Ryzern's page

242 posts. Alias of PoorWanderingOne.

Full Name

Ryzern the Jonah


Human, dual talent


Hedgewitch 3








Common, Dwarven, xxx

Strength 10
Dexterity 16
Constitution 14
Intelligence 17
Wisdom 13
Charisma 10

About Ryzern

Background, Appearance and personality:

Personality and Background.

Ryzern is the only son of Melissa Else a washerwoman and sometime "seamstress" in the lovely seaside village of Sandfort on sea. Sandfort is largley a fishing village but also profits by being the closest human town to the Dwarven underground city known as Sand Fort.
The dwarven city's name comes from outpost carved into the large sandstone cliff across the harbor from the village. The names do cause confusion but the Dwarves were there first and the humans have yet to muster enough political will behind any one name to make a change.

Ryzern's child hood was marked by poverty and suspicion.His great Grandmother may have been half-elven if the timeline works out. In any case she lived long enough and was talented/forceful/long lived enough to have left a legacy of suspicion.

Moved to city to 'make his fortune' or was kicked out to save food depending on who you ask. Fell in with bad crowd and ultimately some wanna be necromancers who knew enough to notice Ryzern's connection to death via the Spiritualism but not enough to realize that ritually sacrificing the boy was not the path to ultimate cosmic power.
Que heroic rescue by Mage Knights.

Chapter head also notes Ryzern's abilities but not wanting to be saddled with a child/teen to raise he stuck Ryzern in an Imbuer aligned school. Fast forward to the present and our hero is working as an inspector/troubleshooter for the Imburers guild.

Ryzern background hooks: Elven connection through G'Grandmother. Necromancer and Mage Knight connections. Academy Friends/enemies.

Personality: Ryzern has always had dead people talking to him in his head. It took him yeas to learn that this is not the normal run of things. This constant internal companionship and support has also led him to become quite confident, or even overconfident, in his abilities. He is comfortable moving into a situation quickly knowing that his ghostly companions will provide him the knowledge and power needed to find the correct resolution.
He makes friends easily, a trait that annoys several of the ususal voices in his head.

Ryzern has recently taken to smoking thin black cigars. He picked up the habit following a tobacco smuggling case that led back to a Walker owned warehouse. The corrupt warehouse manager had a taste for the same cigars. Ryzern took a case in token payment by the Walker higher-ups when he gave them the proof they need to hang the manager.

Ryzern always appears unkempt. From the odd set of his shoulders to the strange scar on his jaw there is something off about the man.

Combat stats:

Perception +7/8

-Fortitude, (+1 class, +2 con) +3
-Reflex, (+1 class, +3 dex) +4
-Will, (+3 class +1Wis) +4

AC/Flatfoot AC 17 /14
Touch AC 14

CMB (BAB+Str)2
CMD (10+Str+dex+BAB)15

Hit Points:(8+5+5+{3(Con+fast learner)})27

BAB +2
Initiative +3

Speed 30

Spheres, Spell points and Talents:

Caster Level: 2 class +1 trait: 3
Spell points: 3 level + 3int: 6
Sphere ability DC(10 + 1/2 the caster’s level + the caster’s casting ability modifier) 14
Magic Skill Bonus: (level in casting classes) +3
Magic Skill Defense: (11+casting levels) 14
Concentration: (MSB+Casting stat) +6

1 Enhance Sphere
2 ~Animate Object talent
3 Divination Sphere
4 Destruction sphere

Tradition pools. 3+1/2 hedgewitch level.
Guile: 4
Spirit allies: 4

Traits, Feats, Traditions, Secrets and other special abilities.:

~ Magical knack, Hedgewitch +2 caster level. Cannot exceed character level

~ Seeker +1 trait to class skill Perception

~Human, Dual talent Racial trait.
~Third level, Cosmopolitan, Kn. planes, Kn nature, Dwarven, Elven
~First Level, Fast learner.


~~Class Skills: Sleight of Hand, Disable Device, Disguise

~~Tradition Benefit: You gain versatile performance, as
the bard ability. Choose one type of Perform skill. You
can use your bonus in that skill in place of your bonus in
its associated skills.
When substituting in this way, you may use your total
Perform skill bonus, including class skill bonus, in place
of its associated skill’s bonus, whether or not you have
ranks in that skill or if it is a class skill.
Performance and its associated skills: Oratory (Diplomacy, Sense Motive).

~~Tradition Power: You gain a guile pool, containing a
number of guile points equal to 3 + 1/2 your hedgewitch
levels. This pool replenishes after roughly 8 hours of rest;
these hours do not need to be consecutive. If you gain
a guile pool from another source, these levels combine
when determining the number of guile points possessed,
although you may add either 3 or that class’s listed ability
score modifier to the guile pool, not both. You may use
guile points from this pool to power the abilities of every
class you possess that grants a guile pool.
You may spend a guile point as part of any skill check to
grant yourself a +2 bonus to that skill check. At 10th level,
this bonus increases to +4.
When successfully making an attack against a creature
within 30 ft that is flat-footed or denied its Dexterity bonus
to AC, you may spend a guile point as a swift action
to deal sneak attack damage to that creature, as a rogue
of equal level (1d6 at 1st level, 2d6 at 3rd level, etc.) This
stacks with any rogue levels you possess, or any sneak attack
dice gained from other sources. This sneak attack
may be affected by rogue talents, as usual.


~~Class Skills: Knowledge (Religion), Knowledge (History), Knowledge (Local).

~~Tradition Benefit: You may make Knowledge checks untrained. Whenever you make a Knowledge check, roll twice and take the higher result.

~~Tradition Power: You may channel spirit allies into yourself, temporarily gaining their knowledge and experience. As a standard action, you may grant yourself the benefit of any one magic talent or combat feat you don’t possess. This effect lasts for 1 minute. You must meet all of the feat’s prerequisites, or if gaining a magic talent other than a base sphere, you must possess that talent’s base sphere. You may use this ability a number of times per day equal to 3 + 1/2 your Hedgewitch level (minimum 1). Multiple uses of this ability do not stack. If you use this ability again before the previous duration has expired, it replaces the previous use. If a feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 5th level, you may use this ability to gain the benefits of two combat feats or magic talents at the same time. You may select one feat or magic talent as a move action or two feats or magic talents as a standard action. You may use one of these feats or magic talents to meet a prerequisite of the second feat or magic talent; doing so means that you cannot re¬place a feat currently fulfilling a prerequisite without also replacing those feats that require it. Each individual feat or magic talent selected counts toward your daily uses of this ability.

~~~Second level. Trapfinding: gain trapfinding, as the rogue class feature.

Casting Tradition: Somatic, Focused casting, Easy focus.


{6 base + 3int +1 fast learner} 10 ranks/level
Acrobatics III,(+3ranks, +2 dex) +5
*Appraise, +
*Bluff, +
Climb I, (1rank +0str) +1
*Craft _________, +
*Diplomacy Versatile Oratory. +6
*Disguise, 0
*Disable device III, (+3 ranks, +2 Dex,+ class, +1/2 lvl vs. traps) +8/+9
Escape Artist, 0
*Fly, +
*Handle Animal
*Heal I, (+1 rank, +1 Wis, +class) +5
Intimidate, 0
*Knowledge Arcane I, (+1rank, +3Int, +class) +7
Knowledge Dungeon I, (+1rank, +3Int) +4
Knowledge Engineering,
Knowledge Geography,
*Knowledge History I, (+1rank, +3Int, +class) +7
*Knowledge Local I, (+1rank, +3Int, +class) +7
*Knowledge Nature I, (+1rank, +3Int, +class) +7
Knowledge Noble,
*Knowledge Religion I, (+1rank, +3Int, +class) +7
*Knowledge Planes I, (+1rank, +3Int, +class) +7
*Linguistics -
*Perception III, (3ranks +1wis +class, +1 trait, +1/2 lvl vs traps))+8/+9traps
*Perform (oratory) III, (+3 ranks, +0Cha, +class) +6
*Profession (),
*Sense Motive Versatile Oratory. +6
*Slight of Hand -
*Spellcraft III, (+3ranks,+3Int, +class)+9
*Stealth III, (+3 ranks, +2 dex, +class) +8
*Use magic Device III, (+3 ranks, +0 cha, +class) +6


Cbt Ex. -1bab+1ac
Pwr att. -1bab+2dam
Walking stick/Light mace. +5 (finesse) 1d6 B x2
Dagger. +5 (finesse) 1d4 P/S 19x2 10'

Touch spell +2 melee/+5 ranged
Destruction Sphere 2d6 20x2 B & Magic, Touch or Close (25+5/2caster) 30' ranged touch.

Armor and Shield:

Mithral shirt +4Armor +8max dex -0ACP 10#

Expendable items:

Potion of Mage armor, CL 1
2x potions of CLW
5x Alchemists fire
2x Acid

Magic gear:

Minor bag of holding

Mundane gear:

Plain silver ring (current focus)
Plain Copper/brass/bronze woven wire ring.
Masterwork Thieve's tools (+2)

A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.

Kit, Brawler's. This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, rope, torches (10), trail rations (5 days), and a waterskin.

Pen and ink

Four Royal (25"x20") sized sheets of good paper.
Ruler, paper knife.

Stationary in Ryzern's name.

Red silk blindfold



Level by Level:

lvl 1. Fast learner. skills: Percept, acro, disable, KN relig nature and local, spellcraft, stealth, perform oratory, UMD.

lvl 2. Fast learner. skills: Percept, acro, disable, KN dungeon plane, spellcraft, stealth, perform oratory, UMD, climb.

lvl 3. Fast learner. skills: Percept, acro, disable, KN arcane history, spellcraft, stealth, perform oratory, UMD, heal.