Khavith

Takesh's page

46 posts. Alias of YoricksRequiem.


Classes/Levels

F Slanaad Eliciter 4 [ HP: 29/29 | AC: 20 | T: 14 | FF: 16 | Fort +4 / Ref +6 / Will +5 | Init +4 / Percept +8 (Low-Light) ]

About Takesh

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Takesh
Female Slanaad
Eliciter (Hypnotist / Empathic Duelist) 4

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    Stats
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Size: Medium
Type: Monstrous Humanoid
Senses: Perception +8 (Low-Light Vision)
Speed: 15
Alignment: Lawful Neutral
Languages: Common, Aklo, Aquan, Necril, Undercommon
Initiative: +4 Dex

Attributes
STR 10 (+0)
DEX 18 (+4)
CON 15 (+2)
INT 14 (+2)
WIS 10 (+0)
CHA 18 (+4)

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    Offense
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BAB +3

Scimitar
Attack 1d20+3 (+3 BAB +0 Str)
Damage 1d6+0 (0 Str))
Crit 18-20 x2

Double-Barreled Shotgun
Attack 1d20+8 (+3 BAB +4 Dex + 1 ABP)
Damage 1d8+1 (+1 ABP)
Capacity 2
Range 20 ft
Critical 20 x2

Notes

  • +1 Attack/Damage within 30 ft
  • You can take a -2 on both attacks to fire twice
  • You take a -4 to attacks when firing into melee
  • Ignores 2 AC (Houserule)
  • Move action to reload

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      Defense
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    HD 29 (4d8 Eliciter + 2 Con / Level)

    AC 20 (10 Base + 4 Armour + 1 Armour (ABP) + 4 Dex + 1 Natural Armour)

    Notes

  • Cannot be tripped

    Saves
    Fort +4 (+1 Base +2 Con + 1 ABP)
    Refl +6 (+1 Base +4 Dex + 1 ABP)
    Will +5 (+4 Base +0 Wis + 1 ABP)

    Notes

  • Gain +1 to all saves against Charm or Compulsions (-1 Racial, +2 Persuasive ability)

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      Automatic Bonus Progression
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    Resistance: You gain +1 to all Saving Throws

    Armor Attunement: Your armour gains +1 Enhancement bonus.

    Weapon Attunement: Your chosen weapon gains a +1 Enhancement bonus.

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      Skills
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    9 / Level (4 Base + 2 Int + 1 Favoured +2 Background)

  • Bluff +13+1d6 (+4 Ranks +3 Class +4 Cha +2 Persuasive +1d6 Inspiration)
  • Diplomacy +13+1d6 (+4 Ranks +3 Class +4 Cha +2 Persuasive +1d6 Inspiration)
  • Disguise +11 (+4 Ranks +3 Class +4 Cha)
  • Handle Animal +8 (+1 Background +3 Class +4 Cha)
  • Intimidate +11+1d6 (+2 Ranks +3 Class +4 Cha +2 Persuasive +1d6 Inspiration)
  • Kn Local +6 (+1 Rank +3 Class +2 Int)
  • Kn Nobility +7 (+2 Background +3 Class +2 Int)
  • Linguistics +7 (+2 Background +3 Class +2 Int)
  • Perception +8 (+4 Ranks +3 Class +0 Wis +1 Trait)
  • Perform (Violin) +10 (+3 Background +3 Class +4 Cha)
  • Ride +0 (+0 Ranks -4 Racial +4 Dex)
  • Sense Motive +9+1d6 (+4 Ranks +3 Class +0 Wis +2 Persuasive +1d6 Inspiration)
  • Spellcraft +6 (+1 Rank +3 Class +2 Int)
  • Stealth +11 (+4 Ranks +3 Class +4 Dex)
  • Use Magic Device +11 (+4 Ranks +3 Class +4 Cha)

    Notes

  • Up to 10 ranks in Bluff for free because of the Fencing sphere (limited by hit dice)

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      Traits
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    Seeker (Social): You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

    Unrealized Telekinetic (Magic): You may use the mage hand cantrip as an at will spell-like ability with a caster level equal to half your level. In addition, you can qualify for Protokinesis feats without possessing the Telekinesis Sphere. For the purposes of these feats you are treated as having a caster level equal to half your character level, and may choose one mental ability as your casting ability score. If you later gain access to the Telekinesis Sphere, you may immediately replace this trait with the Kinetic Drain or Potential Energy trait.

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      Feats
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    Extra Magic Talent: Gain the Barrage Sphere (Level 1)

    Extra Magic Talent: Gain the Powerful Charm talent (Level 3)

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      Special Abilities
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    Proficiencies: An eliciter is proficient with all simple weapons, light armor, bucklers, and additional proficiencies from your Martial Tradition.

    Courtesan (Martial Tradition): Courtesans are students of courtly manners and artistic pursuits, and are often experts at painting, dancing, music, and engaging conversation. In a world of magic and court intrigue, courtesans are often also trained as bodyguards and assassins. You gain the following bonus talents: Equipment: Dancer Training, Equipment: Unarmored Training, Fencing sphere, and either the Dual Wielding sphere or a talent from the Fencing sphere.

    Psychic (Casting Tradition): For some people, magic is an expression of their will, and a little mental focus is enough to call it into being. It does come with drawbacks, however…

    Mental Focus: Your magic requires you to have a focus that is not always possible to achieve. You normally have focus, but lose it whenever you fail a save versus mind-affecting magic, have a critical hit confirmed on you, or a condition causes you to lose the ability to concentrate (such as being nauseated or helpless or failing an enforced concentration check such as from being entangled). Using magic without your mental focus requires you to make a concentration check (DC 20 + 1/2 caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a full-round action that provokes attacks of opportunity.

    Narcoleptic Casting: Your magic has a pacifying effect that can lull you to sleep. At the end of any round in which you spend 1 or more spell points, you must succeed at a Fortitude saving throw with a DC of 10 + 1/2 your total levels in casting classes (minimum DC 11) or fall asleep standing up for 1 round. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature without dealing damage is a standard action (an application of the aid another action). This counts as 2 drawbacks when determining the number of spell points gained.

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      Eliciter Abilities
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    Enchanter: You gain the Mind sphere as a Bonus Sphere, and your Caster Level for this sphere is equal to your Class Level.

    Persuasive: You gain a +2 bonus to DC of Mind Sphere Abilities, and Eliciter Class Features, as well as to Bluff, Diplomacy, and Intimidate checks.

    Defensive Empathy: Add Persuasive bonus to Sense Motive checks, Will Saves against Enchantments (charm) or Enchantment (compulsion) effects.

    Blended Training: Whenever the empathic duelist would gain a magic talent from his class levels (not the 2 bonus talents gained when first gaining the casting class feature), he may instead gain a combat talent. An empathic duelist uses his casting ability modifier as his practitioner modifier.

    Inspiration (4 / Day): You have a pool of Inspiration equal to ½ your Eliciter level plus your Intelligence modifier. You can spend a point from this pool as a free action to add +1d6 to a skill check, including those you take 10 or 20 on. You can make this choice after you roll but before the results are revealed, it can only be used once per roll. You can use this on Bluff, Diplomacy, Intimidate, and Sense Motive without spending a use of Inspiration. Inspiration can be used (as an immediate action) on attack rolls or saving throws at the cost of 2 uses from the pool.

    Empathic Link (5 / Day): As a swift action, you may attempt to create an empathic link with a creature within your charm range for a number of rounds equal to your Charisma modifier (4). The target creature is allowed a Will save to negate this effect with a DC of 10 + 1/2 class level + casting ability modifier + persuasive bonus. If successful, the empathic duelist can read the passive signs from the target’s mind and gains a +1 insight bonus to attack and damage rolls against that target as well as to AC and saves against attacks and spells, spell-like abilities, sphere effects, and supernatural abilities originating from that target. This link is suppressed, but not ended, if the target creature moves outside of charm range. The empathic duelist may use this ability a number of times per day equal to 3 plus 1/2 his class level.

    Spell Pool (10 / Day): You have a reserve of energy that you can use to create wondrous effects, equal to your level + Charisma modifier + 1 per odd class level (casting tradition). This replenishes once per day after 8 hours of rest.

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      Spheres and Talents
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    Save DC against a Sphere ability is currently 15. (10 + ½ Caster Level + Charisma Modifier). For Mind Sphere, it’s 18 (Caster level treated as Character level, +2 from Persuasive)

    Warp Sphere: You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.

    Barrage Sphere: You gain a +1 bonus on attack and damage rolls with ranged weapons at ranges up to 30 ft. As a special attack action, you may make two ranged attacks at your full base attack bonus -2.

    Equipment Sphere: The Equipment sphere handles what equipment you are trained to use and how you use it.

  • Dancer’s Training: You are proficient with the intricacies of music and dance, and can apply that precision in battle. You are proficient with the battle poi, bladed scarf, chakram, fighting fan, gladius, rapier, scimitar, shortsword, war flute, war lute, war mallet, and whip. You may add your Dexterity modifier in place of your Charisma modifier when making Perform (dance) checks.
  • Unarmored Training: Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.

    Fencing Sphere: Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow. When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice).

  • Fatal Thrust: Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess. A fencer may apply the effects of a single (exploit) talent to any fatal thrust.
  • Lunge: As long as you have martial focus, you may increase the range at which you may make melee attacks by 5 ft., but suffer a -2 penalty to attack rolls made against targets within this extended range. This does not affect your threatened area, only the reach of your attacks, and does not stack with other, similar effects.

    Mind Sphere: You may place Charms on creatures as a Standard Action with a range of Close. They must be the same creature type as you. Lesser charms are At Will, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost 1 spell point. Powerful Charms cost 2 spell points, but you must possess the Powerful Charm talent.

  • Expanded Charm: Your charms may affect any creature with a mind susceptible to mind-altering effects. Creatures without living minds (constructs, undead, oozes, vermin) are still immune.
  • Powerful Charm: You may spend 2 spell points to use the Powerful charm version of any charm you possess.
  • Subtlety: If a target succeeds on their save against one of your charms, they must immediately pass a second Will save. If they fail this second save, they do not realize they were the subject of an attempted mental assault.

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      Charms
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    Suggestion Charm

  • Lesser: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.
  • Greater: This is the same as the Suggestion lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.
  • Powerful: This is the same as the Suggestion lesser charm, but the creature obeys any course of action given, so long as the suggestion is not obviously fatal or against the target’s nature. Basic requests cause the save to be made with a -2 penalty, while very simple requests cause the save to be made with a -4 penalty.

    Amnesia Charm

  • Lesser: The target loses any recollection of what happened in the last round, back to the beginning of your previous round’s actions (Will negates). A reminder of the events, such as witnessing a similar action taken by one of the involved creatures or distinctive items being used in the same fashion or someone spending a free action to inform the person about the event, allows the target to make a new Will save to recall the forgotten moment, or the target may have their memory restored through the Life sphere’s Break Enchantment talent, the break enchantment spell, any effect that removes the confused condition, or the use of the Inception talent’s lesser, greater, or powerful charms being used to specifically make the target remember what was forgotten.
  • Greater: The target loses all awareness of the immediate past (Will negates). This affects all memories from up to 1 minute per caster level. Alternatively, a target may lose all memory of just a single person, location, item, or event, such as the identity of a friend or a robbery they participated in. If the memory of an event is forgotten, the event’s duration in real life can only have 1 minute per caster level removed from the target’s memory. A target’s memory may be restored through the Life sphere’s Break Enchantment talent, the break enchantment spell, or through the Inception talent’s greater or powerful charms being used to specifically make the target remember what was forgotten.
  • Powerful: The target loses all memory of events that transpired in the recent past (Will negates). This may erase memories going back 1 day per caster level. The caster may erase all or part of the subject’s memory of this time. A target’s memory may only be restored through the Life sphere’s Break Enchantment effect if the caster also possesses the Restore Mind talent, or through the wish or miracle spells. The target’s memory may also be replenished through the Inception talent’s powerful charm being used to specifically make the target remember what was forgotten.

    Inception Charm

  • Lesser: You may “create a rumor” in a target’s mind, suggesting information that a target “heard somewhere” or “read once” but that they haven’t actually encountered (Will negates). As part of the casting, you may make a magic skill check or Bluff check opposed by the target’s Sense Motive check (using modifiers as listed for the Bluff skill) to see how firmly the target adheres to this new information; as with a Bluff check, they may not believe this rumor even if they believe that they heard it or read it somewhere. Evidence that conflicts with the implanted memory allows a new Will save to realize that the information is faulty, though failure on a new Will save doesn’t mean that the target is compelled to believe the old information (instead believing that they had learned some faulty information). In addition, the Life sphere’s Break Enchantment talent, the break enchantment spell, any effect that removes the confused condition, or the Amnesia talent’s lesser, greater, or powerful charms may be used to either remove false implanted information, or to make the target realize that the information is faulty.
  • Greater: As the lesser version of the talent, but the target’s new memory can relate to things within their own experience or of their own devisement (such as details about friends’ lives or current news discussed at a tavern the night before). The new memories will take precedence over the old if they contradict, but the old memories will still remain (for example, a guard may have the memory of a different combination for a combination lock, password for a door, or route through a maze, but nothing stops them from recalling the true information when the implanted memories prove false.) Encountering evidence that contradicts the new memory allows a new Will save to realize that the new memories are false. In addition, the Life sphere’s Break Enchantment talent, the break enchantment spell, or the Amnesia talent’s greater or powerful charms may be used to either remove false implanted information, or to make the target realize that the information is faulty.
  • Powerful: As the greater version of the talent, though you may now craft entirely new memories of events that the target has personally witnessed (Will negates). These memories are indistinguishable from actual memories, and appear to fit the flow of the continuity of their memories, but do not otherwise remove or alter the previous memories. A contradictory memory offers a +4 bonus to both the Will save to resist the charm and the Sense Motive check to resist believing the new memory. Similarly, memories of creatures doing something that they would not normally do or doing things against their nature give a further +2 or +4 bonus to these checks, respectively. A target’s false memories may only be removed or proven false through the Life sphere’s Break Enchantment effect if the caster also possesses the Restore Mind talent, or through the wish or miracle spells. The target’s memory may also be replenished through the Amnesia talent’s powerful charm being used to specifically make the target realize what memories are faulty.

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      Equipment
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    Currency: 84gp
    Carrying Capacity (Light): 14 lbs / 33 lbs

  • Courtsan Outfit
  • Scimitar
  • (Hidden) Dagger
  • Handy Haversack: Double-Barreled Shotgun, Flint & Steel, 10 Torches, Waterskin, Bedroll, Blanket, Soap (1 lb), Silk Roap (50 ft), Trail Rations (5 Days), Small Tent, Compass, Bandolier, Courtsan’s Kit (razor, scented oils & salves, fragrances, a warming pot, a variety of appealing outfits, books of poetry, literature, and plays (often erotic)), Ceremonial Tea, Mirror (small/steel), Journal, Inkpen, Ink (1oz), Lure (Fake Area Map), Masterwork Violin

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      Backstory
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    So for a backstory I’m thinking Takesh has a connection to the other Slanaad that you’ve already introduced - Mama Graymand. I (obviously) don’t know what Mama Graymand might be up to, but I’m imagining Takesh as filling the role of being a “fixer” for her, whatever that might entail at any given time. (If Graymand is not actively affiliated with the Ainsworth noble house, perhaps Takesh is simply “on loan” to them in exchange for something - or alternatively, Takesh can have no relation to Graymand whatsoever and therefore can maybe have fun trying to frame her, should the need arise.)

    I’m not sure which gods are mostly likely worshipped by the Slanaad, but I was leaning towards Orion, the God-Hunter. While Takesh herself likely wouldn’t have interest in slaying a god, Orion represents overcoming impossible odds, constant learning, and challenging yourself, which are things that Takesh would very much want to embody. Not to mention the notion of being a discoverer of secrets.

    As Slanaad seem to be somewhat rare at the Festival of the Damned, Takesh doesn’t have high hopes of passing unnoticed for long, so I think her approach will be more around cultivating an air of mystery - perhaps adopting multiple identities and trying to make it seem like there are more Slanaad than just her and Mama Graymand (and I think you hinted at one more?). This way she can pursue different objectives with different approaches without drawing too much attention to herself.

    Takesh is capable of talking herself out of trouble, has a noble / scholarly upbringing that helps her pass in higher society, but also knows her way around some weapons when required. If you’re familiar with the comic series “Saga”, I’m imagining her as being similar to the bounty hunter known as The Stalk - a sexy and sensual, playful and manipulative, cold-blooded killer.