Harrow Bloodline

Straehan.'s page

475 posts. Alias of stormraven.


Classes/Levels

HP:146 | AC:32 ; T:27 ; FF:26 (Mage Armor) ; CMD:33/27 | Fort:+7 ; Ref:+13 ; Will:+9 | Init:+9 ; PER:+14 (Low Light)

About Straehan.

Straehan

Male human (Varisian analog) LN Medium humanoid

Gestalt 8
Sorcerer (tattooed sorcerer) 8 / uMonk (perfect scholar, scaled fist) 5 / uRogue 3
FCB: Spell @ every level!

Init +9; Senses low-light vision; Perception +14

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Defense
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AC 28, touch 27, flat-footed 22 (+8 Cha, +1 deflection, +5 Dex, +1 dodge, +1 enhancement, +1 monk, +1 natural)
AC 32, touch 27, flat-footed 26 (w/ Mage Armor)
AC 36, touch 27, flat-footed 30 (w/ Mage Armor & Shield)

HP 146 (8d10+72)
Mods: +1 to AC vs Traps

Fort +7, Ref +13, Will +9
+2 bonus vs. fear, paralysis, and sleep effects
+1 on Ref vs Traps

Defensive Abilities danger sense +1, evasion; Immune disease

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Offense
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Speed 40 ft.

Melee
+1 unarmed strike +13/+13/+8 DAM:1d8+6 (20/2x ; B) [ABP Enhanced]
sansetsukon +7/+7/+2 DAM:1d10 (19-20/2x ; B ; Block, Disarm)

Ranged
+1 shuriken +13/+13/+8 DAM: 1d2+1 (20/2x ; P ; Range 10') [ABP Enhanced]

Special Attacks
flurry of blows (unchained), style strike (spinning kick)
5/day — Stunning Fist (Fort DC:22)
10/day — Ki Pool
> SWIFT 1 ki to do Draconic Fury : 1d6 Fire DAM on Unarmed for 2 rnds
> SWIFT 1 ki to Ki Flurry : add 1 ATT to FOB
1/day — One of these spells: black tentacles, charm monster, grease, invisibility sphere, knock, tiny hut, or controlled fireball [CL9]
1/day — Create Spell Tattoo
sneak attack (unchained) +2d6

Spell-Like Abilities (CL 8th; concentration +16)
3/day — dancing lights

Sorcerer (Tattooed Sorcerer) Spells Known (CL 8th; concentration +16)

4th (5/day)
> lesser globe of invulnerability
> resilient sphere (DC 23) $&%

3rd (7/day)
> diamond spray (DC 22) $&%
> dispel magic
> fireball (DC 22) $&^@%
> fly #%
> force punch (DC 22) $&%
> haste
> spiked pit (DC 21)
> vampiric touch

2nd (8/day)
> burning arc (DC 21) $&^%
> glitterdust (DC 20)
> gust of wind (DC 21) $&%
> invisibility
> mirror image
> resist energy #%
> see invisibility
> web (DC 20)

1st (8/day)
> burning hands (DC 20) $&^%
> feather fall
> identify
> mage armor #%
> magic missile $&%
> shield
> true strike
> vanish (DC 19)

0 (at will) — acid splash, detect magic, disrupt undead, light, mage hand, mending, message, prestidigitation, read magic, scrivener's chant, spark (DC 19)

Bloodline Draconic

Legend:
$ = Spell Focus: Evocation - +1 DC
& = Varisian Tattoo: Evocation - +1 CL
# = Bloodline Tattoo: +1 CL
^ = Bloodline Arcana +1 DAM/Die for Fire Spells
% = Blood Havoc: +1 DAM/Die
@ = Spell Specialization: +2 CL

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Statistics
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Str 10, Dex 20, Con 10, Int 15, Wis 12, Cha 26
Mods: Race Bonus +2 CHA, Primary Stat +4 CHA, Secondary Stats +2 DEX/INT, ABP Enhancements CHA/DEX

BAB +7.25; CMB +12 (+14 grapple); CMD 33 (35 vs. grapple)

Feats:
(-1 Feat for Monk Archetypes overlap)
Sorcerer
Alertness [Familiar], Varisian Tattoo [Free], Combat Casting [1st], Spell Focus (evocation) [1st – Human bonus], Spell Specialization (Fireball) [2nd], Expanded Arcana (2 Spells) [3rd], Expanded Arcana (2 Spells) [4th], Expanded Arcana (2 Spells) [5th], Spell Penetration [6th], Expanded Arcana [7th]

Monk
Stunning Fist, Unarmed Combatant, Dodge [1st bonus], Combat Reflexes [2nd bonus]

Rogue
Agile Maneuvers

EiTR
Combat Expertise, Power Attack, Deadly Aim

Traits blood of dragons, Intrigued by Shaudra (reskinned Thassilon)

Skills
Acrobatics +16 (+20 to jump)
Appraise +2
Bluff +14
Climb +4
Diplomacy +18
Disable Device +19
Escape Artist +9
Fly +10
Intimidate +12
Knowledge (arcana) +15
Knowledge (dungeoneering) +8
Knowledge (history) +8
Knowledge (local) +8
Knowledge (nature) +8
Knowledge (planes) +8
Knowledge (religion) +8
Linguistics +6
Perception +14
> Find Traps +15
Perform (dance) +12
Profession (cook) +8
Profession (courtesan) +10
Profession (Sailor) +5
Ride +9
Sense Motive +10
Sleight of Hand +10
Spellcraft +10
Stealth +16
Survival +1
Swim +4
Use Magic Device +12

Languages Common (Miir), Draconic, Shaudran, Sylvan, Aquan, Sakvroth (Drow Sign)

SQ
bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), bloodline tattoos, create spell tattoo, draconic fury, draconic mettle, familiar tattoo, fast movement (unchained), finesse weapon attack attribute, ki pool (10 points, magic), learn from failure, rogue talent (trap spotter), style strike (spin kick), trapfinding +1

Gear
Scholar’s Clothing
Mnemonic Vestment
Spring-loaded Wrist Sheath (Empty)

Sansetsukon
shuriken (20)

Handy Haversack
> Winter Blanket
> Silk Rope (50’)
> MW Thieves’ Tools
> Journal of Deeds & Misdeeds
> Inkpen & Ink
> Cooking Kit: cutting board (wooden), knife (cutting), ladle, pot, seasonings, skewer, skillet, tinder packet, Tripod (iron)
> MONEY: 4 SP

Leather belt w/ rod, scroll case, and sansetsukon sheath (3 gp, 1 lb)
> Sansetsukon
> insightful scroll case with 1 scroll of: black tentacles, charm monster, grease, invisibility sphere, knock, tiny hut [CL 6th], controlled fireball [CL 9th]

Spell Component Pouch
> Material components
> Smokestick

Notes:
Spent 1200 GP retraining 3 Expanded Arcana feats to higher level standards

Encumbrance: LIGHT (17.5 lbs of 33 lbs)

FAMILIAR: 'Matty'

Special Abilities:

Sorcerer
Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Blood Intensity +8 (Sorcerer Bloodline Power [3rd], 2/day) Add listed bonus to maximum dice of damage (doesn't stack with intensify spell).
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Create Spell Tattoo (1/day) (Su) As a standard action, create a spell tattoo on yourself or a willing recipient.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

Familiar
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.

Monk
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Draconic Fury (1d6 Fire, 2 rounds, Fire) (Su) As a swift action, use 1 ki to grant natural att 1d6 extra dam for duration.
Draconic Mettle (Su) +2 bonus on saves vs. fear, paralysis, and sleep effects.
Fast Movement (Unchained) (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Immunity to Disease You are immune to diseases.
Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Learn from Failure +1 (Ex) After failed attack roll/Research check, insight bonus on next roll/check vs. same target in 24 hours.
Spin Kick Kick attack targets flat footed AC, unless foe has uncanny dodge.
Stunning Fist (5/day, DC 22) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.

Rogue
Agile Maneuvers Use DEX instead of STR for CMB
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

EiTR
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.

Other
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Description:
Going by appearances, Straehan is barely remarkable. He isn't tall (5’0”) and is slender without being overtly skinny. His skin is a medium tan. His long, slightly wavy hair is a dark (but not notable) shade of brown as is his neatly trimmed goatee. His eyes are darker (almost black) and are reflective (Trait: Blood of Dragons) like a wolf’s eyes at night. Natives of Golarion – had he ever been to Golarion – would easily mistake him for a Varisian… but the occult tattoos littering his body are in no style or language they could possibly recognize.

His clothes, in shades of blue and purple, are scholarly robes with an ornate vest over all. His worn leather belt is bespoke… with a spell component pouch at the small of his back flanked by three custom sheathes on his hips. One holds a collapsed sansetsukon, another (sized to hold a rod) is empty, and the final one holds a scroll case. To some, his appearance suggests he has never walked a hard road. But his well-worn and dusty boots, the faded purple leather strap used to tie his hair back, along with the dirt that liberally speckles his clothing suggest otherwise.

Where Straehan’s looks are forgettable, his personality is not. There is a subtle magnetism to the man (CHA 26). He is generally soft-spoken, frequently funny, sometimes silly, often self-deprecating, erudite without being pretentious, and sharp. He enjoys good drinks, good food, good company, and good books… not necessarily in that order. He does have a temper and a darker side to his nature. And when that nature emerges, he is calculating and remorseless.

Campaign History (DM Only):
Strae’s history would be confusing to explain prosaically. Doing it DM to DM, I hope will make more sense. Strae was a DMPC in the Great Southern Isles (GSI) campaign. There are some similarities to your campaign in terms of the set-up. In GSI, our heroes awaken in a storm-tossed ocean, among the presumed remnants of the ship they were traveling on, with no memory of their lives, the world, or what happened to their ship. As the story line evolved (over several levels) they start to have fleeting memory flashes of their old lives triggered by ‘reminiscent’ in-game events. Worse, the memory flashes begin to have more and more sinister edges to them. In addition, they find out that all of them came from different areas of Miir, ‘mirror’ worlds, alternate planes, or different worlds entirely (Golarion being one).

In a series of revelations, all the heroes learn their backstories. Strae discovers that in the forgotten portion of his life he was obsessed with the collection of knowledge and spells. Some of it was simply a quest for knowledge but the other driving factor was gaining the power necessary to find and kill his draconic father. To that end, he would target people with occult libraries or books on dragon-kind and then ingratiate, seduce, and/or whore himself out to them and acquire the books he wanted either through manipulation, theft, or murder.

They find out that the team’s benefactress – who made them gestalt and brought the team together – is an exiled goddess from a former pantheon who wants ‘back in the game’. She grabbed the characters at ‘cusp’ moments in their lives before they were fully committed to their evil paths to give them a chance at redemption. Her motives were not altruistic. She grabbed people she felt were ‘maverick enough’ that they might help in bringing an exiled goddess back. According to the goddess, their kidnapping and memory loss was caused by forces aligned with one of the current crop of gods trying to prevent her from getting the team’s help.

Skip forward several levels… and the heroes are powerful enough to go on a mission to retrieve an item that belonged to the goddess which, when used, will bring her fully back into the world. They accomplish the mission and bring her back… and then the goddess uses the item to bring more of her pantheon back to the world as well. They are all undersea gods (a mashup of aquatic and Cthulu-esque) as Miir was an ocean world originally. Now, we have a war between two pantheons for control of Miir. And our heroes have to choose which side to be on. With their memories restored, they (as individuals) can choose to become their evil former selves and assist the old gods and be richly rewarded OR accept the new people they have become and fight for the current gods. The whole group chose to go ‘good’ and fight the old gods despite both the carrot and stick their former benefactress produced. That was the end of the story arc.

For Kisarta, my thought is to have Straehan die during the war against the old gods. And waking up in Kisarta will probably induce an eye-roll of ‘not this again ’ from him, initially. He’ll also strongly suspect some god is yet again mucking around in his life for reasons he will be very determined to find out. :D

Background:
Where is Straehan from?
There is a star so distant from Golarion that its light isn’t visible even through a strong telescope. This world is called Miir (homespun world for decades of campaigns). The largest part of the northern super-continent is controlled by the Realm which is an economic empire comprised of 34 member Demesnes (essentially Countries). Straehan hails from a liberal Demense called Polkepi but he has traveled extensively throughout the Realm and spent a number of years in the Realm’s capital of Crux – the City of a Thousand Spires (and just as many secrets). He’s also adventured extensively in the Southern Isles – a massive archipelago containing roughly two thousand islands spread over thousands of nautical miles.

Straehan’s deeds?
Straehan’s deeds are both fair and foul. He is a child of rape – a red dragon violating his human mother. It was an act which claimed her sanity well before she took her own life. In the decades that followed, Straehan has played many roles: bon vivant, martial artist, sorcerer, raconteur, scholar, grifter, avenger, atheist, thief, villain, lothario, fool, hero, whore, and serial murderer. He was irredeemable until redemption caught him unawares, offered by gods he neither believes in nor particularly likes… but he assists them all the same.

Straehan’s death and final thoughts
Strae was a strategist and a tactician. While he was emotionally invested in keeping the peoples of the Great Southern Isles free and safe in the hands of the current pantheon, another part of his mind dispassionately viewed this War of the Gods as a chess match… and he had no illusions that he was anything more than perhaps a rook or (at best) a bishop in the game. The point was to win the game and to do that, it was sometimes necessary to sacrifice material – pieces – in executing a hopefully successful gambit. So, when it became clear that someone would need to draw off one the enemy’s ‘queens’ to enable the team the greatest possible chance of success, it was a simple calculation. Strae was the right piece to sacrifice.

He almost smiled when he faced off with the Dragon in the sky over the oceans of Miir. The new Straehan didn’t have the crippling ‘daddy issues’ his previous self did. But all that collected knowledge about battling dragons was about to come in handy. And, come’on, who wouldn’t want to best such a monster single-handedly? If he lived to tell that tale, he’d have ladies lining up to warm his bed. He pushed aside the calculating side of his mind that insisted his odds were very, VERY poor.

The battle went better than expected initially as Straehan pulled out every trick in his arsenal and gave better than he got. But, eventually, every trick was played and nearly every useful spell was spent… and the heavily wounded dragon was bearing down on him in an all-out assault of teeth and claws. As the creature swallowed him, he clicked his favorite rod a final time – maximizing his spell – and sent a snake of fire coiling around the wyrm and himself. Already on his way to death, Strae had a memory of the rod slipping from his grip and falling towards the ocean far below. Damn. I love that rod.

His last thoughts were two hopes:
I hope I killed that f&cking dragon.
I hope we win the war.

Advancement Plans:

L09: Sorc 9 / Mnk 6 | FEAT: Steadfast Personality
L10: Sorc 10 / Rog 4 | FEAT: ?
L11: Sorc 11 / Mnk 7 | FEAT: ?
L12: Sorc 12 / Mnk 8 | FEAT: ?
L13: Sorc 13 / Rog 5 | FEAT: ?
L14: Sorc 14 / Mnk 9 | FEAT: ?
L15: Sorc 15 / Mnk 10 | FEAT: ?
L16: Sorc 16 / Mnk 11 | FEAT: ?
L17: Sorc 17 / Mnk 12 | FEAT: ?
L18: Sorc 18 / Mnk 13 | FEAT: ?
L19: Sorc 19 / Mnk 14 | FEAT: ?
L20: Sorc 20 / Mnk 15 | FEAT: ?

Possible Feats: Eschew Materials, Expanded Arcana, Steadfast Personality, Spell Penetration, Spell Specialization, Greater Spell Focus, Elemental Spell, Quicken Spell, Maximize Spell, Centered Spell, Consecrate Spell, Empower Spell, Extend Spell, Selective Spell, Deadly Agility (maybe?), Strangler (thematically appropriate given his history), Spell Focus (Necromancy?)