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About Cashmerez "Cash" MagraviHere is the backstory for Cashmerez and the lives that were lived by the six spirits of his two older siblings, one of his cousins, his siblings' partners and his childhood crush. Spoiler:
10 years ago, when Cashmeric was 11 years old: His older siblings (brother Kazallin 'Kaz' Magravi [18 years old] and sister Zeldana 'Zel' Magravi [16 years old]), cousin (Andrezi 'Drezi' Kesk [16 years old]), Zeldana's best friend and Kazallin's girlfriend (Khismia 'Mia' Bashir [16] and Ragnar's half-sister (Kalizama 'Kali' Vargnarssdottir [16 years old]) left to travel to the birthplace of Kalizama's mother, The Shackles. archmage spirit: Kalizama 'Kali' Vargnarsdottir (NG female Mwangi [wildblooded] sage bloodline sorcerer who reveres Gozreh) with living male seagull familiar familiar named Banipani champion spirit: Kazallin 'Kaz' Magavi (NG male Varisian [courser] swashbuckler who reveres Desna) guardian spirit: Zeldana 'Zel' Magavi (NG female Varisian [shielded fighter] fighter who reveres Shelyn) with living male varied thrush songbird named Warbler hierophant spirit: Ragnar Vargnarssen (NG male Ulfen [spirit guide] oracle who reveres Erastil) marshal spirit: Khismia 'Mia' Bashir (LG female Kelish [warrior of the holy light (&) chosen one] paladin who reveres Sarenrae) with living cassian angel with the change shape ability (dog and dove forms) named Sunrise (who might be currently locked in dove form). trickster spirit: Andezi 'Drezi' Kesk (N male Varisian sanctified rogue of Abadar) During their first adventure in The Shackles, while exploring some Ghol-Gan ruins, Ragnar called out to his deity for aid, and the spirits of the ruins cursed him with powerless prophecy). They became successful adventurers during their time in The Shackles (reacihing level 20) and were planning to return home after exploring another Ghol-Gan ruin. They fought some cyclopean brute wights on the surface (which resulted with each party member to gain some temporary negative levels). They decided to push on instead of making camp on the surface - a decision that would prove to be unwise. Kalizama's and Veldana's familiars (male seagull named Banipani and a male varied thrush named Warbler) stayed on the surface while the group explored the ruins beneath. Khismia's familar (a cassian angel who answers to 'Sunrise' that can changeshape into a dog or a dove) stayed with Khismia. Though they were able to handle the dangers of the first few levels, that changed when they found a colossal chasm - the lair of a great wyrm! (an umbral dragon!!). They already had some temporary negative levels from the brute wights. The dragon unleashed its shadow breath, causing some to take a bit of strength drain except for Kalizama, who took the full brunt of the shadow breath, taking 12 points of strength and becoming blinded for several seconds. The dragon then used its claws and teeth that inflicted more negative levels to the group, as it was having fun 'tenderizing' this foolish group of adventurers into its prefererred meal - shadows created from living creatures it kills. By the time Kalizama had regained her vision each party member had 19 temporary negative levels (from the combined temporary negative levels from the brute wights and natural attacks of the dragon). Kalizama told them to surround her and hold onto her, for she had scribed a scroll to be prepared for such a tragic turn (a scroll of Greater Teleport she scribed with a 18th level caster level - enough to teleport herself and up to six others). They managed to reach her quickly as the dragon was about to unleash its breath weapon again, but Kalizama was able to successfully cast the spell from the scroll before the group was enveloped once again in the dragon's breath. Meanwhile, at the same time of the fateful encounter with the umbral dragon, Cashmeric (now 16 years old) was laying on Junker's Edge, watching the goblins below. When suddenly out of thin air, his siblings and their friends appeared around him. "Still watching goblins, little brother?" "Kaz! Zel! You're home!" Cashmeric got off the ground and hugged his siblings, "You're all hurt! What happened?" "There is time for that later, Cash, for now we need to go the chapel for some healing. Come with us and we will fill you in on our adventures. Is Sandpoint still the quiet town we left five years ago?" Cashmeric's expression turns to one of sadness, "Dad's dead. That crazy bastard Stoot killed him." "Did you say Stoot? That doesn't make sense, he was kind old man who loved birds," Kalizama pointed out. "I did. He went crazy and killed several people in town," Cashmeric told her. With tears starting to form from the news her father was dead, Zeldana spoke, "Is mom still alive?" "Are my parents still alive?" Andrezi, Kalizama and Khismia asked simultaneously. "Yes, they are alive, the only parent of ours that bastard killed was Dad, Zel." Khismia's familiar, 'Sunrise', (a cassian angel who prefers to go by the name Mia named him when she thought he was just a dove, who can change shape into a dove or a dog), who had converted back to dove form during the fight with the dragon (possibly currently unable to change shape due to the temporary negative levels Khismia currently has) flew off to the docks on the west side of town. "What about Warbler and Banipani?" Zeldana asked Kalizama. "Banipani's a seagull so flying home will take time but he can do it. I am sure he will make sure Warbler males it home too, Zel." "That's a relief. I think I've had my fill of The Shackles for a lifetime. No offense meant, Kali." "Or six lifettimes," Ragnar added, not realizing his powerless prophecy added more weight to his words then he realized. "None taken," Kalizama told Veldana, "Just have faith in our birds' ability to find their way home. Remember, they were with us for the journey south in the first place." That last comment eased Zeldana's fear about leaving Warbler so far south of home. Cash walked with his siblings and their friends to the chapel, while they started to tell him of their first (not last) adventure in The Shackles. When they got to the chapel, Father Tobyn assessed their wounds, "You all need to stay at the chapel for at least a weel while I and the other priests pray and request the power needed to heal the spiritial damage you have attained." "Is it okay if Cash accompanies us, Father?" Ragnar asked Ezakien. "Of course. I am sure he is eager to hear what his siblings and the rest of you have been doing during the years away from home," Once they got settled into a room of the chapel they would be spending the week in, Kazallin told Cashmeric they all had souvenirs for him. "My first whip, the one you used to beg me to let you play with," Kazallin spoke. "But you never go anywhere without your whip!" "I have an enchanted whip I use now. This one is now yours," Kazallin placed the whip into his brother's hands. This whip is etched with a swallowtail butterfly (a sacred animal of Desna) on its handle. "Thanks, Kaz. Will you teach me how to use it?" "Of course." "My first shield, the one that Ragnar made for me," Zeldana spoke as she handed the wooden small shield to Cashmeric. The front of this has a painting of Veldana's familiar, Warbler (a varied thrush songbird). (The songbird is the sacred animal of Shelyn.) "But that is special to you, your boyfriend made it for you!" "That he did, and I have an enchanted darkwood shield now. Ragnar made it for me to keep me safe. Now it will keep my little brother safe, eh?" "Thank you, Zel. Will you teach me how to use it?" "Of course." "You are big enoug to take hunting now, little man," Ragnar tells Cashmeric as he hands him a longbow. Cashmeric takes a look at the handle and sees the familiar etching of a stag (the sacred animal of Erastil) on it, "That's your bow! You keep it." "I have an enchanted darkwood bow now that I prefer. I would rather this bow stay close to the wielder of the shield I crafted for the woman I love." "Understood. Thank you, Ragnar." Andrezi hands removes his sheathed rapier from his belt and hands the scabbard with the cold iron rapier inside to Cashmeric, "This is for you, cousin." - This pommel, handle and cross guard of this cold iron rapier was designed in the shape of a monkey (the sacred animal of Abadar) - the pommel being the head, the handle being the body and the cage crossguard being the monkey's tail. Casmeric instantly recognizes this as the sword he used to play 'hero' with. Looks at his cousin's belt and sees he does not have another rapier, "I can't take your rapier. You love that thing!" "Fear not, cousin, as always have a rapier in hand when I need one," Andrezi tells him as a beautiful carved adamantine rapier with a simliar monkey design appears in his leather-gloved right hand
"Really? Did you decide to follow in my footsteps and choose Abadar as your patron god?" "No, I was planning on getting a hound design, like my father's. He left his to you, Kaz." "A Caydenite! I look forward to drinking alongside you, little man," Ragnar tells Cashmeric. Khismia hands Cashmeric a bola with an etching of a dove (the sacred animal of Sarenrae) on its handle. "Are you sure , Mia? I still remember how you loved tripping Kaz with it whenever he would flirt with another girl." "He stopped flirting with other girls awhile back, little brother." "Little brother? I'm Kaz's brother, not yours. Are you feeling okay, Mia?" Khismia and Kazallin hold up their left hands, which each has a silver band on the ring finger with an etching of an angelic ankh flanked by etchings of a butterfly and dove. "We couldn't bear to wait to come home to be joined in our gods' eyes. Can you forgive us for not having you at our wedding?" Cash wraps his arms around Mia, "Welcome to the family, sis!" Cashmeric takes a look at Vel's left hand and sees a ring there, "You're married too?" "Just engaged. We figured at least two of us should wait to get back home so our families can attend our wedding. I didn't want Mom blaming both of us for robbing her of the joy of attending our weddings." "Let's not get into this now, Zel," Kazallin implores of his sister. "Just don't try to say I did not try to have you wait until we got back home." "You know why we didn't wait!" Kazallin retored back, as he wrapped his right arm around Mia and gently placed his hand over her stomach," "You're pregnant?" Cashmeric asked Khismia, who smiled and nodded in response. "I'm going to be an uncle!" "I guess that leaves me," Kalizama speaks up. Cashmeric's voice cracks, "You're engaged too?" "No, I meant my turn to give you a souvenir, silly." Cashmeric blushes. "You still have the same effect on my cousin after all these years, Kali," Andrezi teases his cousin, "He's grown up now, Kali. Now you don't have to let him down gently if he asks you to go on a date." Kalizama blushes, "As I was saying, it is my time for you to receive a gift from me. Keeping with the theme of the gifts there is only one of my possessions that fits," as she unstraps her wooden scroll box from her belt and hands it to Cashmeric. The lid of this wooden scroll box has a painting of Kalizama's seagul familiar on it. "Thank you, Kali," Cashmeric beams, "If you want, after you are feeling better we can go shopping for new scroll box for you." Kalizama blushes, "That sounds lovely." "No one has made her blush in five years and she just blushed twice," Andrezi commented quietly so neither Cashmeric or Kalizama heard him. Father Tobyn enters the room, "It is time for you to head home, Cashmeric. Tell your mother and the rest of their parents they can come visit them tomorrow afternoon." "Okay, Father Tobyn. Thank you." "Wait, little brother. Don't go before you answer something for me." "Okay, Kel. What do you want to know?" "You're grown now. What profession did you decide on?" "Auntie Risa says I have the family gift and is training me to become a medium." "Cool. We lost a friend while we were in The Shackles. Maybe when you finish your training you can contact his spirit for us, eh?" "Sure, Kaz." Cashmeric walked home with his new possessions, and planned to stay up to tell his mother the good news when she got back from working the late shift at Risa's Place, but fell asleep before she got home. Cashmeric woke up and excitedly woke his mother, Carmelizzia 'Carm' Magravi up, "Mom, they're back hiome!" "Who are you talking about?" "Kaz and Vel! Ragnar and Kali! Mia and Andrezi!" "Where are they?" "They were wounded pretty badly. Father Tobyn is having them stay at the chapel for a week to attend to their wounds." Carmelizzia gets her shoes and jacket on and heads out the door. "Mom, Father Tobyn said you have to wait until the afternoon to visit them." "I am their mother and have not seen them in five years, young man, No one, not even Father Tobyn is going to prevent me from seeing my children." Cashmeric quickly got his boots and jacket on and headed out with his mother. They saw heavy smoke coming from Uptown. "What is causing so much smoke?" Cashmerez queried aloud, just before they could see flickers of large flames just over the rooftoops of the downtown buildings blocking their view of the chapel. "No!" his mother started to run as fast as she could, fearing the worst. Kazallin, Veldana, Ragnar, Khismia, Andrezi and Kalizama all died in the Sandpoint Fire. A month after the Sandpoint Fire, Risa Magravi (Cashmeric's great aunt) had Cashmeric try to channel her dead father-in-law, who is Cashmeric's great-grandfather, but he failed to do so. "Hmm, I sense you have the gift. I am not sure why you cannot channel your great-grand father, your when you should be able to. You might be a rare medium, Cashmeric, that can only summon specific spirits that have emotional ties to items in your possession," She looks over the gear that her great-nephew has been wearing for the past month, "Tomorrow I will have you try to channel your brother's spirit, your sister's the day after and your cousin Andrezi's the day after that." "And Kali's, Mia's and Ragnar's spirits the days after those?" Cashmeric asked his family elder. "Of course, child," After confirming that Cashmeric was a relic channeler medium linked to the spirits of the group of six friends that died in the Sandpoint Fire, it was clear pursuing the career of a medium was not a feasible path, so Cashmeric got a job working where his father worked, The Haglish, three days of the week (Toilday, Wealday and Fireday day shift). His father's name, Henric Magravi, is one of the 28 names carved in the ceiling beam for drinking a tankard of Norah's tank water) Cashmeric's weekly routine typically consists of having a seance in the morning to channel one of the spirits linked to him, then go to work for the day, then head to the home of the spirit he is channeling that day for dinner and allowing the spirt to take control of his body so that the spirit can spend the evening with their family and Cashmeric wakes up in the bed of that spirit's childhood home. His typical week consists of channeling is as follows: Moonday: day off, Kalizama 'Kali' Vargnarsdottir
As the Swallowtail Festival is a religious day for Desna, the spirit Cashmeric channels for the day is that of his brother, Kazallin 'Kaz' Magravi. - Cashmeric 'Cash' Magravi - Ability Scores, Languages, Racial Abilities, Traits and Favored Class choices. Spoiler:
Ability Scores: 25-Point Buy --> Str 10, Dex 16, Con 14, Int 13, Wis 10, Cha 15 Race: Human Human Ethnicity: Varisian Human ability score adjustment -->+2 to any ability --> Applied to Dex --> Str 10, Dex 18, Con 14, Int 13, Wis 10, Cha 15 Human bonus feat racial trait --> Iron Will Human Skilled racial trait--> +1 skill rank per character level --> Use Magic Device (maximum ranks) Human Initial Languages: Common (Taldane), Skald (from Int bonus), Polyglot (from 1 rank in Linguistics at 1st level) Varisian (ethnicity language) Traits Campaign Trait: Goblin Watcher: You grew up in Sandpoint staring off the cliff across the Varisian Gulf. Spending so much time there at Junker’s Edge watching the goblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard. Basic (Faith) Trait: Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it. Religion (Cayden Cailean) Trait: Good-Natured:You have an unusually sunny spirit, and it takes something truly intimidating to dampen your mood. You gain a +2 trait bonus on saving throws against fear effects. Goblin Watcher - Traits - Archives of Nethys: Pathfinder RPG Database (aonprd.com) Sacred Touch - Traits - Archives of Nethys: Pathfinder RPG Database (aonprd.com) Good-Natured - Traits - Archives of Nethys: Pathfinder RPG Database (aonprd.com) Favored Class: Medium Favored Class Bonus: Human Medium Bonus: When gaining a [Taboo], the medium can use spirit surge without incurring influence an additional 1/4 time per day. - Relic Channeler Archetype Spoiler:
A relic channeler carries relics of legend around with her. She need not rely on locating the specific spirits that she seeks, but the relics limit the number of unique spirits she can channel. Relics (Su): A relic channeler begins with one relic for each of the six spirit legends. Each relic corresponds to a specific spirit, and could be any type of psychically resonant item—from a runestone with a symbol related to that spirit to a bone remnant from a legendary hero. Once a relic channeler selects a choice for [Taboos] and [Spirit Powers] (such as [Archmage Arcana] and [Legendary Champion]), those choices remain in effect every time she channels that legend; unlike normal mediums, she can’t select a different option each time. A relic channeler can’t choose to channel a weaker spirit to reduce her influence from spirit surge. She doesn’t need to find an appropriate location to channel her spirits, since she can simply use her relics. If she loses one of her relics, she is incapable of channeling that legend until she recovers the relic. If the relic is destroyed, the relic channeler can use her strong bond with the spirit of that relic to forge a new relic for that spirit from her own essence. The process takes 1 week of intense seances and 500 gp per medium level she possesses. This ability alters [Spirit]. Powerful Bond (Su): Because of habitually channeling the same spirits and possessing physical links to the spirits’ former lives and legends, a relic channeler possesses a strong bond with her spirits. She receives the benefit of the [Alertness] feat whenever she is suffering a spirit’s [Influence Penalty]. She chooses two spells of each level with the [Archmage Arcana] and [Divine Surge] spirit powers instead of one, two exotic weapon proficiencies with [Champion’s Prowess] instead of one, three combat feats with [Legendary Champion] instead of two, and three skills with [Trickster’s Edge] instead of two. This ability alters [Spirit]. Object Reading (Su): At 3rd level, a relic channeler gains the occultist’s [Object Reading] ability, substituting her medium level for her occultist level for this ability. This ability replaces [Haunt Channeler]. Apport Relic (Su): At 5th level, a relic channeler can call one of her relics to her once per day as though she had cast [apport object] on it and was mentally completing the spell. Furthermore, if the relic channeler gains the [apport object] spell, she can use it to receive her relics without casting it on them in advance in the same way. The range at which the relic channeler can apport her relics (both with this ability and the spell) increases by an additional 5 feet for every 2 levels she possesses beyond 5th. This ability replaces [Location Channel]. Connection Specialty (Sp): At 7th level, a relic channeler gains [Connection Channel] and can use that ability as a normal medium, despite not possessing [Location Channel]. She requires familiarity to use this ability, even if she is in an appropriate location. This ability alters [Connection Channel]. - Cashmeric 'Cash' Magavi - Skills Spoiler:
The medium’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Wis). Skill Ranks per Level: 4 + 1 (Skilled human racial trait) + 1 (Int bonus) = 6/level plus 2 background skills/level. Adventuring Skills Diplomacy 1 rank (+6 modifier)
Background Skills Linguistics 1 rank (+5 modifier)
Profession [bartender] 1 rank (+4 modifier)
When Cashmeric is channeling the spirit of his cousin, Andrezi 'Drezi' Kesk, Cashmeric is treated as having skill ranks equal to his medium class level in each of the Appraise, Bluff and Disable Device skills, and all of them are considered class skills for Cashmeric. When Cashmeric is channeling the spirit of his cousin, Andrezi 'Drezi' Kesk (and starting at 2nd level, anyone who participates in the seance to channel Andrezi's spirit) gains a +1 bonus to Stealth checks and treats Stealth as a class skill for 24 hours (or until the spirit leaves if the Andrezi gains 5 points of influence over Cashmeric due to Cashmeric doing breaking the Andrezi's taboos (the anathema of Andrezi's deity, Abadar). - Cashmeric 'Cash' Magravi - Feats Spoiler:
human bonus feat: Iron Will
When Cashmeric is channeling the spirit of his brother, Kazallin 'Kaz' Magravi, he is proficient in all martial weapons as well as the bola and whip. Starting at 17th level, whenever Cashmeric is channeling his brother's spirit, he gains the Combat Expertise, Improved Disarm and Greater Disarm feats. Level 3: Stoic
* The teamwork feats apply when Cashmeric casts the Ally Across Time and Army Across Time spells. The spells are reflavored so that instead of alternate versions of Cashmeric from different timelines, they are the spirits he channels, who did not die in their alternate timelines (and are still alive in their timelines). - Cashmeric 'Cash' Magravi - Class Features Spoiler:
WIP Taboos for each spirit are the anathema actions of thier deity (as detailed in PF2E). Propitiation for each spirit are deific obesience of their deity (as detailed in PF1E Inner Sea Gods) - Cashmeric 'Cash' Magravi - Spells Known Spoiler:
Level 1 Medium class level: Level 0 spells: Dancing Lights*, Stabilize While channeling Kalizama: Level 0 spells (Disrupt Undead, Ray of Frost), Level 1 spells (Endure Elements, Feather Fall) While channeling Ragnar: Level 0 spells (Mending, Purify Food and Drink), Level 1 spells (Cure Light Wounds, Sanctuary) *When Cashmeric casts the Dancing Lights it usually appears as a faintly glowing, vaguely humanoid shape - which is in the likeness of the one the spirits he can channel. The spirit the dancing lights spell is in the likeness of depends on which spirit he is currently channeling, as below: While channeling Kazallin, the dancing lights look like Khismia (5'5").
When Cashmeric is currently not channeling one of the spirits the dancing lights appear as four glowing spheres of light. LEVEL-UP to Level 2 Level 0 spell (Detect Magic) LEVEL-UP to Level 3 Level 0 spell (Read Magic) LEVEL-UP to Level 4 Lv 1 spells (All Across Time*, Ant Haul) * Re-flavored so instead of Cashmeric is one of the spirits he channels from a different timeline in which they did not die in the Sandpoint Fire. While channeling Kalizama: Level 2 spells (Communal Endure Elements, Masterwork Transformation) While channeling Ragnar: Level 2 spells (Delay Poison, Spiritual Weapon*) * When Cashmeric casts Spiritual Weapon, it takes the form of a longbow - the favored weapon of Ragnar's deity, Erastil). LEVEL-UP to Level 5 Level 0 spell (Detect Psychic Significance), Level 1 spell (Charge Object) LEVEL-UP to Level 6 Level 1 spell (Decrepit Disguise) While channeling Ragnar adds Cure Light Wounds to his 1st level spells known and Cure Moderate Wounds to his 2nd level spells known. LEVEL-UP to Level 7 Level 0 spell (Prestidigitation); Level 2 spells (Heroism, Locate Object) While channeling Kalizama: Level 3 spells (Lightning Bolt, Wind Wall) While channeling Ragnar: Level 3 spells (Cure Serious Wounds, Communal Delay Poison, Communal Resist Energy) LEVEL-UP to Level 8 Level 2 spell (Haste) LEVEL-UP to Level 9 Level 1 spell (Liberating Command), Level 2 spell (Invisibility) LEVEL-UP to Level 10 Level 3 spells (Army Across Time*, Rags to Riches**) * Re-flavored so instead of Cashmeric, the allies summoned are the spirits he channels from an alternate timeline in which they did not die in the Sandpoint Fire. ** Cast on his relics (and on a set of thieves' tools on days he is channeling Andrezi's spirit) While channeling Kalizama: Level 4 spells (Deathless, Greater Make Whole) While channeling Ragnar: Level 4 spells (Cure Critical Wounds, Purify Body, Ward Shield*) * Cashmeric casts this on the shield relic that belonged to his sister. LEVEL-UP to Level 11 Level 3 spell (Aura Alteration) LEVEL-UP to Level 12 Level 1 spell (Remove Fear), Level 2 spell (Levitate), Level 3 spell (Fly) LEVEL-UP to Level 13 Level 4 spells (Greater Command, Reincarnate) While channeling Kalizama: Level 5 spells (Cone of Cold, Hold Monster) While channeling Ragnar: Level 5 spells (Breath of Life, Mass Cure Light Wounds, Raise Dead) LEVEL-UP to Level 14 Level 4 spell (Speak with Soul) LEVEL-UP to Level 15 Level 2 spell (Status), Level 3 spell (Sending), Level 4 spell (Summon Monster V - used to summon caypup guardian spirit) LEVEL-UP to Level 16 While channeling Kalizama: Level 6 spells (Chain Lightning, Greater Dispel Magic) While channeling Ragnar: Level 6 spells (Heal, Mass Cure Moderate Wounds, Word of Recall) LEVEL-UP to Level 18 Level 3 spell (Dispel Magic), Level 4 spell (Soulseeker) - Cashmeric 'Cash' Magravi - Relics Spoiler:
Andrezi's cold iron rapier - The pommel, handle and cage crossguard of this cold iron rapier was designed in the shape of a monkey (the sacred animal of Abadar) - the pommel being the head, the handle being the body and the cage crossguard being the monkey's tail. Kalizama's wooden scroll box - The lid of this wooden scroll box has a painting of Kalizama's seagull familiar, Banipani, on it. Kazallin's Whip - This whip is etched with a swallowtail butterfly (a sacred animal of Desna) on its handle. Khismia's bola - This bola has an etching of a dove (the sacred animal of Sarenrae) on its handle. Ragnar's longbow - An etching of a stag (the sacred animal of Erastil) is on the handle of this bow. Veldana's light wooden shield - Ragnar made this for Veldana before they left Sandpoint. The front of this shield has a painting of Veldana's familiar, Warbler (a varied thrush songbird). (The songbird is the sacred animal of Shelyn.) Total cost of relics: 129 gold
- Cashmeric 'Cash' Magravi - Gear (relics detailed in Relics spoiler above) Spoiler:
explorer's outfit
Total cost of non-relic gear: 11 gold
Total cost relic & non-relic gear: 140 gold
- Cashmeric's explorer's outfit consists of the following items: dark blue wide-brimmed hat with light green band with a seagull feather held in place by the band (a gift Kalizama bought for Cashmeric the day she left for The Shackles and put one of her seagull familiar, Banipani's shed feathers into the band) (Kalizama, "You're still too young for me. I am sure you are going to be as popular with the girls as your brother is," Kalizama said in Polyglot, then gives him a hug and kiss on his cheek, causing Cashmeric's cheek to blush bright red.) silver-coloured gloves with gold-coloured trim (a gift Andrezi bought for him before he left for The Shackles). ("Cash, your cheeks are on fire," Andrezi says in Varisian and chuckles as he teases his cousin, then hands him the gloves, "These will be too big for you for a few years still, but I expect you to be wearing them when I see you when we come back home after making a name for ourselves in The Shackles." six-foot long multi-coloured scarf with each 1 1/2" wide strip of colour running the length of the scarf [orange/red/pink/violet/blue/turquoise/green] (Veldana made this for Cashmeric before she left for The Shackles) ("I decided to makes a scarf for you instead of buying one," Veldana says in Varisian, "I am going to miss you, little brother," as she wraps her arms tightly around Cashmeric.) dark blue hooded cloak with sun-yellow trim (a gift Khismia bought for him before she left for The Shackles) ("This will serve you better as a blanket for a few years until you grow some more so you can wear it without tripping," Khismia tells Cashmeric in Taldane, then gives him hug.) dark blue belt with a white buckle with a silver swallowtail butterfly design on the face of the buckle. (a gift Kazallin bought for him the day he left for The Shackles) ("Until you are fully-grown, you might need to wrap this around your waist twice, little brother," Kazallin tells Cashmeric in Varisian, then lifts his brother off the ground and spins him around as he hugs his brother tightly, "Stay safe, Cash," he tells his brother as he sets him back onto the ground. a hemmed bark brown long-sleeved shirt with grass green sleeves ("I've been busy all day getting the ship ready for our voyage and didn't have time to go to the market with others," Ragnar tells Cashmeric in Taldane, as he clasps his hands onto Cashmeric's shoulders. Ragnar then takes the shirt he is wearing off and hands it to Cash, and tells him in Skald, "You'll grow into it, Little Man." tan boots with silver-coloured trim (a birthday gift his father, Henric Magravi, on the last birthday of Cashmeric's before his father was killed by Chopper). dark blue jacket with white trim (Cashmeric's mother, Carmelizzia, made this for him and gave to him on the last birthday of Cashmeric's before her husband, Henric Magravi, was killed by Chopper). tan leather breeches with several pockets; the front of each pocket is embroidered with a rust-red mastiff puppy with piercing blue eyes drinking ale from a silver tankard. (Cashmeric bought these breeches from a merchant in the Kaspakari Varisian caravan the last time that caravan passed through Sandpoint). - Archmage Spirit (stats and posessions 2 days before she died) Spoiler:
WIP Kalizama 'Kali' Vargnarsdottir (NG female human Mwangi (Bonuwat)/Ulfen wildblooded sage bloodline sorcerer who reveres Gozreh) Height: 4'11" Archmage Spirit (spirit powers) Spoiler:
WIP - Champion Spirit (stats and posessions 2 days before he died) Spoiler:
WIP Kazallin 'Kaz' Magravi (NG male human Varisian course swashbuckler who reveres Desna) height: 5'9" Champion Spirit (spirit powers) Spoiler:
WIP - Guardian Spirit (stats and posessions 2 days before she died) Spoiler:
WIP Veldana 'Vel' Magravi (NG female human Varisian shielded fighter who reveres Shelyn) Height: 5'0" Guardian Spirit (spirit powers) Spoiler:
WIP - Hierophant Spirit (stats and posessions 2 days before he died) Spoiler:
WIP Ragnar Vargnarssen (NG male hume Ulfen spirit guide oracle of Erastil) height: 6'2" Hierophant Spirit (spirit powers) Spoiler:
WIP - Marshal Spirit (stats and possessions 2 days before she died] Spoiler:
WIP Khismia 'Mia' Magravi (nee Bashir) (LG female human Keleshite [??] [??] paladin of Sarenrae) height: 5'5" Marshal Spirit (spirit powers) Spoiler:
WIP - Trickster Spirit (stats and possessions 2 days before he died) Spoiler:
Andrezi 'Drezi' Kesk (N male human Varisian sanctified rogue of Abadar) - After his death he became the Trickster spirit that his cousin, Cashmeric 'Cash' Magravi can channel. Died in the Sandpoint Fire when he was 21 years old. His soul's age is currently 26 years old. 5'2" tall with slender frame - Family Members & Close Friends father: Maver Kesk (Sandpoint jewelsmith) mother: Pennae Kesk (nee Magravi) uncle: Henric Magravi (father of his cousins Kazallin, Zeldana and Cashmeric) aunt (Uncle Henric's widow): Carmelizzia 'Carm' Magravi (nee Quinn) (who is a first cousin of the owner of The Hagfish, Jargie Quinn) (mother of his cousins Kazallin, Veldana and Cashmeric) first cousins: Cashmeric 'Cash' Magravi (cousin who channels Andrezi's spirit), Kazallin 'Kaz' Magravi (fellow spirit), Veldana 'Vel' Magravi (fellow spirit) friends: Kalizama 'Kali' Vargnarsdottir (fellow spirit), Khismia 'Mia' Magravi (nee Bashir) (fellow spirit and wife of Kazallin 'Kaz' Magravi), Ragnar Vargnarssen (fellow spirit) great aunt: Risa Magravi first cousins once-removed (mother's first cousins and Risa Magravi's children): Besk Magravi, Lanalee (nee Magravi), Vodger Magravi - Deity: Abadar Edicts: bring civilization to the frontiers, earn wealth through hard work and trade, follow the rule of law Anathema: engage in banditry or piracy, steal, undermine a law-abiding court - Ability scores at 1st level[/bold]: Str 10, Dex 17, Con 12, Int 13, Wis 8, Cha 14; with ability boosts at 4th, 8th, 12th, 16th and 20th level applied to Dexterity. - Favored Class Bonus: +1 skill rank per level - Skills: Acrobatics -20 ranks, Appraise - 20 ranks, Bluff - 20 ranks, Disable Device - 20 ranks, Knowledge (all) 1 rank each, Linguistics - 10 ranks, Perception - 20 ranks, Profession (gambler) - 20 ranks, Sense Motive - 20 ranks, Sleight of Hand - 20 ranks, Stealth - 20 ranks, Use Magic Device - 20 ranks Languages: Common (Taldane), Celestial, Dwarven, Elven, Giant, Gnome, Halfling, Kelish, Polyglot, Skald, Tien, Varisian, Vudrani - BAB Progression: Medium
- Feats human bonus feat: Additional Traits: Basic (Faith) Trait: Sacred Touch; Religion Trait: Eye for Quality Eye for Quality - Traits - Archives of Nethys: Pathfinder RPG Database (aonprd.com) Level 1 feat: Agile Maneuvers Level 2 feat (gained via Finesse rogue talent): Weapon Finesse Level 3 feat: Combat Expertise Level 4 feat (gained via Combat Trick rogue talent): Improved Dirty Trick Level 5 feat: Improved Feint Level 7 feat: Defensive Combat Training Level 9 feat: Greater Dirty Trick Level 10 feat (gained via Feat rogue talent): Greater Feint Level 11 feat:Improved Disarm Level 13 feat: Greater Disarm Level 15 feat: Vital Strike Level 17 feat: Improved Vital Strike Level 19 feat: Greater Vital Strike - Class Features Level 1: Sneak Attack +1d6, Trapfinding Level 2: Evasion, Rogue Talent: Finesse Rogue Level 3: Sneak Attack +2d6, Trap Sense +1 Level 4: Divine Purpose (Su): The favor of Abadar grants a special blessing on a Andrezi, shoring up some of his weaknesses. Andrezi gains a +1 sacred bonus on Fortitude and Will saving throws; Rogue Talent: Combat Feat [Improved Dirty Trick] Level 5:Sneak Attack +3d6 Level6: Rogue Talent: Minor Magic (mending), Trap Sense +2 Level 7: Sneak Attack +4d6 Level 8: Divine Epiphany (Su): Once per day, Andrezi can peer into the immediate future and predict the results of a specific action as if he had cast an augury spell. The caster level of this spell is equal to the Andrezi’s rogue class level; Rogue Talent: Major Magic (feather fall) Level 9: Sneak Attack +5d6, Trap Sense +3 Level 10: Advanced Talents, Advanced Rogue Talent:
Level 11: Sneak Attack +6d6 Level 12: Advanced Rogue Talent: Resiliency, Trap Sense +4 Level 13: Sneak Attack +7d6 Level 14: Advanced Rogue Talent: Defensive Roll Level 15: Sneak Attack +8d6, Trap Sense +5 Level 16: Advanced Rogue Talent: Slippery Mind Level 17: Sneak Attack +9d6 Level 18: Advanced Rogue Talent: Improved Evasion, Trap Sense +6 Level 19: Sneak Attack +10d6 [Level 20: Master Strike, Advanced Rogue Talent: Dispelling Attack - Gear Magic Weapons (ABP Weapons threshold 27,500: gold) [total weapons value: 27,646 gold] (called) (guardian) (keen) adamantine rapier (pommel [monkey's head], handle [monkey's body], cage guard [monkey's tail]) [21,020 gold with ABP] (returning) silver dagger [2,322 gold with ABP]
The adamantine weapon was lost during the Sandpoint Fire as it was stored in Andrezi's Glove of Storing, which burned up with him.
- Protection Magic Items (ABP Protection threshold: 20,000 gold) [total protection value:18,860 gold] (glamered) (light fortification) (spell resistance [13]) (spell storing) leather armor [18,860 gold with ABP] Andrezi's armor burned up in the Sandpoint Fire. - Other Permanent Magic Items (ABP Magic threshold: 22,000 gold) [total magic value: 22,500 gold] blinkback belt [5,000 gold] boots of levitation [7,500 gold] glove of storing [10,000 gold] Andrezi's belt, boots and glove burned in the Sandpoint Fire. - Limited Use Items (ABP threshold: 9,000 gold) [total magic value: 8,900 gold] 2 potions of cure moderate wounds [600 gold] 2 potions of cure serious wounds [1,500 gold] 1 potion of invisibility [300 gold] diamond (worth 5,000 gold) [Andrezi's reserve to pay for a Greater Restoration or Raise Dead spell if needed). diamond (worth 1,500 gold) [Andrezi planned to use this to give to Kalizama to cast limited wish for him - but had not decided on what to wish for yet) Andrezi drank the potion of invisibility and all of his healing potions during the fight with the umbral dragon. Andrezi gave the diamond worth 5,000 gold to Father Tobyn to pay for a greater restoration spell he was going to receive within a week. The diamond worth 1,500 gold was given to his parents, Maver and Pennae Kesk. - [bold]Mundane Gear[/bold] (ABP threshold: 1000 gold) (total mundane gear: 101 gold wooden holy symbol of Abadar (1 gold) masterwork thieves tools 100 gold) Andrezi's wooden holy symbol burned up in the Sandpoint Fire. His masterwork thieves' tools case burned up in the Sandpoint Fire, but the metal components (including the lockpicks) were given to his parents. Trickster Spirit (spirit powers) Spoiler:
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