throws to overcome the effect. 9 Kog For the next week, the character emits a horrible smell. He suffers a —4 penalty on Diplomacy and Stealth checks. 10 Vis Once, during the next 24 hours, the character can reroll a single die roll he has just made and take the second result, as if using the good fortune ability from the Luck domain. 11 Fyeh The character gains 100 points of fire immunity, as if using protection from energy. 12 Xal The character gains the benefits of a heroism spell for the next 200 minutes. 13 Yaq For the next 24 hours, when the character hits a target he is flanking with a melee weapon, the attack does +1d6 points of precision damage. 14 Gib Once in the next 24 hours, the character can cast faerie fire (caster level equal to his character level). This ability is lost if the character rolls this result again with the knucklebone of fickle fortune before the 24 hours is concluded. 15 Xku The character is immune to fear for the next 24 hours. 16 Lev Once in the next 24 hours, the character can cast a lightning bolt (caster level equal to his character level). This ability is lost if the character rolls this result again with the knucklebone of fickle fortune before the 24 hours is concluded. 17 Nhi For the next 7 days, when the character is the target of healing magic, he heals an additional 2d8 hit points. This effect is lost if the character rolls the knucklebone of fickle fortune again before the 7 days are concluded. 18 Zmi For the next 24 hours, whenever the character succeeds on a saving throw against a harmful effect that does half damage or partial effect on a failed save, the knucklebone's character takes no damage or suffers no effect. 19 Tem For the next 24 hours, the character automatically confirms all critical hits. 20 Eha-Zah The next time the character dies, he comes back from the dead the very next morning as if the subject of a resurrection spell. This effect is negated if the character rolls the knucklebone of fickle fortune again before he dies. Spell research:
Luck’s Mercy School divination; Level magus 2, shaman 2, sorcerer/wizard 3, witch 3 CASTING Casting Time 1 round Components V, S, M (an uncut ruby worth 25 gp), F (a die of some kind) EFFECT Range personal Target you Duration instantaneous This spell allows you a small glimpse at the state of your own luck, allowing you to predict and prevent catastrophe when leaving your well-being up to chance. When you cast this spell, there is a 60% + 1% per caster level chance that you will know the result of your next roll of the die before you roll it. If successful, the next result of the die with glow, and you may choose whether to roll it as part of the action of completing the spell. If the spell fails to determine the next result, the die rolls and affects you with its result as part of the spell’s completion.
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