Tenzekil Braybittle (Bleachling)

Kasyomnite Farcaller's page

86 posts. Alias of oyzar.


Full Name

Kasyomnite Farcaller

Race

Gnome

Classes/Levels

Swashbuckler // Sorcerer Init:+6 | HP:13/13 | AC:14 T:13 FF:12 CMD:11 | F:+3 R:+4 W:+1 | Perc:+5 SM:-1 | Panache: 5/5 | Spells: 1st: 5/5 | SLAs: Grease, Silent Image, 4x Ghost Sound

About Kasyomnite Farcaller

---===Statistics===---:
Male Gnome Swashbuckler 1 // Sorcerer (Tattooed Sorcerer) 1
CG Small Humanoid (Gnome)
Init +6; Senses Perception +5 low-light vision
-------------------------------=DEFENSE=-------------------------------
AC: 14, Touch: 13, Flat-Footed: 12 (+1 armor, +2Dex, +0 shield,+0 NA, +1 size)
HP: 13 {+1d10,+3Con}
Fort: +3, {+0Base,+3Con}
Reflex: +4, {+2Base,+2Dex}
Will: +1,{+2Base,-1Wis}
+6 vs charm & compulsion, +2 vs illusions, +2 to remove negative levels
CMD 11 {+1Base -1Str +2Dex -1size}
-------------------------------=OFFENSE=-------------------------------
Speed: 20 ft.
CMB: -1; {+1Base -1Str -1size + misc}
Base Atk: +1;
Melee:+1{+1Base,-1str,+1size}
Ranged:+4{+1Base,+2Dex +1size}

--Melee:+7
Masterwork Starknife +8 (1d3+5)
Cold Iron Starknife +7 (1d3+5)
Silver Starknife +7 (1d3+4)

--Ranged:+7
Masterwork Starknife +8 (1d3+5)
Cold Iron Starknife +7 (1d3+5)
Silver Starknife +7 (1d3+4)

-------------------------------=STATISTICS=-------------------------------
Str: 8, Dex: 14, Con: 16, Int: 10, Wis: 8, Cha: 20

-------------------------=Traits=----------------------
Magical Knack (Sorcerer)
Irrepressible
Lore Seeker (Color Spray, Loathsome Veil, Shadow Evocation)

----------------=Drawbacks=-----------------
Warded Against Nature
----------------=Race Traits=-------------------
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Bond to the Land (Underground) Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Fey Magic: (Urban, Create Water, Guidance, Enhanced Diplomacy, Heightened Awareness) The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Gnomes can take this trait in place of weapon familiarity
Faerie Dragon Magic: Some gnomes ally with capricious faerie dragons or share a supernatural kinship with these enigmatic creatures. Gnomes with this trait add 1 to the DCs of saves against the illusion spells they cast. Additionally, a gnome with a Charisma score of 11 or higher can use each of the following spell-like abilities once per day: ghost sound, grease, and silent image. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This trait replaces gnome magic.
--------------=Feats=-----------------
1st: Sehanine Moonbow’s Shooting Star
Swashbuckler 1: Weapon Finesse (piercing weapons only)
Tattooed Sorcerer 1: Mage’s Tattoo (Illusion)

-=Languages=-Chondathan, Gnome, Sylvan, Elven


---===Skills===---:

---------------=Adventuring Skills=- (5 points; 4 class, 0 INT, 1FC)---------------
^Acrobatics*(Dex)____+2{+0rank,+2Dex}
^Bluff(Cha)____+9{+1rank,+5Cha,+3class}
^Climb*(Str)____+0{+0rank,-1Str}
^Diplomacy(Cha)____+9{+1rank,+5Cha,+3class}
Disable Device*(Dex)____+2{+0rank,+2Dex}
Disguise (Cha)____+5{+0rank,+5Cha}
^Escape Artist*(Dex)____+2{+0rank,+2Dex}
^Fly*(Dex)____+2{+0rank,+2Dex}
Heal(Wis)____-1{+0rank,-1Wis}
^Intimidate(Cha)____+5{+0rank,+5Cha}
^Knowledge (Arcana)(Int)____+5{+1rank,+0Int,+1trait,+3class}
Knowledge (Dungeoneering)(Int)____+0{+0rank,+0Int}
^Knowledge (Local)(Int)____+0{+0rank,+0Int}
Knowledge (Nature)(Int)____+0{+0rank,+0Int}
Knowledge (Planes) (Int)____+0{+0rank,+0Int}
^Knowledge (Religion) (Int)____+4{+1rank,+0Int,+3class}
^Perception(Wis)____+5{+1rank,-1Wis,+2race,+3class}
^Ride*(Dex)____+2{+0rank,+2Dex}
^Sense Motive(Wis)____-1{+0rank,-1Wis}
^Spellcraft(Int)____+0{+0rank,+0Int}
Stealth*(Dex)____+2{+0rank,+2Dex}
Survival(Wis)____-1{+0rank,-1Wis}
^Swim*(Str)____+0{+0rank,-1Str}
^Use Magic Device(Cha)____+5{+0rank,+5Cha}

---------------=Background Skills=- (0 points)---------------
^Appraise(Int)____+0{+0rank,+0Int}
^Craft (weapons) (Int)____+4{+1rank,+0Int,+3class}
Handle Animal (Cha)____+5{+0rank,+5Cha}
Knowledge (Engineering)(Int)____+0{+0rank,+0Int}
Knowledge (Geography)(Int)____+0{+0rank,+0Int}
Knowledge (History)(Int)____+0{+0rank,+0Int}
^Knowledge (Nobility)(Int)____+0{+0rank,+0Int}
Linguistics(Int)____+0{+0rank,+0Int}
^Perform(Cha)____+5{+0rank,+5Cha}
^Profession(Wis)____-1{+0rank,-1Wis}
^Sleight of Hand*(Dex)____+2{+0rank,+2Dex}

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-


---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Tattooed Sorcerer:
Undead Bloodline: Knowledge (Religion) as class skill
Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. A tattoo familiar can transform itself into a tattoo or back to normal as a move action. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. Protective Greensting Scropion
Bloodline Tattoos (Ex): Bloodline spells manifests a new tattoo on her body representing it and are enchanted by the Mage’s Tattoo feat despite being a different school.
Favored Class: Sorcerer (+1 skill point)

Swashbuckler:
Panache: At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways:
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.
Deeds:
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

---===Spells===---:

-------------------------------=Spells=-------------------------------
-----------------------------=0th (at will)=--------------------------------
Prestidigitation, Daze, Message, Dancing Lights
------------------------------=1st (5/day)=------------------------------
Color Spray, Recharge Innate Magic

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Haramaki (3 gp)
Unther Parade Armor (25 gp)
Masterwork Cold Iron (Crafted, 324/3 = 108 GP)
Silver Starknife (Crafted 44/3 = 14,67 GP)
Cold Iron Starknife (Crafted 48/3=16 GP)
Scroll of Enlarge Person (25 GP)
2x Scroll of Mage Armor (50 GP)
Artisan Tools for Weapons (5 GP)
Alchemist’s Fire (20 GP)
Chill Cream (15 GP 4 doses)
Blue Book Dalath (5 GP)
Spell component pouch (5 gp)
Hot Weather Clothing (Free)
Charcoal (5 SP)
Flint & Steel (1 GP)
Parchment (2 SP)
1 Chalk (1 CP)
Whetstone (2 CP)
Sack (1 SP)
Waterskin (1 GP)
2 Travel Rations (1 GP)
Wooden Holy Symbol of Sehanine Moonbow(1 GP)
-=Money=- 8 GP 5 SP 0 CP

---===Tattoo Familiar Greensting Scorpion===---:

Tumor Familiar (Protector) Greensting Scorpion
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +11

DEFENSE
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 6 (1 HD)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects

OFFENSE
Speed 30 ft.
Melee sting +10(+5 BAB +3 dex +2 size) (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 16, Con 10, Int 11, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 8 (20 vs. trip)
Feats Skill Focus(Perception), Combat Reflexes, Bodyguard, In Harm’s Way
Racial Skill Modifiers +4 Climb, +4 Perception, +4 Stealth
Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Perception +11 (+1rank,+0wis,+3class+4race,+3feat), climb +7 (+3dex,+4race), stealth +15(+3dex,+4race,+8size), knowledge (religion) +1 (+1rank,+0int), knowledge (arcana) +1 (+1rank,+0int)
SPECIAL ABILITIES:
Familiar
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

Loyal Bodyguard (Ex)
A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is occupying its master's square, it can use Bodyguard to aid another to improve its master's AC even if it doesn't threaten the attacking foe.

Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.


---===Background===---:

Kasyomnite always knew he was different. From the day he was born he looked like he had already begun bleaching. His three younger siblings, Issa, Yangormon and Kia shared none of those traits, but rather looked like normal gnomes. Still, the only noticeable differences from normal gnomes were physical. He was still as cheerful and curious as his siblings, showing none of the melancholy and moroseness.

He grew up in Relkath's Foot in the middle of the forest Ardeep Forest. His mother Rosa Baelmaker was largely responsible for the city’s magical defenses, she set up magical wards around the city and in the surrounding forest and even helped in the transformation of a Baelnorns! Rosa’s own mentor, an elf several centuries old as well as the princesses’ great-uncle chose to transform into a Baelnorn liches in order to preserve the vast amount of elven knowledge he possessed as well as help protect against the ever-growing threats of the red wizards to the east.

Kasyomnite was always the curious and playful sort. It almost seemed as he was trying to counteract the effects of the bleaching he appeared as having. He was high and low in the city, always seeking new experiences and fun things to do. Few were able to match his intensity for long, not even his siblings. But there was one who never tired of his games, his mother’s faerie dragon familiar, Leliel. The capricious creature was always up to cause some mischief or play tricks and they quickly grew very close.

For a while Kasyomnite had most of the dragon’s attention, but it was not to last forever. A young half-elven girl named Neria was also intensely interested in the dragon. They started competing for Leliel’s attention and time. At one point it became so bad that Kasyomnite smeared magical grease all over a branch to make Neria fall. Luckily Leliel was close and managed to catch the girl before she could crash into the ground. After a stern talking to from their parents, Kasyomnite and Neria tried to be more considerate of each other and they even grew up to be close friends.

Neria’s parents Elander and Ilya were both clerics of Sehanine Moonbow and it made sense that their daughter would follow them. Kasyomnite learned about the goddess from them and he found himself attracted to most of her aspects and he became a worshipper himself. As the kids grew older they got more heavily involved with the way of the shooting star that Elander and Ilya lead, a militant wing of the church aiming to proactively protect the forest against evils with their graceful thrown stars and stabs. Naturally they both picked up this way of fighting as well.

As often happens when you grow older, feelings develop and deepen. Kasyomnite fell in love with Neria and eventually confessed to her. The problem with that is by that time Neria had fallen in love with another, a half-elf like herself and also a member of the way of the shooting star. To completely discourage Kasyomnite from seeking a relationship with her she told him some rather harsh things. How she had always felt there was something wrong with him, animals shied away from him like he was unnatural, that his heritage was tainted and that he would probably do something awful sooner or later.

Heartbroken Kasyomnite decided to verify the veracity of her claims and he confronted his mother almost as harshly about his heritage. She revealed that he was not like his siblings after all. The man he had called his father was not actually that, but rather the two of them had found together after Rosa completely changed her life. Still, she could not tell him the whole truth, because she did not actually remember what had happened. She knew she had gotten her memories sealed away, but she didn’t know why. Kasyomnite pleaded and insisted that he deserved to know more and finally his mother relented and revealed the one thing she remembered from her adventuring past, the name Delfin "Yellowknife" Ondabar, a great wizard that had settled in nearby Daggerford.

With the foundations of Kasyomnite’s life torn away from under him one after another he decided to set out and find out the truth for himself. He had more that wanted to know out in the world than he had ties that told him to remain in Ardeep Forest. After quickly gathering together his belongings and supplies for the road he set out to find and learn from this Delfin "Yellowknife" Ondabar.


---===Appearance and Personality===---:

Picture
Eyes: Pale blue, almost white
Hair: White
Skin: Pale, almost white
Height: 3’ 5”
Weight: 38 lbs

Kasyomnite is always on the lookout for something interesting and fun. He loves tricks, with his illusions or otherwise. Lately though his joy for life has been tempered by the utter rejection of the one he loved as well as revelations about his ancestry. Still he tries to remain positive and to find fun where he can.

Now, more than anything he wants to know the truth about his father and heritage. He had speculated that he was so discolored and that animals refused to go near him without a lot of work because of Rosa’s dealings with the Baelnorn, but could there be something even more sinister afoot?

Lately he has been having all manner of strange and vivid dreams. In some of them it seems as someone is trying to tell him or show him something. That he should or shouldn't do something in order to prevent something from happening. A sense of urgency is always accompanying those, yet he can't make out the message he's supposed to get. In others it seems like he is a monster doing all sorts of crazy things. He often wakes up sweating, panting or screaming from those nightmares. In yet others he dream of the night sky. Even with no lights nearby it's only possible to see so many stars, but in his dream the sea of stars seem to go on forever, many more stars visible than when he looks up to the sky. Those dreams always fill him with a sense of calmness and peace.