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About Kostinantio Vishkibackground:
- Kostinantio Vishki was born in Magnimar, his family background a bit of a mess: - His mother, Maryenka Vishki was a pretty, free spirited Varisian (ethnic), that had a passionate relationship with Marcello Drovenge, a wealthy Magnimarian merchant of almost pure Chelish stock, whenever her clan was in Magnimar, especially during the long wintercamp. While MArcello was quite enarmored with Maryenka, she at least took their relationship to be less then exclusive (with her spending most of the year on the road anyway). Thus, one Winter, she gave birth to a half elven boy while in Magnimar. - Marcello and Maryenka had an ugly argument that wasn't resoved when spring came and she left with her clan. But, whether because she knew a half elven child would have a hard time being accepted into a very traditional Varisian clan, or because she knew something else (she had the skills of a harrower and might have foreseen whatever doom was to come over her clan, as her caravan was never again to be seen in any settlement along the road), she left the boy at Marcellos door. - Marcello was a man with a good heart and he could bring himself to abandoning the child of the woman he loved, even if it was clarly not his own. He took Kostinantio into his house, where he was raised by servants and teachers, as usual in Chelish tradition. MArcello cared for him as he would have cared for his own child and took care of his education and welfare, though not of his socialization as to avoid any unseemly implications. - Among othe gifts from the gods, Kostinantio displayed a great talent for the arcane. When his talent proved to be strong enough to be accepted at the Stone of Seers, Marcello, himself a dabbler in the arcane, was as proud as any father could have been. - Unfortunatly, the carefree nature he had inherited from his mother along with the blessings of his life that made his living to this point sometimes to easy, had left him more or less devoid of ambition and focus. While his skills had him master the demands of his school with ease, his personality made him fail the stricter personal standarts, and after a year or so of trying to deal with him, his teachers asked him to leave. - carefree or not, this was a blow to the young man. Seriously failing was new to him and despite his ambigious personality, the pride of his foster father was important to him and he was enjoying his growing magical powers. He decided, he would better not even talk to his foster father as he didn't want to see for himself the depth of the dissappointment he must have caused, so he slipped out of the academy the evening after he learned of his dismissal. - Since this day he wanders the lowlands of Varisia, endulging in some carefree curiosity, learning about the land and its ways. He travells as a Varisian, as he believes the road will be kinder to its own people, wearing a bandana to cover his most obvious elven trait. Often resting in the camps of various Varisian Clans, he endowed himself with a variety of traditional tattoos, clothing and even a kapernia. He guises his wizardly skills in the mantle of Varisian sorcery (as he has the charms of a typical sorcerer as well as the ability to burn raw magical power instead of fiddly stuff most wizards use for their spells, that is pretty easy for him) to avoid questions about his schooling Personality:
- Kostinantios is a carefree, bright young man, curious to a fault, but feeble in his attentions. He has the good heart of his father and tries to 'do the right thing', but lacks the strength of devotion that might make him a real 'force of good' - Kostinantios biggest fault is still his lack of focus. While he is bright enough that, given interest and work, he could probably gain insight into most matters, far beyond what most savants could, he simply lacks the interest to look into the depth of any matter - why should he risk spending significant time to something only to find out there is nothing of interest when there is still so much he doesn't know at all? - Still, the road makes a man grow up fast, and perhaps the day is nigh for him to find something that holds his interests. - The one thing in his 'Varisian Traveller' guise that is true is his believe in Desna. While he didn't know much about the godess when he left Magnimar, he found her nature as a hedonistic traveller, a caring protector of the roads and a fierce warrior in the battle against her enemies if needed, to be a place to put his heart and soul. Description:
- good looking young Varisian with a winning smile - black hair, green eyes, wannabe beard - 6 feet tall, about 150lb, muscular, lithe - colorful Varisian appeal, brightly colored bandana, some unexpensive jewelry (rings, earrings, necklaces), colorful karpenja (scarf) tugged in the belt Racial traits:
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-elves have a base speed of 30 feet. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules. 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 saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Class features:
Arcane bond: bonded amulet (a green malachit set in a silver frame, 'depicting' a scrying pool on a natural rock School: Universalist Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Basic data:
hit points: 40 armor class: 14 (10 + 3DEX + 1 bracers of armor), Touch: 13, flat footed: 11 fortitude: +4 (+2 +2 constitution)
melee attacks: +6 (+3 + 3 STR)
concentration checks +10[+14]
Traits:
Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. Alabaster Outcast: You are a member of one of Magnimar’s wealthiest families… or rather, you used to be. A falling-out left you disowned and disinherited. Now you hope to get away from the city and find fortune enough to shame your former kinsfolk—goals which led you to the Pathfinder Society. Despite your exile, your name still carries considerable weight in Magnimar, and you gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city. Additionally, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. Your last name is probably Derexhi, Kaddren, Mindurian, Niroden, Scarnetti, Valdemar, Vanderale, or Versade (but may be another of your choosing; see Magnimar, City of Monuments).
Feats:
Eshew Materials Combat Casting Half Elf: Skill Focus (spellcraft) Wizard: Scribe Scrolls Arcane Strike Enlarge Spell (Bonus) Spell Penetration Skills:
Acrobatics [+5= +2 +3DEX] Bluff [+5= +2 +3CHR] Craft: alchemy [+10= +2 +5INT +3TR] Diplomacy[+9= +6+3CHR] Disguise[+4= +1 +3CHR] Knowledge:arcana [+13 =+5 +5INT +3TR] Knowledge: geography [+10= +2 +5INT +3TR] Knowledge: history[+9= +1 +5INT +3TR] Knowledge: local [+8= +1 +4INT +3TR] Knowledge: nobility [+9= +1 +5INT +3TR] Knowledge: religion [+9= +1 +5INT +3TR] Perception: [+7= +5 +2WIS] Perform: dance [+4= +1 +3CHR] Sense motive [+6= +4 +2WIS] Spellcraft [+16= +5 +5INT +3TR +3SF] Swim [+5= +2 +3STR] Magic
spells:
Abjuration Resistance: Subject gains +1 on saving throws. Conjuration Acid Splash: Orb deals 1d3 acid damage. Divination Detect Magic: Detects all spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or small object. Read Magic: Read scrolls and spellbooks. Enchantment Daze: A single humanoid creature with 4 HD or less loses its next action. Evocation Dancing Lights: Creates torches or other lights. Flare: Dazzles one creature (–1 on attack rolls). Light: Object shines like a torch. Ray of Frost: Ray deals 1d3 cold damage. Illusion Ghost Sound: Figment sounds. Necromancy Bleed: Cause a stabilized creature to resume dying. Disrupt Undead: Deals 1d6 damage to one undead. Touch of Fatigue: Touch attack fatigues target. Transmutation Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whisper conversation at distance. Open/Close: Opens or closes small or light things. Universal Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). Prestidigitation: Performs minor tricks.
spells lvl 1: STD 16
Spells:
Abjuration Endure Elements: Exist comfortably in hot or cold regions. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Conjuration Mage Armor: Gives subject +4 armor bonus. Unseen Servant: Invisible force obeys your commands. Divination Identify: Gives +10 bonus to identify magic items. Enchantment Charm Person: Makes one person your friend Evocation Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Illusion Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. Disguise Self: Changes your appearance.
spells lvl 2: STD 17
Spells:
Divination Detect Thoughts: Allows “listening” to surface thoughts Evocation Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). Illusion Invisibility: Subject is invisible for 1 min./level or until it attacks. Hypnotic Pattern: Fascinates 2d4 + level HD of creatures
spells lvl 3: STD 18
Spells:
Abjuration Dispel Magic: Cancels one magical spell or effect. Evocation
Transmutation
Equipment:
worn/carried Traveler's Outfit[5 lb] Masterwork Dagger [1 lb] Light Crossbow [4 lb] 10 Crossbow Bolts w. quiver [1 lb] Beltpouch [1/2 lb] - a few pieces of chalk - Sewing needle - Flint and Steel - Inkpen - Vial of ink [metal, 1/2 lb] - Potion of cure light wounds - Potion of cure light wounds Beltpouch [1/2 lb] - money - Signet Ring Scroll Case[1/2lb] Bond amulet Bracers of armor +1 [16 lb] Backpack [2 lb]
Light Horse (Combat Trained aka will not panic, one of the most patient horses around)
27GM
Carrying capacity
Spells Prepared 4;3+1;3+1;2+1:
0:Detect Magic, Daze, Acid splash, Prestidigitation 1:Color Spray, Mage Armor, Magic Missile, Magic Missile 2:Hypnotic Pattern, Scorching Ray, Scorching Ray, Detect Thoughts 3:Fireball, Fireball, Dispell Magic |