Sargavan Pathfinder

Kedrick de' Thrune's page

79 posts. Alias of Jman72.


Full Name

Kedrick de' Thrune

Classes/Levels

Rakshasa Sorcerer/4, Init +7, Perception +10

Gender

Male

Size

Medium

Age

24

Alignment

Neutral Evil

Deity

Reaper of Reputation

Languages

Common

About Kedrick de' Thrune

Background:

Kedrick was born to Lily and Thomas de' Thrune of House Thrune. His parents had long hoped for a boy for the family after delivering four girls. He was their heir. Due to this, Kedrick's early childhood was enchanted. He had every pleasure expected a child of his status. Plans and ambitions were high for this young man. This all changed at the age of thirteen.

At coming of age, the children of House Thrune were brought before the house's diviners. These diviners sought "gifted" children to be trained as agents of the powerful Chelaxian family. It was rare that a child was chosen and the fact none of his sisters had been given a second look caused his parents to be at ease on this fateful day. Surprisingly, not only was Kedrick selected he was immediately taken for training. The quick goodbye would be the last he would see of his family for years.

The next five years were spent in training. He had been selected to become a spy for the house. He was trained in deceit, infiltration and the art of disguise. He also began to manifest special powers. He was able to read his instructors' and fellow pupils' minds. What he saw was alarming. During his childhood, he believed that people were good. This innocence was soon lost as he was able to see the hidden intent of those around him. The darkness was great in the human heart. He soon began to learn how to tell people what the wanted to hear and excelled at manipulating them. Other arcane powers arose as well. Powers that enhanced his ability to manipulate minds and the surroundings. His apprenticeship was a glaring success. He spent the last year of his training in the field manipulating political figures. His art at disguise coupled with a magical hat he had been given by his benefactor allowed him to infiltrate all of the royal Chelaxian Houses. He had separate aliases for each house. His professionalism and unemotional personality had him on the fast track to House Thrune master spy.

His life took another turn soon after his apprenticeship. One of his instructors took him to dinner one night and recruited him for a different organization. One that was more powerful than even the ruling House of Cheliax. He explained that the affairs of House Thrune were important, but their was an organization he worked for that could cause an even greater expansion of the House's influence. Kedrick, who had little loyalty to his House, accepted the invitation seeing it as a greater challenge than the political nonsense he had been dealing with. He soon became a member of the Blood Knives. Upon swearing his loyalty to the Knives, he was given a magical dagger than he was told would continue to unlock his special talents. As he left that first meeting to begin training, he heard his former instructor whisper back to the council in awe..."Rakshas?..."Are you sure?


Crunch:

Rakshasa-Spawn Tiefling Sorcerer 4
NE Medium Outsider (native)
Init +7; Senses Darkvision; Perception +10
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 shield, +2 Dex)
hp 34 (4d6+12)
Fort +4, Ref +4, Will +4
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Dagger +2 (1d4-1/19-20/x2)
Spell-Like Abilities Detect Thoughts (1/day)
Sorcerer Spells Known (CL 4, +1 melee touch, +4 ranged touch):
2 (4/day) Glitterdust
1 (8/day) Magic Missile, Charm Person (DC 16), Grease (DC 16), Vanish, Silent Image (DC16)
0 (at will) Mage Hand, Prestidigitation (DC 15), Ghost Sound (DC 15), Detect Magic, Message, Drench (DC 15)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 12, Wis 8, Cha 20
Base Atk +2; CMB +1; CMD 13
Feats Eldritch Heritage, Eschew Materials, Skill Focus (Knowledge [arcana]), Toughness +4
Traits Conspiracy Hunter (Stealth), Finding Haleen (Sorcerer), Gifted Adept (Magic Missile)
Skills Bluff +12, Disguise +21, Intimidate +12, Knowledge (arcana) +10, Perception +10, Sense Motive +3, Stealth +10, Use Magic Device +12
Languages Abyssal, Common, Draconic, Infernal
SQ +4 bonus on initiative checks, Arcane, Earplugs, Empathic Link with Familiar, Mind Reader (1/day) (DC 16), Rakshasa, Share Spells with Familiar, Silver Tongue (8/day)
Combat Gear +1 Mithral Buckler, Masterwork Dagger; Other Gear Alchemist's fire (2), Belt pouch (empty), Chalk, Cloak of resistance +1, Crowbar, Earplugs, Handy haversack (16 @ 16 lbs), Hat of disguise, Ink, black, Inkpen, Journal, Scroll case (empty), Sewing needle, Signal whistle, Thread (50 ft.), Vial (2), Wand of Infernal Healing, Wand of Mage Armor, Wand of Silent Image, Waterskin
--------------------
Special Abilities
--------------------
+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gifted Adept (Magic Missile) A chosen spell gets +1 CL.
Mind Reader (1/day) (DC 17) (Sp) At 3rd level, you can read minds as a spell-like ability. This ability acts like detect thoughts, except it lasts only 1 round, you use it on a single target as a standard action, and if the target fails its Will save, you gain information as
Rakshasa At some point in your family's history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birt
Share Spells with Familiar 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).
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Silver Tongue (8/day) (Su) At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibn

Questions:

1) What, exactly, can you bring to the Blood Knives?
Kedrick can be anyone you want him to be: What do you need? Street begger, prince, diplomat..He can do all of these. He is built for infiltration both by stealth and disguise. Once deep under cover, he unveils his supernatural abilities. He can read thoughts and then convince his target of anything through lies and deceit. If that fails, he will charm the target through arcane magic. Most of all, he is the utmost professional.

2) You're able to survive and thrive quite nicely, where do you see yourself two years from the start of the game? In other words, what personal goals, outside of the anything to do with the Blood Knives, would you like to accomplish??
He would like to grow in power. He sees everyone he deals with as a chess piece. Heads of the organization as Kings, Queens, and knights...agents as pawns. He wants to continue to learn how to manipulate others to do his bidding. He sees a supernatural power growing in his blood and wants to continue to nurture it and learn to control it like he does others. Ultimately, he would like to be the boss. Most people are weak and need to be controlled.

3) You're caught in the act. How do you get away? Answering "I never get caught" is the wrong answer and will get you feed to my pet Daemon.
First of all, there is no reason to panic. Kedrick will lie. He will search his captures' minds to find what they want to hear and then weave a story that strokes their egos. Once he finds out who is actually in control, he will charm them and control them. Even jail can become a chess match that can be won or lost by deceit and manipulation.

Familiar:

Arcane Familiar
Scorpion, Greensting
NE Tiny Magical Beast ((vermin))
Init +3; Senses Darkvision; Perception +13
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 17 (1d8)
Fort +2, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Sting (Scorpion, Greensting) +7 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int -, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (17 vs. Trip)
Feats Weapon Finesse
Skills Bluff +0, Climb +7, Disguise -2, Fly +7, Intimidate +0, Perception +13, Stealth +19, Swim +3, Use Magic Device +0
Languages
SQ Improved Evasion, Poison

--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.