Bather

Sterelin McKeaough's page

150 posts. Organized Play character for Patrick McDade.


Full Name

Sterelin McKeaough

Race

Human (Varisian) Witch 1

Classes/Levels

HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Gender

Male

Size

Medium

Age

19

Special Abilities

Hexes, Spells

Alignment

Chaotic Neutral

Deity

Calistria

Location

Absalom

Languages

Aquan, Common, Elven, Hwan, Polyglot, Varisian

Occupation

Fortune Teller

Homepage URL

Google Drive Copy of Sheet

Strength 10
Dexterity 12
Constitution 14
Intelligence 19
Wisdom 10
Charisma 10

About Sterelin McKeaough

Statistics:

Sterelin McKeaough
Male Human (Varisian) Witch 1
CN Medium Humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +2, Ref +1, Will +2
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Offense
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Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Spear +0 (1d8/x3)
Special Attacks hexes (fortune, misfortune [dc 14], slumber [dc 14])
Witch Spells Prepared (CL 1):
1 (2/day) Mage Armor (Cast), Ear-Piercing Scream (DC 15)
0 (at will) Mending, Dancing Lights, Spark (DC 14)
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Statistics
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Str 10, Dex 12, Con 14, Int 19, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Extra Hex, Extra Hex
Traits Harrow Born (Varisian), Varisian Wanderer (Profession [fortune-teller])
Skills Craft (alchemy) +8, Heal +4, Knowledge (arcana) +8, Knowledge (history) +8, Perception +1, Profession (fortune-teller) +5, Profession (sailor) +4, Spellcraft +8
Languages Aquan, Common, Elven, Hwan, Polyglot, Varisian
SQ +3 to sight-based perception checks in bright ligh, empathic link with familiar, patron spells (portents), share spells with familiar
Combat Gear Wand of Infernal Healing, Cold Weather Outfit, Dagger, Spear, Backpack (6 @ 18 lbs), Belt pouch (1 @ 0 lbs), Cauldron, Cooking kit, Grappling hook, Harrow deck, knotted silk rope, Spell component pouch, Torch (2), Trail rations (2), 411 GP, 9 SP, 10 CP
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TRACKED RESOURCES
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Dagger - 0/1
Spear - 0/1
Torch - 0/2
Trail rations - 0/2
Wand of Infernal Healing - 3/50
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Special Abilities
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+3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fortune (1 round(s)) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Misfortune (1 rd) (DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (1 rd) (DC 14) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Varisian Wanderer (Profession [fortune-teller]) +1 to Profession (fortune-teller) checks, Profession (fortune-teller) is always a class skill for you.
Wand of Infernal Healing Add this item to create a wand of a chosen spell.

Familiar:

Harrow
Female Parrot
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision; Perception +9
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 4 (1d8-1)
Fort +1, Ref +4, Will +4
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Offense
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Speed 10 ft., flight (40 feet, average)
Melee Bite (Parrot) +4 (1d3-4/x2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Tricks Bombard [Trick], Detect [Trick], Fetch [Trick], Get Help [Trick], Sneak [Trick], Watch [Trick]
Skills Acrobatics +2 (-6 jump), Climb +2, Fly +6, Heal +3, Perception +9, Spellcraft -1, Stealth +10, Swim +2
Languages Common
SQ bombard [trick], detect [trick], fetch [trick], get help [trick], hero points, improved evasion, sneak [trick], watch [trick]
Other Gear You have no money!
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TRACKED RESOURCES
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. . -none-
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Special Abilities
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Bombard [Trick] Drops item on designated point or opponent.
Detect [Trick] Indicates unusual smells, noises, etc.
Fetch [Trick] The animal will get a specific object.
Flight (40 feet, Average) You can fly!
Get Help [Trick] Attempts to bring back people it considers "help"
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak [Trick] Creature stays hidden.
Watch [Trick] Stands watch over designated area.
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Familiar Spells
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[bold]Level 0:[/bold] Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
[bold]Level 1:[/bold] Burning Hands, Ear-Piercing Scream, Ill Omen, Infernal Healing, Mage Armor, Sleep, Summon Monster I, Unseen Servant

Bard Stats:

Sterelin McKeaough
Human (Varisian) Bard 2
CN Medium humanoid (human)
Init +4; Senses Perception +3
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (2d8)
Fort +0, Ref +6, Will +1 (+6 vs. charm and compulsion); +4 vs. bardic performance, sonic, and language-dependant effects
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4+1/19-20) and
. . rapier +2 (1d6+1/18-20)
Ranged composite shortbow +4 (1d6+1/×3)
Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Bard Spells Known (CL 2nd; concentration +6):
. . 1st (3/day)—grease, hypnotism (DC 15), saving finale[APG] (DC 15)
. . 0 (at will)—daze (DC 14), light, mage hand, message, prestidigitation
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Statistics
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Str 12, Dex 16, Con 10, Int 12, Wis 7, Cha 18
Base Atk +1; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot
Traits harrow born (varisian), irrepressible
Skills Acrobatics +5, Appraise +5, Bluff +9, Climb +3, Escape Artist +6, Perception +3, Perform (dance) +9, Perform (oratory) +9, Perform (sing) +8, Spellcraft +6, Use Magic Device +9
Languages Common, Draconic, Varisian
SQ bardic knowledge +1, versatile performance abilities (oratory)
Combat Gear wand of cure light wounds, wand of disguise self (5 charges), dye arrow (2), splintercloud arrow (4); Other Gear chain shirt, arrows (50), composite shortbow, dagger, rapier, bard's kit, harrow deck, 822 gp
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TRACKED RESOURCES
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Arrow, dye - 0/2
Arrow, splintercloud - 0/4
Arrows - 0/50
Bardic Performance (standard action, 10 rounds/day) - 0/10
Dagger - 0/1
Wand of cure light wounds - 0/50
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Special Abilities
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Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Irrepressible You can use your Charisma modifier instead of Wisdom for Will saves vs. charm & compulsion.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Versatile Performance (Oratory) +9 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
]/spoiler]
[spoiler=Description]
This young man’s skin is red-bronzed by years in the sun and his longish dark hair is well tangled by the winds and falls to his muscular shoulders. A closely trimmed beard and his well-kept gear show a fastidiousness and carefulness that belie the colorful Vasirian scarves that he wears about his leathers in the fashion of the Sczarni. Dark, intelligent eyes keenly take in his surroundings, as one hand drifts towards a well-worn oiled leather pouch that seems to hold a squarish object about the size of a deck of cards. Sterelin is rarely seen without his pet parrot on his shoulder or nearby, with brown and red plumage the beautiful animal seems oddly intelligent and calm for such a bird.

Background:

Born near the docks of Magnimar to a long line of Sczarni fortunetellers, Sterelin grew up in the city with the goal of staying with his Clan and family and serving them as a fortune teller and agent as had his family for ages. Thus, his mother and grandmother trained Sterelin in the Harrowing and Sterelin sat long hours with them learning the ways of the fortuneteller, and agency in a Szcarni family. Unfortunately Sterelin’s grandmother died on Sterelin’s 16th Nameday, and his grandmother left him her old Harrowing cards. Mystically, the old deck attuned to Sterelin and began to tell his fate with great, and unfortunate, alacrity.

For a full month every time a Harrowing was performed by or upon Sterelin the same cards fell in the same way – and no interpretation could be reached except that Sterelin was under a fateful curse. The Harrowing, repeated in such specificity, indicated that Sterelin must leave the city that was his home and forswear his relationship with his family. If he did not, great misfortune would befall all around him and eventually Sterelin would die in misery. One week after the Harrowing first showed the curse, Sterelin’s youngest sister was trampled by a runaway carriage and left crippled. The following week a slate shingle fell and crushed his mother’s shoulder. One week later, his uncle died of a stroke. The Harrowing still told misfortunes ahead and Sterelin fled the city on the first boat he could find.

For two years Sterelin wandered, and as long as he did not spend much time in the same place, his own Harrowings bore normal tidings, and he could predict the futures of others. As soon as he grew comfortable and began his journey back home, however, the cursed Harrowings would return, and if he stayed to long ill-fortune would follow. To solve the issue, Sterelin took work as a sailor, learning the craft easily with his keen mind, and learning the ways of the world. Whenever he arrived in a port, Sterelin sought out hedge wizards and preachers to see if they had heard of a curse such as his, but no luck. Sterelin would spend several months on a ship sailing and learning, but eventually the ship would he sailing towards his home - and as soon as it did the cursed Harrowing would begin again. Sterelin would have to find a new ship and a new start, uprooting himself again.

Eventually, Sterelin made his way to Absalom, knowing that the Szcarni had a presence there but that it was unaffiliated with his family. Sterelin planned to join the Pathfinders and wander the world seeking his fortune, and never return to Magnimar or his family again. Soon after making his choice and coming to peace with his destiny during his journey to Absalom, an oddly intelligent parrot came to Sterelin, and he immediately felt a magical bond to the creature. Soon the innate talent that had manifested in his supernaturally accurate Harrowings bloomed into more potent magic, and so his parrot shared the name Harrowing. As his magic blossomed, Sterelin began to realize that his fate had not been so unkind, though he still missed the idea of a normal life.

Since accepting his fate, Sterelin's Harrowings have been clean and deadly accurate and Sterelin only knows peace when he is aboard a ship and without a home - as long as Harrowing is with him. As Sterelin's Harrow magic has emerged, his ability to read the future and affect the luck of those around him, he has become a sought out companion and friend. Those who travel with him have quickly realized that having him around brings fortune to them and misfortune to those who oppose them, and Sterelin’s uncanny vision of what Portents fate will visit upon him is often uncannily accurate.

With the twistings of fate and fortune surrounding Sterelin, he has worked hard to join the Pathfinders and see where his path may lead him from here.


Personality:

Considering himself cursed, there is a dull acceptance and depression that once permeated Sterelin's existence. Knowing that he can never truly have a home or return to his family and clan used to make Sterelin a dark, brooding presence with a tendency towards bitter sarcasm and pessimism. This attitude sometimes returns when Sterelin gets homesick or angry, and his temper is something that many know to avoid. However, with his newfound magical skills and his significant abilities both physically and intellectually, and his attitude has improved though he would never be described as having a sunny disposition.

Not able to have a true family or home, Sterelin feels very possessive and protective of his close friends and companions. While he is not overly personable he is someone who can be relied upon to do his part and help his substitute family however he can. By promoting the goals of his companions and helping them gain wealth and notoriety, he knows that his own wealth and notoriety will grow as well, and that is the life he seeks as a Pathfinder.

When not otherwise occupied, Sterelin has a habit of constantly shuffling and cutting his Harrow deck, often mindlessly performing tricks. This deck is also often the source of Sterelin’s rare glimpses of excitement – fortunetelling. As he does this, his parrot, apparently named for the deck, always grows calm and looks closely at its master. When performing a Harrowing and having the cards fall as they are destined to and not showing his curse, Sterelin feels reconnected to the life he could have had, and he trusts with certainty that his new magical skills and attunement with his Harrow deck give true fortunes.