Cruel Instructor

Ivan Fabulanov's page

39 posts. Alias of TheSuperDodo.


Full Name

Ivan Fabulanov

Race

Human

Classes/Levels

Medium (storyteller) 2 (HP: 12/12) (AC:15 FF:13 T:12) (Fort: +0 Ref: +2 Will: +2) (Init: +8) (Perc: -1)

Gender

Male

Size

Medium

Age

19

Alignment

Neutral Good

Deity

None

Languages

Common, Varisian, Necril

Strength 10
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 8
Charisma 18

About Ivan Fabulanov

Ivan Fabulanov
Male Human (Varisian) medium 2 Archetypes Storyteller,
NG Medium humanoid (human)
Init +8, Senses Perception -1
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DEFENSE:

AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex, )
hp 12 ((2d8))
Fort +0, Ref +2, Will +2

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OFFENSE:

Speed 30 ft.
Ranged heavy crossbow +3 (1d10/19-20), within 30 ft. +4 (1d10+1)
Ranged holy water (flask) +3 (2d4+1), within 30 ft. +4 (2d4+1)

Medium Spells Known (CL 2nd; concentration +5)
0th(at will)-detect magic, grave words, guidance(DC 14)


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STATISTICS:

Str 10, Dex 14, Con 10, Int 12, Wis 8, Cha 18,
Base Atk +1; CMB +1; CMD 13
Feats Improved Initiative, Point-Blank Shot
Skills Diplomacy +10, Intimidate +8, Knowledge (Arcana) +6, Knowledge (Local) +7, Knowledge (Planes) +5, Knowledge (Religion) +6, Perform (Oratory) +9, Spellcraft +5, Use Magic Device +8,
Traits Chance Savior, Friend in Every Town (Knowledge (Local)),
Languages Common, Necril, Varisian
SQ bonus feat, diminished spirits, knacks, knowledge of tales, skilled, spirit, spirit surge, storyteller's performance, versatile surge,
Combat Gear holy water (flask) (2),
Other Gear heavy crossbow, studded leather, crossbow bolts (10) (2), 13.0 gp

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SPECIAL ABILITIES:

Bonus Feat Humans select one extra feat at 1st level.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you're in the right place at the right time. You gain a +2 trait bonus on Initiative checks.

Friend in Every Town (Knowledge (Local)) You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.

Class Skills

Diminished Spirits (Ex) A storyteller does not receive his spirit's seance boon. He can't choose to channel a weaker spirit to reduce his influence from spirit surge. Because of his obsession with legends, he begins with 2 points of influence after a seance rather than 1.

Knacks Mediums learn a number of knacks, or 0-level spells. These spells are cast like any other spell, but they don't consume slots and can be used again.

Knowledge of Tales (Ex) A storyteller gains a +1 bonus on all Knowledge skill checks with Knowledge skills in which he's trained. This bonus increases by 1 for every 4 medium levels that he possesses.

Spirit (Su) A medium serves as a vessel to channel spirits-astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require the medium's concentration. At the end of a seance, the medium invites a local spirit to inhabit him and serve as his spirit for that day. Each spirit arises from one of six legends. Though the medium can choose the legend to which the spirit he channels belongs, he must channel that spirit from an appropriate location. Each spirit has a favored location it usually inhabits, though spirits may also be present at other locations appropriate to their legends. The medium gains the spirit's listed seance boon and lesser spirit power for 24 hours. . After 24 hours, the medium loses contact with the channeled spirit and can perform another seance.
A medium can invite his allies to participate in his seance-shared seance and certain spirit powers affect other participants. A character counts as participating so long as she maintains physical contact with another participating character and willfully opens herself to the spirit; unlike the medium, other participating characters can take other actions during this time. Only creatures with an Intelligence score of at least 3 can participate in a seance.
In addition to granting power to the medium, a channeled spirit can influence the medium. By channeling a spirit, the medium allows the spirit to gain 1 point of influence over him. If the medium loses that 1 point of influence, he loses contact with the spirit, though he is still unable to perform a new seance until the normal 24 hour period has elapsed since his last seance. When the spirit leaves after the 24-hour duration and before the next seance, the spirit's influence over the medium resets to 0. Certain abilities allow the medium to gain additional power in exchange for allowing the spirit more influence over him.
When a spirit gains at least 3 points of influence over the medium, the dual impulses housed within the same body cause the medium to meld with his spirit's consciousness. The resulting muddled sense of self and struggle for control causes the medium to take a -2 penalty on initiative checks as well as a specific additional penalty. However, the spirit's mental presence grants the medium a +4 bonus against possession effects and a +2 bonus on saving throws against mind-affecting effects that are not related to possession.
If a spirit ever attains 5 or more points of influence over the medium, the medium completely loses control to the spirit. He effectively becomes an NPC under the GM's control until after he awakens the next day with the spirit gone.
During his seance, the medium can choose to channel a weaker spirit to gain its help without incurring as much of its influence. If he does so, he can forgo any number of spirit powers, starting with his most powerful spirit power. For each spirit power he forgoes, the medium can use his spirit surge ability twice without incurring influence.

Versatile Surge (Su) After failing any ability check, skill check, or saving throw, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check's result without taking an action. This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round.

Storyteller's Performance (Su) This ability is similar in all respects to bardic performance as used by a bard of the storyteller's medium level (including interactions with feats, spells, and other abilities), and uses Perform (act), Perform (comedy), or Perform (oratory) as the storyteller's performance skill. However, a storyteller gains only the following types of bardic performance: inspire courage (2nd level), inspire competence (3rd level), inspire greatness (9th level), and inspire heroics (15th level).