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About Hrafen VormenghastAppearance:
Hrafen is a bald, corpulent Halfling with piercing gray eyes. He usually wears a cherry-red robe with purple trimming, festooned with Thassilonian runes picked-out in gold and silver thread. Although rather stocky, even for a Halfing, he is still quite light on his feet, and moves with a grace that is belied by his size. His most distinguishing feature, besides his corpulence, are the myriad runic tattoos which cover both of his arms. Normally haughty and quick to anger, he can, however, become tenaciously single-minded when a specific goal presents itself. Background:
A respected Evoker in the human city of Restov, Hrafen was born, and grew-up there. From an early age, it was clear that he had a prodigious talent for magic, which was matched only by his volcanic temper; over the years, he left acid burns on more than one wall, and singed a fair few eyebrows...
It was eventually decided that the best way to deal with his rather... unique... personality was to induct him into the ranks of the city's battle-magi, in the hope that this would serve to act as a sufficient outlet for his anger and aggression. At the same time, he was given a mentor; a young human wizard named Skerrin, who had recently returned from Korvosa. Initially, Hrafen railed against his enforced 'mentor', but gradually, he came to appreciate the budding-sage's quiet ways, and even found his bookish-naivete endearing. Over the years, the two became fast friends; Hrafen would entertain Skerrin with tales of the missions that he had been on, mentioning the cultures and creatures that he encountered, whilst Skerrin would go off on tangents about esoteric aspects of history, or monster life-cycles. As time passed, the friendship even did what no other force on Golarion had been able to accomplish; Hrafen's temper cooled somewhat, and although still quite hot-headed and impetuous, he was less likely to fall into a blind rage. Skerrin helped Hrafen to channel his energy into other pursuits, teaching him of the rune-magic of forgotten Thassilon, and encouraging to take-up a hobby; Hrafen eventually fell-in with the city's brewers, becoming something of a connoisseur and master brewer himself in his spare time. However, a slight accident, wherein an entire warehouse exploded after an errant ray of flame engulfed a barrel, caused Hrafen to re-think his priorities, and beat a hasty exit. He headed for the Stolen Lands, having heard that there were opportunities there for determined individuals... Initiative: +7 [+3 Dex + 4 Familiar]
AC: 15 (10 + 3 Dex + 1 Size + 1 NA)
Hit Points: 32/32 Fort: +6 Ref: +6 Will: +7 +2 Save Vs Illusions
Combat:
Base Atk: +2; CMB: +2; CMD: 15 Melee
Ranged #1
Skills:
Skill Points per level: Sorcerer: 2 (Class) + 2 (Intelligence) + 1 (FC) Acrobatics +0 (+3 Dex -3 ACP) Appraise +2 Bluff +13 (+5 Cha + 5 ranks + 3 class skill) Climb -3 (+0 Str - 3 ACP) Craft +2 Diplomacy +5 Disable Device +15 (+5 Cha + 5 ranks + 3 class skill + 2 MW Thieves' Tools) Disguise +5 Escape Artist +0 (+3 Dex -3 ACP) Fly +0 (+3 Dex -3 ACP) Handle Animal +6 (+4 Cha + 1 rank) Heal +1 Intimidate +1 (+5 Cha - 4 Size) Knowledge(Arcana) +10 (+2 Intelligence + 5 ranks + 3 class skill) Perception +19 (+1 Wisdom + 5 ranks + 3 class skill + 2 racial bonus + 2 Alertness + 1 trait + 5 Eyes of the Eagle) Perform +4 Profession(Brewer) +9 (+1 Wisdom + 3 ranks + 3 class skill + 2 Racial) Ride +1 (+3 Dex + 1 rank - 3 ACP) Sense Motive +5 (+1 Wisdom + 2 Alertness + 2 Racial) Stealth +4 (+3 Dex + 4 Size - 3 ACP) Survival +1 Swim -3 (+0 Str - 3 ACP) Trait:
Rostlander:
You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Benefit: Your hardy nature grants you a +1 trait bonus on all Fortitude saves. Seeker:
Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Voices of Solid Things:
Benefit: Choose Appraise, Craft, Disable Device, or Spellcraft. You apply your Charisma modifier on checks with that skill instead of the skill’s normal ability score. That skill is a class skill for you.
Feats:
1st: Spell Focus (Evocation) 1st (Tattooed Sorceror Bonus): Varisian Tattoo (Evocation) 3rd: Spell Specialization 5th: Bloatmage Initiate 7th: Spell Penetration 9th: Greater Spell Penetration 11th: Greater Spell Focus (Evocation) 13th: Quicken Spell 13th (Sorceror Bonus): Improved Initiative 15th: Elemental Spell (Acid) Racial Abilities:
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. Practicality: Halflings are grounded in hard work and common sense. Halflings with this racial trait gain a +2 bonus on any one Craft or Profession skill (Profession[Brewer]), as well as on Sense Motive checks and saves against illusions. This replaces the fearless and sure-footed racial traits. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Class Features:
Varisian Tattoo - Ragario: Cast Dancing Lights 3/day as a spell-like ability Cantrips Spells Bloodline Arcana - Orc:
Bloodline Arcana - Primal:
Bloodline Tattoos (Ex):
Familiar Tattoo (Su):
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power. Fearless (Ex):
Create Spell Tattoo (Su):
This ability replaces the bloodline feat gained at 7th level. Enhanced Varisian Tattoo (Su):
This ability replaces the 9th-level bloodline power. Power of Giants (Sp):
Spells Known (CL 5th, CL 7th with Evocation, CL 9th with MM):
Cantrips: Acid Splash, Detect Magic, Read Magic, Ray of Frost, Mage Hand, Mending, Message, Prestidigitation 1st (0/6+2 used): Mage Armor, Infernal Healing, (Acidic) Burning Hands**@, Magic Missile@, Ray of Enfeeblement 2nd (0/4+1 used):(Acidic) Scorching Ray**@, Aram Zey's Focus Equipment:
Cloak of Resistance +1 (1000) Headband of Alluring Charisma +2 (4000) Eyes of the Eagle (2500) MW Explorer's Outfit (+50gp) Sleeves of Many Garments (200) Signet Ring (5) Waterskin (1) Spell Component Pouch [x2] (10) Acid Flask (10) MW Backpack (50):
Coins: 366gp, 4sp, 0cp
Archibald, Mauler Familiar (Compsognathus):
N Medium Magical Beast
Init +4; Senses: Low-light vision, scent; Perception +9 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
At 5th level, whenever the mauler's master drops a foe whose Hit Dice are at least 1/2 its level to below 0 hit points, the mauler's empathic link surges with power, granting both the mauler and its master a +2 morale bonus to attack and damage rolls for 1 round. This ability replaces speak with master and speak with animals of its kind. Increased Strength (Ex):
Battle Form (Su):
This ability replaces deliver touch spells. |