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Full Name

Álainn the Fey

Race

RETIRED - now part of the Harrow Realm.

Size

Small

Alignment

CG

Languages

Common, Sylvan, Elven, Varisian.

Strength 8
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 10
Charisma 24

About Álainn the Fey

Álainn the Fey
? Gathlain Harrow Bloodline Sorcerer 6/Harrower 3.
CG Fey

Init +7 (+3 Dex, +4 feat)
Senses: Perception +0, Low-light Vision

DEFENSE
AC 19, touch 14, flat-footed 15 (+4 armor, +1 natural, +3 dex, +1 size)

HP 38/38 (6+8x4)

Fort +6 (3 base, +0 Con, +1 luck, +2 resistance)
Ref +8 (3 base, +3 Dex, +2 resistance)
Will +8 (6 base, +0 Wis, +2 resistance)

OFFENSE
Crossbow: +8, d6+1, 19-20 x2, 80ft.

Spd 20 ft/40ft (average).
Space 5 ft.; Reach 5 ft.

Base Atk +4 (+4.5 Sorceror)
CMB 1 (4 BAB, -1 Str, -1 size)
CMD 15 (10, 4 BAB, 3 Dex, -1 Str, -1 size)

SPELLS
Caster Level: 9, Concentration +16.
Sorceror
Lvl 0 (∞/day), DC17 – Acid Splash, Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Message, Prestidigitation, Read Magic
Lvl 1 (6+2/day), DC18 – Ill Omen (B), Ear Piercing Scream [19], Grease, Mage Armor, Reduce Person, Vanish.
Lvl 2 (6+2/day), DC19 – Augury (B), Glitterdust, Hideous Laughter, Invisibility, Scorching Ray [20]
Lvl 3 (6+2/day), DC20 – Haste, Harrowing, Heroism, Fireball [21].
Lvl 4 (4+1/day), DC21 – Confusion, Enervation.

STATISTICS
Str 8 (-1)
Dex 16 (+3) [14 base, +2 racial]
Con 10 (0) [12 base, -2 racial]
Int 14 (+2)
Wis 10 (0)
Cha 24 (+7) [16 base, +2 racial, +1 Lvl4+8, +4 enhancement]

FEATS
Eschew Materials [Sorceror Bonus]: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Harrowed [Level 1]: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.
Precise Shot [Level 3]: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Spell Penetration [Level 5]: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Improved Initiative [Level 7]: You gain a +4 bonus on initiative checks.
Spell Focus (Evocation) [Level 9]: All spells cast from the evocation school have +1 DC.

TRAITS
Savant (Social): Choose a performance type (Oratory). You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
Keeper of the Veil (Regional): You gain a +1 competence bonus on Bluff and Disguise checks, and one of these skills (Disguise) is always a class skill for you.

SKILLS
Bluff +20 (9 ranks, +7 Cha, +3 class, +1 trait)
Diplomacy +19 (9 ranks , +7 Cha, +3 class)
Disguise +20 (9 ranks, +7 Cha, +3 class, +1 trait)
Fly +16 (8 ranks, +3 Dex, +3 class, +2 size)
Knowledge (Arcana) +12 (6 ranks, +3 Int, +3 class)
Knowledge (History)* +10 (4 ranks, +3 Int, +3 class)
Perform (Oratory)* +21 (9 ranks, +7 Cha, +3 class, +2 trait)
Profession (Harrower)* +12 (9 ranks, +0 Wis, +3 class)
Spellcraft +10 (5 ranks, + 2 Int, +3 class)
Stealth +7 (+3 Dex, +4 size)
Use Magic Device +14 (4 ranks, +7 Cha, +3 class)

Total Points: 72 [6x(4 Sorceror + 2 Int + 1 FCB + 2 background) + 3x(2 Harrower + 2 Int + 2 background)]
AC penalty is 0

LANGUAGES
Common, Sylvan, Varisian, Elven.

EQUIPMENT (1,945)
+1 Light Crossbow, (2335gp)
100 crossbow bolts (10gp)
Headband of Charisma +4, (16,000)
Handy Haversack (2000gp) [2lbs]
Harrow Deck (100gp)
Dagger (2gp)
Sorcerer’s Kit: a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. (8gp) [19lbs]
Cape of the Resistant Montebank (As Cape of the Montebank with +2 resistance to all saves). (16,800gp)
Sleeves of Many Garments (200gp)
Hat of Disguise (1800gp)
Sorceror's Robe (5000gp)

0 gold 0 silver 0 copper
Weight Carried: 2lbs.

SPECIAL ABILITIES
Low-light Vision: Gathlains can see twice as far as humans in conditions of dim light.
Natural Armor: Gathlains have a +1 natural armor bonus.
Symbiotic Imbalance: Occasionally the conditions for a gathlain seed’s growth heavily favor the plant portion of its body, causing more nutrients to go to the building of its vine wings and fewer to developing the gathlain’s legs. These gathlains have larger wings than normal. They have a base speed of 20 feet and a fly speed of 40 feet (average). This racial trait alters the gathlain’s speeds.
Whimsical Outlook: Some gathlains can use their unusual mentality as a defense against efforts to control their minds. Once per day when a gathlain with this trait attempts a Will saving throw, he can roll the saving throw twice and use the better result. He must decide to use this ability before attempting the saving throw. This replaces the spell-like abilities racial trait.

Favored Class Bonuses: 5x extra skill point.

Proficiencies: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail.

Harrow Bloodline:
Bonus Spells: ill omen (3rd), augury (5th).
Bloodline Arcana: Whenever you cast a divination spell that requires a percentage roll, add 5 to the result of your roll. In addition, you can roll the percentage dice twice and use the result you prefer. Your maximum percentage chance of receiving a meaningful and accurate reply for divination spells is 100%, instead of the usual 90%.
Twisted Fortune: At 1st level, you can use your supernatural insight to hijack the fortunes of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability’s effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.
See It Coming: At 3rd level, you gain a +1 luck bonus on the saving throw type of your choice (Fortitude, Reflex, or Will). As a full-round action, you can change which saving throw your luck bonus applies to. At 7th level and every 4 levels thereafter, this bonus increases by 1, to a maximum of +5 at 19th level.

Blessing of the Harrow: Once per day, a harrower may perform a harrowing for herself and all allies within 20 feet of her. This harrowing takes 10 minutes, and allies to be affected by it must remain within 20 feet of the harrower for the entire time. At the conclusion of the harrowing, count up the number of cards from each suit that were used in the reading. This harrowing provides a bonus based upon the suit with the most cards showing. In case of a tie, choose one suit. The bonus lasts for 24 hours. The suits grant insight bonuses as follows. Strength: +1 on attack rolls; Dexterity: +1 to AC; Constitution: +1 on weapon damage rolls; Intelligence: +1 on all skill checks; Wisdom: +1 on all saving throws; Charisma: +1 on caster level and concentration checks.
Harrow Casting Beginning at 2nd level, a harrower may, as she casts a spell, draw three cards from her Harrow deck. This adds both a somatic component (if the spell does not already have one) and a focus component (the Harrow deck) to the spell, but does not increase the spell’s casting time. Depending on the harrower’s level, the cards she draws might change the parameters of her spell or grant her some other benefit, as described in each tower ability. The harrower gains all of the different tower abilities available to her. If she draws cards that she has not yet gained the use of, those cards provide no benefit. Each card the harrower draws that exactly matches her alignment counts as two cards of that suit. A spell may not be affected by both Harrow casting and a metamagic feat. The harrower may use this ability a number of times per day equal to her class level.
Tower of Intelligence: Beginning at 2nd level, whenever a harrower uses her Harrow casting ability, for each card she draws from the suit of Intelligence, she gains a +1 bonus on caster level checks made to penetrate spell resistance.
Tower of Strength: Beginning at 3rd level, whenever a harrower uses her Harrow casting ability to augment a spell that deals damage to hit points, the spell deals +1 point of damage per die for each card from the suit of Strength she draws.

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Background
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As Lydia examined the slave coffle her eye was immediately drawn to the large cage hanging from a bar at the end of the chain link. Unlike the other, mostly human, slaves the creature in the cage was short, winged and… green?

”Thank you!” The creature says in a high, clear voice. ”My hero!” It doesn’t quite faint, but seems near to it. ”I owe you my life fair hero. I shall accompany you, help you and aid you until my debt is paid!” Despite having strong wings and what appear to be perfectly functional legs it seems to be waiting to be picked up and helped out of the cage – the very picture of a hapless prisoner from the rare theatre shows that Lydia had seen.

”Oh no. No. Definitely not!” Lydia replied sharply. ”I’m here to free you all. There is no debt between us. I’d have done it for anyone.” And while her words ring with undeniable truth they still sound hollow, even to her.

”Aha! A dashing hero!” The creature responds, leaping out of the cage, all signs of its previous helplessness gone. ”Then rather than my love you shall have my aid! A more loyal companion you will never find! I will guard your secrets and aid you in battle for as long as we fight together!” With a flourish of a cloak that wasn’t there a few seconds before the creature vanishes in a puff of smoke and reappears three feet away clad in a suit of black clothes, a crossbow slung across its back and a wide rimmed black hat over a black half-face covering. ”Where do we ride, trusty captain?”

Unfortunately for Lydia, despite her many, many denials and protestations the creature, apparently named Alainn, was true to its word and has followed her ever since. On the rare occasions that Lydia has managed to speak to Alainn rather than one of the innumerable story characters that the creature adopts at the (sometimes literal) drop of a hat the fey remained adamant.

”There are rules, you saved me and I can’t leave until I’ve repaid the debt.”

Unfortunately the fey remains close-lipped on how it has to repay the debt and so Lydia has gradually become accustomed to having a garrulous (always), amusing (often), entertaining (mostly), annoying (almost always) and occasionally useful companion as she travels through Varisia.

A Promise Fulfilled:
Alainn must make Lydia smile, laugh, cry, gasp and cower through telling stories alone.