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Sarvin Half-Horn's page

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Full Name

Sarvin Half-Horn

Race

Tiefling

Classes/Levels

Alley Witch / 1

Gender

Male

Size

Medium

Age

40

Alignment

CG

Location

Devil's Nursery, Kintargo

Languages

Common, Infernal, Halfing, Elven, Draconic, Dwarven, Shadowtongue

Occupation

Clothing Maker and pick pocket

Strength 10
Dexterity 15
Constitution 12
Intelligence 18
Wisdom 10
Charisma 12

About Sarvin Half-Horn

Height: 5'10"
Weight: 165 lbs
Eyes: Yellow
Hair: Black
Skin: Reddish tone
XP: 0 of 2000

Durability:
Hit Points: 10
Initiative: +2
Armor Check Penalty: -0
Speed: 30 feet
Armor Class: 12 (10 + 2 Dex)
Touch: 12
Flat-footed: 10

Saves:
Fortitude: +1 (0 +1 Con)
Reflex: +2 (0 +2 Dex)
Will: +2 (2 +0 Wis)

Situational Bonuses:

Combat:
Base Attack Bonus: +0
Melee Attack Bonus: +0 (0 BAB+ 0 Str)
Range Attack Bonus: +2 (0 BAB+ 2 Dex)
Combat Maneuver Bonus: +0 (0 BAB+ 0 Str) CM DC: 12 (10+ 0 Base + 0 Str + 2 Dex)

Dagger: +0/ +2 Melee/ Ranged (1d4; 19-20/x2; P; 10 ft)
Dart: +2 ranged (1d4; 20/x2; P; 20 ft)

Feats:
Toughness: Gain an extra 3 hp at 1st level and +1 hp per level for each level after 3rd.
xxx:
xxx:

Traits:
Urban Sleuth (Devils Bells): +1 trait bonus in a particular Knowledge skill check associated with that focus (Knowledge: Planes). That Knowledge skill is always a class skill for you. Once per day, when you attempt a Knowledge skill check in either of the types associated with your focus, you can roll twice and take the better result as your actual result.
Cosmopolitan: You gain a +1 trait bonus on Linguistics checks, and Linguistics becomes a class skill for you.

Other Special Abilities and Special Qualities:

Spoiler:

Favored Class (Witch)
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Child of the Streets: An alley witch gains Bluff and Knowledge (local) as class skills, but loses Knowledge (nature) and Knowledge (planes) as class skills. This alters the witch’s class skills.
City patron:An alley witch draws power not from a patron, but from the crowd of minds around her. She doesn’t select a patron at 1st level; instead, she gains the following bonus spells at the listed levels.
2nd—ears of the city, 4th—alter self, 6th—witness, 8th—shadow step, 10th—mage’s private sanctum, 12th—heroes’ feast, 14th—limited wish, 16th—create demiplane, 18th—shades.
Speak to the City (Kintargo):An alley witch builds a special rapport with a single city. At 1st level, she can select one settlement whose type is large town size or larger. Within this settlement, she gains a +2 bonus on initiative checks, as well as Knowledge (local), Perception, Stealth, and Sense Motive checks. At 6th level and every 5 witch levels thereafter, this bonus increases by 2. The alley witch can build a rapport with a new city after 30 days of remaining there; this severs her bond to her previous settlement. This ability replaces the witch’s 1st-level hex.
Evil Eye: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Skills: Skillpoints gained/level (6) 2+4(int)

Spoiler:
Acrobatics: +2 (0 ranks; ; +2 Dex; -0 armor)
Appraise: +4 (0 ranks; +0 trained; +4 Int)
*Bluff: +7 (1 ranks; +3 trained; +1 Cha; +2 race)
Climb: +0 (0 ranks; +0 trained; +0 Str; -0 armor)
*Craft (clothing): +4 (0 ranks; +0 trained; +4 Int)
Diplomacy: +0 (0 ranks; +0 trained; +1 Cha)
Disguise: +0 (0 ranks; +0 trained; +1 Cha)
Escape Artist: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
*Fly: N/A (0 ranks; +0 trained; +2 Dex; -0 armor)
*Heal: +1 (0 ranks; +0 trained; +0 Wis)
*Intimidate: +0 (0 ranks; +0 trained; +1 Cha)
*Know (arcana): +8 (1 ranks; +3 trained; +4 Int)
Know (Dungeoneering): +5 (1 ranks; +0 trained; +4 Int)
*Know (local): +8 (1 ranks; +3 trained; +4 Int)
*Know (history): +8 (1 ranks; +3 trained; +4 Int)
Know (religion): N/A (0 ranks; +0 trained; +4 Int)
*Know (planes): +5 (0 ranks; +0 trained; +4 Int; +1 trait)
*Linguistics: +9 (1 ranks; +3 trained; +4 Int; +1 trait)
Perform (): +0 (0 ranks; +0 trained; +1 Cha)
Perception: +2 (0 ranks; +0 trained; +0 Wis, +2 Familiar)
*Profession (): +0 (0 ranks; +0 trained; +0 Wis)
Ride: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
Sense Motive: +2 (0 ranks; +0 trained; +0 Wis, +2 Familiar)
Sleight of Hand: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
Stealth: +7 (0 ranks; +0 trained; +2 Dex; +2 race; +3 Familiar)
*Spellcraft: +8 (1 ranks; +3 trained; +4 Int)
Survival: +0 (0 ranks; +0 trained; +0 Wis)
Swim: +0 (0 ranks; +0 trained; +0 Str; -0 armor)
Use Magic Device: +0 (0 ranks; +0 trained; +1 Cha)

Witch's Fmailiar:
Cat Familiar: "Crafty"
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5

DEFENSE

AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 Nat Armor)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +1

OFFENSE

Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
Alertness, improved evasion, share spells, empathic link

Spells:

Spoiler:
Concentration:1d20 +1 level +4 stat

Familiar: cantrips: Arcane Mark, Bleed, Dancing Lights, Daze, D. Magic, D. Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
1st:Urban Grace, Remove Sickness, Mudball, Mage Armor, Itching Curse, Cure Light Wounds, Ray of Sickening

Memorized:Cantrips: Detect Magic, Mending, Message
1st: Urban Grace, Mudball

Carrying Capacity:
Light Load: 0 lbs - 33 lbs
Medium Load: 34 lbs - 66 lbs
Heavy Load: 67 lbs - 100 lbs
Lift Over Head: 100 lbs
Lift Off Ground: 200 lbs
Push or Drag: 500 lbs

Carried Possessions (XX lbs):

Spoiler:

Backpack: 2 lbs; 1gp 8sp(4 lbs):

Sheathed or Worn (10 lbs):
Pickpocket's Outfit: 3 lbs
Dagger: 1 lbs; 2 gp
6 darts: 3 lbs; 3 gp
scroll case: .5lbs; 8sp

Spell component Pouch: 2 lbs; 5gp
Belt pouch: .5 lbs; 1 gp

Pouch with Coins (1 lbs):
CP: 6
SP: 17
GP: 21
PP:

Character Description

Spoiler:

Appearance: Displaying prominent tiefling features, Savrin stands out when traveling outside of the Devil's Nursury. While the reddish tint of his skin and his dark hair help him to blend in within the confines of the Nursury, his damaged right horn and ear help to identify him. A mop of black hair falls from the top of his head, often covering his right ear and falling in front of one of his solid yellow eyes. Through of low birth, Sarvin is dressed in a fine white shirt under a red vest and worn blue jacket. Worn soled boots cover his feet and a scraggly looking rat can be seen peeking out of the pockets of his clothing or resting on Sarvin's shoulder.

Story/Background: Born in Kintargo, Sarvin is the son of an Egorian tiefling who relocated to the Devil's Nursury after escaping from a university laboratory. His mother dying shortly after their arrival in the freedom loving city, Sarvin spend most of his early years surviving on Kintargo's streets, homeless and without family to rely on. Within the Devil's Nursery the young tiefling found a place he could at least blend in, if not be accepted. The many years he spent in the Devil's Nursery gave him insight into the ebb and flow of the city as well as the skills he would need to survive. As he wandered about the city streets, and heard the chimings of the Devil's Bells, his curiosity always made him wonder about their significance. It was during this time, after having lived there for more than 30 years, when he realized the true connection he had with the city.

Waking one morning in the draft hovel he called home, Sarvin found a mangy maine coon cat looking at him intently. Curious as to why the cat wasn't spooked when the young tiefling moved, he just stared back, feeling a connection with this creature. Taking the cat in, he named it 'Crafty', for while the cat was missing a few toes and had scarred patches of missing fur, its wily nature was what had helped it survive until their meeting. With Crafty, Sarvin Half-Horn found himself almost communing with Kintargo's streets and alleys. With the cat's guidance, Sarvin would almost miraculously discover where the best food could be scrounged and how to tap into this understanding to achieve spells that helped him survive in the rough urban environment of the Nursery. These powers also got him into trouble as he set about to make a better life for himself, at times leaving the Nursery and using his stealth together information on residents of the Redroof District and even from his fellow tieflings. While attempting to do so with the Devil's Thread tiefling owner, Sarvin was quickly spotted by the older tiefling. Seeing the potential in the misguided tiefling, he took the tiefling street rat in and became Sarvin's moral compass, guiding the young tiefling in how to use his gifts to do more than just benefit himself. While Sarvin would continue to use his gifts to steal from those who could afford it, he would stop doing it just for himself, instead giving back to the greater tiefling community in Devil's Nursery.

With the disappearance of Jilia Bainilus and the establishment of martial law under the new Lord Mayor, Barzillai Thrune, the crackdown on freedoms that city residents had previously enjoyed irked the young tiefling. While Sarvin became more cautious, staying within the Devil's Nursery and refraining from using his gifts too overtly, he would often stew each night and wonder if there was anything that could be done. Hearing word of a protest in Aria Park, Sarvin decided he couldn't squander the opportunity to make a bit of coin and possibly retaliate against Barzillai Thrune's proclamations with a bit of disobedience.

Personality: Freedom loving, full of curiosity, and rambunctious, Sarvin's checkered past and fiendish features makes it difficult for him to avoid trouble. As such, he often times overcomes trouble through guile or the use of his magic rather than avoiding it all together. Born and raised in Kintargo, he loves his city and hates the danger his kind is in under the current martial law.

Hit Points Summary and Favored Class Bonus:

Spoiler:

Character Level 1: 1d6+Con, 6+1 = 7, 7 HP total +1 Skill point
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total