About Beshtori Sankral--------------------
STR: 8 (-1)
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Fort: 3B+3S+1ClRes = +7
+2 vs. Fear & Despair
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Melee
Ranged
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Feats
Traits
Gnome Traits
Skills
Codes:
S=Stat; C=Class skill; R=Rank; R=Racial; Tr=Trait;
E=Equipment; M=Magic Item Acrobatics: 2
Languages
Weapon and Armour Proficiencies
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Current points = 0/12
Spend 1 point to add one caster level or DC +1 Consume Spells
Conjurer’s Focus
Planar Contact
20th level:
Conjurer’s focus has cost=0. Summoned creatures last until dismissed. This ability replaces magical supremacy. Arcanist Exploits
School Understanding (Void: Reveal Weakness) (3/5)
Spell Improvisation
Ideas:
Damnation Sussurus
Potent Magic --------------------
per day: Dancing Lights (2/2, DC 12), Ghost Sound (1/1, DC 12), Prestidigitation (1/1, DC 12), Speak with Animals (1/1, DC 13), Faerie Fire (1/1), Darkness (1/1) Level 0 (DC 16) (prep: 8):
Resistance Acid Splash Drench *Detect Magic *Detect Poison *Read Magic Daze Breeze Dancing Lights Flare *Light Penumbra Ray of Frost Scoop Spark Ghost Sound Haunted Fey Aspect Bleed Disrupt Undead Touch of Fatigue Jolt *Mage Hand *Mending *Message *Open/Close Root Arcane Mark Prestidigitation Level 1 (DC 17) (prep: 5) 4/6:
Alarm Charm Person Colour Spray Comprehend Languages Disguise Self *Enlarge Person *Feather Fall *Grease Identify Mage Armour Magic Aura *Magic Missile *Obscuring Mist Protection vs. Evil/Good/Chaos/Law Ray of Enfeeblement Shield Silent Image Ventriloquism Level 2 (DC 18) (prep: 4) 0/6:
Blur Burning Arc False Life *Glitterdust Hypnotic Pattern *Invisibility Magic Mouth Minor Image *Mirror Image Misdirection Phantom Trap Scorching Ray See Invisibility Summon Monsters II *Web Level 3 (DC 19) (prep: 3) 0/5:
*Dispel Magic Displacement Fireball Fly *Haste Lightning Bolt Illusory Script Invisibility Sphere Minor Dream Shrink Item Sleet Storm *Slow Summon Monster III Wind Wall Level 4 (DC 20) (prep: 2) 2/4:
Acid Pit *Black Tentacles Enervation Greater Invisibility Hallucinatory Terrain Illusory Wall Phantasmal Killer Rainbow Pattern *Resilient Sphere Shadow Conjuration Stoneskin Summon Monster IV Ideas:
Ball Lightning, Confusion, Dimension Door Level 5:
Note: Plane Shift is on the Arcanist (Occultist) 5th level spell list. Nightmare Shadow Evocation Wall of Force Level 6:
Note: Planar Ally is on the Arcanist (Occultist) spell list. ---------------------
Light Crossbow (MW) [1d6, (19)x2, P]
Hand Crossbow
Dagger [1d4, (19)x2, 10 ft., P/S]
Sorcerer's Kit: Backpack, Belt Pouch, Roll, Flint/steel, iron pot, mess kit, soap, 10 torches, Rations & Water (5d) Money: 353.54 gp ---------------------
Bloodlink Amulet:
Amulet of Natural Armor (+1 AC) (currently not worn)
Wand of Magic Missiles (42 charges; 4 x 1d4+1)
Staff of Dark Flame:
Other/Consumables:
2x Potion Cure Moderate Wounds ---------------------
One day, in those early summer days of young adolescence, when a child's curiosity mixes liberally with zir ability to do something about it, Tori created trouble that there was no charming zir way out of. Besh was at that age when parents and elders stop worrying that the children will fall down a well, but well before the age where they start worrying about accidental grandchildren. So, left to zir own devices, Beshtori decided it would be fun to see what zir parents and the other researchers did all day. It was a small lab, you understand - nothing like you will find in Korvosa's Academae, for example - but they had collected a small number of exotic artifacts, esoteric spell fragments, and ex-planar devices. Perhaps you can imagine what might happen if a bright, but ultimately reckless, child wandered through such a place. Devices manipulated; artifacts activated; perhaps something dropped or broken; multiple, mismatched scroll fragments read as if they were one spell; dimensional portals opened... Hopefully yours is a good imagination - nobody can really say what happened that day. Those who survived went mad on the spot, including Beshtori's parents. The true wonder is that Besh survived at all. That ze remained more or less unchanged defies explanation. In the weeks following "The Incident," the community's remaining elders began to notice that Tori had become imbued with a strong innate magical power (and penchant for lighting things on fire) that defied instruction. Fearing this new power (and, in truth, wanting to be rid of a troublesome, dangerous child), Besh was sent away to "learn more of this great gift." And so, ze has spent years travelling, charming zir way into the employ of one spellcaster after another, only to be sent away once they realize that, underneath the veneer of quick-witted charm, lies a well of power that cannot be safely tapped. Fortunately, Beshtori is an empty bucket. ---------------------
Tori is an androgynous gnome with nut brown skin and large vitiligous patches (so large, in fact, that you are left wondering is ze is brown with white patches, or white with brown patches). Besh is often clothed in plain green-grey linen tunic and trousers, which is offset by a rather flamboyant yellow-lined red cloak and violently green hair. Three wands are sheathed on the left side of zir belt; a dagger on the right. A crossbow and mace are strapped to zir pack, in pristine (i.e., unused) condition. ---------------------
Besh changed from zir lighthearted self following a successful, though sorrowful, trip to the plane of Shadow, where two members of zir party lost their lives to the drow wizard Nolveniss. Zir remaining party members assumed, initially, that Besh was suffering unduly from the stress of their last encounter and grief at the loss of zir elven friends. Ze became withdrawn; zir beautiful green hair lost some of its lustre and even appeared to be falling out; zir sleeping and eating habits became increasingly erratic. Friends began to notice that Besh was self-consciously keeping zir hands and arms deep within zir robes. Occasional glimpses revealed dark, splintery... cracks... (?) tracing up the insides of zir wrists and forearms. The darkness in those spiderwebbed lines is mesmerizing, and people too late find themselves staring. Beshtori also became more and more frustrated with zir lack of control over magic - more often popping a small insect or mammal into existence than whatever effect ze initially intended. Ze began carrying Nolveniss's spellbook everywhere, but though ze consulted it relentlessly, zir stretches, dances, and flailing about don't seem to manifest magic as often as before. Something seemed broken inside the little gnome. Lyr and Zoso's return to life has lessened Besh's sullenness, but ze has not returned to the bright, bubbly (if nervous) creature zir friends once knew. A quiet part at the back of Beshtori's mind will not admit that there is something living in the wasteland between the planes. Young and naive, Besh once accidentally rattled the doorknob of its home. This time, the door has been cracked open and something dark is peeking through. Fascinated and terrified, Besh continues to poke and prod at the void, fearing both that the door will be flung wide or slammed shut. |