Keppira D'Bear

Brelin's page

269 posts. Alias of Kemsha.

Full Name

Brelin Fareye


Human Witch (Cartomancer) 7 AC:12/12/10(+4) HP:48/48 F:+5 R:+5 W:+8 Init: +6 Perception: +7


Chaotic Good


Fortune teller

Strength 10
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 14
Charisma 8

About Brelin

Female human witch (Cartomancer) 7
CG Medium humanoid (human)
Init +6; Senses Perception +6
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 48 (6+2, 6+2, 6+2, 4+2, 4+2, 4+2, 4+2)
Fort +5, Ref +5, Will +8
Speed 30 ft.
Melee dagger +3 (1d4 19-20/x2)
Ranged mwk harrow deck +6 (1d4+1 20/x2)
Space 5 ft.; Reach 5 ft.


Str 10, Dex 14, Con 14, Int 18+2, Wis 14, Cha 8
Base Atk +3; CMB +3; CMD 14
Feats Accursed Hex; Deadly Dealer; Extra Hex; Improved Initiative;
Traits Scholar of the Ancients, Harrow Chosen
Skills Fly +8; Heal +6; Knowledge (arcana) +15; Knowledge (dungeoneering) +9; Knowledge (history) +9; Knowledge (nature) +8;
Knowledge (planes) +14; Perception +7; Profession (fortune-teller) +9; Spellcraft +14; Survival +6;
Languages Common, fiendish, abyssal

Memorized spells:
0: Detect magic, disrupt undead, dancing lights, message
1st: Chill Touch, Mage Armor, Ear piercing scream, obscuring mist, shocking grasp
2nd: Web, Flaming sphere, Hold person, Glitterdust
3rd: Barrow haze, Fireball, Heroism
4th: Black tentacles, Agg thund(gr)


Special Abilities:

Spells: 4/4+1/3+1/2+1/1+1
Witch Patron: Elements
Witch Hexes: Cackle; Evil Eye; Slumber; Flight; Misfortune
Accursed Hex You can make a second attempt at failed hexes
Deadly dealer Your skill with handling a deck and your arcane talents allow you to turn mundane cards into weapons.


Cantrips: All
Lvl 1: Shocking grasp, Chill Touch, Command, Ear Piercing Scream, Enlarge Person, Identify, Mage Armor, Obscuring Mist, Web Bolt, Blood Money, Detect Secret Doors
Lvl 2: Flaming sphere, Vomit Swarm, Glitterdust, Hold Person, Web
Lvl 3: Barrow Haze, Dispel Magic, Fireball, Heroism, Storm Step
Lvl 4: Black tentacles, aggressive thundercloud (greater)

2nd Spellbook:

- Cantrips
○ All wizard cantrips except Abjuration and Enchantment
- 1st:
○ Repair Undead
○ Cause Fear
○ Ray of Enfeeblement
○ Ray of Sickening
○ Expeditious Retreat
○ Colour Spray
○ Vanish
○ Magic Missile
○ Detect Undead
○ Heightened Awareness
○ Ice Dagger
○ Mage Armor
○ Obscuring Mist
- 2nd:
○ Lesser Animate Dead
○ Invisibility
○ Misdirection
○ Mirror Image
○ Blindness/Deafness
○ Defending Bone
○ False Life
○ Steal Voice
- 3rd:
○ Animate Dead
○ Blood Biography
○ Haste
○ Gentle Repose


Cloak of resistance +1
headband of intelect +2
Ring of force shield
Skeletal arm
2 potions identify
potion grease

skeletal arm:
This skeletal arm on a handle functions similarly to a Hand of the Mage, however there are some differences. It has a range of 30 feet, it can lift up to 10 pounds, and it can deftly maneuver the item like a regular hand would. This means that the hand can wield a weapon, use thieves' tools, use maneuvers, etc. It can deliver touch spells just as a familiar would. When using a weapon in the skeletal hand, you still use the same modifiers as if you were carrying it in your own hand (so strength or dexterity depending on the weapon). Size bonuses and penalties do not apply, as the hand is treated as belonging to a medium sized creature. Using the Skeletal Hand requires concentration (Your character level + your Intelligence modifier. Spell Level is 2). If you lose concentration while using the Skeletal Hand, it fades away and drops whatever it was holding. Moving the hand requires a swift action (move speed 30 feet), and manipulating something with the hand requires whatever action is normally required. The hand can be attacked (AC 20+User's Dex Mod, 4hp, improved evasion), and can be dispelled. If the hand is destroyed or dispelled, the item cannot be used again until a new hand is attached to the handle.

Wondrous Item, CL5, Spectral Hand, worth 10,000gp



My first earlier memories are from my mom, showing me the cards. She'd spin them in her hands and predict a bright but dificult future for me
And I've always believe it. Even when the circus moved to another town, when she explained to me that her predictions and her work as a fortune teller was an illusion to con the rich and spoiled kids.
Because sometimes, when the moon was high and bright, when the stars were aligned, it wasn't just an illusion and the predictions were real. The voices we heard were not from our plane and we knew we'd reached something far beyond us.
I understood the difference and I've learned both crafts, the one that rich people wanted to hear and the one that those that change the world looked for.
My mother was an adequate teacher and I've never bothered to know who my father was. My power grew and soon I was begining to long for something more than a circus.
Then, one night I woke up with a scream and ran to my mothers chamber only to found a magic circle drawn on the floor. Inside it there was a strange and massive creature holding her in his arms.
When it saw me, it spoke "Finnaly, you arrive! My plan to get to you was good but looking at you now I think that I can wait for you to come to me! AHAHAH!!" With his last laugh, he dissapeared and so did my mother leaving only our family harrow deck.
When I woke up in the morning I was not sure if it has been a dream but I chose to stay behind in sandpoint and try to find out more about what was going on.
I settled as a fortune teller in the outskirts of town and was soon contacted by the sheriff. My predictions were dire but he ignored me. When the goblin attacks came, I held my own and protected the folk around me.
When he came back to me and again I gave him bad news he told me "There's a group that I think can change our fate, do you want to meet them?"