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George Kinder's page

26 posts. Alias of Wondering_Monster.


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Wondering Monster here. Here is my submission. Enchantment specialist. Sorcerer/Mesmerist. I hope to fill the Arcane caster roll of the party, as well as eventually become a lich. I can post multiple times a day with no problem.

crunch:

George Kinder
Gestalt Mesmerist \ Fey Blooded Sorcerer 1
Male Dhampir
NE Medium

Init +6 ; Perception +6

Dark Vision 60Ft
Low Light Vision
--------------------
DEFENSE
--------------------

AC 14, touch 14, flat-footed 10 (+4 dex)
HP 8

Fort +0, Ref +7, Will +2

--------------------
OFFENSE
--------------------

Speed 30 ft.

Melee

Ranged

Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
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Detect Undead - 3/day SLA
Light Sensitiviy - dazzeled in bright sunlight
Negative Energy Affinity
Undead Resistance - +2 racial bonus on saving throws against disease
Reisist Level Drain - take no penalty from energy drain

Hypnotic Stare
Mesmerist Tricks: 5/day DC 15
Vanish Arrow

Bloodline Arcana - +2 DC Compulsion spells
Bloodline Powers :
Laughing Touch - 7/day

--------------------
STATISTICS
--------------------

Str 8, Dex 18, Con 10, Int 14, Wis 10, Cha 18

Base Atk +0; CMB -1 (misc mods); CMD +13

Feats:
Eschew Materials
Spell Focus - Enchantment

Traits
High Theft - +1 reflex saves
Reactionary

Skills (X Points - 1 class, 1 race, etc):
Bluff +10 (1 rank, 4 cha, 2 race, 3 class)
Diplomacy +8 (1 rank, 4 cha, 3 class)
Disguise +8 (1 rank, 4 cha, 3 class)
Escape Artist +8 (1 rank, 4 dex, 3 class)
Knowledge Arcana +6 (1 rank, 2 int, 3 class)
Knowledge Local +6 (1 rank, 2 int, 3 class)
Knowledge Religion +6 (1 rank, 2 int, 3 class)
Perception +6 (1 rank, 0 wis, 2 race, 3 Class)
Sleight of Hand +8 (1 rank, 4 dex, 3 class)
Stealth +8 (1 rank, 4 dex, 3 class)
Use MAgic Device +8 (1 rank, 4 cha, 3 class)

Languages:
Common
Draconic
Gnome
--------------------
GEAR/POSSESSIONS
--------------------

Money: 0 GP

===================================================

Sorcerer Spells Known:

0-Level DC=14
Disrupt Undead
Mage Hand
Acid Splash
Spark

1-Level 4/Day DC=15
Mage Armor
Magic Missile

Mesmerist Spells Known:

0-Level DC=14
Detect Magic
Read Magic
Prestidigitation
Ghost Sound

1-Level 2/day DC=15
Disguise Self
Hideous Laughter - DC18

Description:

George is tall and lanky, with grey pail skin, and always seen wearing a robe, leather boots, and some sort of hat.

Ht: 6' 0"
Wt: 175 lbs
Age: 115
Hair: Black
Eyes: Black
Skin: Grey

George Kinder has had a very strange life. He was orphaned as a baby. Adopted soon after by a nice human couple that

lived in the heartland of Talingard. His adopted parents named him George, as little was known about him. He spent the

first few years there on the family farm. His adopted parents had no idea what he was, as he looked like a sickly, yet

normal human baby.

Shortly after his 30th birthday his parents both died trajectly in a house fire that left George orphaned again, and

homeless. George nearly died himself, passing out from the smoke, but was rescued by a paladin of Mitra that just

happened to be passing close by. When the Paladin layed his healing hands on George, it nearly killed George. The rest of

the village blamed george, as he was a strange creature to them.

After this even, Geoege knew one thing for sure, he never wants to die. At this point George realized that he had no home

and moved on. Wondering across Talingard, George did whatever he must, to survive.

George began learning about magic and eventually figured out how to unlock magic within himself. He also became obsessed

with finding out how to become a lich, in order to preserve his life forever. This led George to steal artifacts from

archiology sites, museums, homes, anywhere that he could come up with, in search of magical items, books, or other

information.

One day not so long ago, George was in a Tavern and over heard a bard speaking about a Lich that maybe living in Princess

Bellinda's castle. Who knows if it were true, probably not. This is when George had the great idea to try and steal the

Lich's Phylactery. He figured if he could get his hands on it, then he could black mail the Lich into telling him how to

become one, or even helping him to do so.

Well George made it just inside the castle when he was caught. And that his how he ended up in this Jail cell.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

Lead the way.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

Well sounds good, so long as we can find said caravan.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

Hi there. I am George. Lone traveler in search of food and gold. Not necessarily in that order.

George Like to keep hidden that fact that he is a sorcerer. This he will not reveal until he must.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

Sometimes I go bump in the night. It is how I broke my toe.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

Will there be proper pay? I don't just risk my life for nothing.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

George looks over and nods to the drgonborn. Welcome dragon man.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

Employment would be nice. The alcohol at the taverns doesn't just pay for itself.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

I have all that I require.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

Well I guess I will take a cold weather outfit.

George looks through the gear until he finds something to fit him.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

This place is a little pricey for me.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

Yes, perhaps that isn't a bad idea.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

George is my name. Just passing through. Seems like a real nice place you have here. You seem like very hardy people.

George think to himself Real nice place, ha. This place is a dirt hole


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

George looks around to see if anyone has any valuables that would be easy to liberate.

perception: 1d20 + 3 ⇒ (11) + 3 = 14


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

well I don't see it either.
and there it is.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

Wondering Monster here. My name is George Kinder, I am a sorcerer and my specialty is not magic.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

knowledge local to find someone that can make it: 1d20 + 9 ⇒ (1) + 9 = 10
diplomacy to gather information: 1d20 + 4 ⇒ (9) + 4 = 13


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

I don't think we have the skill set for this. Maybe we need to think outside the box and burn his house down. Steal the item then burn the place to the ground, so no one know it was a robbery.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

On second thought, no that wont do. perhaps we have to make one.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

Checking to see if George knows where to get some to use as a fake.
I may know where to find a fake.

Knowledge Arcana: 1d20 + 11 ⇒ (6) + 11 = 17
Knowledge local: 1d20 + 9 ⇒ (11) + 9 = 20
Knowledge History: 1d20 + 9 ⇒ (15) + 9 = 24


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

Of course there is the possibility that if we get caught and get away, no one will believe him. The whole town thinks he is crazy.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

I suspect this Brodert Quink will have things heavily magically guarded. Perhaps this shall not be very easy. I am concerned about the possibility of magical scrying and/or magical traps. Most likely I will be using a lot of detect magic.


Male Dhampir Gestalt Mesmerist \ Fey Blooded Sorcerer 1

Well lets see here.

Knowledge Arcana about the item: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
Knowledge history about the item: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Knowledge local about Brodert Quink: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Knowledge local about sandpoint: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24


I am formally withdrawing.


GM Jammin' wrote:

** spoiler omitted **

@all: Also, I forgot to mention above, make sure that part of choosing a trait from the player's guide is choosing a port that you boarded from.

The Sage is a wildblooded archetype that specifically uses intelligence instead of charisma.

I boarded in Varisia.


Crunch:

Sage Sorcerer 1
Medium Human
NG
Init +9; Senses Perception +1,
==DEFENSE==
AC 13, touch 13, flat-footed 10 ( +3 dex)
hp 10
Fort +1; Reflex +3; Will +2

==OFFENSE==
Spd 30 ft/x4

==STATISTICS==
Str 8, Dex 16, Con 12, Int 18, Wis 10, Cha 10
BAB +0, CMB +12, CMD -1
Feats Toughness, Improved Initiative, Eschew Materials
Skills Craft Alchemy +8, Fly +7, Knowledge (arcana) +10, Kowledge (local) +8, Knowledge (Planes) +5, Perception +1, Spellcraft +10, Stealth +5, Use Magic Device +4
Special Abilities

Traits Reactionary, Stowaway

Languages Common, Draconic, Giant, Elven, Dwarven
Spells Known:
0 Level Spells
Detect Magic
Light
Spark
Mage Hand

1st Level Spells
Grease
Magic Missle

Equipment
Dagger
Light Crossbow
10 Bolts
1 flask of Alchemist Fire
5 Oil (1-pint flask)
Backpack
Bedroll

George manifested his powers at a very young age. No one in his family had powers like this. So he has been searching his whole life for anything magical in the hopes of finding out why he has abilities.