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About Costin VasileDressed in a stylish but well-worn tunic and trousers, this young Varisian traveler regards those around him with sharp green eyes and a clever smile. A mop of tousled brown hair tops his head, and small loops adorn his earlobes. Costin Vasile
AC 12 (Flat Footed 10, Touch 12)
Speed 30 ft, Initiative +2 HP 39 (Max 39) Hero Points: 2 BAB +2 Dagger +2 1d4 (19-20/x2)
Hexes:
Save DC 16 Evil Eye: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4. Misfortune: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Cackle: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. (at 6th: Soothsayer, Fly, or other) Feats and Traits:
Feats: Extra Hex Point Blank Shot Precise Shot Harrowed (Future feats: Harrowed, Far Shot) Bonus:
Traits:
Class abilities:
Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch’s spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. This ability replaces the witch’s familiar. The following familiar ability works differently for a cartomancer. Deliver Touch Spells (Su) At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability. In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat (see below), except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer’s spell deck).
Skills:
Acrobatics +2 Appraise +3 Bluff +9 [4 ranks, trait] Climb +0 Craft (Illuminated calligraphy) +7 [1 rank] Diplomacy +1 Disguise +1 Escape Artist +2 Fly +7 [2 rank] Heal +1 Intimidate +6 [2 rank] Knowledge (Arcana) +12 [5 ranks] Knowledge (Dungeoneering) +13 [5 ranks, trait] Knowledge (Nature) +11 [4 ranks] Knowledge (Planes) +12 [5 ranks] Linguistics +6 [2 rank] Perception +1 Profession (Herbalist) +6 [2 rank] Ride +2 Sense Motive +1 Spellcraft +13 [5 ranks, trait] Stealth +2 Survival +0 Swim +0 Use Magic Device +1 Lore (Cartomancy) +11 [4 ranks] Spells:
Patron: Trickery Spells known: all 0-level spells
Spells prepared (0 – 4; 1st – 4; 2nd – 3; 3rd - 2)
Gear:
Dagger Harrow Deck Traveler’s outfit Witch's Kit: a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. Scrivener’s Kit: This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler. Journal Pearl of Power (1)
2 vials acid
Residuum 500 gp 137 gp Background
Costin had barely entered adulthood when his caravan was beset by catastrophe. The caravan had traveled to close to Varisia's eastern border, and were beset by orc raiders. The Varisians fought valiantly to defend themselves, but few were left alive. Costin barely escaped with his life, and is burdened by the guilt unique to survivors of terrible events, along with crippling doubt about his abilities to overcome future challenges. He lived by his wits, traveling the roads of Varisia until a portent from his cards told him to make his way to Lastwall. Despite his misgivings, he followed the portents East. He yearns for answers: Why was he spared when so many of his kin were slain? Why do the portents tell of strange wisps in Lastwall? Does his mysterious fey patron have plans for him there, and does that bode good fortune or ill? |