About MrakalaDaily Uses:
Spells: Used: Snowball, Hypnotism Prescience 6/6 Bonded Item spell: 1/1 Guardian Trick 1/1 Items used: none Effects: 1 Charisma damage Spells Prepared:
Mrakala
Feats Improved Initiative (human), Scribe Scroll (Bonus), Acadamae Graduate Skills Knowledge(Arcana) +10, Knowledge(Dungeoneering) +9, Knowledge(Engineering) +9, Knowledge(Geography) +9, Knowledge(History) +9, Knowledge(Local) +9, Knowledge (Nature) +9, Knowledge(Nobility) +9, Knowledge (Religion) +9, Knowledge(Planes) +9, Linguistics +9, Perception +4, Spellcraft +10 Languages Common, Polyglot, Infernal, Aklo, Draconic, Giant, Protean
SQ Arcane Bond, Eldritch Knowledge (Su), Eldritch Grimoire, Talisman of Revealing, Divination School (Foresight) Combat Gear Dagger, Sling, Net; Other Gear Masterwork Amulet, Spellbook, Varisian Idol, Backpack (Common), Scholar’s Outfit, Smoked Goggles, Chalk, Charcoal, Scroll of Touch of the Sea, Scroll of Obscuring Mist, Scroll of Hold Portal, Scroll of Mage Armor, Parchment (5 sheets), Vermin Repellent, Earplugs, 18 gp SPECIAL ABILITIES Favored Clas: +2 Skill points (Spellcraft) Forewarned(Su) : You can always act in a surprise round, but are considered flat-footed until you take an action. You also receive a bonus to initiative equal to ½ your wizard level (+1). Prescience(Su): You may, as a free action at the beginning of your turn, roll a single d20. At any point before your next turn you may use that result for any d20 roll you are required to make. You may use this 1 + Intelligence per day ( 6/day). Eldritch Knowledge(Su): Gain two fewer uses of arcane school ability (Prescience). When attempting a Will save against confusion, fear, insanity, or madness you may spend 2 daily uses of school ability to apply Intelligence instead of Wisdom to the save. However, you are then afflicted by a nightmare the next time you sleep. Eldritch Grimoire: Every spell takes an additional 1d6 pages in the spellbook. However, you gain +2 caster level checks and +1 save DC against creatures listed in spoiler below. Talisman of Revealing: You may sacrifice a prepared spell to cast Detect Aberrations but instead detect the creatures in the below spoiler. You also gain +2 Knowledge to identify them and on spellcraft to identify effects they create. Elder Mythos creatures:
Bhole, colour out of space, deep one, deep one elder, denizen of Leng, elder thing, flying polyp, gug, hound of Tindalos, Leng ghoul, Leng spider, mi-go, nightgaunt, ratling, shantak, shoggoth, spawn of Yog-Sothoth, star-spawn of Cthulhu, voonith, wendigo, and yithian. And similar creatures up to GM’s discretion. Spellbook:
Volume 1 Current Sotrage: Perilous Puzzle Box Pages Used: All Pages Available: 0 Description: Sturdy brown leather, worn. Has a black strap with a bronze clasp that has a separate strap the book can be carried from. Spells are in order from lowest to highest level. Each spell is stored in a neat double-column with footnotes. In the footnotes is a note of where the spell originally came from (name of the book, author, page number if applicable) and another small line or two about personal modifications made. Each modification has a date next to it for when the modification was added to the spell. 0 level DC: 15-- acid splash, arcane mark, daze, detect magic, detect poison, jolt, mage hand, mending, message, open/close, prestidigitation, read magic, root 1st level DC: 16— cause fear, color spray, enlarge person, erase, hypnotism, identify, lucky number, memorize page, obscuring mist, protection from evil, sleep, snowball, summon monster I, vanish 2nd level DC: 17— blood transcription, book ward, command undead, contact entity I, detect thoughts, hypnotic pattern, page-bound epiphany, scare, see invisibility 3rd level DC: 18— blood biography, clairaudience/clairvoyance, contact entity II, illusory script, oneiric horror, secret page, sepia snake sigil, suggestion, vampiric touch 4th level DC: 19— animate dead, black tentacles, dimensional anchor, fear, mad sultan’s melody, phantasmal killer, scrying Also, the spellbook contains a Preparation Ritual. If you take an additional 10 minutes, while studying at least three spells out of this book, then once per day you can use the following: Guardian Trick (Su): With a quick phrase of power, you attempt to foil an attack. Spend this boon’s effect as an immediate action when an undead or outsider hits you with an attack. The attacking creature must reroll the attack, taking the second roll even if it is lower.
Campaign stuff?:
Physical: 0 Takes -2 to attack, weapon damage, saving throws, skill checks, ability checks. Mental 3: Immune to sanity damage for 4 hours, takes +4 on any save whose failure would cause sanity damage. Fuge 2: Don’t recall anything for years. Decided it was a full decade. Stuff 4: Simple outfit, loose pants, striped cotton tunic. +200GP
The Perlious, Magical Puzzle Box:
It's a Puzzle Box! The Other Books
The small black notebook looks harmless enough on the outside, but opening it reveals page after page of crabbed writing translated from the Gnomish, consisting of notations of strange cult practices, disturbing rants about ancient godlike beings, and confusing diagrams resembling summoning circles. It is a Book of Cults. Just carrying it on your person will probably bring benefits to you! (Which raises the question of why you weren't carrying it on your person before, but never mind that now.) The Bestiary of Garund is a beautiful thing. It has illustrations of dozens of animals from central Garund, conveniently categorized as "docile" or "dangerous". The book is not magical, but if consulted as a reference work it will give you +2 on Knowledge checks related to beasts native to Garund. Also, it's probably worth at least 100 gp, maybe more. There is an inscription on the frontispiece: "To Mrakala, with thanks. V. Jeggare, Count." Suspections: Varian Jeggare A brief examination shows that one cabinet, on the lower left, is locked. The locked drawer has a brass plate on it with a number of tiny arcane symbols on it. Spellcraft 1d20 ⇒ 19 Oh ho! Now you understand! This entire desk is a magical puzzle box! The locked drawer probably contains its inner workings. You break out in a faint sweat as you contemplate the possible consequences if you hadn't successfully solved the puzzle. Somehow, you don't think the person who owned this desk would have neglected to charge it with a suitably horrific warding spell... The other small cabinets contain a variety of interesting items. -- Your bound object! It's here! I don't recall if your bound object was the locket, or separate from the locket. If those were two different items, then they're both here. -- Two desks contain writing material: paper (including some very high quality stationery), pens, envelopes, ink, wax, a small silver letter opener, and a seal. You never had a seal. Whatever the design is on the seal, it's something that you'd find acceptable and even excellent, but you've never seen it before. -- One cabinet contains a couple of small boxes with compartments. Inside, neatly arranged and labelled, are all the low-cost (5 gp or less) spell components for the 1st and 2nd level spells in the spellbook. -- Inside a lovely engraved scabbard on a fine leather belt: a masterwork dagger. -- A leather case contains a set of surgeon's tools. Note that these can be used together with a healer's kit to give +3 on checks to heal wounds or deadly wounds. -- A discreet little pouch of black silk contains half a dozen small black gems. -- A small box contains what looks like a rag doll. You peer at it with a combination of fascination and distaste: A Bandu anatomy doll! You've heard about these, but never seen them. You want to pick it up and examine it. You want to close the box, shut the drawer, and never open it again. -- A fist-sized chunk of half melted stone: a meteorite. -- A Pathfinder's http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/wayfi nder-standard device, apparently intact and functional but without the empowering stone. -- In the cabinet on the lower right are several small vials of what you know instantly are medicines. The white powder is for ordinary headaches. The jar of faintly green-tinged syrup is for migraines, which maybe you should take some right now, but it will make you sluggish and drowsy for several hours. The vial of clear liquid contains two doses of alchemical http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-oth er-substances#TOC-Allnight. A large jar contains chalky-looking tablets. You have never seen these before, but you instantly know that they're for indigestion and acid reflux. The jar is almost empty. Time for a refill, you think wildly... And that's all. Everything in the desk suggests a tidy, disciplined mind with access to resources... but there are no notes, no small personal items, nothing to tell you anything more.
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