Geppa

Verthandi Fargazer's page

466 posts. Alias of Philo Pharynx.


Race

HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 |

Classes/Levels

Active Powers: foreshadow (5hr), see hazard (5 hr)

Gender

Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15*

About Verthandi Fargazer

Verthandi Fargazer
Half-elf sphere bard (archaeologist) 5 / Incanter 5 / Mageknight 3 / Eliciter 2
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +15*
*+4 to see through disguises or spot hidden things

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Trackers
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Hit Points: 60/60
Spell Points: 13/18
Mythic Power 5/5
Channel 7/7
Door Sight 7/7
Hypnotism 4/4
Inspiration 5/5
Luck 14/14
Recall 7/7
Active Powers:
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Defense
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AC 22, touch 18, flat-footed 19 (+5 armor, +2 Dex, +1 shield, +1 deflection, +1 dodge, +2 insight)
hp 60 (3d10+2d8+10+4)
Fort +5*, Ref +9*, Will +7*
Defensive Abilities hard to kill, uncanny dodge, resist magic (+1 save vs spells/SLAs/sphere effects), stalwart, trap sense +2, uncanny dodge

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Offense
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Speed 40 ft.
Melee dagger +6 (1d4+2/19-20) or
. . machete +7 (1d6+3/19-20) or
. . whip +6 (1d3+2 nonlethal)
. . destructive blast +6 touch (4d6+4 bludgeoning)
Ranged sling +6 (1d4+2)
. . destructive blast +6 touch (4d6+4 bludgeoning)
Special Attacks archaeologist's luck 14 rounds/day (+1), mythic power (5/day, surge +1d6), wild arcana[MA]

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Magic SOP Wiki
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Caster Level 5
Casting Stat Intelligence DC 15
Spell Pool 18
MSB +5 (+9 concentration - Competent caster)
MSD 15

Destruction Sphere
. . Base - Destructive Blast - 4d6 bludgeoning
. . Base - Augmented Blast - 6d6 bludgeoning, 1 sp
. . Chain Blast - If hit attack next target up to 3
. . Focused Blast +1 point per die if no blast shape
. . Greater Blast - +1d6 damage
. . Extended Range - Medium range
Divination Sphere
. . Base - Divine Magic
. . Base - Divine Alignment - see alignment aura
. . Base - Divine Charm - identify charms
. . Base - Divine Fate - examine mass of creatures for similar alignemnt/loyalites
. . Base - Divine Hostility - Identify type and source of damage
. . Base - Divine Life - find living createures and state of health
. . Base - Divine Loyalties - reveal top three loyalties
. . Base - Divine Protection - highest/lowest AC or highest/lowest save.
. . Base - Divine Warp - find portals and rifts
. . Base - Read Magic
. . Foreshadow - Sense - Not flatfooted, +1 dodge AC, +2 reflex and initiative 1 sp 1hr/level
. . Logos - Sense - Comprehend Languages 1 sp; 2sp tongues 1 hr/level
. . See Hazard - Sense - Detect hazards within 10 ft. 1 hr/level
. . Witness the City - 1 sp to gather information in 1 round instead of hours 2 checks per use
Fate Sphere
. . Base - Hallow - 1 min/lvl +1 sacred to attack, AC, saves. Immunity to mind control
. . Base - Serendipity - 20' radius +1 luck attack, skill saves. Conc/1sp for 1r/lvl
Life Sphere
. . Base - Cure 1d8+4
. . Base - Invigorate, 4 Temp HP, not to exceed max HP
. . Base - Restore 1d4 ability damage and many minor conditions
. . Revitalize - Fast healing 1 for 5 minutes 1 sp
Mind Sphere Save DC 17
. . Base - Lesser Suggestion - Very simple request 1/day/creature
. . Base - Greater Suggestion - 1 SP Basic request
. . Read Mind, Lesser - Read emotional state
. . Read Mind, Greater - 1 SP Read surface thoughts (concentration)
Protection Sphere DB: Limited: no ward; Protected Soul (self only)
. . Base - Aegis - +2 deflection AC 1 sp 1 hr/level
. . Energy Resistance - 14 resistance to specified energy
. . Spell Ward - SR 15, 2 sp
Warp Sphere
. . Base - Teleport Close, Long for 1 sp, self or willing target
. . Unseeing Teleport - +1 sp, teleport without LOS
. . Distant Teleport - Long range
. . Extradimensional storage - full round or swift with sp

Incanter Specializations
Channel Positive Energy
. . 3d6, DC 15, 7/day
Domain: Knowledge (Memory)
. . Recall (Su) 7/day With a touch, allow creature to reroll Knowledge check with +4 insight.
Domain: Sun (Revelation)
. . Guided Eyes (Su) +4 sacred bonus to see through disguise or spot hidden/concealed things
Domain: Travel (Exploration)
. . +10 ft land speed
. . Door Sight (Su) 7/day spend 1 minute to see what is on the other side of a surface 11 in thick.

Mageknight Mystic Combat
. . Resilience of Soul (Su) spend 1 1sp to reroll failed save

Bard (Archaeologist) Cantrips Known
. . 0 (at will)—detect magic, light, mage hand, message, prestidigitation, scrivener's chant

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Statistics
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Str 14, Dex 14, Con 14, Int 18, Wis 13, Cha 14
Base Atk +4; CMB +6; CMD 21
Feats Lingering Performance, Skill Focus (Perception), Extra Spell Points, Precognicient Protection
Traits Feast Your Eyes Upon This; nimble fingers, keen mind
Skills Acrobatics +7*, Appraise +8, Bluff +12*, Climb +6, Diplomacy +12*, Disable Device +13, Disguise +9, Escape Artist +6, Intimidate +8*, Knowledge (arcana) +13, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +10, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +11, Knowledge (nobility) +10, Knowledge (planes) +12, Knowledge (religion) +14, Linguistics +10, Perception +15*, Perform (oratory) +8, Perform (sing) +6, Profession (soldier) +6, Sense Motive +9*, Sleight of Hand +6, Spellcraft +12, Stealth +10, Survival +6, Swim +6;
*+4 to jump
*Free use of inspiration on Bluff, Diploamcy, Intimidate, Sense Motive
*+4 to see through disguises or spot hidden things
*Trap sense +2
Racial Modifiers
+2 Knowledge (history), +2 Knowledge (local), +2 Perception
Languages Common, Draconic, Dwarven, Elven, Giant
SQ bardic knowledge +2, clever explorer +2, elf blood, inspiration, quick disguise, sophisticate
Other Gear mithral chain shirt, mwk buckler, dagger, machete, sling, sling bullets (20), whip, sleeves of many garments, bedroll, belt pouch, canteen (2), cards, clockwork key, disguise kit (10/10), flint and steel, ink (2), inkpen (2), journal (4), masterwork backpack, masterwork thieves' tools, measuring cord (10 ft.) (2), mess kit, paper (10), pouch of pixie dust, powder (2), scroll case, signal whistle, silk rope (50 ft.), trail rations (5), traveler's any-tool wandermeal (10), Potion of Cure Moderate (4) 977 gp

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Mythic Abilities
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Dual Path Trickster/Archmage
Wild Arcana 1 MP Cast spell without knowing sphere. Std Action. +2 CL
Fleet Charge 1 MP Swift, move speed and attack +1, bypass DR
Competent Caster (Ex) Concentration checks auto succeed (-2 CL)

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Automatic Bonus Progression
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+1 resistance bonus
+1 enhancement armor
+1 enhancement machete
+1 deflection bonus

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Special Abilities
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Archaeologist's Luck +2 (14 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Armor Attunement +1 enhancement bonus to mithral chain shirt
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Channel Positive Energy 3d6, DC 16, 7/day
Clever Explorer (Ex) Half time to use disable device. Plus half level on disable device and perception
Clockwork Key Constructs do not attack you if you do not threaten them or if directly ordered to
Competent Caster (Ex) Concentration checks auto succeed (-2 CL)
Disguise Kit +2 competence bonus. 10 uses
Door Sight (Su) 6/day spend 1 minute to see what is on the other side of a surface 11 in thick.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Fascinate Become fascinated for 2 rounds DC 17
Feast Your Eyes Upon This You have studied in the libraries of the Order of the Spiraling Eyeball's members, and now seek to prove your mastery of that knowledge by demonstrating its practical application. Choose three Knowledge Skills that are already class skills. Each of those skills gain a +1 trait bonus. (Arcana, planes, religion)
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Gain Knowledge Move action - Knoledge check DC 10+CR. Gain useful information about creatures. 1 retry.
Guided Eyes (Su) +4 sacred bonus to see through disguise or spot hidden/concealed things
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inspiration Add +1d6 to skill or ability checks 5/day. 2x cost for attacks/saves. Free use of inspiration on Bluff, Diplomacy, Intimidate, Sense Motive.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nimble Fingers, Keen Mind Disable device is a class skill, +1 to checks
Pouch of Pixie Dust Faerie fire 1/day; unlimited colored powers
Precognicient Protection Insight bonus to AC equal to senses (max 2), expend bonus to turn crit into normal hit.
Quick Disguise Reduce time to create disguise
Recall (Su) 7/day With a touch, allow creature to reroll Knowledge check with +4 (int) insight.
Resilience of Soul (Su) spend 1sp to reroll failed save
Skill Focus: Perception +3 to skill, +6 with 10+ ranks
Sophisticate +2 racial bonus on Knowledge (history, local) and can use untrained
Stalwart No effect on a successful Fortitude or Will save.
Surge (1d6) (Su) Use 1 MP to increase any d20 roll by the listed amount.
Trap Sense +2 to AC/Reflex vs traps
Traveler's Any-tool Masterwork tool for almost any job
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Weapon Attunement +1 enhancement bonus to machete
Wild Arcana 1 MP Cast spell without knowing sphere. Std Action. +2 CL

History:

Verthandi grew up on three continents. Her parents, Dina and Gavren, were archaeologists. They delved into ancient ruins to learn the secrets of ancient cultures and share that knowledge with the world. When her mother had to stay at home for the first few years of Verthandi's life, it almost split up the couple. For them it was easier to bring the young girl and teach her along the way.

Growing up in the field was an education. Her parents taught her how to deal with obstacles and then expected her to succeed. They prepared ways to stop her from failing, but more often than not, they didn't need to use them. It was challenging, but they celebrated her successes and made her want to try new skills and explore her curiosity. Between them, they made sure she knew what they did and how they did it. Which also included the soft skills. Expeditions couldn't work without the support of wealthy patrons, and learning how to shine in high society is as much a requirement as identifying the inscriptions on an ancient tomb.

But an expedition is like a family. Besides learning from her parents, she also learned from her Uncle Nuran, an academic and priest who made sure that her education was not neglected. He covered the practical sciences and the theoretical. Nature and relgion and of course magic. His favorite phrase was "The first step in creating knowledge is observation", and used it as the source of his teachings.

Faith was an important part of this teaching. Understanding Anax and the ideals he reflects are and important part of understanding the world. These lessons were both spiritual and practical. Ancient ruins were often protected by the dead. By understanding faith, one can let the radiance of our lord strenghten the living and harm the impure dead.

Daniel Evenfall was one of the mercenaries they hired to help their expedition through wild and violent lands. He was assigned to be Verthandi's bodyguard, but she adpoted him as her big brother. She idolized him and had him teach her his skills in fighting and all the other parts of his life. While her parents were concerned, they also saw the usefulness of her learning martial skills. But this was not a one-way street. Daniel was a curious sort, and being around academics inspired him to learn more. Since he was to protect th girl, he was always around her lessons from her parents and Nuran. It was only a couple months before Nuran broke down and cried out, "Damn it boy! Don't hover. Either go somewhere else or sit down and take proper notes!"

As Verthandi was learning magic and martial skills at the same time it only made sense for her to combine them. She took these skills and began to teach Daniel magic. It wasn't the same way Nuran taught her - Daniel was less talented and focused on more limited forms. But it was a turning point as she started to become her own person. To not just listen, but to synthesize those lessons and come up with something new.

Recently, her parents retired from the field to settle in and begin the process of analyzing and interpreting all their findings over the years. They missed the work, but they wanted to pull back while they still had their health. On the last expedition, Nuran's old bones were truly feeling the pain and they knew he wasn't going out any more. But he found a church with a school where he could preach and teach and tell stories of the wider world. Daniel found a different destiny. An alchemist named Frissa. It was a whirlwind romance, a beautiful wedding, and a young girl in short order.

With this, Verthandi was set free from her life, a bit adrift but looking for something larger that she could put her skills to. Something meaningful to those living and those to come. Still, she had a good feeling, a premonition that she would be challenged and have the potential to test herself and rise above.