About Drathi Firthka___________________________________________________________
-1 CMB (+0 BAB, -1 Str) +12 CMD (+0 BAB, -1 Str, +3 Dex, +10) -1 Dagger (+0 BAB, -1 Str) Damage: (1d4-1)
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AC 13 [+3 Dex, +10]
+2 Fort (+0 base, +2 Con) (+0 Incanter)
Special Abilities Available:
Talents
Mind
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)
Honeyed Tongue: (Regional)
Drawbacks(Trait):
Feats
Talents
Drawbacks(Spherecasting)
[/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
Spell Pool
Magic Talents
Bonus Feat
Incanter Specializations
Channel Energy: (2 specialization points)
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
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
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
Powerful Charm
Read Mind (charm)
--> 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
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
Serendipity
Fate talents marked (consecration) grant you additional consecrations. Fate Talents
Pain (word)
Equipment:
Arms, Armor, and Clothing
Daggers x2, 2lbs ______________________ (2) 19 lbs In Backpack Oil, Flask x2, 1 lbs.
Potions Scrolls: _________ Belt Pouch Chalk, 3 pieces
Carrying Capacity Current Weight: 24 lbs Light Load: x < 86 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.
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