About Idari "Lucky Strikes" LucienA Bit of a Back Story:
A chorus of cacophony cascaded across the cocoon of chaos that was Wati. The decades long opening of the Half-Dead city continued to cause the bustling and the boisterous amongst the influx of foreigners to be most lucrative. The unrelenting followers of Pharasma and the desperate descendants of the old ways constantly curved (and carved) the ever-fidgetily traditionalists stubborn fingers off their city over the decades until finally, Wati has practically now become the newest hotbed in Osirion. These new opportunities have allow acceptance for those not regularly seen amongst the inner city. Being that he was born and raised in the city of Wati, knowing its streets and secrets well, Idari "Lucky Strikes" Lucien exercised extreme prejudice when lucrative opportunities presented themselves. Although it’s frowned upon by the city’s authorities, the Wizard has sneaked into the necropolis on multiple occasions to wander its dusty, abandoned streets. Out of respect for the deceased, he has never actually entered one of the necropolis’s silent tombs, but the Catfolk has no fear of what might lie inside. The Ruby Prince Khemet III has ordered the government of Wati and the church of Pharasma to open Wati’s necropolis to exploration. The lottery is random and impartial, and the eager Prophet awaits excitedly for his prospective group to form....
Crunch:
Idari-lucien Male Catfolk Wizard (Chronomancer) 2 NG Medium Init +7; Senses Perception -1, Low-light Vision -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+0 armor, +0 shield, +0 size, +0 deflection, +3 Dex, +0 natural, +0 dodge) hp 14(2d6+4) Fort +1, Ref +3, Will +2 +2 Fear
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Special Attacks/Qualities:
Cat’s Luck: 1/1
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Skill Points at each Level: 2 + Int modifier. Traits: Affable, Wati Native
Tracked Resources
Wealth 1459gp / spent 1320gp Spells for the Day:
Cantrips
1st level
Spellbook:
All Cantrips 1st level (10gp)
Catfolk Racial Traits:
+2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense. Catfolk: Catfolk are humanoids with the catfolk subtype. Medium: Catfolk are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Catfolk have a base speed of 30 feet. Low-Light Vision: In dim light, catfolk can see twice as far as humans. Cat’s Luck: Once per day when a catfolk attempts a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted. Curiosity Source Advanced Race Guide pg. 91 Catfolk are naturally inquisitive about the world around them, though some are more curious than others. Such catfolk gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial trait replaces natural hunter. Climber Source Advanced Race Guide pg. 91 Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter. Languages: Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan. Traits:
Wati Native [Campaign] Source Mummy's Mask Player's Guide pg. 10, People of the Sands pg. 31 You were born and raised in the city of Wati, and you know its streets and secrets well. Although it’s frowned upon by the city’s authorities, you have sneaked into the necropolis on multiple occasions to wander its dusty, abandoned streets. Out of respect for the deceased, you’ve never actually entered one of the necropolis’s silent tombs, but you have no fear of what might lie inside. You gain a +2 trait bonus on saves against fear effects. In addition, your knowledge of the city grants you a +1 trait bonus on Knowledge (local) checks, and that skill is always a class skill for you. Affable [Social]
Chronomancer:
Temporal Pool (Su): A chronomancer gains a reservoir of temporal energy to manipulate the time stream in a variety of ways listed below. This temporal pool has a number of points equal to half his class level + his Intelligence modifier (minimum 1). This pool refreshes once per day when the chronomancer prepares his spells.
Forewarned: The chronomancer can expend 1 point from his temporal pool when he rolls initiative to allow himself or an ally within 30 feet to roll 1d4 and add it to that character’s initiative result. At 5th level, the chronomancer can expend 2 points from his temporal pool as an immediate action to apply this benefit to a saving throw he has just rolled (but before the result is revealed). At 10th level, the die size increases to 1d6. Rewind: As an immediate action after losing a spell due to a failed concentration check or after casting a spell that had no effect (such as due to successful saving throws, a failed caster level check to overcome spell resistance, or other immunities), the chronomancer can expend a number of points from his temporal pool equal to half the spell’s level (minimum 1) to immediately prepare the spell again, as if it had not been cast. Any material components expended in the original casting remain expended, as are actions used to cast the original spell. |