Vorrea Talminari

Drathi Firthka's page

50 posts. Alias of Tirion Jörðhár.


Full Name

Drathi Firthka

Race

Human

Classes/Levels

Incanter/1 - (HP: 8/8 - AC13;FF10;T13 - F+2;R+3;W+4 - Init+3 - Per+2)

Gender

Female

Size

F - 5'1" - 95lbs

Age

23

Alignment

Neutral Evil

Languages

Common(Taldan), Chellish, Infernal, Celestial, Aklo, Undercommon, Elvish

Strength 8
Dexterity 17
Constitution 15
Intelligence 20
Wisdom 15
Charisma 17

About Drathi Firthka

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Offense:
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+3 Initiative (+3 Dex)
+0 BAB (+0 Incanter)

-1 CMB (+0 BAB, -1 Str)

+12 CMD (+0 BAB, -1 Str, +3 Dex, +10)

-1 Dagger (+0 BAB, -1 Str) Damage: (1d4-1)
+3 Crossbow, Light (+0 BAB, +3 Dex) Damage: (1d8)

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 8
Max hp: 8 (+6; +0 FC; +2 Con)

AC 13 [+3 Dex, +10]
Flatfoot 10 [+10]
Touch 13 [+3 Dex, +10]

+2 Fort (+0 base, +2 Con) (+0 Incanter)
+3 Ref (+0 base, +3 Dex) (+0 Incanter)
+4 Will (+2 base, +2 Wis) (+2 Incanter)

Special Abilities Available:
Spell Points: 5/7
Channel Energy (1d6): 8/8

Talents
Fate
Pain
Serendipity

Mind
Read Mind
Subtlety
Charm
Powerful Charm

Abilities

Skills:

+3 Acrobatics (Dex +3, Ranks 0)
+9 Appraise (Int +5, Ranks 1, Class Skill +3)
+8 Bluff (Cha +3, Ranks 1, Class (Trait) Skill +3), Trait +1)
-1 Climb (Str -1, Ranks 0)
+9 Craft(Alchemy) (Int +5, Ranks 1, Class Skill +3)
+8 Diplomacy (Cha +3, Ranks 1, Class(trait) Skill +3, Trait +1)
+* Disable Device (Dex +3, Ranks 0)
+3 Disguise (Cha +3, Ranks 0)
+3 Escape Artist (Dex +3, Ranks 0)
+* Fly (Dex +3, Ranks 0, Class Skill +3)
+* Handle Animal (Cha +3, Ranks 0)
+2 Heal (Wis +2, Ranks 0)
+8 Intimidate (Cha +3, Ranks 1, Class(trait) Skill +3, Trait +1)
+9 Knowledge, Arcana (Int +5, Ranks 1, Class Skill +3)
+* Knowledge, Dungeoneering (Int +5, Ranks 0, Class Skill +3)
+* Knowledge, Engineering (Int +5, Ranks 0, Class Skill +3)
+* Knowledge, Geography (Int +5, Ranks 0, Class Skill +3)
+* Knowledge, History (Int +5, Ranks 0, Class Skill +3)
+9 Knowledge, Local (Int +5, Ranks 1, Class Skill +3)
+9 Knowledge, Nature (Int +5, Ranks 1, Class Skill +3)
+* Knowledge, Nobility (Int +5, Ranks 0, Class Skill +3)
+9 Knowledge, Planes (Int +5, Ranks 1, Class Skill +3)
+9 Knowledge, Religion (Int +5, Ranks 1, Class Skill +3)
+* Linguistics (Int +5, Ranks 0, Class Skill +3)
+2 Perception (Wis +2, Ranks 0)
+3 Perform(Comedy) (Cha +3, Ranks 0)
+* Profession, Untrained (Wis +2, Ranks 0, Class Skill +3)
+3 Ride (Dex +3, Ranks 0)
+2 Sense Motive (Wis +2, Ranks 0)
+* Sleight of Hand (Dex +1, Ranks 0)
+9 Spellcraft (Int +5, Ranks 1, Class Skill +3)
+3 Stealth (Dex +3, Ranks 0)
+2 Survival (Wis +2, Ranks 0)
-1 Swim (Str -1, Rank 0)
+* Use Magic Device (Cha +3, Ranks 0)

Skill points gained: 10 [2(Incanter), 5(Int), 1(race), 2(background)]

Traits/Feats:

Traits

Local Tough: (Campaign) +1 Intimidate, Intimidate is a class skill

Fast-Talker: (Social)
You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Honeyed Tongue: (Regional)
You are quite capable of bringing peace to rival groups.
Benefit: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy becomes a class skill for you.

Drawbacks(Trait):
Cruelty:You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes' faces in the dirt.
Effect: Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless.

Feats


  • Sphere Focus (Mind Sphere) - Human Bonus Feat
  • Extra Talent (Read Mind) - Level 1 Feat

  • Simple Weapon Proficiency

Talents


  • Fate Sphere (Level 1 Incanter Talent)
  • Mind Sphere (Level 1 Incanter Talent)
  • Pain (Level 1 Incanter Talent)
  • Subtlety (Level 1 Incanter Talent)
  • Read Mind (Level 1 Feat [Extra Talent])
  • Powerful Charm (Neutrality(Fate) drawback bonus)

Drawbacks(Spherecasting)

  • Somatic Casting (x2)
  • Verbal Casting
  • Focus Casting
  • Painful Magic
  • --> +1 sphere point/level

  • Neutrality(Fate) - You lack a connection to any alignment type. You cannot use the hallow word.

  • [/list]

  • Racial:

    - Ability Score Racial Traits: +2 in any 1 ability -- Int chosen
    - Type: Humanoid(human)
    - Size: Medium
    - Base Speed: 30’
    - Languages: Common. Any other languages may be selected.

    - Bonus Feat: Bonus feat at level 1

    - Skilled: +1 Skill rank/level

    Favored Class & Ability Notes:

    Favored Class: Incanter
    Lvl 1 (+1 Skill)
    Lvl 2 ()
    Lvl 3 ()
    Lvl 4 ()
    Lvl 5 ()
    Lvl 6 ()
    Lvl 7 ()
    Lvl 8 ()
    ____
    Stats - initial + modifiers:
    Str 8
    Dex 17
    Con 15
    Int 20 = 18+2 racial
    Wis 15
    Cha 17
    ______
    +2 Int - racial

    Incanter:

    Weapon and Armor Proficiency
    An incanter is proficient with all simple weapons.

    Casting
    An incanter may combine spheres and talents to create magical effects. An incanter is considered a High-Caster. He may use either Intelligence, Wisdom, or Charisma as his casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

    Spell Pool
    An incanter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

    Magic Talents
    An incanter gains 2 magic talents at every odd level and 1 at every even level, according to Table: Incanter.

    Bonus Feat
    At 1st, 2nd, and every 2 levels thereafter, an incanter gains a bonus feat. This may be spent to gain an extra magic talent, or any feat which has casting as a prerequisite (Craft Item feats, metamagic feats, sphere focus, Circle Casting, etc.).

    Incanter Specializations
    At 1st level, an incanter may choose a series of specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the incanter’s bonus feats, as indicated by the chart below. Each specialization costs either 1, 2, or 3 specialization points. An incanter cannot have more than 5 points worth of specializations. An incanter uses their incanter level as their effective wizard, sorcerer, or cleric level when determining the power of these abilities.

    Channel Energy: (2 specialization points)
    You may channel energy as the Cleric class feature a total number of times per day equal to 3 + your casting ability modifier, using your casting ability modifier in place of Charisma when determining its associated saving throw. You must choose whether to channel positive or negative energy when you gain this ability. Once this choice is made, it cannot be changed.
    --> Loses Level 1, 6, 10, 14, 20 Incanter Bonus Feats

    Mind Sphere:

    You gain the ability to alter the minds of others, causing them to act as you see fit. All mind sphere abilities are Enchantment (compulsion) mind-affecting abilities.

    Note: Some Mind sphere abilities allow the caster to make a request of the target creature and have different effects depending on the particular request made. While the final decision on what request falls into what category is up to the GM, the examples in Table: Example Requests are a shorthand for players and GMs hoping to quickly determine what an enchanted creature might or might not be asked to do.

    Charm
    You may place charms on creatures. Charms require a standard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Mind talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms.

    Some mind talents are designated (charm) talents. These talents grant you additional charms you may place on targets.

    When you gain the Mind sphere, you gain the following charm:

    Suggestion
    You may plant thoughts into a target’s mind.

    Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.

    Greater Charm: This is the same as the Suggestion lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.

    Powerful Charm: This is the same as the Suggestion lesser charm, but the creature obeys any course of action given, so long as the suggestion is not obviously fatal or against the target’s nature. Basic requests cause the save to be made with a -2 penalty, while very simple requests cause the save to be made with a -4 penalty.

    Additional Mind/Charm Talents

    Subtlety
    If a target succeeds on their save against one of your charms, they must immediately pass a second Will save. If they fail this second save, they do not realize they were the subject of an attempted mental assault.

    Powerful Charm
    You may spend 2 spell points to use the Powerful charm version of any charm you possess.

    Read Mind (charm)
    You can pull information from a target’s mind.

    --> Lesser Charm: You may detect a creature’s emotional state (Will negates if unwilling). Unlike other lesser charms, there is no limit to the number of times you may use this lesser charm on a target in a day.

    --> Greater Charm: You may read the surface thoughts of a creature (Will negates if unwilling) for as long as you concentrate.

    --> Powerful Charm: You may pull a specific piece of information out of a creature’s mind (Will negates). This is usually enough information to answer a single, specific question to the best of that creature’s knowledge, in no more than 25 words. A creature who successfully saves against this powerful charm may choose to provide no answer to your question or attempt to lie with their Bluff skill. If you use this powerful charm twice on the same creature to ask the same question, the same answer (correct, no answer or lie) is given again.

    Fate Sphere:

    You command cosmic forces including luck, destiny, and alignment.

    Word
    As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word:

    Hallow
    You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.

    The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.

    Some Fate talents are marked (word). These talents grant you additional words.

    Consecration
    As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration:

    Serendipity
    You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.

    Fate talents marked (consecration) grant you additional consecrations.

    Fate Talents

    Greater Serendipity
    When you use your serendipity consecration, in addition to bestowing a luck bonus upon your allies, all enemies within the area of effect also suffer a -1 penalty to their own attack rolls, skill checks, ability checks, and saving throws.

    Pain (word)
    The target suffers debilitating pain. The target suffers 1d4 + 1/2 your caster level in nonlethal damage (no save). You may spend a spell point to cause this target to suffer this damage each round for a total number of rounds equal to your caster level. For 1 round (or as long as this word is in effect) the target suffers a -4 penalty to all mental skill checks (such as Bluff, Spellcraft, Sense Motive, or Survival), and must pass a magic skill check (DC 10 + 1/2 the damage dealt + 1/2 the caster level) to use a sphere effect or spell.

    Equipment:

    Arms, Armor, and Clothing
    Explorer's Outfit - 5 lbs.
    Masterwork Crossbow (Smit & Westcrown manufacturer)

    Daggers x2, 2lbs

    ______________________

    (2)

    19 lbs

    In Backpack

    Oil, Flask x2, 1 lbs.
    Rope, Silk 50 feet, 5 lbs.
    Flint and Steel
    10 days of trail rations, 5 lbs.
    Waterskin, 4 lbs
    Alchemists Fire x1
    Alchemists Ice x1
    Acid Flask x3

    Potions

    Scrolls:

    _________

    Belt Pouch

    Chalk, 3 pieces
    0 p.p.
    100 g.p.
    0 s.p.
    0 c.p.

    Carrying Capacity

    Current Weight: 24 lbs

    Light Load: x < 86 lbs.
    Medium Load: 87 < x < 173 lbs.
    Heavy Load: 174 < x < 260 lbs

    Appearance:

    A short woman nearly as thin as a stick, Drathi does not catch one’s eye at first glance. However, a closer look reveals an attractive woman who prefers to go without makeup or high class garb. However, when needed, Drathi is able to not only fit in with those from the higher class, but also to charm those about her with ease.

    Typically, Drathi wears a loose full length dress of nondescript colors. This both enables her to pass through the city without being noticed, and also allows her to move quickly if necessary.

    Background:

    Longacre is not the only backwater town in Cheliax. There are others where the rule of the Thrice Damned House of Thrune’s infernal rule is not as powerful. Places where followers of Aroden, and his successor Iomedae, practice, albeit usually in secret. The town on Kiltorn was one of these towns, and it is the town where Drathi Firthka was born and raised. By the time she attained her womanhood, it was apparent that her mind was stronger, much stronger, than most others and the local leader of the Iomedean cell in Kiltorn took note of her.

    For several years, the clerics and adepts of Iomedae taught the young Drathi in secret, along with a number of other youths who they though had the ability to be molded into faithful servants of the Inheritor. Drathi was quite skilled at learning and understanding the dogma being taught, but while her fellow students truly believed the Iomedaen doctrine, Drathi found it empty. When the other students began to connect with the Inheritor, Drathi instead found ways to mimic the divine magic, learning to bring blessings of fate and even heal those around her.

    Drathi does not recall what caused her teachers to suspect her, but as soon as she felt the teachers realized that she was simply mimicking them, she fled. While she had no ill will toward the Iomedaens, she also did not wish for her education by them to follow her among the Infernal worshippers who comprise the majority of Cheliax. Thus, shortly after her fleeing, Thrune troops raided the school killing or arresting the majority of the students and teachers.

    After fleeing Kiltorn, Drathi had no direction. She considered going to Westcrown or Egorian, but realized that without connections, she would have trouble fitting in with the law abiding devil worshippers. Thus, she instead headed to the backwater town of Longacre. In Longacre, she continued her research of the arcane, while taking a position as an assistant to a second rate alchemist.

    Drathi could have had a good living as an alchemist, but her desire for fame and fortune pushed her to more risky, and generally illegal, behavior. Within a year of arriving in Longacre, Drathi found that she could sense the thoughts of those around her, sometimes even being able to read their thoughts. Soon thereafter, she developed the ability to cause excruciating pain in others. These are not abilities that the Iomedaen’s would have condoned, but were quite useful for the gang of less-than-lawful companions she made. Whether it was using her ability to cause pain to torture someone for information, or reading their thoughts to simply steal information, she was able to intimidate others. If the victim was not eliminated, a common occurrence, she would often heal them so that any claims of being harmed or abused was eliminated. In addition, she found that while her mind was sharp, she also had a gift for spinning tales for her own benefit, something that she used on more than one occasion to get out of what otherwise seemed like difficult situations.

    Recently news has come of rebels in other cities, no doubt tied to the Iomedaens she trained with a few years earlier. Knowing how they thought and trained, Drathi decided that this would be a great opportunity to escape from the doldrums of Longacre and further develop her arcane acumen.