About Ereviss LadyhunterAbout Ereviss Cierdel Ereviss Cierdel: Male elf bard (detective*) 4
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
Spd 30 ft.
stats/feats/skills:
Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 16
Base Atk +3; CMB +3; CMD 16 Feats Weapon Finesse, Point Blank Shot Traits Inspired By Greatness**, Rich Parents* Skills Bluff +7 (1 rank, +3Cha, +3CS) Diplomacy +10 (+12 on gather information checks) (4ranks, +3Cha, +3CS, +2 EfD gather info only) Disable Device +12 (4 ranks, +3 Dex, +3CS, +2mwork) Use Magic Device +7 (1rank, +3Cha, +3CS) Knowledge(Arcane) +10(3rank, +2Int, +3CS, +2bard) Knowledge(dungeoneering) +8(1rank, +2Int, +3CS, +2bard) Knowledge(engineering) +4 (0rands, +2int, +3CS, +2bard) Knowledge (history) +7(2rank, +2Int, +3CS, +2bard) Knowledge (local) +8 (+10 gather info) (1ranks, +2Int, +3CS, +2bard, +2EfD gather info only) Knowledge(nature) +8(1rank, +2Int, +3CS, +2bard) Knowledge (nobility) +8(1rank, +2Int, +3CS, +2bard) Knowledge (planes) +8(1rank, +2Int, +3CS, +2bard) Knowledge(religion) +8(1rank, +2Int, +3CS, +2bard) Perception +11(4ranks, +0Wis, +3CS, +2 race, +2EfD) Perform (oratory) +7(1ranks, +3Cha, +3CS) Sense Motive +5(1 rank, +0Wis, +3CS, +2EfD) Spellcraft +9 (+11 to identify magic item properties)(3ranks, +3Int, +3CS) Stealth +8 (2 ranks, +3 Dex, +3CS) Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Aklo, Common, Elven, Varisian SQ arcane investigation, elven magic, eye for detail* +1, weapon familiarity Gear:
wand of cure light wounds (31 charges remaining);
Wand of lesser restoration - 12 charges remaining bronze spirit planchette +1 mithral dagger Mwork thieves tools Other Gear mithral chain shirt, buckler, rapier, dagger, shortbow with 20 arrows, sword cane, backpack, bedroll, courtier’s outfit, ink (1 vial), inkpen, parchment (5 sheets), scroll case, spell component pouch, tindertwigs (3), trail rations (5 days), traveler’s outfit, waterskin, whetstone Set of five potions with the yellow lables are Potions of Cure Light Wounds. Two potions with blue/white lables (Potions of Lesser Restoration) Set of ten arrows are enchanted to +1. Set of 2 white arrows are made of ghostwood, and are +1 Ghost Touch arrows. 1 Haunt Siphons. Haunt Siphon:
Aura faint necromancy; CL 3rd Slot none; Price 400 gp; Weight 1 lb. _____Description These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. _____To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. _If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes. _A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash. _____Construction Requirements Craft Wondrous Item, cure moderate wounds, gentle repose; Cost 200 gp Spirit Planchette:
Aura moderate divination; CL 9th Slot none; Price 4,000 gp (brass planchette), 10,000 gp (cold iron planchette), 18,000 gp (silver planchette); Weight 5 lbs. Description _____A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work. _____To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). _____A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below). Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful (such as in Harrowstone), this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie. Spirit Planchettes Planchette Questions Will save Confusion True Type per Use DC Duration Answer Lie Brass 1 11 1 round 01–60 61–100 Cold Iron 3 15 2 rounds 01–75 76–100 Silver 5 19 3 rounds 01–90 91–100 Construction Requirements Craft Wondrous Item, contact other plane, speak with dead; Cost 2,000 gp (brass spirit planchette), 5,000 gp (cold iron spirit planchette), 9,000 gp (silver spirit planchette) Special Abilities: Arcane Investigation* (Sp) Ereviss adds the following spells to
Careful Teamwork* (Su) Ereviss can use his bardic performance
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Eye For Detail* (Ex) As a detective, Ereviss gains a bonus equal to
Arcane Insight (Ex)
Inspired By Greatness** (Sp) Ereviss knew the Professor as
Rich Parents* (Ex) The son of a minor elven noble, Ereviss
Background: “You don’t know the first thing about
Background:
Ereviss Cierdel (AYR-uh-viss SEER-dayl) spent the
first hundred years of his long elven lifespan languishing in the elvish homeland. Bored with the countless courtly functions his father forced him to attend, he longed to move beyond the borders of his homeland and retrace the steps of his more adventurous ancestors. To this end, he devoted himself to the study of ancient histories involving his kindred, curiously drawn to their participation in the crusade against the lich-king. Using the excuse of “finding his Brightness,” he eventually convinced his father to finance a private, multi-year journey to the Immortal Prinicpality so he could look upon the lands where his forefathers fought. Fifty years later, he has yet to return, for Ereviss discovered a
While the Professor’s early successes far surpassed Ereviss, the
[spoiler=Physical Description/Personality] Ereviss measures just over 6-feet tall
Personality: Ereviss views himself as a genius in his own mind,
Roleplaying Ideas
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