Marcos Farabellus

Trifoni‌ ‌Sforza‌'s page

64 posts. Alias of D_Var_Stars.


Classes/Levels

Sorcerer 4 | HP: 28/28 | AC: 13+2 when moving 10ft+, T: 12, FF: 10+2 when moving 10 ft+ | Fort: +3, Ref: +4, Will: +6 | BAB: +2, CMB: +2, CMD: +14 | Init: +2 | Perc: +4 | Lv 1 Spells 7/7 | Lv 2 4/4

Strength 11
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 12
Charisma 18

About Trifoni‌ ‌Sforza‌

Trifoni Sforza
Harrow Bloodline Sorcerer 4
Chaotic Good Human
Initiative +2 Perception +4

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Defense
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AC 13+2 when moving at least 10 ft a turn
touch 12
flat-footed 10+2 when moving at least 10 ft a turn (Base +10, Dex +2, +0 Size, + Natural Armour - + Armour)
hp 28 HP
Fort +3
Ref +4
Will +6
(Base Fort +1 - Ref +1 - Will +4 ~ Con+1 - Dex +2 - Wis +1, Resistance: +1 resistance bonus on all saving throws from Automatic Bonus Progression)
Resistance: None
Spell DC 10 + Spell Level + CHA Modifier (+4)

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Offence
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Speed 30ft.
Melee Boarding Pike +1, Damage +1d8+2
Ranged Crossbow, Light Underwater Damage +3 Damage: 1d8
Magic Jolt (d3 ranged touch cantrip), Magic Missile (2 1d4 missiles, Lv 1 spell)

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Statistics
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Str 11 (1 point buy)
Dex 14 (5 point buy)
Con 12 (2 point buyl)
Int 14 (5 point buy)
Wis 12 (2 point buy)
Cha 18 (10 point buy + 2 Racial Bonus)
Base Atk +2; CMB +2 ; CMD +14

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Magic
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Bloodline Arcana: Whenever you cast a divination spell that requires a percentage roll, add 5 to the result of your roll. In addition, you can roll the percentage dice twice and use the result you prefer. Your maximum percentage chance of receiving a meaningful and accurate reply for divination spells is 100%, instead of the usual 90%.

Bloodline Powers: Your connection to the harrow gives you uncanny insight into both the future and the motivations of mortals.

Twisted Fortune (Sp) At 1st level, you can use your supernatural insight to hijack the fortunes of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability’s effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.

See It Coming (Su) At 3rd level, you gain a +1 luck bonus on the saving throw type of your choice (Fortitude, Reflex, or Will). As a full-round action, you can change which saving throw your luck bonus applies to. At 7th level and every 4 levels thereafter, this bonus increases by 1, to a maximum of +5 at 19th level.

Spells
Cantrips 6 known
Detect Magic, Read Magic, Light, Prestidigitation, Jolt, Mending

1st Level 3 known, 6 uses per day + 1 for Charisma Bonus
Shield, Comprehend Languages, Magic Missile

2nd Level 1 known, 3 uses per day + 1 for Charisma Bonus
Create Pit
Considering: Rope Trick, Hypnotic Pattern, Shadow Anchor

Bonus Bloodline Spell Ill Omen You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).

Feats
1st - Harrowed a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.
Racial: Human - Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
3rd - Arcane Strike As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Bonus Feats
Eschew Materials Can cast any spell with a material component costing 1 gp or less without needing that component.

Traits
Harrow Chosen (Human) You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.

Fate’s Favoured Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Skills 6 per level + 2 Background.
Acrobatics - +2 (+2 Dex - 0 Ranks - Non-Class Skill)
Appraise - +7 (+2 Int - 2 Ranks - Class Skill - Background Skill)
Bluff - +8 (+4 Cha - 1 Ranks - Class Skill)
Climb - 0 (0 Str - 0 Ranks - Non-Class Skill)
Craft (----) - +2 (+2 Int - 0 Rank - Class Skill - Background Skill)
Diplomacy - +5 (+4 Cha - 1 Ranks - Non-Class Skill)
Disable Device - +2 (+2 Dex - 0 Ranks - Non-Class Skill)
Disguise - +4 (+4 Cha - 0 Ranks - Non-Class Skill)
Escape Artist - +2 (+2 Dex - 0 Ranks - Non-Class Skill )
*Fly - +3 (+3 Dex - 0 Ranks - Non-Class Skill)
Handle Animal - +4 (+4 Cha - 0 Ranks - Non-Class Skill - Background Skill)
Heal - +5 (+1 Wis - 1 Ranks - Class Skill)
Intimidate - +8 (+4 Cha - 1 Ranks - Class Skill)
+Knowledge (Arcana) - +8 (+2 Int - 3 Ranks - Class Skill)
Knowledge (Dungeoneering) - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Knowledge (Engineering) - +5 (+2 Int - 3 Ranks - Non-Class Skill - Background Skill)
Knowledge (Geography) - +2 (+2 Int - 0 Ranks - Non-Class Skill - Background Skill)
Knowledge (History) - +2 (+2 Int - 1 Ranks - Class Skill - Background Skill)
Knowledge (Local) - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Knowledge (Nature) - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Knowledge (Nobility) - +2 (+2 Int - 0 Ranks - Non-Class Skill - Background Skill)
Knowledge (Planes) - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Knowledge (Religion) - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Linguistics - +2 (+2 Int - 0 Ranks - Non-Class Skill -- Background Skill)
Perception - +4 (+1 Wisdom - 3 Ranks - Non-Class Skill)
+Perform (Acting) - +5 (+2 Dex - 3 Ranks - Non-Class Skill - Background Skill)
Profession (Shiphand) - +6 (+1 Wisdom - 2 Ranks - Class Skill - Background Skill)
Ride - +2 (+2 Dex - 0 Rank - Non-Class Skill)
Sense Motive - +1 (+1 Wisdom - 0 Ranks - Non-Class Skill)
Sleight of Hand - +3 (+2 Dex - 1 Rank - Non-Class Skill - Background Skill)
Spellcraft - +5 (+1 Int - 1 Ranks - Class Skill)
Stealth - +3 (+2 Dex - 1 Rank - Non-Class Skill)
Survival - +2 (+1 Wisdom - 1 Ranks - Non-Class Skill)
Swim - +0 (+0 Str - 0 Ranks - Non-Class Skill )
Use Magic Device +8 (+4 Cha - 1 Ranks - Class Skill)

Languages Tradespeak/Meridian, Cleviline, +1

Combat Gear:
Dancing Scarves+1 Magic Scarf Pants
Boarding Pike
Crossbow, light underwater
Quiver with 30 crossbow bolts

Gear:
Heritage Harrow Deck, Masterwork Backpack, Waterproof bags (2), Bandolier (2), Spell Component Pouch, Cup with false bottom

Kit, Swashbuckler's: bedroll, belt pouch, flint and steel, iron pot, a rope, a mess kit, soap, torches (10), trail rations (5 days) and a waterskin. Waterproof Hooded Lantern, Lamp oil (2 pints)

Dice (4) and Nice 1gp decks of cards (2)

8 Scrolls of Cure Light Wounds and 2 Scrolls of Know North

Cash: 463gp 22sp in various pockets and bags.

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Special Abilities
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Favoured Class Bonus - +1 skill point*3

Appearance:
Trifoni Sforza is about 5’8”, narrow shoulders, not the strongest or toughest looking bloke, but he does have the dark and handsome down to an art even in eyebrow raising fluttery scarves and the entirely not compensating 8’ boarding pike he carries around with him.

Background & Personality:

Trifoni Sforza is the illegitimate son of a duke. There are tales of how he used to ride with his father to glory on the battlefield before the younger Trifoni ran into exile in disgrace and the older one went onto one of Trifoni’s equally illegitimate siblings. Which father, how many siblings, which battlefields, and what kind of disgrace depends on the telling, but for certain Trifoini has spent the last several years at sea as a good luck charm, a fortune-telling shiphand for those captains superstitious and charmed enough to pay him, and more than a bit of a soft-hearted scamp with a keen eye for the newest toys and finer things in life. He prefers to get those things with a smile, possibly over cards or dice, and has never been known to raise a hand to those weaker - socially or otherwise - than himself. There are rumours that some cruel nobles have found themselves with lighter purses and fewer toys and those in need have found a bit extra after Trifoni has been around, but people like a good story and all things can be exaggerated.

Trifoni stands out in his...unconventionalness. From his attire to his general amusement with his cards to his professions and more, Trifoni is more an amusing bastard than the legend worthy forlorn exile in shameful hiding trying to earn...well, anything. If he can earn a bit, especially off of the old cards or new tech, he’ll have a go, but Trifoni knows well there is far more to life than that. The gifts in his blood - with Harrow and magic - are just part of the joys of life. He wouldn’t try to use either in a way that might bite him later, but he doesn’t take what comes naturally to him very seriously either.

He loves to tell a good story, but tends to be big on the drama to get people on the edge of their seats - or his lap - and scant on the boring details. He'll tell you all those noble houses and places just blur together after a while and not very interesting - though a good figure (in gold or human-enough form) tends to stick in the stick in the memory along with the fantastical ever changing adventures and technological possibilities he’s spins yarns and hunts after when not smiling over cards.

Wants and Level up possibilities:

A wand of cure light wounds or similar

Wand Key Ring
Traveler Grandiose Carrying Case

Spell Focus (Divination)

Lv1 spells: Color Spray, Mage Armor, Protection from Law/Evil, Detect Metal