Baron Galdur Vendikon

Teric Cain's page

1,193 posts. Organized Play character for Enchanter Tim.


Full Name

Teric Cain

Race

Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]

Classes/Levels

Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Gender

Human

Strength 11
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 10
Charisma 26

About Teric Cain

Trade Prince Teric Cain
PFS #: 1142-5
Faction: Exchange
Fame: 54
PP: 22
XP: 29
Vanities: Caravan (Make Dayjob roll with Bluff; +2 with Greenheart's Blessing boon)
Trade Prince (+1 to appraise; Title)
Master of Trade (1/session, 10% off one item)
Expert Entrepreneur (reroll dayjob roll below 10)

PFS Journal:

#5-12: Destiny of the Sands, part 1: 1XP, 516GP, 2PP
#5-15: Destiny of the Sands, part 2: 1XP, 515GP, 2PP
#5-08: The Confirmation: 1XP, 430GP, 2PP
Murder's Mark: 3XP, 1398GP, 4PP
#5-16: Destiny of the Sands, part 3: 1XP, 1292GP, 2PP
#6-05: Slave Ships of Absolom: 1XP, 1218GP, 2PP
#2-15: Shades of Ice, Part 1: Written in Blood: 1XP, 1849GP, 2PP
#2-17: Shades of Ice, Part 2: Exiles in Winter: 1XP, 1882GP, 2PP
#2-19: Shades of Ice, Part 3: Keep of the Huscarl King: 1XP, 2PP, 1926GP
#5-21: Merchant's Wake: 1XP, 2PP, 1913GP
#8-07: Tomb of Righteous Repose: 1XP, 2PP, 2275GP
#6-19: Test of Tar Kuata: 1XP, 2PP, 2270GP
#8-09: Forged in Flame, part 1: The Cindersworn Pact: 1XP, 2PP, 4040GP
#9-00: Assault on Absalom: 1XP, 2PP, 2550GP
#8-11: Forged in Flame, part 2: Cleansed with Fire: 1XP, 2PP, 2661GP
#8-99: The Solstice Scar, Version A: 1XP, 2PP, 2575GP
#8-99: The Solstice Scar, Version B: 1XP, 2PP, 5409GP
#8-99: The Solstice Scar, Version C: 1XP, 2PP, 5384GP
#8-99: The Solstice Scar, Version D: 1XP, 2PP, 5384GP
#4-06: The Green Market: 1XP, 2PP, 5665GP
#4-08: The Cultist's Kiss: 1XP, 2PP, 6176GP
#4-10: Feast of Sigils: 1XP, 2PP, 6297.5GP
#4-12: The Refuge of Time: 1XP 2PP, 6259GP
#4-20: Word of the Ancients: 1XP, 2PP, 6290GP
#0-22: Fingerprints of the Fiends: 1XP, 2PP, 4892GP
#2-10: Fury of the Fiend: 1XP, 2PP, 7840GP
#5-17: Fate of the Fiend: 1XP, 2PP, 7974GP

Boons:

Armed to the Teeth 250GP item the next time you travel to Kaer Maga
Confirmed Field Agent Free Wayfinder, 1PP less on Wayfinder enhancements
Explore, Report, Cooperate Help on an assignment
Friend of Janira +1 to Knowledge checks inside the Grand Lodge
Masterful Performance +3 to Bluff to feint, +3 to Intimidate to demoralize, +3 to Sleight of Hand, or +1 to Caster level and DC of an Enchantment or Illusion spell. One time use.
Mythic Legacy Gain the mythic version of a feat as a free action. One time use.
Scrutiny of the Stars When confused, add 5 to the roll. 20% chance each night of being subject to nightmare (DC15). Heal while under nondetection removes this.
Dragonkiller Add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. One time use.
Kelishite Patron Treat the Trade Prince vanity as if it had no fame cost.Treat PP cost of business vanities as 1 less. (Purchased Trade Prince vanity)
Righteous Redemption Requisition items in Lastwall or between adventures: satchel with 6 flasks of holy water and an oil of bless weapon; 2 scrolls of Lesser Restoration; a combat trained warhorse with military saddle, bit, bridle and 1 week of feed; a MW longsword; MW lance. One time use.
Worthy Foe (Undead) As a swift action, gain one of the following effects against undead until your next turn: +2 on attack and damage rolls and +2 dodge bonus to AC; +2 to caster level checks to overcome SR, +1 to save DCs, and +2 to saving throws against spells/abilities. Usable 3 times.
Enlightened Ambassador As a move action, enter a meditative state.
End it as a free action to gain one of the following: +4 insight bonus to a save against a mind-affecting effect, increase sped by 10 for one round, ignore concealment when making attacks for one round. One time use.
Fire Affinity Used for other boons
Qalkami's Dismay Qalkami remembers disloyalty.
Zjarran Entrepreneur Bonus on Bluff and Diplomacy equal to number of Fire affinity boons when speaking Ignan or Kelish. Cross of boon when a creature who speaks Ignan or Kelish would kill you, and instead be at -1 and stable.
Defender of Absalom - The Coins Custodian When in a city of at least 5000, use this boon to borrow one magic item worth up to you level x 2500gp. Item cannot use charges or be expendable. One time use.
Ley Line Access (Janhelia's Spine) [ ] [ ] [ ] When casting a spell with cure or fire descriptors, check a box to increase caster level by 1. In Osirion, use this ability once without checking a box.
Belkzen Veteran Spend 2 prestige to learn Orc language. One time use to gain benefits of half-orc ferocity ability (1 round below 0 hp as if disabled)
Martyr's Shard (4) Use this ability the number of times in parenthesis. Grant +1 enchantment bonus to any weapon and the ability to bypass DR and regeneration as a cold-iron, good-aligned weapon. Purchase an avenging dagger as if fame was 10 higher at a price of 90,604gp
Scarred Champion If you fail a saving throw from a spell or spell-like ability from an undead, roll 1d6 and add that amount to the save. Gain a scar. One time use.
Frozen Fortitude Use the boon as a swift action to gain cold resistance 5 + character level for 1 minute. Alternatively, use this to regain hit points equal to your existing cold resistance. If you have immunity, regain 30 hit points.
Triumph over Scales Spend 2 Prestige Points to learn Draconic. Use this boon when you threaten a crit against a dragon or humanoid (reptilian) to gain a +10 on the confirmation roll. Alternatively use the boon to when a dragon or humanoid (reptilian) confirms a crit against you to gain heavy fortification (75% crit negation) against that attack.
Blight Bane As a swift action, challenge a plant or vermin creature, gaining +1 to attack and 1d6 damage on weapons and spells. Increase to +2 and 2d6 if the creature have the fiendish template. You can grant these benefits to an adjacent ally. One time use.
Fangwood Purifier Spend 2 Prestige Points to learn Sylvan. Use this boon to attempt a Wild Empathy check to influence an animal or magical beast, using your level as druid level.
Blood and Courage [] [] While your current hp are less than half your total hp, gain a +2 to Intimidate checks and saves vs. fear against evil creatures. Check a box to demoralize all evil creatures in a 15 foot cone as a Standard Action.
Emperyal Revenant [] Activate within 3 rounds of dying, to gain the benefits of Raise Dead after 1 minute with half your hp and no negative levels. If you died by ability damage, remove 8 points of ability damage or enough drain to restore the ability to 8. If you died by negative levels, remove a number of negative levels equal to half your level. At the end of the adventure, you die and cannot be reversed by Breath of Life. Reduce the PP cost for any spellcasting service to restore you to life by 12 (3/Martyr's Shard boon) or of material components by 4000gp (1000/Martyr's Shard boon).
Greenheart's Blessing +2 to dayjob checks
Lissalan Library Gain a +2 circumstance bonus on Knowledge (religion) checks regarding Lissala and her ancient cult.
Sihedeon Brand Gained a magical brand of the Sihedeon rune. +2 profane bonus to Fort Saves; 1/day gain temp hitpoints equal to twice your level; displaying the tattoo gives +4 Bluff and Diplomacy checks vs Lissalan cult

Human (Varisian) Oracle 1 / Sorcerer (Tattooed Sorcerer) 9
CN Medium humanoid (human)
Init +1; Senses Perception +3 Sense Motive +12

Defense
AC 11*, touch 11, flat-footed 10* (+1 Dex) (*+4 with Mage Armor)
hp 64 (10 HD; 9d6+1d8+18)
Fort +11, Ref +8, Will +12 (+2 vs. fear if at half or less hp)
Resist cold 20
Weakness oracle's curses (blackened)

Offense
Speed 40 ft.
Melee dagger +0 (1d4/19-20) and
. . sickle +0 (1d6)
Special Attacks revelations (freezing spells, water sight)
Spell-Like Abilities (CL 10th; concentration +18)
. . 3/day—dancing lights
Oracle Spells Known (CL 1st; concentration +9):
. . 1st (5/day)—burning hands* (DC 20), cure light wounds, obscuring mist, shield of faith
. . 0 (at will)—detect magic, guidance, light, read magic
Sorcerer Spells Known (CL 10th; concentration +18) (*+1CL) (+1 DC for changing to cold)
. . 4th (6/day)—ball lightning* (DC24), dimension door, wall of ice
. . 3rd (8/day)—dispel magic, fireball* (DC 23), fly, gaseous form*, lightning bolt* (DC 23), mad monkeys
. . 2nd (8/day)—burning arc* (DC 22) , defending bone, false life, flaming sphere* (DC 22), fog cloud, mirror image, resist energy, see invisibility*
. . 1st (8/day)—burning hands* (DC 21), ear-piercing scream*(DC 21), mage armor, magic missile*, mount, obscuring mist*, protection from evil, unseen servant, vanish
. . 0 (at will)—acid splash, disrupt undead, mage hand, open/close (DC 17), prestidigitation, ray of frost*
. . Bloodline Marid

Statistics
Str 11, Dex 12, Con 14, Int 14, Wis 10, Cha 26
Base Atk +4; CMB +4; CMD 15

Class Abilities
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Freezing Spells (1 rd) (Su) Creatures who fail to save against your cold spells are slowed.
Marid You were born with the power of water genies, and the magic of the marids is strong in you. Whenever you cast a spell that does energy damage, you can change it to Cold Damage. This also changes the spell descriptor to [Cold].
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Familiar Bonus: +3 to Bluff 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.
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.
Energy Resistance, Cold (20) You have the specified Energy Resistance against Cold attacks.
Speak with Familiar Speak a language with familiar
Speak with Animals (Reptiles) Speak with Reptiles
Create Spell Tattoo (1/day) Create a spell activation Spell Tattoo as a standard action.
Enhanced Varisian Tattoo (Ball Lightning) Cast the chosen spell as a spell-like ability 1/day. It is not enhanced by your Varisian Tattoo, but it is cast at +2 caster level.

Feats
Alertness +2 to Perception and Sense Motive
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elemental Focus (Cold) +1 DC to spells that deal damage of the chosen energy.
Spell Focus (Evocation) +1 DC to Evocation spells
Varisian Tattoo (Evocation) +1 Caster level for Evocation spells; Dancing Lights as a spell-like ability 3/day
Rime Spell Entangle enemies damaged by cold; +1 spell adjustment
Extra Revelation: Water Sight See through fog and mist
Greater Spell Focus (evocation) +1 DC to evocation spells

Traits
I Know a Guy +2 to Diplomacy check to gather information, +1 to Knowledge (local)
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.

Skills
Appraise +7, Bluff +23, Diplomacy +20 (+22 to gather information), Disguise +7, Fly +6, Heal +4, Intimidate +12 (+2 if at half or less hp), Knowledge (arcana) +8, Knowledge (history) +6, Knowledge (local) +4, Knowledge (nature) +6, Knowledge (planes) +8, Knowledge (religion) +6, Perception +3, Sense Motive +12, Spellcraft +10, Use Magic Device +20

Languages Common, Draconic, Elven, Varisian
SQ bloodline tattoos, familiar tattoo, bloodlines (marid), mysteries (mystery [waves])
Combat Gear alchemist's fire (2), dagger, sickle, Tanglefoot bag (2), Cloak of Resistance +4, spring-loaded wrist sheath, Belt of Mighty Constitution +2, Headband of Alluring Charisma +6, Mnemonic Vestment, Spell Tattoo (Gaseous Form), Sihedeon Brand, First Aid Gloves, Boots of Striding and Springing
Rods/Wands Wand of Magic Missile (13), Persistent metamagic rod (lesser), Rime metamagic rod (lesser), Extend metamagic rod (lesser), Wand of Endure Elements (50), Wand of Shield (45), Wand of Infernal Healing (50)
Scrolls Scroll of MonkeyFish (2), Scroll of Resist Energy (2), Scroll of Enlarge Person (2), Scroll of Protection from Evil (2), Scroll of Lesser Restoration (2), Scroll of Restoration, Scroll of Fly (2), Scroll of Comprehend Languages, Scroll of Alter Self, Scroll of Disguise Self, Scroll of Feather Fall, scroll of Gust of Wind (5), scroll of Communal Protection from Energy, scroll of Invisibility, scroll of Invisibility Sphere, scroll of Glitterdust, scroll of Tongues
Other Gear Handy Haversack, bedroll, belt pouch, flint and steel, scroll case, trail rations (5), spell component pouch, waterproof bag, waterskin, steel mirror, Page of Spell Knowledge (Mount), Page of Spell Knowledge (Unseen Servant), Page of Spell Knowledge, (Defending Bone), Sleeves of Many Garments, showshoes, Dweomer's Essence (2), Runestone of Power (1st), 1000gp of diamond dust
Coin 4616 gp, 9 sp

Darla:

Darla
Viper (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +9

Defense
AC 21, touch 15, flat-footed 17 (+3 Dex, +6 natural, +2 size)
hp 32 (1d8-1)
Fort +2, Ref +6, Will +9

Offense
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +9 (1d2-3 plus poison)
Space 2 ft.; Reach 0 ft.

Statistics
Str 4, Dex 17, Con 8, Int 7, Wis 13, Cha 2
Base Atk +4; CMB +5; CMD 12 (can't be tripped)
Feats Weapon Finesse
Skills Acrobatics +3 (-1 to jump), Appraise -1, Bluff +5, Climb +11, Diplomacy +5, Heal +2, Intimidate -3, Perception +9, Sense Motive +4, Spellcraft +1, Stealth +15, Swim +11, Use Magic Device +5; Racial Modifiers +4 Perception, +4 Stealth
Languages speak with master, speak with animals of its kind
SQ empathic link, poison

Special Abilities
Climb (20 feet) You have a Climb speed.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 9) Viper Poison: Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. The save DC is Constitution-based.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.
Swim (20 feet) You have a Swim speed.
Speak with animals of its kind Speak to all snakes

Background:

Teric is the kind of Varisian people warn you about. He’s a swindler, con artist, and liar. He also happens to be a master of magical energies, able to turn spells to his whim. He has lied his way into temples and arcane libraries, learning the secrets of each. Guaril Karela, the head of the Sczarni family, enticed Teric into joining his effort at the Pathfinder Society after leveraging several of his businesses interests against him. In order to keep his businesses, he agreed to represent Karela at the Lodge. When Karela merged his interests with the Qadirians, Teric nearly abandoned the cause, having received an enticing offer from Paracountess Dralneen. However, Karela agreed to sell his controlling interests in Teric’s businesses to keep him aligned with the new Syndicate.

Some of Teric's business ventures:
Trade route supplying fresh seafood and Tian Xia spices to sushi restaurants
Stone from Janderhoff to Korvosa
Jade from Tian Xia through Riddleport
Linens into Palin's Cove; Siege weapons out to Janderhoff
Part-owner of a dwarven quarry in the Wyvern Mountains, sending stone to Janderhoff and Kaer Maga

Appearance:

Teric is a tall Varisian man with an oily, slicked pointed beard. He wears a loose, half-open shirt, typical for his home of Varasian despite the varied climates. Teric is typically weaponless, though occasionally, you’ll see him with a small dagger. Scars run up and down his arms. Whether they are a punishment for past deeds or a mark of his derring, he may never tell.