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1 post. Alias of Dave Herman.


About Rakosh

Male CE Tiefling (Beastbrood) Sorcerer 10 / Master Spy 6
Age: 25 / Height: 5'6" / Weight: 120lbs
Fur: Reddish orange with lighter stripes; Eyes: Gold, catlike; Hair: Black, straight, shoulder length.

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Abilities and Stats
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STR: 12 / +1 (18 / +4)
DEX: 18 / +4
CON: 16 / +3
INT: 18 / +4
WIS: 12 / +1
CHA: 22 / +6

HP: 113

Initiative: +8

Move Rate: 30ft

AC: 14 (Touch: 14, Flat Footed: 10)
BAB: +9
CMB: +10 (+13)
CMD: 24 (27)

Fort Save: +8
Reflex Save: +10
Will Save: +15

Caster Level: 12

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Skills
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Acrobatics: +4
Appraise: +9
Bluff: +35
Climb: +1 (+4)
Diplomacy: +29
Disable Device: +11
Disguise: +21
Escape Artist: +13
Fly: +4
Heal: +1
Intimidate: +17
Know. Arcana: +13
Know. History: +11
Know. Local: +17
Know. Nobility: +11
Know. Planes: +9
Know. Religion: +9
Linguistics: +9
Perception: +14
Ride: +4
Sense Motive: +22
Sleight Of Hands: +21
Spellcraft: +13
Stealth: +21
Survival: +1
Swim: +1
Use Magic Device+ 9

Languages: Common, Undercommon, Abyssal, Infernal, Dwarven, Orc, Aklo, Draconic

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Racial Abilities
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Beastbrood (Rakshasa Spawn): +2 Dex, +2 Cha, –2 Wis

Type: Native Outsider

Dark Vision: 60 ft.

Fiendish Resistance: Cold Resistance 5, Electricity Resistance 5, Fire Resistance 5

Skilled: +2 Disguise, Sense Motive

Fiendish Sorcery: Treat Charisma as +2 for class abilities

Variant Racial Trait (Replaces Spell-like Ability): +2 Charisma

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Character Traits
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Magical Knack: Treat Sorcerer Caster level as +2 (as long as caster level doesn't exceed hit die)

Canter: Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.

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Sorcerer Abilities
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Bloodline: Rakshasa

Bloodline Arcana: +5 to Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).

Silver Tongue: +5 to single Bluff check as swift action. DC 26 Caster check for detect lies etc. 10 uses per day.

Mind Reader: Acts like detect thoughts, except it lasts only 1 round, you use it on a single target as a standard action, and if the target fails its Will save, you gain information as if you had concentrated on it for 3 rounds. 2 uses per day.

Hide Aura: You can conceal yourself from prying magic. This ability acts like a constant nondetection spell cast upon yourself. You can end or restore this protection as a move action.

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Master Spy Abilities
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Art Of Deception: +6 Bluff, Disguise, and Sense Motive

Master of Disguise: Can create a disguise in half the time normally required. In addition, any penalties from assuming a disguise of a different gender, race, age, or size are reduced by 1.

Sneak Attack: 2d6

Glib Lie: Can deceive truth-detecting magic. A creature using this sort of magic against the spy must succeed on a caster level check against a DC of 21; failure means the magic doesn’t detect the spy’s lies or force her to speak only the truth.

Mask Alignment: Can alter alignment aura to deceive spells that discern alignment (such as detect evil). Can choose to detect as any specific alignment, or to detect as no alignment at all. This ability does not protect against spells or effects that cause harm based on alignment. Masking alignment aura is a standard action, and lasts until it is changed again or dismissed by user.

Nonmagical Aura: Can use magic aura twice per day, but only for the purposes of making an object appear nonmagical.

Superficial Knowledge: Can make untrained Knowledge and Profession checks pertaining cover or assumed identity as if trained. Gains a bonus equal to half level (+3) on these checks.

Concealed Thoughts: Can conceal thoughts from mind-reading magic. When a creature is using detect thoughts or similar magic to read her mind, she decides what surface thoughts her opponent detects, and her true surface thoughts remain private. This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts.

Quick Change: Can assume a disguise in only 2d4 rounds by taking a –10 penalty on Disguise check.

Elude Detection: A master spy can befuddle divinations used against her as if she were under the effect of a nondetection spell with a caster level equal to her character level (DC 31). She can suppress or resume this protection as a standard action. If dispelled, the spy cannot resume the nondetection for 1d4 rounds.

Slippery Mind: Gain one extra save against enchantment spells and effects on subsequent round.

Shift Alignment: When assuming a false alignment, you can choose to have all spells and magic items affect you as though you were that alignment; this includes helpful and harmful effects. A master spy can change her alignment aura from a masked alignment (as per 2nd-level class feature, where effects still function based on her actual alignment) to a shifted alignment (as per this ability, where effects function based on her assumed alignment) as a standard action. Shifting your alignment aura is a standard action, and lasts until you change it again or end the effect.

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Feats
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Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component.

Iron Will: +2 bonus on Will saves

Persuasive: +2 to Diplomacy and Intimidate. If you have 10 or more ranks, the bonus increases to +4.

Deceitful: +2 to Bluff and Disguise. If you have 10 or more ranks, the bonus increases to +4.

Stealthy: +2 to Stealth and Escape Artist. If you have 10 or more ranks, the bonus increases to +4.

Deft Hands: +2 to Disable Device and Sleight Of Hand. If you have 10 or more ranks, the bonus increases to +4.

Still Spell: Spell can be cast with no somatic components. Level Increase: +1

Silent Spell: Spell can be cast with no verbal components. Level Increase: +1

Quick Draw: Draw a weapon as a free action, or a hidden weapon as a move action. May throw weapons at his full normal rate of attacks.

Arcane Blast: Standard action to sacrifice spell slot for ray attack. Deals 2d6 + 1d6 per level of spell slot. Range 30ft, touch attack.

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Spells Known
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Cantrips

Resistance
Detect Magic
Light
Spark
Ghost Sound
Bleed
Touch of Fatigue
Message
Prestidigitation
Read Magic

Level 1 (6 slots)

Mage Armor
Ray of Enfeeblement
Anticipate Peril
Peacebound
Burning Disarm
Charm Person

Level 2 (6 slots)

Bestow Weapon Proficiency
Steal Voice
See Invisibility
Pernicious Poison
Invisibility

Level 3 (6 slots)

Chains Of Perdition
Call The Void
Displacement
Suggestion

Level 4 (5 slots)

Fleshworm Infestation
Enervation
Detect Scrying
Crushing Despair

Level 5 (3 slots)

Polymorph