Rotrovio

Kevirr Gure's page

2 posts. Alias of Jeremy Packer.


About Kevirr Gure

Basic Details:
Ancestry Versatile Human
Class Sorcerer 2
Background Sleepless Sun Star

Male Taldan Human Undercover Lotus Guard and Earth Sorcerer-Martial Artist 2
[LN] [MEDIUM] [HUMAN] [HUMANOID]

Perception +5 (T)
Languages Common, Draconic, Halfling, Osiriani, Tien

Skills:
  • Art Lore +5 (T)
  • Athletics +6 (T),
  • Deception +7 (T),
  • Diplomacy +7 (T),
  • Intimidation +7 (T),
  • Legal Lore +5 (T),
  • Nature +5 (T),
  • Society +5 (T),
  • Underworld Lore +5 (T)

  • Str +2, Dex +0, Con +2, Int +1, Wis +1, Cha +3
    Items 2 daggers, explorer’s clothing, hooded lantern, 2 oil, signal whistle, simple manacles, 10 tindertwigs, wooden religious symbol, writing set with extra ink and paper, 22 gold coins, 5 silver coins (0 of 7 bulk total)

    --------------------------------------------------
    AC 14; Fort +6 (T), Ref +4 (T), Will +7 (E)
    HP 24

    --------------------------------------------------
    Speed 25 feet

    Melee:
    • Melee ♦ fist +6 (agile, finesse, nonlethal, unarmed), Damage 1d6+2 bludgeoning
    • Melee ♦ dagger +6 (agile, finesse, versatile S), Damage 1d4+2 piercing

    Ranged:
    • Ranged ♦ dagger +4 (agile, thrown, range 10 ft., versatile S), Damage 1d4+2 piercing

    Primal Spontaneous Spells DC 17, spell attack +7; 1st (4 slots) burning hands (earth), heal, pummeling rubble, spider sting; cantrips (1st) electric arc, healing plaster, light, produce flame (earth), scattering scree
    Bloodline Spells 1 Focus Point, DC 17, spell attack +7; 1st elemental toss (earth)
    Blood Magic Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.
    Dangerous Sorcery Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level.
    Reach Spell ♦ (concentrate, metamagic, sorcerer) You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

    Abilities and Actions:
    Additional Lore
    [GENERAL] [SKILL]
    Prerequisites trained in Lore
    --------------------------------------------------
    Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
    Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.

    Dangerous Sorcery
    [SORCERER]
    --------------------------------------------------
    Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level.

    Elemental Earth Bloodline A genie ancestor or some other elemental influence has imbued your blood with primal fury, affecting how the bloodline spells and granted spells, as well as your blood magic, function.

    Spell List Primal

    Bloodline Skills Intimidation, Nature

    Granted Spells cantrip: produce flame (earth), 1st: burning hands (earth)

    Bloodline Spells initial: elemental toss (earth)

    Blood Magic Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning. If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.

    Martial Artist Dedication
    [ARCHETYPE] [DEDICATION]
    --------------------------------------------------
    You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes 1d6 instead of 1d4. You don't take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks.
    Special You can't select another dedication feat until you have gained two other feats from the martial artist archetype.

    Multilingual
    [GENERAL] [SKILL]
    Prerequisites trained in Society
    --------------------------------------------------
    You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
    Special You can select this feat multiple times. Each time, you learn additional languages.

    Natural Ambition
    [HUMAN]
    --------------------------------------------------
    You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

    Quick Coercion
    [GENERAL] [SKILL]
    Prerequisites trained in Intimidation
    --------------------------------------------------
    You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.

    Reach Spell ♦
    [CONCENTRATE] [METAMAGIC] [SORCERER]
    --------------------------------------------------
    You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

    Sorcerer Spellcasting Your bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a sorcerer, you can usually replace material components with somatic components, so you don't need to use a material component pouch.

    Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

    As you increase in level as a sorcerer, your number of spells per day increases, as does the highest level of spells you can cast.

    Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier. Details on calculating these statistics appear in Spell Attack Rolls.

    Cantrips Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of sorcerer spell slot you have. For example, as a 1st-level sorcerer, your cantrips are 1st-level spells, and as a 5th-level sorcerer, your cantrips are 3rd-level spells.

    Heightening Spells When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.

    Spell Repertoire The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.

    You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell of the same level to your spell repertoire. When you gain access to a new level of spells, your first new spell is always the spell granted by your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-level spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-level spells, and so on. When you add spells, you might select a higher-level version of a spell you already know so that you can cast a heightened version of that spell.

    Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.

    Swapping Spells In Your Repertoire As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip, but you can't swap out bloodline spells. You can also swap out spells by retraining during downtime.

    Versatile Heritage Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites.

    Feats:
    Ancestry
  • 1st – natural ambition
    Class
  • 1st – dangerous sorcery [from natural ambition]
    General
  • NONE
    Skill
  • 1st – additional lore (legal lore) [from heritage]
  • 1st – multilingual [from background]
  • 2nd – quick coercion
  • Backstory:
    Kevirr was raised in the Foreign Quarter of Absalom, the only son of an Andoran merchant. His father, Brorad, found something was strange about his boy and sought teachers for him in the hopes that a skill would help with the strangeness. Fencing, archery, smithing and several other skills, but it wasn’t until a warrior-priest from Tian Xia arrived that things got better.

    Master Ji-Badan taught Kevirr, how to speak well, how to see the patterns of the world, and how to defend himself. Master Ji-Badan also helped Kevirr to see how his strangeness was his powers coming forth. Kevirr felt Master Ji-Badan was a second father to him, he understood Kevirr in a way his father never did, no matter how he tried to. The day he heard that Master Ji-Badan had been murdered, was the hardest day Kevirr had faced and would lead him to his true calling.

    When the Harbor Guard failed to find Master Ji-Badan’s murderer, Kevirr felt it was an sign of corruption rather than incompetence. Outside the Quarter most immigrants are looked down upon, charged more for even the most basic services, and for the most part overlooked in the eyes of the law. Kevirr was angry, but Master Ji-Badan taught his to see truth, and the truth was that to end the corruption he would need to show the guards a better way. And to do that, he had to join them.

    Kevirr joined the Sleepless Suns as soon as he was old enough, and he the lessons Master Ji-Badan taught him became central to his rise among his peers. Kevirr could often defuse a situation with simple words, earning the respect of both citizens and the Suns. When needed he could drive the average thug to run, his reputation carried along with his magic. For those few who still insisted on standing their ground, his unusual strength helped him end most resistance. His father was proud of him, and he knew Master Ji-Badan would have been as well.

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