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About Krayn La'jalBackground:
Despite his elvish roots, Krayn and his family were more urban elves - they enjoyed Nature a lot more, but had been for centuries in the Chelish lands and adapted to the local life. The La'Jal family was known for their scribes and historians, and most of its members were renowned arcane specialists. Respectful of laws, they were allowed and many times tolerated despite their differences with the local authorities, and could enjoy an unlikely peace. Scholars and protectors of the ley lines, the La'Jal established their residence on the local underground tunnels and caves, where they could set the proper channels and make sure they could guard the ancient knowledge and rituals. They shared the environment with the local Dwarves - and despite the long running animosity between the races, a relation of respect and cooperation was forged. Neither of the groups were really diabolists or worshippers of the lawful evil Hellish deities like a good chunk of the Chelish around them - especially after the ascension of House Thrune - which ended up strengthening their links. As Westcrown lost its prestige from before, slowly the La'Jal became more and more wary of a situation brewing around them. Krayn was the oldest of his siblings. Not as talented in wizardry, like most of his family, neither coming from a draconic bloodline that could empower sorcerous powers, he ended up finding his place as a guardian of the ley lines on the forbidden arts of witchcraft. Somewhat envious of his parents and siblings arcane capabilities, he accepted the contract offered by a mysterious infernal patron and from there derived his powers. Slowly the Elf warlock let his greed for power grow, and every morning would practice blasphemous acts of self mutilation as a payment for his increasingly threatening arcane capabilities. Finally, though, he came to his senses when a group of Dwarven friends ended up imprisoned by the local authorities under accusations of disrupting the law and order. While most of the La'Jal refused to interject - afraid to be locked in association - Krayn challenged his own family and showed the origins of his arcane capabilities. He was disowned and forced to leave, but not before seeking the rest of the Dwarves and offering his help. As it turns out, there was no real hope, and the imprisoned ones perished in random sentences over the next few weeks. Krayn still somewhat repented of his ways; friendship, loyalty and peace were still in his very core, and he started following the tenets of Grundinnar the Peacemaker. Mostly alone in the world, Krayn became obsessed with what had truly happened to justify the harshiness applied against his friends. Not shy to allow himself to be seduced by the power of his patron, the warlock made sure to use what was granted to him for good, and as time passed his investigations took him to depths he wouldn't expect: he was slowly unlocking a very long lived conspiracy, understanding that a certain group would be behind the curtains of all the local occurrences, from controling the local market to placing the orders and making the right people disappear... The fabled Council of Thieves!
Appearance and Behavior:
Krayn has short, dark hair and very long pointed ears. His eyes are blue and nicely contrast with his skin - somehow handsomely tanned, despite the fact that he lives most of his life under caves and roofs. He is more on the skinny side, but is nimble and somewhat less frail than the average Elf. He has an easy smile, a calm voice and a very friendly demeanor. He dresses as a scholar and is clearly very intelligent, while at the same time having that silent aura of the ones who ponder before speaking. His heart is sincerely good, almost to a point of being naive, but in truth anyone that tries to better understand him will see he's a man of remorses, trying to redeem himself with his family and do just by them. He is a practical man that believes the ends justifies the means, even if it means consorting with his infernal contract to be granted his considerable arcane powers.
Role and Mechanics:
Krayn is a witch, and as such a very capable arcane caster, focused mostly in crowd control, buffing and debuffing. As a ley line guardian, he doesn't have a familiar but is an spontaneous caster. His spell selection reflects his overall concern about friendship, loyalty and protection - though understanding that preventing harm comes in different forms! A big piece of his arsenal, as expected from a witch, are his hexes - notably Slumber, Misfortune and Evil Eye. Combined with his spells, this is likely his whole routine in combat. He doesn't really have a lot of capability of damaging enemies and will have to rely on his companions to do so. As an invoker witch, he gets to invoke aspects of his infernal patron to boost him in combat. This means boosting his spells and abilities DC especially, but also means giving enhancement bonus to some of his attributes. Invoking is a swift action that he can do some times per day in intervals of one minute. Being based in intelligence, Krayn brings a lot of skills to the party, especially knowledge related. Without mental dumps, I'm hoping that Krayn can be useful outside of combat too, especially in roleplay situations. He has excellent Diplomacy, Linguistics and Spellcraft, and I'm hoping to put it to good use.
Character Sheet:
Krayn La'Jal Male elf witch (invoker, ley line guardian) 8 (Pathfinder Player Companion: Haunted Heroes Handbook 20, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Occult Adventures 125) NG Medium humanoid (elf) Init +4; Senses darkvision 60 ft., low-light vision; Perception +9 -------------------- Defense -------------------- AC 16, touch 15, flat-footed 12 (+1 deflection, +4 Dex, +1 shield) hp 50 (8d6+16) Fort +4, Ref +7, Will +8 -------------------- Offense -------------------- Speed 30 ft. Melee mwk rapier +9 (1d6-1/18-20) or . . unarmed strike +8 (1d3-1 nonlethal) Special Attacks hexes (cackle[APG], evil eye[APG], slumber[APG]) Witch (Invoker, Ley Line Guardian) Spells Known (CL 8th; concentration +15) . . 4th (4/day)—dimension door, lesser planar ally . . 3rd (7/day)—dispel magic, free spirit, major image (DC 20) . . 2nd (8/day)—blindness/deafness (DC 19), glitterdust (DC 19), lipstitch (DC 19), mirror image . . 1st (8/day)—animate rope, chill touch (DC 18), ill omen[APG], infernal healing[ISWG], mage armor, unbreakable heart[ISWG] . . 0 (at will)—arcane mark, dancing lights, detect magic, grasp, guidance, message, read magic, touch of fatigue (DC 17) . . Patron Trickery (infernal contract) (2d6) -------------------- Statistics -------------------- Str 8, Dex 18, Con 12, Int 25, Wis 12, Cha 12 Base Atk +4; CMB +3; CMD 18 Feats Elven Battle Style, Elven Battle Training[ARG], Extra Hex[APG], Extra Hex[APG], Weapon Finesse Traits conspiracy hunter, honeyed words Skills Acrobatics +7, Bluff +2, Diplomacy +13, Fly +15, Intimidate +7, Knowledge (arcana) +18, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +15, Knowledge (local) +8, Knowledge (nature) +18, Knowledge (nobility) +8, Knowledge (planes) +18, Knowledge (religion) +8, Linguistics +15, Perception +9, Spellcraft +18 (+20 to identify magic item properties), Use Magic Device +12; Racial Modifiers +2 Spellcraft to identify magic item properties Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon SQ conduit surge +1d4, dreamspeaker[APG], elven magic, invoke patron, patron facets (bondage, bridge, crisis, curiosity, decisions, fortune, paradise, rapture, reckoning, revelation) Combat Gear lesser extend metamagic rod; Other Gear mithral buckler, mwk rapier, belt of incredible dexterity +2, cackling hag's blouse[UE], cloak of resistance +1, headband of vast intelligence +4, ring of protection +1, bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, 15 gp, 2 sp -------------------- Tracked Resources -------------------- Cackling hag's blouse (2/day) - 0/2 Conduit Surge +1d4 (4/day) - 0/4 Extend metamagic rod (lesser, 3/day) - 0/3 Invoke Patron (8 minutes/day) - 0/8 Trail rations - 0/5 -------------------- Special Abilities -------------------- Bondage +4 (Su) When assuming this aspect, gain listed enhancement bonus to Str. Bridge (-5 to enemy DR and SR) (Su) Reduce foe's DR and SR by listed amount. Cackle (Su) As a move action, extend the duration of other hexes by 1 rd. Conduit Surge +1d4 (4/day) Swift: Increase the CL of your next spell, but risk being staggered Crisis +4 (Su) When assuming this aspect, gain listed enhancement bonus to Con. Curiosity +2 (Su) When assuming this aspect, gain listed bonus to Hex and patron spell DCs. Darkvision (60 feet) You can see in the dark (black and white only). Decisions +4 (Su) When assuming this aspect, gain listed enhancement bonus to Dex. Dreamspeaker +1 [Divination] & sleep spell DCs. Elven Battle Style Wielding longsword, rapier, or elven melee weapon don't provoke atk. of. op. for maneuvers. Elven Battle Training +2 CMD vs. disarm & sunder with elven weapons, one additional attack of opportunity. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Evil Eye -4 (10 rounds, DC 21) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part). Fortune +3 (Su) When assuming this aspect, gain listed resistance bonus to saves. Invoke Patron (8 minutes/day) As a swift action, gain bonuses from emulated patron. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Misfortune (2 rounds, DC 21) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg). Paradise +6 (Su) When assuming this aspect, gain listed competence bonus to Acrobatics and Concentration checks. Rapture (+2 rounds duration for self spells) (Su) When cast non instantaneous spells on self extend duration. Reckoning (Su) When assuming this aspect, gain listed insight bonus to dam for spells and nat attacks. Revelation +2 (Su) When assuming this aspect, gain listed insight bonus to attack. Slumber (8 rounds, DC 23) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg). Trickery (Infernal Contract) (2d6) Each day when you prepare spells you must deal 2d6 points of damage to yourself. |