About RyzernBackground, Appearance and personality:
Personality and Background. Background:
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.
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.
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. Appearance.
Combat stats:
Perception +7/8 Saves
AC/Flatfoot AC 17 /14
CMB (BAB+Str)2
Hit Points:(8+5+5+{3(Con+fast learner)})27 BAB +2
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 Talents:
Tradition pools. 3+1/2 hedgewitch level.
Traits, Feats, Traditions, Secrets and other special abilities.:
Traits:
~ Seeker +1 trait to class skill Perception Feats:
Traditions
~~Class Skills: Sleight of Hand, Disable Device, Disguise ~~Tradition Benefit: You gain versatile performance, as
~~Tradition Power: You gain a guile pool, containing a
~Spiritualist ~~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. ~~Secrets
Casting Tradition: Somatic, Focused casting, Easy focus.
Skills:
{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 (), Ride, *Sense Motive Versatile Oratory. +6 *Slight of Hand - *Spellcraft III, (+3ranks,+3Int, +class)+9 *Stealth III, (+3 ranks, +2 dex, +class) +8 Survival, Swim, *Use magic Device III, (+3 ranks, +0 cha, +class) +6 Weapons:
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
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. Journal
Four Royal (25"x20") sized sheets of good paper.
Stationary in Ryzern's name. Red silk blindfold Cash:
442gp 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. |