Ghini

Fortune CoCT's page

187 posts. Alias of The B guy.


Full Name

Fortune (Gar)

Race

Half-elf

Classes/Levels

2 Cleric/2 Wiz(conjure)

Gender

M

Size

M

Age

17

Special Abilities

Harrow points ---; dex (initiative, AC, Speed)

Alignment

CG

Deity

Desna

Location

Korvosa

Languages

common, elf, celestial, Shoanti, Varisian, Auran

Occupation

healer, with hobby of crafting varisian idols

Strength 10
Dexterity 10
Constitution 13
Intelligence 18
Wisdom 15
Charisma 14

About Fortune CoCT

Cleric spells
(D)=domain
Zero-level : 4 per day
Stabilize, Light, Guidance, Purify Food/Water
1st-level: 3 per day +1 from a domain:
(D)True Strike, Command, SM1, Sanctuary

Wizard spells
(C)=conjuration,
(o)=opposition=necromancy, illusion
0=open slot
Zero-level : 4 per day
Prestidigitation, Mage Hand, Message, Daze
1st-level: 3+1(C):
(C)SM1,(C)Grease, Sleep, Hynotism

Spellbookopposition=necromancy, illusion
Zero-level:
Resistance, (C)Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1st-level:
(C)Summon Monster1,(C)Grease,(C)Mage Armor, Sleep, Enlarge Person, Hypnotism, Identify, Alarm, Protection from Evil

13/13 hp (2d8HD; 9+4)

Offense
Init+0 Bab+1 CMB+1, CMD11
+1 staff 1d6
+1 Starknife-melee 1d4
+1 -thrown (range= 20')
? bladed scarf

Defense
Ac10 FlatFooted10 Touch10
For +4 (3base+1stat)
Ref +0 (0base+0stat)
Wil +5 (3base+2stat)

Traits: Unhappy Childhood/religious +2 on concentration checks

Racial
low light vision
elf blood
immune to sleep
+2vs enchantments
+2 perception
favored class= cleric and wizard

Feats
race- SF(Sense Motive)+3
wiz - Scribe Scroll
1 - Acadamae Graduate
Whenever you cast a prepared arcane spell
from the conjuration (summoning) school that takes
longer than a standard action to cast, reduce the casting
time by one round (to a minimum casting time of one
standard action). Casting a spell in this way is taxing and
requires a Fortitude save (DC 15 + spell level) to resist
becoming fatigued.

SKILLS (+3 to class skills with 1 skill point)
Skill Point Total: 14
Max ranks = level

Skill Name
Acrobatics =Dex
C-Appraise =Int +1rank +3class +3raven = 11
Balance =Dex*
Bluff =Cha
Climb =Str*
C-Craft(varisian idols) =Int +2rank +3class +2 mwtool = 11
C-Diplomacy =Cha +2rank +3class = 7 or 9:+2cologne (00---)
Disable Device =Dex
Disguise =Cha
Escape Artist =Dex*
C-Fly =Dex
Handle Animal =Cha
C-Heal =Wis +1rank +3class = 7 or 9:+2kit (00000 0000-)
Intimidate =Cha
C-Knowledge
(religion) =Int +1rank +3class = 8
(history) =Int
(arcana) =Int +1rank +3class = 8
(the planes) =Int +1rank +3class = 8
(nobility) =Int +1rank +3class = 8
(local) =Int +1rank +3class = 8
(nature) =Int
C-Linguistics =Int
Perception =Wis +2race
Perform() =Cha
C-Profession() =Wis
Ride =Dex
C-Sense Motive =Wis +2rank +3class +3SF = 11
Sleight of Hand =Dex
C-Spellcraft =Int +1rank +3class = 8
Stealth =Dex*
Survival =Wis
Swim =Str**
UMD =Cha
* = check penalty for wearing armor

Clerical
1d6 channel positive energy (3+chr) 00000
Aura
Domains: Luck, Liberation
1st—true strike, remove fear

Bit of Luck (Sp): 00000
You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Liberation (Su): 00 rnd
You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Wizard(conjuration - opposition=necromancy, illusion)
Aracne Bond:
Raven familiar (Vallis: speaks common)
Summoner's Charm (Su):
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart 1d6+1 (Sp): 0000000
As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Starknife
Staff
Bladed Scarf

spell component pouch
mw- carving tool (dc25, 500sp each)
000000 raw materials
Finished VI (+2hp/HD)=

Pocketed Scarf
Healers Kit- 10 uses
holy symbol-wood
Backpack
bedroll
waterskin
Clothes: clerical, traveler, peasant
45gp from GL +400 gold

Wand Holster= Obsidian Wand: Magic Missile(5th Level, 22 Charges)
Wand Case= wand of CLW(1d8+1), Wand: Acid Splash(3rd Level, 28 Charges)
Magic Harrowdeck (identify 3/day as a spell like ability, Zallara can manifest through it)
disguise kit
light crossbow with 10 bolts

Guard dog- Rufus

While born elsewhere, the character was raised by his mother in Korvosa as a Varisian. He remembers his mother, who died when he was young. Sold into slavery (Gadren) he eventually ran away and met a cleric/wizard/Mystic Theurge of Desna who took him on as an acolyte/apprentice. They traveled for a few years, but Gar returned to Korvosa to learn arcane magic in a more formal setting (Acadamae). He has recently graduated and has been having disturbing dreams He is convinced that Desna wants him to deal with that evil man.

Raven
N Tiny animal
Init +2; Senses low-light vision; Perception +6
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 6 (2dx; 1/2 Fortunes hp, rnd down)
Fort +1, Ref +4, Will +4
Offense
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +5, Perception +6, Speaks Common
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Dog - attack, defend, down, stay, heel and guard
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +8
Defense
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Offense
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
Statistics
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1
(+5 scent tracking); Racial Modifiers +4 Acrobatics when
jumping, +4 Survival when tracking by scent

Exp=
2nd at