Witch

Kemras Iuvescanu's page

320 posts. Alias of Sensen.


Full Name

Kemras Iuvescanu

Race

| HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision

Classes/Levels

| Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Gender

Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1

Size

Medium

Age

26

Special Abilities

Trapfinding +1, Inspiration 4/4

Alignment

Neutral Good

Deity

Desna

Location

Varisia

Languages

Common (Taldane), Elven, Giant, Thassilonian, Varisian, Goblin, Shoanti

Occupation

Scholar

Strength 8
Dexterity 14
Constitution 13
Intelligence 17
Wisdom 14
Charisma 12

About Kemras Iuvescanu

Statistics:
Male Half-Elf Investigator (Antiquarian) 1
NG Medium Humanoid (human, elf)
Init +3; Senses: Perception +11 (+12 vs. traps); low-light vision
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor)
HP 10 (1d8+2)
Fort +1, Ref +4, Will +4 (+2 vs. enchantment)
Immune: Sleep
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OFFENSE
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Speed 30 ft.
Melee Rapier +2 (1d6-1, 18-20/x2)
Ranged Shortbow +2 (1d8-1, x3)
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Relic Magic (Su):
Antiquarians emulate Arustun, founder of the Jistka Imperium, by exploring and recording the remnants of lost civilizations. Rather than using extracts, an antiquarian carries a collection of holy and unholy symbols, charms, and trinkets. Though an antiquarian may never know who or what grants him his power, he can produce magical effects all the same. Relic magic functions as the alchemy class feature, except as noted below.

An antiquarian begins play with a collection of religious trinkets that functions as his formula book and weighs 2 pounds total, with each trinket functioning as a formula. Adding new trinkets has the same cost and time requirement as adding formulae to a formula book. An antiquarian can study a wizard’s spellbook or alchemist’s formula book to learn formulae, but an antiquarian’s trinket collection is too esoteric for anyone except another antiquarian to learn spells from. An antiquarian prepares spells by meditating and charging relics with supernatural power, which has the same requirements and limitations as preparing extracts. However, instead of creating extracts, an antiquarian casts spells as though he were an arcane spellcaster, which means he can affect other creatures with his spells. An antiquarian does not suffer from arcane spell failure.

An antiquarian doesn’t gain a competence bonus on Craft (alchemy) checks to create alchemical items, and he cannot identify potions with that skill. Furthermore, he cannot select alchemist discoveries as investigator talents.

This alters alchemy.

Inspiration (Ex):
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Inspiration Pool: 4

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

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STATISTICS
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Str 8, Dex 14, Con 13, Int 17, Wis 14, Cha 12
Base Atk +0; CMB -1; CMD 11

Feats:
Skill Focus (Perception)
Truth-Seeker

Racial Traits:
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes. For Kemras, these are Investigator and Bard.

Traits:
Ambush Training: You’ve learned that taking an enemy by surprise can end a combat before it begins. You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Self-Taught Scholar: Being self-taught has made it necessary for you to scour all documentation you can get your hands on. You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.

Skills:
Acrobatics +6 (2 Dex, 1 rank, 3 class)
Diplomacy +5 (1 Cha, 1 rank, 3 class)
Disable Device +6 (2 Dex, 1 rank, 3 class)
Heal +6 (2 Wis, 1 rank, 3 class)
Knowledge (arcana) +7 (3 Int, 1 rank, 3 class)
Perception +11 (2 Wis, 1 rank, 3 class, +2 racial, +3 feat)
Spellcraft +7 (3 Int, 1 rank, 3 class), +8 to decipher the writing on a scroll
Stealth +6 (2 Dex, 1 rank, 3 class)
Use Magic Device +5 (1 Cha, 1 rank, 3 class)

Background Skills:
Knowledge (history) +9 (3 Int, 1 rank, 3 class, 2 feat)
Linguistics +7 (3 Int, 1 rank, 3 class), +8 to decipher unfamiliar languages

Investigator Spells Prepared:
CL 1st; Concentration +4

1st Level (Save DC 14) - cure light wounds

Languages: Common (Taldane), Elven, Giant, Thassilonian, Varisian, Goblin, Shoanti

Favored Class Bonuses: +1 HP
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GEAR/POSSESSIONS
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All weapons above, and:
Leather Armor
Investigator's Kit
- backpack
- bedroll
- belt pouch
- flint and steel
- ink and inkpen
- 10 torches
- trail rations
- waterskin
20 arrows

Trinkets & Relics:

1st level spells - blend, cure light wounds, long arm, shield, and true strike

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Magical Items
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------------------------ (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
------------------------ (Shoulder Slot)
------------------------ (Wrist Slot)
------------------------ (Ring Slot 1)
------------------------ (Ring Slot 2)

Carrying Capacity Light: 26 lb. Medium: 27-53 lb. Heavy: 54-80 lb.

Currency: 25 gp, 0 sp, 1 cp
Total Weight: lb.

Backstory:

Kemras Iuvescanu has had a distinctly odd life. Born to a mysterious elf who refused to say where she came from and a Varisian man with whom she traveled for a time, Kemras’ mother left the caravan when he was only two years old, heading towards Magnimar and beyond. His father, Pesha, refused to speak of her whenever Kemras asked, which was very frequently, for the boy was incredibly inquisitive. Pesha refused even to tell Kemras her name, let alone anything about her.

When Kemras was six, his father married a Varisian woman named Kvashta. Though she wasn’t his mother by blood, Kemras found that she took care of him like her own - especially once his younger siblings were born a year or two later. Despite being surrounded by a very loving family - he adored his younger siblings and stepmother, and enjoyed his father’s company whenever they weren’t trying to talk about his birth mother - Kemras couldn’t help but want to learn more about his elven heritage.

When he was fifteen (though he still looked something like an thirteen-year-old), Kemras asked his father for permission to visit Magnimar. Though the young half-elf did not say why, his father understood that it was to look for information on his mother. That was the first and only time Pesha beat Kemras, and it was the last time he was close with his father.

Kvashta heard of the dispute, and swiftly took her stepson aside and told him about her sister and brother-in-law, who lived in Magnimar. She said they would look after him while he looked for information about his mother - and told him the name she thought was the mysterious elf’s - something he keeps locked away in his heart.

Armed with this knowledge, Kemras waited until the caravan met up with another which was headed in the direction of Magnimar, and jumped ship, so to speak. Within a month, he was at the door of his step aunt and uncle, bearing his stepmother’s letter. The two took him in with as much warmth as they could - which was a fair amount, especially when Kemras demonstrated his quick wit. His uncle, Dragos, was a keen archeologist, studying the ruins in Magnimar with a passion, and Kemras was quick to learn. Together, they began studying the ruins, though Kemras never forgot his search for his mother, and began using his new skills to seek her out.

At twenty, Kemras finally was physically mature enough to feel ready to strike out on his own in the wondrous city, seeking information from elves who were living in Magnimar - though the search was relatively fruitless. One elf, however, took Kemras under his wing and began teaching the youth to harness the magic that most elves had an aptitude for. Meanwhile, he continued his investigations into the Magnimarian ruins, and began collecting various symbols and charms from all over.

To his surprise, he eventually discovered he could use the symbols to prepare and cast spells, something that allowed him to further his studies into the ruins. By the time he was twenty-three, Kemras had essentially given up on finding his mother’s trail - besides, the ruins of Magnimar were far more interesting! Some small part of him suspected she’d taken ship to someplace closer to Kyonin, but he did not wish to venture out of Varisia yet - perhaps when he had learned enough about ancient Thassilon.

He spent the following two years delving deep into the Magnimarian ruins, uncovering secrets, decoding runes, and learning as much as he could about Thassilon. There came a time, however, when he felt he had learned all that he reasonably could from Magnimar - it was time to embrace his Varisian heritage and take to the road. Having heard tell of a festival coming up in Sandpoint to the north, Kemras decided it might well be a good start to his journey - especially since he had no immediate goals.

Personality:
Kemras is deeply inquisitive, loving to learn new things for their own sake as much as for what benefits that knowledge might bring him. He is a scholar, but not an academic, for he has never been formally trained at a school.

Friendly and quick to laugh or cry, Kemras appears to wear his emotions on his sleeve, showing enthusiasm for topics that he is intrigued by and genuine interest in others. Nevertheless, he keeps a part of himself hidden, rarely speaking of any actual goals or allegiances that he holds.

One thing that is sure to quickly anger Kemras is when he feels as though he knows a subject well, but his advice and knowledge is being ignored. He expects his expertise to be respected. However, when confronted with subjects he knows little about, he is more than willing to respect others’ expertise. While he is more likely to retreat into dour silence than scream and curse, the dramatic change in his behavior is often enough to clue those who know him in to his mood.

True friends find that Kemras is reliable and instructive, willing to spend time educating them on subjects they know little about - even if he comes across as slightly patronizing when he does so.

For a half-elf, Kemras is unusually proud of both of his heritages, crediting his natural inquisitiveness and drive to learn to his human side, and his talents for magic, perception, and stealth to his elven side.

Like many Varisians, Kemras enjoys the open road and wandering lifestyle, but he takes it more seriously than many Desnans, who enjoy the freedom for what it is. Freedom means the ability to act freely, yes, but it also means one lacks a safety net as strong as there is in societies - well, many societies.

Appearance:

Height: 5'7"
Weight: 135 lb.
With a harmonious blend of elven and human features, Kemras presents himself as a rather handsome young man. His pointed ears poke out of shoulder-length black hair, and his hazel eyes have a fiercely intelligent twinkle to them.

Other than his face, almost all of his visible skin is marked by tattoos, most of which are traditional Varisian fare in orange, black, and red. However, on his right wrist he has a tattoo of ivy that spells out the word “insight” in Elven.

The half-elf wears fairly traditional Varisian clothing, dressing in oranges and deep reds, along with the traditional kapenia scarf, with its odd whorls of pink, brown, and even tinges of blue - a rare extravagance. When he's armored, it is in plain leathers, a far cry from his normal colorful garb.

On his back he carries a well-worn but quality backpack, as well as a smooth shortbow of white wood.

Kemras’ Holy & Unholy Symbols:

A selection of some of the charms, symbols, and trinkets Kemras uses to prepare his spells.
- Two faces in profile
- Golden Lantern
- Eye of Aroden
- Ofuda
- Symbol of Abraxas
- Symbol of Azlanti deity Amaznen