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About Tyv, Prince of DollsCharacter Name: Tyv, Prince of Dolls, The Cobwebbed Child, Breath-Stealer, The Keeper of Odd, Andetag, Yrr Wildheart, Curse-Breaker
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Feats:
*(Trait): Child of Nature(religion) - The wild places are your home, and provide everything you need to be happy. You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you. *(Trait): Pandemonium's Pilot(magic) - As the fey play pranks on men, so too does magic play pranks on the fey. You've learned to... mitigate the damage. Whenever your Wild Magic casting tradition would generate a random magical effect, roll twice on the table and choose one of those effects to occur. *(Trait): Gregarious (social) - Once per day, when you attempt a Diplomacy check to improve a creature's attitude toward you, you may choose to reroll the check after the first roll is made but before the results are revealed. You must take the second result, even if it is worse. *(Trait): Irrepressible (faith) - You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects. * (1st lvl)Extra magic talent: Gain an extra talent (lingering nature) * ( lvl 2 Metamorph bonus feat) Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. * (3rd lvl) Deadly Agility: You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack. This modifier to damage is not increased for two-handed weapons, but is not reduced for off-hand weapons. * (5th lvl)Extra magic talent: Gain an extra talent (extended range) Skills:
Climb (2/+5) Diplomacy (4/+11) Intimidate (4/+11) Stealth (4/+11) Acrobatics (4/+11) Survival ( 2/+6) Perks:
*Extra Traits: Gain two additional traits( Gregarious, Irrepressible) *Applicable Abilities: When you use a class ability to provide a service in a settlement during your downtime, your check to earn Goods, gp, Influence, Labor, or Magic does not take a –5 penalty. Racial Abilities:
*Mortal-Touched: First folk are fey, but those who leave the eternal dream of the Primal World become interwoven with the mortal realms. They are treated as both fey and humanoid with the shapechanger subtype when not in the Primal World. While first folk (and other fey) are described as having spirits instead of souls, these are functionally similar for raise dead spells and similar purposes. *Primal Healing: First folk are infused with the life energy of the Primal World. They heal an extra 2 hit points per die rolled from magical healing, and heal twice as fast as normal from natural healing. Damage caused by cold iron weapons cannot be healed with natural healing. *Seeming (Sp): First folk can assume the appearance of a specific Small or Medium humanoid. The majority of First folk choose an elf seeming, but any humanoid form can be chosen. The appearance of this form is chosen at character creation and cannot be changed. This is a polymorph effect that only changes physical appearance and does not modify ability scores or confer any abilities. The caster level for this ability is equal to the first folk’s character level. This ability has an effective spell level of 1st. *Wildsight: First folk can see twice as far as humans in conditions of dim light, and can automatically see through the seemings of other first folk. This ability is treated as low-light vision for the purposes of meeting prerequisites. *Elemental Dweller: Some first folk live in the wildest, most remote locations and are inured to their environment. Tyv gains cold resistance 5. This racial trait replaces the dream attunement racial trait. Class Abilities:
*Channel Energy (2d6): 30' radius burst of positive energy 5/day * Bound Nexus (5 souls max)
*Blessing: At 2nd level, the soul weaver may touch a target and expend a use of Channel Energy to place a blessing on them (unwilling targets may make a Will save to resist). A blessing lasts for 24 hours and grants a +1 luck bonus to all saving throws. *Evolutions (8pts):
*Adaptive Defence: Dodge bonus to AC equal to CHA modifer *Enhanced Natural Attacks: Any natural attacks bestowed by evolutions become inherently magical, gaining a +1 enhancement bonus on attacks and damage rolls. *AC Bonus: Natural armor bonus +1
Spheres:
DC 16 ( 1/2 level + CHA mod) Spell Pool: 11 pts (cha mod + lvl + tradition (1+1/3 lvl) ) Tradition: First Folk Caster Drawbacks: Somnatic casting x2, magical signs, wild magic Boons: Easy Focus ( maintain concentration as a move action) Magic Talent selections in bold *Life
Equipment:
164 gp Travel gear (ruck sack, a belt pouch, a blanket, rope, soap, cloak, and a waterskin.) Cobweb cloak ( counts a silk ceremonial armor) Catching cape (200gp 3 lbs) Ion torch (75gp) 1 x brewed reek (30 gp, 1lbs) 1 x origami swarm Barakan Talisman ( +1 diplomacy checks, +! craft wooden items) Belt of tumbling Favoured class bonus:
Lvl 1: +1 HP Lvl 2: +1 HP Lvl 3: +1 HP Lvl 4: +1 HP Lvl 5: +1 HP Background:
The creature stared down at the boy with expressionless eyes. The boy exhaled his last breath; a steamy wisp in the cold night air. The creature grasped at it with long thin fingers but could not catch it. It cocked its head, confused. The boy had dreamed it into being and now the boy was dead – that couldn’t be right. It reached out and gently stroked the boys face. Slowly its translucent grey skin flushed pink. Its featureless face rounded into lips and nose and ears. The boy stood up from the frozen corpse at its feet and wandered deeper into the wintery woods, his blue eyes sparkling with wonder at all he beheld, as if it was his first night on earth. Ten years after Ata and Borge’s son had vanished into the deep woods on a cold winter night, rumors of the Fair One had become more and more common amongst the scattered farms that bordered the wood. Some called him the Cobwebbed Child, or Breath-Stealer. Helga had even taken to calling him the Prince of Dolls when she told the story of how the flaxen haired imp had crept into her home and stolen her children’s playthings. she had seen him moving amongst the cairns of the western ridge. When Lars Skagson the logger was deep into his cups would rant about how he had awoken one morning to find the apparition hunched over the dead body of his old hunting dog. Frede the tanner swore to his grave that he had seen it, all claws and cobwebs, cavorting amongst the cairns on the western ridge with his wife Elga – who had died of palsy the previous spring. But for every morbid, fearful tale there was another of hope or wonderment. Skagi the trapper should have died after that accident with the faulty bear-trap, but was found on the edge of the wood alive and well and babbling about the fair haired boy who, with nothing but leaves and forest silks to protect him from the cold, had come from the trees and saved his leg with a touch. The little Gunderson twins were lost in the deep woods for over a week then, against all common sense, were found tucked into their beds warm and well, each clutching a beaten and bedraggled wooden doll. When questioned, the children swore on Wodin’s beard that the dolls had guided them from the wood. Tyv’s seeming is that of a wide eyed 15 year old human boy with a thick shock of untameable golden hair atop his head. This face he wears is that of the boy whose dreams he followed into this world. There is an ethereal innocent beauty to this boy’s face, which hints at the man he will now never become. Tyv’s true form is… more disturbing. Silver-grey skin is pulled tight over a wiry frame and envelops a smooth, almost featureless face. Needle-like teeth hide behind a thin lipped smile and needle-like nails stretch from elongated fingers
XP 16734/30000:
Got the runaround from two frights: 400xp 4 Frights on the icy staircase of doom: 800xp Saving folks, escaping the ice tower: 867xp Winning the dog-sled race: 300xp Watching Olgyr get gutted: 533xp Making my mark on Bardr: 267xp The submission of Vistae Goat-Throat: 267xp Watching Havark do his Holmganga thang! 800xp Rituals, ice tower pt 2, kissing a frozen Vetrdis: 2200xp Saving Havardr Hall from the Ranulfr horde: 2100xp Bird wrestling: 1000xp Treating with a testy Fire giant: 2400xp |