About Cashmeric "Cash" MagraviHero Forge mini of Cashmeric "Cash" Magravi. Backstory for Cashmeric 'Cash' Magravi and the lives that were lived by the six spirits (which he channels) of his two older siblings, one of his cousins, his siblings' partners and his childhood crush (who is the younger sister of his sister's partner):
10 years ago, when Cashmeric was 11 years old: His older siblings, cousin and freinds were: (his brother) Kazallin "Kaz" Magravi [18 year old male Varisian] (his sister) Zeldana "Zel" Magravi [16 year old female Varisian]) (his cousin) Andrezi "Drezi" Kesk [16 year old male Varisian]) (Zeldana's best friend and Kazallin's partner) Khismia "Mia" Bashir [16 year old Kelishite] (Kazallin's best friend and Zeldana's partner) Ragnar Vargnarssen [18 year old male ulfen] (Ragnar's younger half-sister and Cash's chiildhood crush) Kalizama "Kali" Vargnarssdottir [16 year old]) Ten years ago, the six friends left to travel to the birthplace of Kalizama's mother, The Shackles. Included are the the classes his siblings and friends had in life. archmage spirit: Kalizama "Kali" Vargnarsdottir (NG female Mwangi [wildblooded] sage bloodline sorcerer who reveres Gozreh) with (still 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 (still living) male varied thrush songbird named Warbler hierophant spirit: Ragnar Vargnarssen (NG male Ulfen [spirit guide] oracle (with the ancestor mystery & powerless prophecy curse) who reveres Erastil) marshal spirit: Khismia "Mia" (nee Bashir) Magravi (LG female Kelish [warrior of the holy light (&) chosen one] paladin who reveres Sarenrae) with (still 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, Erastil, for aid, and the spirits of the ruins cursed him with powerless prophecy). They became successful adventurers during their time in The Shackles (reaching 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 gaining 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 week 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 made from blue-dyed leather 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." - The pommel, handle and cross guard of the 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 I 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 retorted 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 seagull familiar, Banipani, 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, 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 Hagfish, 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 spirit 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. Sandpoint Family Tree - The Magravi siblings (Kazallin, Veldana & Cashmeric) and their cousin, Andrezi Kesk:
WIP Sandpoint Family Tree - The half-siblings (Ragnar Vargnarssen & Kalizama Vargnarsdottir):
WIP Sandpoint Family Tree - Khismia Bashir:
WIP 20 Point-Buy Ability Scores:
Str 13 (3); Dex 14 (5); Con 14 (5); Int 12 (2); Wis 10 (0); Cha 14 (5) Human racial adjustment: +2 Cha Str 13 (+1)
Race: Varisian human Class: medium with the Relic Channeler archetype. Human Medium Favored Class Option: When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day. Favored Class Tracking:
1st level: human medium option Relic Channeler Powerful Bond Choices Cashmeric receives the benefit of the Alertness feat wheneven he is suffering from a spirit's influence penalty (Influence 3 or 4). Powerful Bond: Archmage Spirit, Kalizama 'Kali' Vargnarsdottir:
Archmage Arcana: The following spells are cast as arcane (not psychic) spells. Lv 0 spells (2): disrupt undead (somatic, verbal); mending (somatic, verbal) Lv 1 spells (2): endure elements (somatic, verbal); feather fall (verbal) At 4th level: Lv 2 spells (2): make whole (somatic, verbal); masterwork transformation (somatic, verbal, magical reagents worth the cost difference between a normal item and the equivalent masterwork item [typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool]) At 7th level: Lv 3 spells (2): fly (somatic, verbal, focus [a wing feather]); hydraulic torrent (somatic, verbal) At 10th level: Lv 4 spells (2): greater make whole (somatic, verbal); summon ship (somatic, verbal, focus [a miniature ship; see text of spell]) At 13th level: Lv 5 spells (2): break enchantment (somatic, verbal); teleport (verbal) At 16th level: Lv 6 spells (2): form of the dragon I (somatic, verbal, a scale of the dragon type you plan to assume); stone to flesh (somatic, verbal, a drop of blood mixed with earth) Powerful Bond: Champion Spirit, Kazallin 'Kaz' Magravi:
Champion's Prowess: bola, whip At 17th level: Legendary Champion: Vital Strike, Improved Vital Strike, Greater Vital Strike Powerful Bond: Guardian Spirit, Veldana 'Vel' Magravi:
The relic channeler Powerful Bond ability does not adjust the powers granted by the guardian spirit. Powerful Bond: Hierophant Spirit, Ragnar Vargnarssen:
Divine Surge: The following spells are cast as divine (not psychic) spells. Lv 0 spells (2): create water (somatic, verbal); purify food and drink (somatic, verbal) Lv 1 spells (2): cure light wounds (somatic, verbal); deathwatch (somatic, verbal) At 4th level: Lv 2 spells (2): lesser restoration (somatic, verbal); remove paralysis (somatic, verbal) At 7th level: Lv 3 spells (2): create food and water (somatic, verbal); remove blindness/deafness (somatic, verbal) At 10th level: Lv 4 spells (2):foretell future (somatic, verbal); restoration (somatic, verbal, diamond dust worth 100 gold or 1000 gold) At 13th level: Lv 5 spells (2): breath of life (somatic, verbal); raise dead (somatic, verbal, a diamond worth 5,000 gold) At 16th level: Lv 6 spells (2): heal (somatic, verbal); word of recall (verbal) Powerful Bond: Marshal Spirit, Khismia 'Mia' (nee Bashir) Magravi:
The relic channeler Powerful Bond ability does not adjust the powers granted by the guardian spirit. Powerful Bond - Trickster Spirit, Andrezi 'Drezi' Kesk:
Trickster's Edge: Appraise, Bluff, Disable Device Cashmeric has the three skills above, which are considered class skills for Cashmeric, whenever he is channeling Andrezi, with ranks in each of them equal to his character level. Andrezi (during part of the time that Cashmeric is channeling him) is also actively teaching Cashmeric one of the many languages Andrezi is fluent in. Languages Cashmeric becomes fluent in via ranks in his Linguistics background skill were/will be taught to him by his cousin Andrezi. During his lifetime, Andrezi was always learning a new language via ranks in Linguistics. The languages he knows that are not from ranks in Linguistics are Common, Varisian (ethnicity tongue) and Dwarven (Int bonus). The 20 languages he learned via his ranks in Linguistics are: (8 human ethnicity languages) Hallit, Kelish, Orisiani, Polyglot, Shoanti, Skald, Tien, Vudrani; (4 non-human core race languages) Elven, Gnome, Halfing, Orc; (4 non-ancient non-core race languages) Draconic, Giant, Goblin, Sylvan; (4 ancient languages) Ancient Osiriani, Azlanti, Cyclops, Thassilonian. The first language that Cashmeric learned from Andrezi was Goblin (so Cashmeric cold understand the words of the goblins he watched from Junker's Edge). The language that Andrezi is currently teaching Cashmeric is Kelish (as Cashmeric wants to suprise his sister-in-law, Khismia, by being able to converse with her in her native tongue). The languages Cashmeric has gained/will gain from his maxed out Linguistics background skill are as follows.: 1st rank (Goblin)
3rd and higher ranks (to be determined, and will be chosen from the languages Andrezi knows). When Andrezi gains 5 points of influence over Cashmeric (and becomes an NPC under the GM's control), Andrezi's known languages makes it easy for the GM to know which languages he is fluent in. Spirit Bonus (Su):
When a medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level medium’s spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter. Spirit Surge (Su):
After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check’s result without taking an action. This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the medium’s spirit surge die increases to 1d8, and at 20th level it increases to 1d10. Taboos (Ex):
If the GM does not approve of using the anathema of the spirits' deities as Cash's taboos (as detailed below), I have also included which taboo from the medium class for each of the six spirits Cash can channel. Although technically I could have Cash never accept any taboos, I decided to use the PF2E anathema of the (default) Sandpoint Cathedral deities as the taboo actions that Cash cannot take when channeling a specific spirit to avoid taking the penalties as outlined below. There will not be any negative game mechanic effects until 2nd level when/if he takes an action that is anathema to the deity of the spirit he is currently channeling. At 2nd level, during his daily seance, a medium can accept a taboo in order to appease his spirit. Each spirit lists example taboos, and the GM may allow additional taboos as well. Accepting a taboo allows the medium to use his spirit surge ability twice without incurring influence. The medium can select only a single taboo. As a medium can only select a single taboo, I have bolded and italicized which of the deity's anathema actions is the one that is Cash's taboo for channeling each specific spirit. I included all the PF2E anathema listed for the relevant deity to the channeled spirit. While Cashmeric is channeling a spirit, if he takes any action that is anathema to the deity of the channeled spirit, the spirit gains one point of influence over Cash, and for one hour Cash takes a -2 penalty on attack rolls, damage rolls, ability checks, skill checks and saving throws for 1 hour. If Cash continues to take actions that are anathema to the deity of the spirit he is currently channeling, the 1 hour duration of taking the penalty resets, but the spirit does not gain an additional point of influence over Cash. If a spirit attains 5 points of influence over Cash because of a violated taboo, instead of possessing Cash, the spirit leaves Cash's body entirely, and Cash loses his access to his spirit powers, spirit bonuses and spirit surge abilities until the next time he can perform a seance. Banishing a spirit in this way damages Cash's connection to the spirit, and Cash cannot channel that spirit for 1 week, and the next time Cash channels that spirit, it starts with 2 points of influence over Cash instead of 1. Archmage Taboo:
While Cashmeric is channeling Kali, if Cash takes any actions that are anathema to Kali's deity, Gozreh, Kali gains a point of influence over Cash, and Cash takes the penalties as outlined above: Gozreh's Anathema: bring civilization to intrude on the wild, create undead, despoil areas of natural beauty If the deity anathema approach is not approved, the taboo for Cash's archmage spirits is: You must not pass up the opportunity to learn something new and significant (a nontrivial piece of information with a Knowledge check of DC 20 or higher) when that opportunity is directly present. Champion Taboo:
While Cashmeric is channeling Kaz, if Cash takes any actions that are anathema to Kaz's deity, Desna, Kaz gains a point of influence over Cash, and Cash takes the penalties as outlined above. Densa's Anathema: foster despair or terror in the innocent, cast nightmare or use similar magic to corrupt dreams, engage in bigoted behavior If the deity anathema approach is not approved, the taboo for Cash's champion spirits is: You may not make an attack with any weapon except a specific manufactured weapon (such as “my father’s +2 falchion”) that you choose when you take the taboo, and you may not choose unarmed strike for this taboo. The weapon is the whip that is the relic used to channel Kaz. Guardian Taboo:
While Cashmeric is channeling Vel, if Cash takes any actions that are anathema to Vel's deity, Shelyn, Vel gains a point of influence over Cash, and Cash takes the penalties as outlined above. Shelyn's Anathema: destroy art or allow it to be destroyed, unless saving a life or pursuing greater art; refuse to accept surrender If the deity anathema approach is not approved, the taboo for Cash's guardian spirits is: You must keep your body in fit physical condition, and you break this taboo every time you drop below half your maximum hit points. Hierophant Taboo:
While Cashmeric is channeling Ragnar, if Cash takes any actions that are anathema to Ragnar's deity, Erastil, Ragnar gains a point of influence over Cash, and Cash takes the penalties as outlined above. Erastil's Anathema: abandon your home in its time of need, choose yourself over your community, tarnish your reputation, tell lies If the deity anathema approach is not approved, the taboo for Cash's hierophant spirits is: You must follow a paladin or antipaladin code as appropriate for the spirit’s deity. Erastil's paladin code: The paladins of Erastil are gruff, strict traditionalists. They seek to preserve the integrity of rural life and communities. Their tenets include the following affirmations. My community comes first, and I will contribute to it all that I can. If I don't give something back, who will? I must offer the poor in my community assistance, but I may not do the work for them-instead, I must teach them to contribute to the settlement. It is only through cooperation that a community grows strong. When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger. I keep to the old ways, the true ways. I am not seduced by the lure of money or power. I remember that true honor comes from within, not from the accolades of others. I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished. I stand by my decisions, and live so that none shall have cause to blame me. I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do. I show respect to my peers, for they carry the load. And I shall carry it with them. I am honest, trustworthy, and stable. If I must leave my lands and community, before I go, I ensure that they will be tended in my absence. Even when duty calls, my duties to my home come first-letting them lapse makes me a burden on my people. Marshal Taboo:
While Cashmeric is channeling Mia, if Cash takes any actions that are anathema to Mia's deity, Sarenrae, Mia gains a point of influence over Cash, and Cash takes the penalties as outlined above. Sarenrae's Anathema: create undead, lie, deny a repentant creature an opportunity for redemption, fail to strike down evil If the deity anathema approach is not approved, the taboo for Cash's marshal spirits is: You may never leave an ally behind or allow yourself or your allies to sacrifice another ally, even a summoned creature. Trickster Taboo:
While Cashmeric is channeling Drezi, if Cash takes any actions that are anathema to Drezi's deity, Abadar, Drezi gains a point of influence over Cash, and Cash takes the penalties as outlined above. Abadar's Anathema: engage in banditry or piracy, steal, undermine a law-abiding court If the deity anathema approach is not approved, the taboo for Cash's trickster spirits is: You can never tell the truth. Spell Repertoire:
Medium (pyschic) Spells Level 0 spells: Dancing Lights (emotion, mental)
Arcane Spells While channeling Kalizama, Cash uses the Mesmerist's Spells/Day and adds the following sorcerer spells to his spell repertoire, which he casts as arcane spells: 1st-level Spell Slots/Day: 1 (base) + 1 (Cha 16) = 2/day Level 0 arcane spells: Disrupt Undead (somatic, verbal)
Level 1 arcane spells: Endure Elements (somatic, verbal)
Divine Spells While channeling Ragnar, Cash uses the Mesmerist's Spells/Day and adds the following oracle spells to his spell repertoire, which he casts as divine spells: 1st-level Spells/Day: 1 (base) + 1 (Cha 16) = 2/day Level 0 divine spells: Create Water (somatic, verbal)
Level 1 divine spells: Cure Light Wounds (somatic, vocal)
At higher levels: See the Powerful Bond - Archmage Spirit and Powerful Bond - Hierophant Spirit sections for the additional divine and arcane spells Cashmeric will gain as he levels up. Medium Spells that will be gained at higher levels: At 2nd level: Level 0 spell (1): ?? At 3rd level: Level 0 spell (1): ?? At 4th level: Level 1 spells (2): Ally Across Time (emotion,
At 5th level: Level 0 spell (1): ??; Level 1 spell (1): ?? At 6th level: Level 1 spell (1): ?? At 7th level: Level 0 spell (0): ??; Level 2 spells (2): Apport Object (thought); ?? At 8th level: Level 2 spell (1): ?? At 9th level: Level 1 spell (1): ??; Level 2 spell (1): ?? At 10th level: level 3 spells (2): Army Across Time (emotion, thought); ?? At 11th level: Level 3 spell (1): ?? At 12th level: Level 1 spell (1): ??; Level 2 spell (1): ??; Level 3 spell (1): ?? At 13th level: Level 4 spells (2): ??; ?? At 14th level: Level 4 spell (1): ?? At 15th level : Level Level 2 spell (1): ??; Level 3 spell (1): ??; Level 4 spell (1): ?? At 16th level: No new spells are added to Cash's spell repertoire at this level. At 17th level: No new spells are added to Cash's spell repertoire at this level. At 18th level: Level 3 spell (1): ??; Level 4 spell (1): ?? At 19th level: No new spells are added to Cash's spell repertoire at this level. At 20th level: No new spells are added to Cash's spell repertoire at this level. Traits:
Campaign Trait: Goblin Watcher Basic (Faith): Sacred Touch Equipment: Quick Learner Two additional traits gained from the Additional Traits feat: Religion (Cayden Cailean): Good-Natured Basic (Social): Signature Moves (masterwork cold iron rapier) (Trickster spirit relic) The gift Cashmeric received from his cousin Andrezi the day before Andrezi (and Kazallin, Veldana, Ragnar, Khismia and Kalizama) died in the Sandpoint Fire. The pommel, handle and cross guard of the masterwork 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. Feats:
1st level feat: Additional Traits (Good-Natured [Religion - Cayden Cailean]; Signature Moves (Basic [social) - masterwork cold iron rapier [trickster spirit relic]) Human Bonus feat: Martial Weapon Proficiency (rapier) Future Feats Plan:
3rd level feat: Shield Proficiency 5th level feat: Whip Proficiency 7th level feat: Deft Maneuvers 9th level feat: Greater Disarm 11th level feat: Greater Trip 13th level feat: Disarming Strike 15th level feat: Directed Disarm 17th level feat: Serpent Lash 19th level feat: Greater Serpent Lash Skills:
Skill ranks: 4 +1 (Int bonus) = 5 Acrobatics* +3 (1 rank, +2 Dex)
*Trickster's Edge: When Andrezi is channeled, Cashmeric has max ranks in Appraise, Bluff and Disable Device, and all three skills are class skills. Appraise +6 (+10); Bluff +7 (+8); Disable Device +7
Spirit Bonus: When Kalizama is channeled, Cashmeric gains a +1 bonus on all concentration checks, Intelligence checks and Int-based skill checks.
Spirit Bonus: When Kazallin is channeled, Cashmeric gains a +1 bonus on all attack rollls, non-spell damage rolls, Strength checks, Str-based skill checks and on Fortitude saves.
Spirit Bonus: When Veldana is channeled, Cashmeric gains a +1 bonus to his AC, concentraton checks, Fortitude saves and Reflex saves.
Spirit Bonus: When Ragnar is channeled, Cashmeric gains a +1 bonus on Wisdom checks, Wis-based skill checks and Will saves.
Spirit Bonus: When Khismia is channeled, Cashmeric gains a +1 bonus on all Charisma checks, Cha-based skill checks and on spirit surge rolls. This allows Cashmeric to apply twice the bonus if he uses it on a Charisma check or a Cha-based skill check.
Background Skills (2) Craft (sculpting- wooden (ship models) +5 (1 rank, +3 class skill, +1 Int)
Cashmeric's relics (equipment):
(archmage spirit relic): Kalizama's wooden scroll box - The lid of this wooden scroll box has a painting of Kalizama's seagull familiar, Banipani, on it. (5 gold; 1 lb) (champion spirit relic): Kazallin's Whip - This whip made from blue-dyed leather is etched with a swallowtail butterfly (a sacred animal of Desna) on its handle. (1 gold; 2 lbs) (guardian spirit relic): 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.) (3 gold; 5 lbs) (hierophant spirit relic): Ragnar's longbow - An etching of a stag (the sacred animal of Erastil) is on the handle of this bow. (75 gold; 3 lbs) (marshal spirit relic): Khismia's bola - This bola has an etching of a dove (the sacred animal of Sarenrae) on its handle. (5 gold; 2 lbs) (trickster spirit relic): Andrezi's masterwork cold iron rapier - The pommel, handle and cage crossguard of this masterwork 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. (free [gained via Signature Moves trait]; 2 lbs) Total cost of relics: 89 gold
Cashmeric's (non-relic) equipment:
explorer's outfit (free; 8 lb)
Total cost of non-relic equipment: 29 gold, 5 silver, 2 copper
Coins: 21 gold; 4 silver; 8 copper Total cost of equipment (including relics): 118 gold, 5 silver, 2 copper
Cashmeric's explorer's outfit:
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 open-fingered 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 violet-colored scarf with the ends of the scarf ending in a bit of blue, followed by thick band of green that is bordered by thin orange bands. (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 that is sun-yellow on the interiror side with two yellow suns on the outer side (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 silver buckle with a swallowtail butterflies embroidiered along the outer side of the belt. (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 with silver clasps and ovals of silver at the ankles (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 breeches are covered with stitch-work of rust-red mastiff puppies with piercing blue eyes that are lapping ale from silver tankards.(Cashmeric bought these breeches from a merchant in the Kaspakari Varisian caravan the last time that caravan passed through Sandpoint). Encumbrance Thresholds:
light load 50 lbs
Combat Summary (while channeling Gozreh-revering archmage spirit, Kalizama Vargnarsdottir):
"Kali" WIP NG medium (Varisian) human (human, humanoid)
Spirit Bonus (+1): When Cash is channeling Kali, his spirit bonus applies on concentration checks, Intelligence checks, and Intelligence-based skill checks.
Combat Summary (while channeling Desna-revering champion spirit, Kazallin Magravi):
"Kaz" WIP Combat Summary (while channeling Shelyn-revering guardian spirit, Veldana Magravi):
"Vel" WIP Combat Summary (while channeling Erastil-revering hierophant spirit, Ragnar Vargnarssen):
Ragnar WIP Combat Summary (while channeling Sarenrae-revering marshal spirit, Khismia (nee Bashir) Magravi):
"Mia" WIP Combat Summary (while channeling Abadar-revering trickster spirit, Andrezi Kesk):
"Drezi" WIP Combat Summary (while not channeling a spirit):
WIP |