Prankster Illusionist

Tyv, Prince of Dolls's page

317 posts. Alias of IronDesk.


Full Name

Tyv, Prince of Dolls

Race

Male First Folk |Soul Weaver 5//Metamorph5| HP 44 | AC 22(T18/FF13) |CMB +3; CMD 17 | Saves Fort +5, Ref +9, Will +4 | Initiative +4, Perception -1, Sense motive -1, Bluff +4, Diplomacy+11

Strength 10
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 8
Charisma 19

About Tyv, Prince of Dolls

Character Name: Tyv, Prince of Dolls, The Cobwebbed Child, Breath-Stealer, The Keeper of Odd, Andetag, Yrr Wildheart, Curse-Breaker
Race: First Folk
Class: Soul Weaver//Metamorph
Level: 5/5
Loyalties: Curiosity, Innocence, Wonder
Height/Weight/Age: 5'6"/115 lbs / 15 years
Homeland:
Diety:
Languages: Common, Sylvan

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PSYCHOLOGY
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Psych Skills Bluff +4; Diplomacy +11; Handle Animal -1; Intimidate +10; Psych DC 13
Leadership 8, Cohort Max lvl attracted 5th, Cohort Max lvl 6, Followers: 0
Reputation Score: 8 (+4 level, +4 Cha)
Perks: Extra traits, applicable ability

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DEFENCE
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Hit Points: 44
Armor Class: 22 (+4 dex, +4 dodge +1 armor, +3 natural armor)
Flat Footed: 13
Touch: 18
Fortitude: +5, Reflexes: +9, Will: +4
Perception -1

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OFFENCE
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Initiiave: +3
Speed 30
BAB +1; CMB +1; CMD 14
Melee
* Bite +8/1d6+5, 2 claws +8/1d4+5
Ranged
*Destructive blast RTA+7/2d8 Bludgeoning
-Bramble blast RTA+7/2d8 piercing + entangled ( DC16 ref)
-Thorn blast RTA +7/2d8 piercing +2 bleed

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)
- Aid the dead: The soul weaver may expend a soul to bolster an undead creature, granting it a +1 profane bonus to attack rolls, saving throws, and turn resistance, which increases by 1 for
every 5 levels the soul weaver possesses. The creature also gains 1 temporary hit point per level. These bonuses last 1 hour.
- Lovelorn Soul: The soul weaver may expend a soul to aid an ally who is at negative hit points, but not dead. The ally becomes stable and gains temporary hit points equal to twice the soul weaver’s class level for 1 minute.
Siphon health: The soul weaver may expend a soul to siphon health from a living creature. The target suffers 1d6 damage per 2 levels (minimum: 1d6, Fortitude half), and the soul weaver gains temporary hit points that last one hour equal to the damage dealt. A creature cannot be damaged beyond what would kill them.
Curious Spirit: At 4th level, the soul weaver may expend one soul to commune with the spirit world, allowing her to speak with and question the ancestral dead. This allows her to make a single Knowledge check with an insight bonus equal to her Soul Weaver level + her Charisma modifier. This may be used to reroll a Knowledge check the soul weaver had previously failed, but no more than once per question. If the soul weaver is touching a body that has been dead for no longer than 1 day per level, she may summon and speak with that body’s spirit, which
retains all knowledge it had in life but is under no obligation to answer any questions.
Summon Spirit I: At 4th level, the soul weaver may expend a soul to summon a poltergeist in the soul’s square or the nearest unoccupied square. This creature counts as a summoned creature and remains for a number of rounds equal to the soul weaver’s Charisma modifier.

*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):
Genesis: Spiritual; Phenotype: Fey
Claws (1 pt), Bite (1pt), Improved natural armor (1pt), Endure Elements, Flight, Exceptional Luck

*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
-Invigorate: Touch wounded creature as a standard action to grant (caster lvl) temporary HP for 1 hour. Cannot exceed max HP
-Cure: As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).
-Restore: As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. This accomplishes all of the following:
• Heals 1d4 points of ability damage to one ability score of your choice.
• Removes the fatigued condition or lessens exhaustion to fatigued.
• Removes the sickened condition or lessens nauseated to sickened.
• Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
• Removes the staggered condition.
• Removes the dazzled condition.
If the condition targeted is part of an on-going effect, this suppresses
the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects
*Death ( necromantic limits - reanimate only)
-Reanimate: As a standard action, you may touch an intact dead body and spend a spell point to reanimate it as a zombie or skeleton for 1 minute per caster level. This creature gains the zombie or skeleton template and obeys your commands. You may have a total number of reanimated creatures active at any one time whose combined Hit Dice does not exceed twice your caster level.
Lingering Necromancy: When you reanimate a corpse or corpses, they remain for 1 hour per caster level instead of 1 minute per caster level.
*Destruction
-Destructive Blast: As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. This damage bypasses DR/magic. When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast. You may spend 1 spell point when making a destructive blast to
increase the damage dealt to one damage die per caster level (minimum: 2d6).
-Bramble Blast: Your destructive blast becomes an explosion of thorny brambles, growing where it strikes. A bramble blast uses d4’s instead of d6’s as its damage die and deals piercing damage. The target of your bramble blast must pass a Reflex save or be entangled and unable to move. In addition, the target’s square (or the blast’s affected area) becomes overgrown with brambles and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or an Escape Artist check against the crystal blast’s save DC. A target may also destroy the brambles on a square or creature by dealing 3 damage per caster level to the them. This removes the entangled condition from the creature and destroys the difficult terrain. Brambles disappears after 1 minute.
-Thorn Blast: Your destructive blast becomes a stream of jagged thorns, dealing piercing damage. Any creature damaged by the attack suffers bleed damage equal to the number of damage die rolled.
-Energy Sphere:You may spend a spell point to shape your destructive blast into a non-instantaneous sphere that fills a 5 ft square. Any creature within this space is dealt damage from your destructive blast (Reflex negates). This sphere lasts for 1 round per caster level and has a 20 ft fly speed +5 ft per 2 caster levels and Perfect maneuverability. Wind does not affect its course. As a move action, you may direct this sphere to move to a new location and strike a new target. Your sphere stops to attempt to deal damage whenever it enters a space with a creature. Your sphere has no mass and does not impede movement, and your sphere must stay within your destructive blast range or disappear.
-Admixture: You may either increase the casting time of your destructive blast by one step or spend an additional spell point to apply two blast type talents instead of 1. The resultant blast does half of its damage of each type and any additional effects of the blast
types are applied normally. If the die size for the two blasts are d8 and d6, use d8; if d8 and d4 use d6; if d6 and d4, use d4. If two blast types have different caster levels, then use the lower caster level for determining the admixtured blast’s caster level. Special: You do not increase the casting time or spend an additional spell point when using the admixture talent with two blast types from the same blast type group.
-Extended range: Blast range increases to Med
-Greater blast : Blast damage increases by 1 dice catagory

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