Riftwarden

Jyste Alke'vr's page

59 posts. Alias of Herkymr the Silly.


Race

hp 21 / 21 12/15 -- 3 pnts nl Fort +3 (-1)Ref(+7)+5, Will +4 Init +8; Perception +4

Classes/Levels

AC 17, touch 17, flat-footed 10 (+0 armor, +6 dex, +0 shield, +1 size)

About Jyste Alke'vr

Statistics:
Male Teifling Thaamaturge 3
N Small Humanoid (native outsider)
Init +8; Senses Perception +4; darkvision 120 ft.
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DEFENSE
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AC 17, touch 17, flat-footed 10 (+0 armor, +6 dex, +0 shield, +1 size)
hp 21
Fort +3 Ref+7 +5, Will +4

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[b]OFFENSE

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Speed 30 ft.

Melee (S) bone shortspear 0 (1d3-4)
Melee touch 0

Ranged(S) bone shortspear +6 (1d3-4)
(S) light crossbow +4 (1d4/19-20) (10)blunted bolts.
Ranged touch +8 Unwilling Teleport / close range only (target is “teleported 30 ft from original location.
+8 Bludgeon See below

Invocations: DC=10+1/2 level + cast mod =13
Invocations per day = cast modifier = 2
Spell Points / Day 8

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STATISTICS
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Str 6, Dex 22, Con 15 Int10, Wis 12, Cha 10
Base Atk +2; CMB +1; CMD 15
Traits Reactionary

Skills (6 general points / 6 points background)

ACP -0
Acrobatics* +6
Knowledge (All) +2
(3) Perception +4
(3) Sense Motive +6
Stealth* +10

background skills
(3) Sleight of Hand* +9
(+7 to hide objects on your body (doesn't stack with heavy clothing
but does with bonuses for attempting to hide small objects),
(+5) to oppose the Perception check of someone observing or risking
you regarding items in the
sheath)
(1)Profession Engineer +5
. (2) Knowledge Engineer 4
*ACP applies to these skills

Non-Standard Skill Bonuses
+4 Stealth (size) (already included in above)
+2 Knowledge (all) (class)
+2 disguise and Sense Motive (race)
Languages Common, Infernal

Special Abilities:

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SPECIAL ABILITIES
Fiendish resistence +5 cold, electricity & fire resistance
Forbidden Knowledge: +2
Thaumaturges use bargains, secrets, and dangerous magical practices to push their casting to greater heights than their more careful contemporaries achieve. A Thaumaturge may, as part of the action required to use a spell or sphere effect, increase his caster level by 2 for that effect. This applies to variables dependent on a particular casting of an effect (damage, duration, number of targets etc.), but it does not apply to the caster’s total caster level with that sphere (i.e., it does not determine the strength of a companion from the Conjuration sphere, nor to the total number of HD of reanimated creatures that may be controlled through the Death sphere.) This bonus increases by +1 at 5th level, and by an additional +1 for every 4 levels thereafter to a maximum of +6 at 17th level.
Whenever a thaumaturge uses forbidden lore to enhance their magic, there is a 15% chance the thaumaturge will suffer backlash; the spell or sphere effect does not manifest, and any spell slot or spell points spent are lost. In addition, the thaumaturge suffers a -1 penalty to attack rolls, saving throws, skill checks, and to their effective caster level (minimum: 1), which lasts until he rests to regain spell points. This penalty is cumulative; every time the thaumaturge suffers backlash in a day, these penalties increase by 1.

Invocations: DC=10+1/2 level + cast mod FREE ACTIONS
Invocations per day (cast mod) = 2

Meditation:
At 1st level, when making a Knowledge check, the thaumaturge may use an invocation to roll twice and take the higher result.

Lingering Pain: At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected ta gets to become sickened for 1 round (Fortitude negates).

Lingering Blessing: At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to gain 1 temporary hit point per thaumaturge level. These temporary hit points stack with any the target already possesses, and last for 1 round.

Empowered Defense: At 3rd level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to grant himself a dodge bonus to AC equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier.

Empowered Attack: At 3rd level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to grant himself a bonus to attack rolls equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier.

Occult Knowledge: At 2nd level, a thaumaturge gains a +1
bonus to all Knowledge checks, Spellcraft checks, and Use
Magic Device checks. This bonus increases by 1 for every 4 additional
thaumaturge levels possessed, to a maximum of
+5 at 18th level.
MAGIC SKILL BONUS:(MSB) =A caster’s MSB is equal to his total levels in casting classes
MAGIC SKILL DEFENSE:(MSD) =A caster’s MSD is equal to 11 + his total levels in casting classes.
Caster Level = High (3) + (CAM) = 15
Caster attribute = Cha but replaced to CON by fortified boon


Information on MSB and MSD:

Sometimes, it isn’t a caster’s raw power that is important, but rather his skill and experience with magic in general. This includes concentration checks or times when a caster directly pits his magic against that of another caster. At these times, the caster’s magic skill bonus (MSB) and magic skill defense (MSD) are used to determine the outcome.

A caster’s MSB is equal to his total levels in casting classes.
A caster’s MSD is equal to 11 + his total levels in casting classes.

Sometimes, a power or circumstance will call for a magic skill check. At this point, the caster making the check rolls a d20 and adds her MSB to the roll. If this equals or exceeds the target’s MSD, the check succeeds. If not, the check fails. When a Sphere caster makes a concentration check (as called for by the Pathfinder Core rulebook), instead of rolling a d20 and adding his caster level + his casting ability modifier, he rolls a d20 and adds his MSB + his casting ability modifier to the roll. Treat an effect’s caster level/2 as the effective spell level for this purpose. A spellcaster may always choose to manifest a magical effect at a lower caster level than his total in order to make a concentration check easier.
When attempting to penetrate a creature’s Spell Resistance, she rolls a d20 and adds her MSB to the roll. An MSB is also used when attempting to counter another caster’s magic, such as when using the Counterspell feat.

Any feat or ability that would normally call for a caster level check instead calls for an MSB check.

Any feat or ability that normally adds to a creature’s caster level for the purposes of one of the caster level checks listed above instead adds to their MSB for that purpose.

When combining SoP with the core Pathfinder magic system, whenever a caster level check is called for or when a DC of 10 or 11 + a creature’s caster level is called for, the character’s MSB & MSD should be substituted respectively

Spheres and Talents:

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Warp Sphere & Talents
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Sphere/Magic talents= start = 2 +1 for cl +2 feats = total 5
Spell Point Pool:{ Mod+level+D.back} 2+2+4 =Total 8

Spheres Warp and Telekinesis

WARP SPHERE
You can twist space to your whim.

Teleport: You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range.
Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.

Bend Space: Talents marked (space) grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected

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Extradimensional Storage (space)
You gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object
from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die, all contents of your extradimensional space appear in your square or the nearest unoccupied space.

Ranged Teleport
You no longer need to be touching another creature in order to teleport them, although the creature must still be within Close range to be affected in this manner.

Unwilling Teleport
You may spend a spell point to teleport an unwilling creature as you can a willing creature. You must succeed at a melee touch attack (made as part of the standard action required to use teleport) against the target, and the unwilling creature is allowed a Will saving throw to negate being teleported. An unwilling creature can only be teleported into open areas on solid surfaces (thus, they can’t be teleported into the air or into a solid object, and any such attempt instantly fails). In addition, they gain a +4 bonus to their saving throw if the location would be directly harmful to them (onto a bed of spikes, etc.).

Telekinesis Sphere
You can lift and move objects through magic.

Telekinesis: As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range. The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for
this purpose.
Table: Object Size Caster Level Object Size Sample Object
1st Diminutive Dagger
3rd Tiny Candelabra
5th Small Heavy Shield
8th Medium Cage
11th Large Statue
15th Huge Wagon
20th Gargantuan Catapult
25th Colossal Ship

Your telekinesis is simple and cannot perform dexterous actions (tying a knot, opening a book, turning a key, etc.) Any object you control with telekinesis has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier.

You gain the following special uses of telekinesis when you gain this sphere:

Sustained Force: You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing
a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.). Hostile Lift: You may spend a spell point to lift an unwilling
creature with telekinesis. The target is allowed a Will save Sustained Force: You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).

Hostile Lift: You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained.
If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air.

Bludgeon:
When you use a lifted creature or object to strike another creature or object (moving the object into the
target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose).

Object Size Damage Dealt
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 3d6
Colossal 4d6

Catch:
As a readied action, you may grab a projectile or thrown
object within your size limit, stopping that attack from dealing
damage. The originator of the attack (the creature who threw
the projectile, etc.) is allowed a Will save to negate this ability.
After catching an object, you may move it as normal for your
telekinesis.


Casting tradition:

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Traditions
He avoids in creasing the power of his casting most of the time. He has discovered that when he increase the power he also brings out the darker side of his Rakshasa heritage and feels that it degrades him and reinforces others opinion that tieflings are lesser beings. This is a constant battle between conscience and need resulting in an addictive edge to his casting. (addictive casting drawback counts as 2)
Part of his fight with magic has shaped itself into draining his physique when used. (draining casting 1) although with this life ebb comes the blessing of being able to draw the raw power of his spheres through his very core . (Boon:Fortified casting balances draining)
Jyste's need to control his magic has resulted in two things that readily though often subtly show its use:the constant need to have his hourglass,a trinket from bygone days, rolling through his fingers.(focus casting 1 and somatic casting 1)
addiction info

Gear/Possessions:

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GEAR/POSSESSIONS
6 sec hourglass used as focus for casting.
Combat Gear
alchemical solvent(2), antitoxin (3), blackfingers paste (4), flame ink, permanent,
keros oil(6);
Other Gear
blunted bolts (10), bone shortspear, light crossbow, muleback cords,
bedroll, belt pouch, belt pouch (2), cage, tiny, chest, small (treasure), cold weather outfit, dilettante's
outfit, entertainer's outfit, explorer's outfit, eye patch, fire carrier, garlic (100), halfling juggle sticks,
hourglass (6 seconds), jewelry , juggler's kit, loaded dice, superior, magnet(5), masterwork
thieves' tools, peasant's outfit, pickpocket's outfit, pocketed scarf portrait book, pot, sack, sack,sack, scholar's outfit, tattoo tephu spellbook, tindertwig (50), trail rations (5), vest, vial (50), weapon
cord wrist sheath(3), wrist sheath, spring loaded (2)

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Carrying Capacity
Light 0-43.5 lb. Medium 44-87 lb. Heavy 88-131.25 lb. (Mulebackcords +8 stregnth for carrying)
Current Load Carried 0 lb.

Money114 GP 4 SP 0 CP

Background:
Jyste was born under the sign of the waxing and waning moons. He started life normal as every human but fate had a different take.
Near his 13th name day, he was taken by sever shivers and chills. They incapacitated his physical capabilities for several weeks. During that time, his father recognizing that his son carried his Raksasha blood, a secret kept even from his wife, fled in fear of what would happen when his taint was discovered to be passed on.
A neighbor and often traveler, for none had his skill in engineering and planning, took Jyste and his mother under his wing. They began to travel and as Myckael took jobs to support the three, Jyste learned at his feet.
Shortly after the illness, Jyste began to exhibit oddities about him that finally fully manifest on his 15th name day. His skin changed hues and his eyes became more accepting of the night. Off all oddities and probaby the most disconcerting to Jyste was the tail that appeared almost overnight. Most of these things could be hidden until he manifest his magical powers.
He was being bullied by an older human and became mad. He flung out his hand and emotion and the offender ended up several feet from where he had been. With the power of teleportation came scars, that interwove themselves across his body. The zigged and zagged with no real rhyme behind their “growth.” No matter what was attempted these could not be disguised only covered.
Next came the “misplacement” of oddities around camp. Things would disappear usually to appear again near Jyste and usually about the time he needed them. One day he though he had left a sextant in easy reach. Needing it he reached out and tried to take it. It was not there but when he looked to see where it was it was coming towards him as if pulled by marionettes strings. He stared in uncertainly. While he stood there, mouth wide and hand out, the hammer continued to his hand. Contact with it sent pain racing across his scars. This pain he later learned left spiral scars of its own. The two sets of scars intertwined to make a continual line of designs across his whole body. Everywhere one sign intersected the other was left a jagged x style contact.
After wandering from Trinia to Ironwall and back several times with his “father” and mother, Mykael was offered a position with a lesser noble of Ironwall who provided antiseige weapons and was responsible for the continual upkeep of the section of wall adjacent to his land. A disagreement between Jyste and several of the local militiamen prompted Jyste to leave. And so he did. He returned home to gather his sparse belongings, say good bye and leave before the contenders in the argument could descend from the roofs on which they'd been placed.
He wandered and was made a slave in Sal-port for a time. Escaped and lived for awhile in the two sister towns that constantly fought. He enjoyed the “argument” because it allowed him to profit from both. One of his “employers discovered his duplicitousness and arranged for him to become a slave once again.
He was sold to a wind rider named Krolk. Taken to their bivouac, he was instructed on keeping it clean and keeping the master's things ready. Oria, a female half ork windrider, observed Jyste for many months. Jyste was unaware that she could sense his magic. Oria challenged Krolk in agame of dice and as prize for winning, Jyste was sold once again.
Several weeks into his servitude, Jyste was busy gathering wood for the fire and wasn't paying attention to his surroundings. He fell down an embankment and was unable to climb back up. So he did what he had hidden from the wind-riders, teleported himself up to the top of the incline. Immediately upon arriving at camp, Oria summoned him. The mounted her steed and went into the mountains. Oria said nothing as to why or what they were doing.
Once they arrived at her prechosen location, she began to set up a camp. Then turning her mount loose, she rounded on Jyste. Explaining that she had been observing him since he arrived at the wind-riders enclave and offered to teach him better control over his power. He was dumbfounded thinking that he had been cautious enough to keep from observation by his captors. Oria promptly put his fears to rest as she levitated up slowly from the ground. While staying a few feet above the rocks of the camp, she picked up a rock some thirty feet away from her and threw it. After returning to face Jyste, she explained where she had gotten hers and that it could be mastered. She then explained that the only way down from this place would be for him to teleport himself or move objects to help him descend. That was his training to begin with.
He learned and lived with Oria for several years after that time. One day Oria handed him a set of papers and told him he was free and was no more anyone's slave. She gave him the advice to forgive and be cautious but never to let people treat him as less because of his heritage. They separated ways.
Jyste still goes to visit and has been known to return favors to the wind-riders as a thank you.
He wandered from town to town applying his engineering knowledge to support himself. He returned briefly to his mother's home but the monotony of it spurred his wanderlust again. One thing remained constant though, size and power did not constitute right and proper. He became to hate bullies especially those who used their brawn to get their way. It never ceased to inspire him and entertained him with laughter in private when he took the chance of turning the tables on the bully. He was cautious doing so so that he rarely if ever got caught and if caught disappeared or moved the threat beyond his immediate risk.
Several times he found that when angry, he used his powers to harm instead of entertain and defend. He began to research by whatever means available,which sources could dictate or create his powers. He was able to determine that his father had some kind of devil or demon in his bloodline. His powers were drawn through this connection. He learned that he could be destroyed by the very magic he wielded if he didn't seek to contain and control it.
He found another scholar/magician who taught him ways to control his magic by controlling his emotions. He learned to let his body and not his mind take the strain when drawing upon his globes of power. He learned that when he got angry not only was magic harder to use but harder to control and the more he wanted both. It also tended to bring out the dark or father side as he came to call it of his personality. He taught himself that to control emotion is was helpful to keep the hands busy. So he had a small hourglass made and soon had learned that control of his magic and emotion came with control of the revolving and movements of his hands manipulating his new focal point.
He continued to travel and to learn. Soon he became a scholar in the forgotten as many people in the Rolgani plains and in Trinia said. He acquired knowledge from whatever source was found. This knowledge opened other ways of enhancing his magic. Many of these ways were fraught with extreme danger and thus stored but not used. His study and his travel turned him into a traveling scholar always chasing down the rumor for the tidbit of new knowledge. Yet, with all his searching, he has yet to meet some one who can identify or atleast who will identify his father.
His search led him to a small town on the tailwind of a rumor. It is here that we find him when the game starts.

Appearance :

Standing a mere 4ft 2 inches. Usually flush with his back, is his 4ft tail which has a constant but slight twitch.
Sharp teeth but not apparent unless smiling hugely, something he rarely does unless really pissed off.
Green eyes no pupil

Very skinny almost skeletal in bodily appearance. but Mule-back cord are worn under the edge of his vest where they are hardly visible They cause the upper biceps to look unnaturally “fleshed” out

Scars & fire ink tattoos crisscross his body. They are spirals and zigzags each one interacts with another by forming an x at the intersect point.

Skin is slightly green tinted but not noticeable except in extremely well lit areas

Doesn't hide from being a tiefling but also doesn't necessarily make it abundantly obvious although the tail is some what of a nuisance in this endeavor.

Constantly rolling an hourglass across and through the knuckles of his left hand. Lefty

Commonly wears red sleeveless vest with dark trousers and giving the appearance of a traveling scholar by usually having a book of some sort with in arms reach.
Avid reader although the languages he can read are few.

Attitudes and Personality:

Prefers to be a quiet part of the room/situation yet Refuses to be treated as a lesser race just because he is tiefling.

Refuses to kill if he can at all avoid it but definitely not above violence. Prefers to effect people / things by indirect interactions..
Example :apt to bludgeon a chair with another chair or push something in front of someone.
Uses hostile teleport or levitate to “disable” his opponent instead of letting them get where he
could be hurt.

Doesn't raise his voice even in a crowded and noisy room or loud combat.

Doesn't say a whole lot preferring to use action (subtle if he can) to make his point.
Example : If he orders a drink and the bartender keeps ignoring him he is apt to use telekinesis to
move a mug as the barkeep places it to himself and set the coins out on the bar.

Dislikes bullies especially those who use size to get what they want. He will consistently find ways to “annoy or inconvenience” the bullies.
Example: move their chair away when they go to sit. Push their mug telekinetically when they go to drink causing it to smash into face and spill. Knock payment coins off table or counter when the buyer isn't looking to make them pay more or get in argument with barkeep.

Reserved judgment willing to accept apologies easily
More apt to speak in combat than other times with short comments like “lets not be hasty on this one.” or “ lets think this through”

Quip Line: Let me give you a tip! {then flips coin or small item at “receiver” } then explains in some way what he means (usually an action or demonstration)