Consortium Agent

Sveng's page

419 posts. Alias of CampinCarl9127.


Full Name

Sveng Catus | Real name: Sveng Rasdovain

Race

Human

Classes/Levels

Cleric 4 | HP 23/23 | AC 15 | T 11 | FF 14 | CMD 12 | Fort +5 | Ref +3 | Will +9* | Init +2 | Perc +12

*:
-1 vs compulsion (see drawback)

Gender

Male

Size

Medium

Age

35

Alignment

N

Deity

Norgorber

Languages

Common, Kelish, Azlanti, Hallit

Strength 8
Dexterity 12
Constitution 10
Intelligence 14
Wisdom 19
Charisma 14

About Sveng

Statistics:
Male Human (Chelaxian) Cleric (Cardinal) 4
N Medium Humanoid (Human)
Init +2; Senses Perception +12
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 dex)
hp 23
Fort +5, Ref +3, Will +9 (-1 vs compulsion (see drawback))
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OFFENSE
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Speed 30 ft. (20 ft. in armor)

Melee Shortsword +2 (1d6-1)
Dagger +2 (1d4-1)

Ranged Light Crossbow +4 (1d8)
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STATISTICS
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Str 8, Dex 12, Con 10, Int 14, Wis 19, Cha 14
Base Atk +3; CMB +2; CMD 13
Traits Young Reformer, Observant, Inspired, Secret Knowledge, Omen, Keeper of the Veil, World Traveler
Drawbacks Empty Mask
Feats Selective Channeling, Skill Focus (Knowledge (local)), Eldritch Heritage (Arcane Bloodline)
Skills (44 points; 24 class, 8 Int, 4 favored class, 8 background)
ACP -3 (in armor)
(1) Appraise +6
(4) Bluff +11
(1) Climb* +3
(4) Diplomacy +11
(1) Disguise +7
(1) Heal +8
(1) Intimidate +7
(2) Knowledge (arcana) +8
(1) Knowledge (dungoneering) +7
(3) Knowledge (history) +9
(4) Knowledge (local) +16
(1) Knowledge (nature) +7
(3) Knowledge (nobility) +9
(1) Knowledge (planar) +7
(2) Knowledge (religion) +8
(1) Linguistics +6
(4) Perception +12
(4) Sense Motive +12
(1) Spellcraft +6
(4) Stealth* +8
*ACP Applies to these skills
Non-Standard Skill Bonuses
+1 Knowledges (race)
+1 Disable Device (trait)
+1 Perception (trait)
+2 Knowledge (local) (trait)
+1 Intimidate (trait)
+1 Bluff (trait)
+1 Disguise (trait)
+1 Diplomacy (trait)
+3 Knowledge (local) (feat)
+1 Perception/Sense Motive (item)
+1 Knowledge (local) (item)
+1 Bluff/Diplomacy (item)
Languages Common, Kelish, Azlanti, Hallit

Special Abilities:

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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.

Comprehensive Education Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels.

Young Reformer (1/1) Perhaps you were born at the bottom of Taldan society and you’re tired of seeing your friends and family toil endlessly with no hope of a better life, or maybe your privileged outlook was shattered by empathy or tragedy. Either way, you know the system is broken, and you’ve dedicated your life to fixing it. But tradition rules Taldor as much as any Grand Prince, and change requires more influence than you have… so far. You’ve got a few friends and allies, and plenty of determination, but while you work toward the power you need to change the nation, you’ll have to resort to more discrete ways of righting wrongs and curbing the abuses of the upper class. You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills is always a class skill for you. Once per day, you can call upon your coconspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces. Whatever arrangements you make—for doors left unlocked, guards strong-armed out of your way, stolen keys left for you to find—must be reasonable to have anticipated and achieved beforehand; you could arrange to have a noble convinced you’re a very important diplomat traveling in disguise, for example, but if a fight breaks out you could not rely on your network of contacts to feint for you in combat. You don’t have to use this ability in advance; you can announce its use as you encounter a challenge, implying you foresaw this challenge and made arrangements prior to your arrival.

Observant Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

Inspired (1/1) A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Secret Knowledge You have discovered hidden secrets. You gain a permanent +2 trait bonus on knowledge (local) checks.

Omen (1/1) You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.

Keeper of the Veil Even when not cloaked in magic, your training has taught you how to conceal your true nature. You gain a +1 competence bonus on Bluff and Disguise checks.

World Traveler Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on diplomacy checks.

Empty Mask You have spent so long hiding your true identity to escape political enemies that you have lost much of your sense of self. You take a –1 penalty on Will saving throws against compulsions. This penalty increases to –2 against foes who know your true identity.

Aura of Evil A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Channel Energy 2d6 (5/5) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Spontaneous Casting An evil cleric (or a neutral cleric of an evil deity) can channel stored spell energy into damaging spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with “inflict” in its name).

Knowledge (Memory) Domain You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Recall (7/7) With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—comprehend languages, 2nd-memory lapse

Trickery (Innuendo) Domain You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Fool’s Privilege (2/2) You can use this power as a swift action when you fail a Bluff, Diplomacy, or Intimidate check outside of combat. You suffer no negative effects due to the failed check, and the next round you can attempt the check again without the usual penalty for a failed attempt. You can use this ability once per day, and one additional time per day for every 4 levels beyond 1st.

Domain Spells: 1st—sow thought, 2nd-invisibility

Arcane Bond (1/1) Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities.

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Spells:

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Spells
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0th (at will)
Detect Magic
Guidance
Read Magic
Stabilize

1st (5/day)
Sow Thought
Cause Fear
Murderous Command
Sanctuary
Shadow Trap

2nd (4/day)
Invisibility
Hold Person
Boneshaker
Owl's Wisdom

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-26 lb. Medium 27-53 lb. Heavy 54-80 lb.
Current Load Carried 33 lb.

Money 1001 GP 1 SP 0 CP
Shortsword (10gp) (2 lb.)
Dagger x2 (4gp) (2 lb.)
Light Crossbow (35gp) (4 lb.)
Leather Lamellar (60gp) (25 lb.)
Acid Flask
Antiplague
Tanglefoot Bag
Thunderstone x2
Hat of Disguise
Gloves of Reconnaissance
Ring of Sustenance
Cloak of Resistance +1
Cracked Dusty Rose Prism
Cracked Dark Blue Rhomboid
Cracked Mossy Disk
Cracked Mulberry Pentacle
Scroll of Dispel Magic x2
Scroll of Bestow Curse
Scroll of Daylight
Scroll of Blindness/Deafness

Background:
Sveng was born to Ranius and Milona Rasdovain in Westcrown, Cheliax. His parents were minor nobles whose house was beholden to House Arvanxi. His parents had spent their entire lives playing the delicate game of politics required to survive in Cheliax, but all of that changed when Ileosa Arvanxi abandoned her family to marry the king of Korvosa. The scandal severely weakened House Arvanxi, but among other schemes Aberian Arvanxi used Ranius and Milona as scapegoats to lessen the blow against his house. Betrayed by their ruling house and without any allies, the Rasdovains fled Cheliax in a desperate attempt to survive. They settled in Taldor's city of Oppara, where they changed their surname to Catus and attempted to live a quiet and peaceful life far from the repercussions of Chelaxian politics.

The Catus's were only briefly successful in their attempt at a quiet life. Their son Sveng was young when they fled Westcrown, but not so young he didn't remember his birth home. His father regaled him with stories of politics and intrigue and subterfuge, educating him on his now-lost birthright and what his family had been doing for generations. The stories enthralled Sveng, and he didn't fully grasp finality of their exilement from Cheliax. He also still had the noble scheming blood of the Rasdovian's running through his veins. He resented his parents for giving up and fleeing from the reigns of power just because things got a little rough. In his mind, there was always another angle to take, another scheme to turn things around.

As Sveng came of age he began striking out on his own to meddle with the local politics, much to his parent's chagrin. The power and wealth disparity of the city intrigued him and he found himself spending just as much time with the nobles of the city as those living in the slums. But it was when he got involved with the criminal aspect of Oppara that his life truly began. It began with simple jobs like being a bodyguard or messenger, but Sveng's mental acuity got him noticed and he got more and more important jobs. He started running his own schemes and taking jobs himself, manipulating the criminal underground and political scene of Oppara. He was a brain for hire. Did you need a noble intimidated? Perhaps an important shipment needs to go missing? Does a prospective husband need to be publicly embarrassed to prevent a wedding? Sveng became the man to go to.

It was during his time as a crime boss when he came upon various worshipers of the Reaper of Reputation, the Taldan god Norgorber. His parents were Asmodeus worshipers before they fled Cheliax, and Sveng saw their lack of foresight and knowledge as a sign of weakness from their faith. Asmodeus plotted and schemed, yes, but expected unbreaking loyalty and faith from his subjects while being willing to toss them underfoot to further his own goals. Norgorber, on the other hand, was a self-made deity of espionage. Sveng came to revere the god, and paid tribute to him in order to further his own goals. Even his faith is just another political deal, an exchange of favors. Although he attempted to keep this newfound faith hidden from his parents, the secret was eventually revealed to them. Their relationship had already been distant and hostile due to Sveng's criminal involvement, but this was the final straw. They renounced him and cut all ties, leaving him to fend for himself.

Sveng pretended like the loss of his parents didn't affect him, and for the next few months threw himself into his work. He took twice as many jobs and asked for half as much in return. He kept running like this until he snapped, completely botching a job and nearly landing himself behind a cell. He was forced to lay low until things calmed down, and with nothing else to do his mind roamed to what his life had become. He was not acting as the political mastermind he fashioned himself to be. He was barely a step above a common thug, keeping the gears of crime moving but not enacting any tangible change. The only thing he gained was personal power, which he only used to further scheme and manipulate, which continued around in an vicious cycle. He came to a realization. People that schemes only for their own gain were destined to fail. He had seen it countless times. Looking out only for your own skin was good in the short run, but as notoriety is gained people begin to understand you, and eventually there is no one who can be trusted. He has seen it with his allies, his enemies, and his parents. In order to truly enact change, to make a tangible difference, he would have to throw his lot in with something bigger. His public persona was still uncompromised, and he knew that young and inexperienced reformers could make use of his skills. With a new philosophy and outlook on life, Sveng returned to the world of Taldan politics, with plans bigger than ever and a mindset that wasn't entirely selfish.

Appearance and Personality:
Sveng is a Chelaxian man with a slightly slim build and tall stature. He has sharp facial features and neatly tied back black hair. His eyes are dark and keen, seeming to pierce through whatever they look at. Despite his average appearance he has a strong and unsettling presence about him.

Sveng is a man who likes to think big. He has a drive to make his mark on the world and is willing to play the long game and make compromises in order to change the course of history. When he was young he was completely selfish and only acted out of self-interest, but with age and experience he came to realize that working towards mutual interests inspires more greatness than anybody can achieve alone. Although he still does take immense gratification in playing and succeeding at the game of politics, he wants to put his skills to the test and see if he can be remembered by history.

Cardinal Archetype Houserules:
How about this. Instead of messing with the Archetype we get rid of the medium armor proficiency, shield proficiency and BaB and you pick up the +4 skill/level and 4 additional traits that can't effect the same skill from the following list:

Devotee of the Green 
Omen 
Traditionalist

Family Trade

Bully 
Chip on the Shoulder 
Civilized 
Fast Talker 
Friend in Every Town

Secret Knowledge

Scholar of Ruins 
World Traveler

Keeper of the Veil 
Lost Origins

Class Skills:
This section is to help keep track of what skills are class skills. Between two particular domains and some house rules for the Cardinal archetype, Sveng has picked up a ton of extra class skills, and it may be hard to keep track of them all.

Skills marked with a * are class skills

Acrobatics
*Appraise
*Bluff
*Climb
*Craft
*Diplomacy
Disable Device
*Disguise
Escape Artist
Handle Animal
*Heal
*Intimidate
*Knowledge (arcana)
*Knowledge (dungeoneering)
*Knowledge (engineering)
*Knowledge (geography)
*Knowledge (history)
*Knowledge (local)
*Knowledge (nature)
*Knowledge (nobility)
*Knowledge (planes)
*Knowledge (religion)
*Linguistics
*Perception
Perform
*Profession
Ride
*Sense Motive
Sleight of Hand
*Spellcraft
*Stealth
Survival
Swim
Use Magic Device