![]()
About Kara SoltaniSenses: Perception +0 Initiative: +3 Hit Points: 8/8 (1d6, +2 Con) Melee:
Range:
Armor Class: 12, 10 flat-footed , 12 touch (+2 Cha, +0 armor)
Base Attack Bonus: 0
Size: Medium
Sorcerer Features:
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level. Destined Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws for 1 round. Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (7/day) Spells:
Concentration: +5 Level 0 (at will, DC 14): Breeze, Detect Magic, Light, Message, Prestidigitation
Character Traits:
Restless Wayfarer: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (Local) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages). Skills:
Bluff +8 (1 rank, +3 class, +4 Cha)
Note: +4 to sleight of hand to hide in pocketed scarf Languages:
Feats:
Harrowed: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Ref lex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not. Skill Focus (Sleight of Hand): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Human Racial Trait:
Weapons: Masterwork Dagger, Dagger, Light Crossbow, 24 bolts
Money and Treasure: 1 gold, 6 silver, 0 copper Party Funds: 5 gold, 0 silver, 0 copper Lady Argenta's Jewelry:
A gold signet ring with a crest of some nobility, a pair of silver earrings, a set of pearl inlaid bracelets, and several silver and gold necklaces. Experience Points: 0
Appearance and Personality:
Kara is very friendly and quick to trust. She tends to put on an air of being completely innocent and naive, but in reality she's had trouble with the law in the past and is very aware of the consequences of her actions. Still, she has strong morals, and is one of the few Harrowers who actually has some real talent and divination ability. Kara wants to prove to herself that she capable of great things, which may lead to her getting into more trouble than she can handle. Background:
During her studies, Kara frequently sought out the advice and tutelage of a Varisian Harrower named Verla, further angering her parents. Though at first she went only to Verla in order to receive a Harrowing, she eventually found herself learning how to perform a Harrowing herself. Verla recognized Kara's abilities as a diviner, and fostered her increasing curiosity by training her. Unfortunately, Verla was eventually accused of being a petty thief and con artist, and was arrested. Kara continued on in her stead, despite the danger imposed by the law. Kara has since wandered Taldor and now finds herself in Heldren. Here, she uses her Harrowing ability to make a living, but plans to leave as soon as the law catches up to her. Kara's short term goal is to just get by, and practice her Harrowing ability. Her long term goal is to prove to herself that she is a great as she feels she was destined to be. Her greatest fear is that she will fail to do the great things she was destined for. Adventuring Companions:
Campaign:
Character Progression:
Level 1: Harrowed, Skill Focus (Sleight of Hand), +1 0-level spell (FC), 20-pt buy Feats of Interest: Combat Casting, Toughness Rolling to Determine Harrow Card:
Roll 1d6 to determine suit: 1-Hammer (Str) 2-Key (Dex) 3-Shield (Con) 4-Book (Int) 5-Star (Wis) 6-Crown (Cha) Roll 1d9 to determine alignment
Party Loot:
Lady Argenta's Jewelry: A gold signet ring with a crest of some nobility, a pair of silver earrings, a set of pearl inlaid bracelets, and several silver and gold necklaces. Trapped Bandit Chest Loot:
|