About Álainn the Fey Álainn the Fey
Init +7 (+3 Dex, +4 feat)
DEFENSE
HP 38/38 (6+8x4) Fort +6 (3 base, +0 Con, +1 luck, +2 resistance)
OFFENSE
Spd 20 ft/40ft (average).
Base Atk +4 (+4.5 Sorceror)
SPELLS
STATISTICS
FEATS
TRAITS
SKILLS
Total Points: 72 [6x(4 Sorceror + 2 Int + 1 FCB + 2 background) + 3x(2 Harrower + 2 Int + 2 background)]
LANGUAGES
EQUIPMENT (1,945)
0 gold 0 silver 0 copper
SPECIAL ABILITIES
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. --------------------
”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. |