About Dramiil RauDramiil Rau
CGMediumHumanVersatile HeritageHumanoid
Str +0, Dex +4, Con +3, Int +5, Wis +3, Cha +0 Items Unarmored, Stone Circle, Wyrm on the Wing, Bracers of Missile Deflection (Greater), Swarmeater's Clasp, Wondrous Figurine (Bismuth Leopards), Bottled Air, Decanter of Endless Water, Bag of Holding (Type I), Harrow Mat, Harrow Deck (Fine), Ration Tonic (Greater), The Rabbit Prince, Rope of Climbing (Moderate), Everburning Torch AC 28; Fort +19, Ref +20, Will +21
Occult Known Spells DC 31, attack +21;
[Focus Spells (3 points):
Distortion Lens Range 30 feet; Area one 5-foot square Duration sustained up to 1 minute You create a magical lens that distorts space as best suits you. You create the lens in a space in range, even suspended in midair. If your or an ally's ranged attack passes through the lens, the attack gains an additional 10 feet of range; if an enemy's ranged attack would pass through the lens, it requires an additional 10 feet of range to move through, though the enemy knows before using its ability whether the interference puts the target out of range. An ally whose space overlaps the lens can increase the range of its ranged attacks, but an enemy whose space overlaps the lens doesn't reduce the range of its ranged attacks. The first time each round you Sustain the Spell, you can choose to relocate it to another square within range. The lens disappears if you cast distortion lens again. Heightened (+3) The lens increases or decreases the range of abilities by an additional 5 feet. Amp The lens can interfere with creatures as well as attacks. Once during a Medium or smaller ally's move action, the ally can move into and out of the lens's square without that square counting against the total distance moved. Conversely, the lens is difficult terrain for your enemies. Phase Bolt (Amped) Range 30 feet; Targets 1 creature You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 plus your spellcasting ability modifier piercing damage. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. Your phase bolt temporarily sends the target's cover out of phase if it hits. On a success, reduce the target's circumstance bonus to AC by 1 until the beginning of your next turn. Your phase bolt also gains the following amp. Amp Your bolt leaves phase completely, becoming invisible and intangible until it's already embedded in the target - giving the impression it simply teleported itself into place. The target is flat-footed against the attack. Additionally, the bolt ignores an amount of Hardness or resistance to piercing damage equal to half the spell's level. On a critical success, the target can't be affected by teleportation effects until the start of your next turn. Amp Heightened (+1) The bolt's damage increases by 2d4 instead of 1d4. Warp Step (Amped) When you walk, the earth warps beneath your feet - your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. You warp space more compactly, granting you a +10-foot status to your Speed instead of a +5-foot status bonus when you warp step. The spell also gains the following amp. Amp Space contracts with hardly a thought, letting you Cast the Spell as a single action. Amp Heightened (4th) You twist space so completely you don't need to travel the interposing distance. You can choose to instead teleport to a space within your line of sight and line of effect with a range equal to your double your Speed. This grants the spell the teleportation trait. Ghostly Shift Range 30 feet; Targets 1 creature Duration sustained up to 1 minute Your body becomes insubstantial as you partially phase out. You gain resistance 2 to all damage (except force). Heightened (+2) The resistance increases by 1. Amp Your insubstantiality is complete enough that you can pass through other creatures, causing painful interference effects when you do so. Once each round when you Stride, Burrow, Swim, or Fly, you can pass through one creature's space during that action without needing to attempt a check to Tumble Through, though you can't end your turn in its space. When you pass through a creature's space in this way, you deal 2d6 force damage to that creature, with a basic Fortitude save. Amp Heightened (+2) Increase the damage dealt by phasing through a creature by 1d6. Guidance (Amped) Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. You have eyes everywhere, allowing you to guide people from a great distance. The range of guidance increases to 120 feet. It also gains the following amp. Amp You can project a flash of insight to your ally in the nick of time to save them from failure. Amped guidance doesn't cause a creature to become temporarily immune to guidance, and a creature can be targeted by amped guidance even if it is temporarily immune to guidance. You can cast an amped guidance spell as a reaction triggered when your ally fails or critically fails an attack roll, Perception check, saving throw, or skill check, and the bonus from guidance would change the failure to a success or the critical failure to a normal failure. The bonus from guidance applies retroactively to their check. Amp Heightened (6th) The bonus from the spell increases to +2. Tesseract Tunnel Duration sustained up to 1 minute You race from point to point, tearing open a tunnel in space. You create a portal in your current space and then Stride, creating another portal in the space you end your Stride. Until the beginning of your next turn, any creature that enters the first portal can immediately transport itself to the exit portal as part of its move action, which adds the teleportation trait to its movement. You can have only one tesseract tunnel open at a time; creating another causes the first to immediately close. You can use tesseract tunnel while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. Amp Physical movement is no longer necessary to connect two points in space. When you cast tesseract tunnel, you simply create a tunnel that ends in a square within a range equal to your Speed; you can choose to immediately teleport to the space at the far end of the tunnel. Furthermore, the tunnel can be traversed in both directions, instead of only from entrance to exit. Finally, the spell's duration changes to 1 minute. You can Dismiss the spell. Additional Feats Adapted Cantrip, Adaptive Adept, Cooperative Nature, Cooperative Soul, Deceptive Worship, Experienced Harrower, Keen Follower, Mental Balm, Parallel Breakthrough, Reading The Signs, Restore Omen, Root Magic, Schooled in Secrets, Skill Training, Slippery Prey, Tattoo Artist, Vengeful Spirit Deck
Notes: Spoiler:
Dramiil (Dra-MEEL) was born in Kaer Maga to a Tien father and a mother of Shoanti and Varisian heritage. He was a bright, happy child, part of a large extended family that included the owners of Thrown Bones, and took to his studies assiduously--an error that caught up to the prodigious student. Not yet a stripling, Dramiil fell in with a group of dangerously curious Runeguard cultists working to open a strangely patterned artifact found in a flooded level of the Undercity.
Dubbed the Wyrding Tesselation, it seemed to have to do with planes and the flow of time. As his mentors tried and failed to activate it, Dramiil grew curious and impatient and went in, late at night, to its storage chamber to attempt to succeed where they could not. Unfortunately, he accomplished his goals. The Tesselation opened up weaves and planes in hideous geometries not meant for the human mind, and Dramiil was fractured into slices, scattered among worlds and timelines. When the artifact shut off, just seconds later, what hastily reassembled in the chamber was Dramiil in name only, a confused shell of what he had been. Over the next two years, the boy who had been Dramiil slowly put the puzzle pieces of his mind and soul back together, although he knew he wasn't 'him' anymore--he was left-handed now, and one eye darkened from hazel to a deep brown that almost touched black. His being flickered from step to step on this plane, but by seeking out osteomancers at the Godsmouth and troll haruspices, he learned how to control it. He learned to divine the future, or at least, see possibilities, in the cracking of leg bones and scapulae, and learned to draw from a Harrow deck. While his heart still dove down into despair at times, Dramiil did his best to put a good face on the early loss of his former self, and endeavored to work to aid people in need, moving from Ankar-Te to The Bottoms to The Warrens as needed. His peaceful routine changed when the alarms rang out across Kaer Maga--there were signs of sihedrons across Varisia and strange rune sorcery activating in Magnimar and the like. Dramiil investigated and found a call for would-be heroes to gather in Roderic's Cove. Once there, he joined with others and faced the threat of newly arisen Runelords and a Runeplague. Together, they were able to defeat the Runeplague, but only barely, and had to retreat, wounded and broken, as others continued on, to confront the Runelord Alaznist. While the other heroes defeated Alaznist, Dramiil was dismayed to learn that the other Runelords were granted the lands of New Thassilon, which felt uncomfortably close to Kaer Maga to him. Seeking a change, Dramiil and some companions went south, to Nirmathas. Dramiil once again found himself in a quieter existence--far quieter than the bustle of Kaer Maga, of course. He and his companions healed their wounds and removed their curses, and he studied the planes and portals at the Temple of Alseta. A season of calm passed, and then Dramiil awoke, tangled in his sheets and sweating on a cool autumn night, still thrashing his limbs from a dream: he had been cut again into a thousand shards of existence, but this time, put back together in a warm, bustling day-market that he somehow knew must be the Grand Bazaar of Absalom, though he had never visited. The scent of flowers, of roasting meat, a sign, and then a scream sent him falling through nothingness to awaken in his bed in the stillness of darkened Tamran. An unfamiliar shape nestled in his hand--an exquisitely detailed, still warm as if touched by the Absalom sun, card of the Harrow Deck. |