Lem

Fernus Stonecall's page

816 posts. Alias of Rocan.


Full Name

Fernus Stonecall

Race

Halfling

Classes/Levels

Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Gender

Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision

Size

Small

Age

25

Alignment

NG

Deity

Desna

Location

Sandpoint, the Rusty Dragon Inn

Languages

Common, Halfling, Dwarven, Varisian, Thassilonian

Occupation

Storyteller, Lore seeker

Strength 8
Dexterity 20
Constitution 10
Intelligence 14
Wisdom 10
Charisma 25

About Fernus Stonecall

Fernus Stonecall:

Fernus Stonecall
Male Halfling, Cross-Blooded Sorcerer (Shaitan and Deep Earth) 5/ Arcane Savant 2
CG Medium Humanoid (Halfling)
Init +5; Senses Perception + 0 , Low-Light Vision

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DEFENSE
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AC 18, touch 17, flat-footed 13 (+5 Dex +1 Size, +1 Deflection, +1 NA) (Acid resistance 10)
hp 41(6 + 7d6+0+5+1+1)
Fort +5 , Ref +10, Will + 6 (+1 vs Fear)
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OFFENSE
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Spd ft. 20 ft
Melee: + 4 Light Mace (1d4-1/x2)
Ranged: +10; +1 Light Crossbow (1d6+1, 19-20/x2) 80 ft (20 bolts)
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STATISTICS
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Str 8 (10-2), Dex 20 (14+2+4), Con 10, Int 14, Wis 10, Cha 25 (16+2+1DM bonus, +2 lvl 4,8 +4 Headband)
Base Atk +4; CMB 0; CMD 16
Feats: Spell Focus (Conjuration), Improved Trip (DM Feat), Magical Aptitude (+2 Spellcraft & UMD), Scribe Scroll, Toppling Spell, Combat Expertise, Story GM Bonus Feat (+1 vs Fear, after 12 succesful saves vs fear becomes +2)
Traits:
(campaign) Scholar of the Ancients: You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

(Social) Adopted (by Dwarves); Tunnel fighter: While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).
(Religion) Arcane Depth (Knowledge(Arcana)): You gain a bonus of either +1 on Spellcraft checks or +2 on Knowledge (arcana) checks. Which bonus you receive is chosen when you take the trait and may not be changed.

(Racial) Helpful: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Magical Lineage (Magic Missile): Metamagic additions on spell level -1

Planar Savant (Faith): You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier.
Skills: Knowledge (Arcana) 8 rank (+16), Knowledge (Planes) 5 rank (+14) Perform (Oratory) 1 rank (11), Spellcraft 8 rank (+16), Use Magic Device 8 ranks (+21), Knowledge (History) 3 rank (+9), Stealth no ranks (+9)
Languages: Common, Varisian, Halfling, Dwarven, Thassilonian
Combat Gear: Light Crossbow (35gp, 2lbs), 13 bolts (2gp, 1.8lbs), Light Mace (5gp 2lbs)
Other Gear: Backpack, Bedroll, Belt Pouch, Flint and Steel, Iron Pot, Mess Kit, Soap, 5 Torches, 7 Trail Rations, Waterskin, Traveler's Outfit (wearing), Blanket, Tin Whistle, Journal Book, Ink, Inkpen, 3 Swallowtail luck tokens, Ring of Protection (+1), 2 potions of Mage Armour, Seven-pointed star device for a door, Necklace of the witch ().

Special items: Magical TorchThe wielder can command it to flame up or off and it will burn underwater and never burn the wielder. Also it acts as a staff with 1 charge. It can cast fireball or scorching ray or burning hands at cl 5. But once you use one you have to spend that level spell to recharge it.

Ancient Azlanti skullEvery morning you must decide what you are going to give yourself a bonus to. +1 to a save which you must choosing or +1 to an attack roll. Note that the bonus is a one time bonus. Once you use it that day it is used

Encumbrance: 26,3 lbs; Medium Load, (Light Load up to 26lbs)(Medium up to 52lbs, Heavy up to 78lbs)
Backpack contains (Bedroll, Iron Pot, Mess Kit, Soap, 4 torches, 6 trail rations, Blanket, Journal Book, Ink and Inkpen) when dropped before combat: Light Load
Money left: 119 gp, 5 sp, 9cp

Further gear: Horse with saddle, saddlebags with horsefeed in it. (doublesaddle possible so Tarin can ride with him?)
Headband of Alluring Charisma +4
Amulet of Natural Armour +1
Page of Spell Knowledge (lvl 1): Comprehend Languages
Belt of Incredible Dexterity +4
Cloak of Resistance +2

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SPECIAL ABILITIES
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Alternate racial trait: Ingratiating
Halflings often survive at the whims of larger, more aggressive races. Because of this, they go out of their way to make themselves more useful, or at least entertaining, to larger folk. Halflings with this racial trait gain a +2 bonus on skill checks for a single Perform skill of their choice (Oratory), and Perform is always a class skill for them. They also gain a +2 bonus on Craft and Profession checks. This racial trait replaces keen senses and sure-footed.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Cantrips

Bloodline Arcana:
Whenever you cast a spell that deals energy damage, you can change the type of damage to acid. This effect also changes the spell’s descriptors to match this energy type.

Whenever you and the target of your spell are both underground, increase the spell’s save DC by +1.

Tremor (Sp): At 1st level, as a standard action, you can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using your sorcerer level plus your Charisma modifier in place of your CMB. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 9 times/day CMB +14

Elemental Resistance (Ex): At 3rd level, you gain acid resistance 10. At 9th level, your acid resistance increases to 20.

Combat Gear:
Other Gear: You have a small journal that you keep notes for your stories in. It acts as a MW Oratory tool (though you actually have to be using it) and 2/week it can cast Fascinate.

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.

Adept Activation:
Master Scholar:
Esoteric Magic: Haste (from summoner spell-list counts as level 2 spell)
Glyph-Finding:

Favored Class Bonus: Sorcerer (+5HP), skill point (lvl 2)

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SPELLS
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0-level spells known (6-1=5) DC 17
Prestidigitation
Read Magic
Acid Splash
Detect Magic
Message

1-level spells known (4-1=3) DC 18 8/day
Grease (DC 18)
Magic Missile
Expeditious Excavation (Bloodline spell)
Mage Armor
Comprehend Languages
Snowball

2-level spells known (2-1=1) DC 19 6/day
Glitterdust (DC 20) (Bloodline Spell)
Create Pit (DC 20, 20 feet deep)
Haste

3rd-level spells known DC 20
Heroism

Background:

When asked about it, Fernus’s birth and upbringing has always raised a lot of eyebrows. He is a halfling, grown up in the distant city of Janderhoff: a city populated mainly by dwarves. Raised by his foster father Artram Stonecall, a craftsman of many things, but with a fondness for intricate jewelry, who took him in his home when a hooded stranger came to the Gates of Janderhoff seeking shelter for the night.

The stranger had Fernus strapped to his back in a carrying sack, at first the stranger started off in Terran, which some dwarves spoke, but then took off in Dwarven. He explained to Artram that the child he carried with him was very gifted, although he was still a baby, he was certain of it. He told Artram as well that Fernus was born in the village of Sirathu, north-west of Janderhoff, but his parents had died during a goblin raid and he needed to be safe somewhere close to his roots. This didn’t make sense to Artram but he agreed to take the boy in.

Fernus did learn a lot of things from his foster father, cave dwelling, prospecting and crafting beautiful designs for jewelry. Although Fernus loved his father and was intrigued by the delicate touch and crafting of him, his real joy lay in the reading of the books inside the Janderhoff library and house of records, especially the myths, stories and magic lore kept there. Through his studies there he kept coming back to the books and pages about the genies. Every time he flipped through those pages he had the feeling he knew more about them than the books stated, a glimpse of recognition as though he knew what was in his blood.

He enjoyed his life in Janderhoff but still felt out of place, certainly considering he was the only halfling in the dwarven city. Artram noticed his foster son’s trouble and decided to let him go on his next trade journey to Baslwief, a town to the west with which Janderhoff traded now and then and also where he had colleagues to talk and boast to. On the road to Baslwief and in the town itself, Fernus took note of local myths and stories, writing them down in a few journals he kept with him at all times.

At Baslwief his passion for arcane lore was fueled even more as the small library contained many things not mentioned in Janderhoff. At Baslwief he asked his foster father if he could leave with a few of the other halflings that stayed there, going with a trade caravan to the west to Ilsurian. Artram knew he couldn’t keep him contained in Janderhoff and agreed. Fernus travelled along the towns to the west, telling tales to children and adults alike for a living before the next caravan further west came along. Collecting stories and lore along the way, Fernus has now just arrived in Sandpoint, staying at the Rusty Dragon Inn, entertaining the evening crowds with his spinning of the tales he got used to.

Personality:

Fernus is really curious and becomes awfully excited when he finds new books of arcane knowledge and tales. He is very cheerful and social and asks people alot of questions, hoping to get a good story or two out of their experiences. His outgoing personality makes him prone to follow a group of adventurers in hopes of finding more good stories, sometimes this wasn’t such a good idea.

Appearance:

He is a lean halfling (33lbs) standing at 3 ft 1inch, he is quite average. He has straight blond hair and his eyes always seem to twinkle, he can usually be found playing his tin whistle when he is not telling stories.

New Year's bonus: +1 HP