Keltir Arinna

Vashta Denaria's page

815 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Vashta Denaria

Race

HP 134, AC 33, F +21, R +23, W +22, Per +21

Classes/Levels

Sorcerer 14

Size

Medium (5'3", 115 lbs.)

Age

27

Alignment

CG

Deity

Desna

Location

Absalom

Languages

Common, Draconic, Varisian

Occupation

Teller of fortunes

Strength 10
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 16
Charisma 20

About Vashta Denaria

[ spoiler=Quick stats]
HP 134/134 (Toughness)
AC 31
Fort +21, Ref +23, Will +22; fire resistance 5 (crown), poison resistance 13 (brass dwarf), xx weakness 5? (brass dwarf)
Hero points: 3
Active Harrow Omen: The desert (shield)
Chaotic Destiny []; Incredible Improvisation []; crown of the fire eater []
Spells: 1st [][][][], 2nd [][][][], 3rd [][][][], 4th [][][][], 5th [][][][], 6th [][][][], 7th [][][][]
Focus Points: 3/3
Effects:
[/spoiler]

[dice=+1 returning dagger]1d20+19[/dice]
[dice=Piercing (with specialization)]1d4+2[/dice]

[dice=Harrow suits]1d6[/dice]
1. Hammers (Str), 2. Keys (Dex), 3. Shields (Con), 4. Books (Int), 5. Stars (Wis), 6. Crown (Cha)
[dice=Card]1d9[/dice]
1. LG, 2. LN, 3. LE, 4. NG, 5. N, 6. NE, 7. CG, 8. CN, 9. CE
List of Harrow cards

[dice=Unraveling blast mental damage (DC 33 Will save)] 20d4[/dice]

SAVING THROWS
Fortitude: [dice=Fortitude (expert)]1d20+ 20+1 [/dice]
Reflex: [dice=Reflex (expert)]1d20+ 22+1 [/dice]
Will: [dice=Will (expert)]1d20+ 21+1 [/dice]
Notes: +1 to all saves due to mage armor

Vashta Denaria
Birthplace: Varisia
Gender & Pronouns: Female, she/her
Ancestry: Human (skilled)
Background: Crown of Chaos
Class Sorcerer; Level: 14
Medium Human, Humanoid
AL CG; Deity: Desna
Languages: Common, Draconic, Varisian

____________________
SENSES
Perception: [dice=Perception (expert)]1d20+21[/dice]
Special Senses:
____________________
DEFENSES

Hit Points: 134/134(8 ancestry + 6 class + 2 Con +1 Toughness)
AC: 33 [+4 Dex, +4 expert, +13 level, +1 item]
Armor +4 Dex, +1 mage armor
Armor proficiencies expert in unarmored defense
____________________
OFFENSE
Speed: 25 ft.

Weapon proficiencies expert in simple weapons, unarmed attacks
Weapon specialization You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary

____________________
SPELLS
Bloodline: Harrow
DC: 33 (expert)
Spell attack roll: +23 (expert)

7th (4 slots): duplicate foe, prismatic spray, retrocognition, reverse gravity*
6th (4 slots): cast into time, feeblemind, spirit blast*, true seeing
5th (4 slots): inevitable disaster*, mirror malefactors, shadow siphon, vampiric touch
4th (4 slots): confusion*, glibness, mirror’s misfortune, phantasmal killer**, suggestion
3rd (4 slots): mind reading, heroism*, wanderer's guide, whirling scarves*
2nd (4 slots): augury, dispel magic*, illusory creature*, paranoia
1st (4 slots): charm*, color spray, ill omen, liberating command
Cantrips: detect magic, guidance, haunting hymn, illuminate, message, prestidigitation, telekinetic projectile
* signature spell
** bonus mental spell

Focus Points: 3
Bloodline spells: unraveling blast, invoke the harrow, rewrite possibility
Blood Magic You become enveloped in possibility, represented as multiple versions of yourself from your possible futures overlaid on each other. You gain concealment for 1 round, but can't use the concealment to Hide.

Granted Spells: 8th: unrelenting observation, 9th: weird
Other spells to consider: 1st: Agitate

Additional spells
1/day: purple worm sting (from The Snakebite; DC equal to your class DC)

Rituals Known: harrowing, plant growth, reincarnate

___________________
SKILLS

Acrobatics (T, Dex)
[dice=Acrobatics (trained, +2 item bonus to escape)]1d20+ 20[/dice]

Arcana (U, Int)
[dice=Arcana (untrained improvisation)]1d20+ 16[/dice]

Athletics (U, Str)
[dice=Athletics (untrained improvisation)]1d20+ 14[/dice]

Crafting (U, Int)
[dice=Crafting (untrained improvisation)]1d20+ 16[/dice]

Deception (M, Cha, ring)
[dice=Deception (master, +2 if used for initiative)]1d20+ 27[/dice]

Diplomacy (M, Cha, ring)
[dice=Diplomacy (master)]1d20+ 27[/dice]

Intimidation (M, Cha)
[dice=Intimidation (expert)]1d20+ 25[/dice]

Lore (fortune telling) (E, Int)
[dice=Lore (fortune telling) (expert)]1d20+ 20[/dice]

Lore (plains) (T, Int)
[dice=Lore (plains) (trained)]1d20+ 18[/dice]

Medicine (U, Wis)
[dice=Medicine (untrained improvisation)]1d20+ 17[/dice]

Nature (U, Wis)
[dice=Nature (untrained improvisation)]1d20+ 17[/dice]

Occultism (T, Int)
[dice=Occultism (trained)]1d20+ 18[/dice]

Performance (T, Cha)
[dice=Performance (trained, +2 item bonus to dance)]1d20+21[/dice]

Religion (U, Wis)
[dice=Religion (untrained improvisation)]1d20+ 17[/dice]

Society (T, Int)
[dice=Society (trained)]1d20+18[/dice]

Stealth (T, Dex)
[dice=Stealth (trained, +2 if used for initiative)]1d20+20[/dice]

Survival (U, Wis)
[dice=Survival (untrained improvisation)]1d20+17[/dice]

Thievery (E, Dex)
[dice=Thievery (expert)]1d20+22[/dice]
____________________
FEATS:

Ancestry Feats and Abilities
* 1st: Natural Ambition: You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class.
* 1st (from general feat): Natural Skill: Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
* 5th: Clever Improviser: You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.
* 9th: Incredible Improvisation: A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Once per day, gain a +4 circumstance bonus to the triggering skill check with a skill you’re untrained in.
* 13th: Stubborn Persistence: Humans are renowned for their ability to persist through the most grueling of trials. When you would become fatigued, attempt a DC 17 flat check. On a success, you aren't fatigued. If the fatigued condition has an underlying cause that you don't address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause.

Archetype Feats and Abilities
* 2nd: Harrower Dedication: You become trained in Occultism. You also become trained in Fortune-Telling Lore, and you learn the harrowing ritual. In addition, once a day when you perform your daily preparations, you can perform a harrow reading for yourself if you have access to a harrow deck. Draw a card from your harrow deck—that card’s suit becomes your active harrow omen for the next 24 hours and modifies several other harrower feats as detailed on the following pages. You gain the Avoid Dire Fate reaction.
* 4th: Restore Omen: You spend 10 minutes meditating with your harrow deck, then draw a card. The suit of the card grants you a new harrow omen.
* 6th: Experienced Harrower: When you perform the harrowing ritual, the DC for the Primary Check is never more than the standard DC by level, and the cost for the ritual is halved. If you use a fine harrow deck, the cost for the ritual is removed entirely.
* 8th: Reading the Signs: You have a knack for drawing the right card, be it from a harrow deck, in a game of cards, or even when drawing from a Deck of Many Things. When you’re attempting a skill check involving the drawing of cards or resolving the effects of a divination effect (including attempting a saving throw against a hostile divination effect against you), you gain a +2 status bonus to the check. When you draw a card to determine your harrow omen, perform Harrow Casting, cast harrowing, or if you activate a magical deck of cards, draw 2 cards, and choose the one you prefer as your actual card drawn. You can even use this ability when drawing from a Deck of Many Things, but only once per deck. The unused card is shuffled back into the stack.
* 10th: Harrow Casting [one-action] (metamagic) You draw a card from your harrow deck just before you cast a spell to infuse your magic with its destined potential. If your next action is to Cast a Spell, the suit of the card you draw enhances the spell in one of the following ways. If the card you draw matches the suit of your active harrow omen, the effect is enhanced further as detailed below. When you Harrow Cast, attempt a DC 11 flat check. If you fail this check, you lose your active harrow omen at the end of your turn.
Hammer The force of the spell is enhanced. This effect only enhances single-target offensive spells that require you to make a successful spell attack or require a saving throw from the target to resist. If you hit the target, or if they fail their saving throw, the spell inflicts additional force damage equal to the spell’s level. This additional damage doubles if your harrow omen is Hammers.
Key Some of the magic remains behind, infusing your defenses. Until the start of your next turn, you gain a +1 status bonus to your AC and all saving throws. If your harrow omen is Keys, this increases to a +2 status bonus.
Shield As the spell’s magic takes effect, it heals you as well, restoring Hit Points equal to 2d6 + the spell’s level. If your harrow omen is Shields, the Hit Points restored increases to 4d6 + twice the spell’s level.
Book The spell’s magic infuses your mind with sudden insights about the target. You can attempt to Recall Knowledge about the target as a free action, using your spell attack roll to make the check. You gain a +2 status bonus to this roll if Books is your harrow omen.
Star The spell’s magic bolsters those it aids. This effect only enhances single-target spells cast on willing subjects. The magic restores Hit Points to the affected target equal to 2d6 + the spell’s level. If your harrow omen is Stars, the magic also grants the target a +2 status bonus to all saving throws until the start of your next turn.
Crown The spell’s magic is hidden and subtle, and observers may not realize you’re doing anything more than manipulating cards in your harrow deck. Attempt a Fortune‑Telling Lore check against all observer’s Perception DCs. If your check is successful against an observer’s Perception DC, that observer doesn’t notice you are Casting a Spell, even though normally spells have sensory manifestations. This hides only the spell’s spellcasting actions and manifestations, not its effects. If your harrow omen is Crowns, you gain a +2 status bonus to your Fortune-Telling Lore check.
* 12th: Benevolent Spirit Deck (two actions) Requirements: You have an active harrow omen. Effect: You manifest a ghostly deck of harrow cards that seek to protect you or an ally. Select one willing target within 30 feet; the cards move through the air to surround that target, protecting them from harm and granting a +1 status bonus to AC and resistance 5 to a type of damage associated with your active harrow omen (see below). This resistance increases to 10 if you’re at least 10th level and 15 if you’re 15th level. This effect lasts as long as you sustain it, up to 1 minute, or until you no longer have an active harrow omen. Once the effect ends, you lose your active harrow omen. Hammers: cold damage; Keys: fire damage; Shields: poison damage; Books: electricity damage; Stars: mental damage; Crowns: acid damage
* Psi Development (taking forbidden thought)

Class Feats and Abilities
* 1st: Reach Spell
* 2nd: Cantrip Expansion: Add two additional cantrips from your spell list to your repertoire.
* 4th: Bespell Weapon (free action) Requirements Your most recent action was to cast a non-cantrip spell. You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.
Abjuration: force damage
Conjuration or Transmutation: the same type as the weapon
Divination, Enchantment, or Illusion: mental damage
Evocation: a type the spell dealt, or force damage if the spell didn't deal damage
Necromancy: negative damage
* 6th: Advanced Bloodline
* 8th: Occult Evolution: Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don’t know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later).
* 10th: Greater Bloodline
* 12th: Signature Spell Expansion: Your innate connection to magic lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a minimum level of 3rd or lower.
* 14th: Psychic dedication (Silent Whisper, adding message)

General Feats
* 3rd: Ancestral Paragon: Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.
* 5th (from ancestry feat): Untrained Improvisation: You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to your full level. This doesn’t allow you to use the skill’s trained actions.
* 7th: Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
* 11th: Incredible Investiture: You have an incredible ability to invest more magic items. Increase your limit on invested items from 10 to 12.

Skill Feats
* Background: Charming Liar: Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
* 2nd: Pickpocket: You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
* 4th: Lie to Me: You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
* 6th: Quick Disguise: You can set up a disguise in half the usual time (generally 5 minutes). If you’re a master, it takes one-tenth the usual time (usually 1 minute). If you’re legendary, you can create a full disguise and Impersonate as a 3-action activity.
* 8th: Doublespeak: You are skilled at saying one thing while meaning something different. You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a Perception check against your Deception DC to realize you are passing a secret message, and they must critically succeed to understand the message itself.
* 10th: Slippery Secrets: You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.
* 12th: Unmistakeable Lore (fortune-telling lore): You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.
* 14th: Evangelize [one-action] You point out a detail that incontrovertibly supports your faith, causing a listener’s mind to whirl. Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM’s discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected.
Critical Success The target is stupefied 2 for 1 round.
Success The target is stupefied 1 for 1 round.
Failure The target is unaffected.

____________________
EQUIPMENT

Cash: 500 gp
Gear: adventurer's pack
Magic items: Jathoom’s scarf, messenger’s ring, greater ventriloquists ring, crown of the fire eater, greater hat of disguise, wand of mage armor (4th level), wand of fey flames, wand of thundering echoes (4th level)
Harrow cards: the brass dwarf, the snakebite
Invested items (7; 12 max): brass dwarf, snakebite, scarf, 2 rings, crown, hat

Others to consider: choker of elocution, cloak of the bat, enigma mirror, wands

____________________
[b]BACK STORY

Vashta was born to a Varisian traveling family, one run by her grandmother, Besnik. Her early childhood was spent at her grandmother's side, learning about her people's mystic traditions, especially The Harrow. The older woman taught the girl about caravan life, and how she fit in with the family's history, and about the power of the cards and their readings. One day, as a young girl, Vashta cast the cards for herslef and came up with an ominous reading: The Tyrant, representing a ruler who harms those he rules. Upset, Vashta fled, running out of her family's encampment into the surrounding woods. She has no memory of how long she spent there -- minutes? hours? -- but when she returned, she was horrified to find the camp was destroyed. Her family's bodies lay mangled, the wagons shattered and scattered across the clearing where a few fitful campfires still burned.

Again, she doesn't remember how she survived afterward, a small girl alone in the country. Even if she weren't in the remote Storval Plateau, other areas of the country are hardly less dangerous. Still, somehow, she eventually found her way to her aunt Syeira's caravan. Unfortunately for the young Vashta, Syeira was less concerned with tradition and more interested in a simple living of swindling any marks with a pair of coins to rub together, not to mention willing to consort with various bands of Sczarni.

Syeira soon realized the girl's talents, ones she had never bothered to learn from her own mother, and incorporated her into the family's cons across Ustalav. Vashta was still just on the cusp of womanhood when her mother gifted her to the self-titled King of the Sczarni — Tobar Jardani. Vashta was having none of that and instead fled in the night, using the talents she'd learned from both grandmother and aunt to keep herself alive. But despite her skills, that drew attention, largely from other Varisians, many perfectly happy to deliver her to Jardani. She remembers times she faced great danger -- death, or worse -- but somehow emerged unscathed. Blank spots in her memory other than finding her potential captors or attackers dead, gaping wounds, electric burns and looks of horror on their remains. Needing to leave the lands she'd spent much of her teen years in, she fled Ustalav to return to Varisia, hoping to find some connection with her grandmother's spirit and some answers about what she should do with her life. That was where she met Targrish -- who saw through the filthy young woman's attempts to lighten his purse. Unlike other such times when she found herself in trouble, she instead found a protector, and a mentor. The two soon became steadfast companions, the dwarf recognizing someone with similar skills to his and taking her under his wing. She also eventually found a way to harness her draconic companion, calling him forth in times of simple need rather than dire danger that she can't quite recall.

Their adventures eventually led them around the Inner Sea and beyond, teaming up with Clover in Spring and Aicard before going their own way for a time. Now, a strange vision and stranger Harrow card has led her back to Absalom, and back to the company of old friends. Whether this will lead to some explanation for what happened to her family -- a question she's never been able to answer -- or simple some other adventure on the Open Road is a future that remains unrevealed as of yet.

____________________
CAMPAIGN NOTES
Part 2: The Destiny War
* All-Seeing Hajeck returns, with a warning and promise of allies!

Part 1: The Choosing
* Effects of the Juggler on the Harrowverse
* Through the Juggler: Terwa Uplands; meeting Blegkenu the Pious, priest of Balumbdar; fighting Sedisserax
* Details on the Harrow Court, the six arches
* Enter the Harrow Court