Alain

Vilhelm Leitdorf's page

123 posts. Alias of Kirsdrake.


Full Name

Vilhelm Leitdorf

Race

Human Invoker 6| HP: 40/40 | AC: 17 (13 Tch, 14 Fl) | CMD: 17 | F: +6 R: +5 W: +7 | Init: +2 | Perc: +11 SM: +8 |

Classes/Levels

Active Effects:
20% miss chance for ranged attacks, does not leave track nor can be tracked via scent. Spells: 1st 5/5, 2nd 3/3, Runestone 1/1

Gender

Male

Size

6'3"

Age

25

Alignment

CG

Languages

Common, Elven, Sylvan

Strength 12
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 12
Charisma 16

About Vilhelm Leitdorf

Build:

Human Invoker of the Faerie Courts 6
CG medium humanoid
Init +2; Senses Perception +11
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Defense
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AC 17 (+4 Armor, +2 Dex +1 dodge), touch 13 (+2 Dex, +1 Dodge), flat-footed 14 (+4 Armor)
CMB +5
HP 40 (6d8 + 6)
Fort +6 (+1 Con, +1 resistance, +2 luck), Ref +5 (+2 Dex, +1 resistance), Will +7 (+1 Wis, +1 resistance)
Special
- Attacks with Glaive dazzle enemies for 1 round
- Attacks with Eldritch Blast cause shaken on enemies for 1 round (Will DC 15)
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Offense
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Speed 30 ft.
Melee
Glaive (Eldritch Weapon, MW) +7 (1d10 + 1, x3, reach, S)

Special Attacks
Eldritch Blast +6 (1d6, x2, 120' range (ranged touch up to 30'), B)

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Statistics
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Str 12, Dex 14, Con 12, Int 14, Wis 12 (+1 level), Cha 16 (+2 racial)
Base Atk +3; CMB +4

Feats Dodge, Extra Invocation (Essence Spear), Spear Dancer, Weapon Focus (Glaive)

Traits Seeker, Trustworthy, Two-World Magic (Enhance Diplomacy)

Drawback Magical Klutz

Skills (2 + 2 int + 1 race + 1 FCB + 2 background) x 6 = 48
ACP 0

Acrobatics +6 (+3 class, +2 Dex, +1 ranks)
Bluff +13 (+3 class, +3 Cha, +6 ranks, +1 trait)
Craft (Drawing) +6 (+3 class, +2 Int, +1 ranks)
Diplomacy +13 (+3 class, +3 Cha, +6 ranks, +1 trait)
Intimidate +12 (+3 class, +3 Cha, +6 ranks)
Knowledge (Arcane) +6 (+3 class, +2 Int, +1 ranks)
Knowledge (Planes) +6 (+3 class, +2 Int, +1 ranks)
Perception +11 (+3 class, +1 Wis, +6 ranks, +1 trait)
Perform (Dance) +6 (+1 Wis, +5 ranks)
Profession (Herbalist) +5 (+3 class, +1 Wis, +1 ranks)
Sense Motive +8 (+3 class, +1 Wis, +4 ranks)
Spellcraft +6 (+3 class, +2 Int, +1 ranks)
Stealth +11 (+3 class, +2 Dex, +6 ranks)
Use Magical Device +9 (+3 class, +3 Cha, +3 ranks, drawback applies)

Languages Common, Elven, Sylvan

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Special Abilities
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Energy Blast (Su) As a standard action, an invoker can channel the power of her patron into a physical ranged attack that targets the AC of a single creature within 60 feet. The blast deals 1d6 bludgeoning damage when not channeled through a weapon. She can use energy blast at will, but only once per round.

Beginning at 4th level, the invoker can expend one of her invoker spell slots as a move action when using energy blast to increase its damage by +2d6 per spell level.

Invocations (Sp) At 2nd level, and every even level thereafter (4th, 6th, and so on), an invoker gains an invocation for which she qualifies.

As long as an invoker has an unspent spell slot of an invocation’s spell level or higher, she gains the benefits of the invocation. Some invocations have a variable effect. An invoker sets the minimum spell level and chooses any other options related to those invocations when she prepare spells. For example, the invoker can choose to invoke the dark one with a minimum 4th-level spell slot, applying the +8 luck bonus to her Fortitude saves until the next time she prepares spells. Once she has cast all of her 4th-level and higher spells for the day, the invoker no longer gain the benefits of that invocation.

If an invoker possesses multiple invocations with the same minimum spell level, she chooses which of those invocations to stop using as she runs out of spell slots. For example, if the invoker can channel darkness and invoke the banshee, but only has one 3rd-level or higher spell slot available, she must choose which of those invocations she can no longer use until she regain her spell slots.

An invoker can only ever have one of each invocation active at a time, and she can only ever have one invocation that creates or summons a creature active at a time.

Otherworldly Patron: Faerie Court An invoker who makes a pact with the Faerie Court adds the following spells to her invoker spell list.

1st – faerie fire, sleep
2nd – calm emotions, mirror image
3rd – blink, plant growth
4th – dominate animal, greater invisibility
5th – dominate person, seeming

Fey Presence At 1st level, the invoker can cast one of the following spells once per day as a spell-like ability: Charm person or cause fear.

Misty Step At 5th level, when the invoker takes damage, she can use an immediate action to turn invisible until the start of her next turn and teleport up to 60 feet to an unoccupied space. This is a spell-like ability that functions as both vanish and dimension door, except as noted above. The invoker can use this ability once per day at 5th level, and twice per day at 14th level.

Pact Boon: Eldritch Weapon (Su) An invoker with this boon gains proficiency in a martial weapon of her choice. As a standard action, the invoker can create and wield any weapon with which she is proficient. This weapon is conjured as a supernatural ability, and functions as a nonmagical, masterwork weapon sized appropriately for the invoker. The weapon persists until the invoker dismisses it as a free action or fails to retrieve it within 1 minute of letting it go.

Upon reaching 5th level, the invoker’s eldritch weapon is able to draw more of her patron’s power into it, becoming stronger. The invoker can enhance her weapon as a standard action by calling upon her otherworldly patron’s aid for 1 minute per invoker level. When empowered, the weapon sheds light as a torch.

At 5th level, the invoker’s patron grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anarchic, brilliant energy, disruption, flaming, flaming burst, ghost touch, keen, speed, stalking, and wounding. Adding these properties consumes an amount of bonus equal to the property’s cost. Duplicate abilities do not stack. At least a +1 enhancement bonus must be added before any other properties can be added.

The bonus and properties granted by the invoker’s patron are determined when the weapon is empowered and cannot be changed until a new weapon is conjured. These bonuses apply to only one end of a double weapon. An invoker can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

Weapon and Armor Proficiency Invokers are proficient with all simple weapons, and light armor. Bonus proficiency with Glaives due to Eldritch Weapon boon.

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Spells
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Orisons DC 13 Detect Magic, Enhance Diplomacy, Mage Hand, Message, Prestidigitation, Read Magic
1st 5/day, DC 14 Endure Elements, Mind Thrust I, Shield, Whispering Lore
2nd 4/day, DC 15 Alter Self, Minor Image, Mirror Image, Spider Climb

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Invocations
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1st level
Channel Fear When you hit a target with your energy blast, you can spend a swift action to cause it to become shaken for one round (Will negates).

A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Essence Spear (feat bonus) Eldritch Blast’s range increases to 120 feet. If you target a creature within 30 feet, you can target its touch AC instead.
Invoke the Dark One You gain a luck bonus to one saving throw of your choice equal to twice the spell level of the unspent spell slot you dedicate to this invocation (max +10). You cannot use this invocation to gain a luck bonus on more than one saving throw at a time.

2nd level
Invoke Entropy Ranged attacks (including rays) targeting you have a 20% miss chance. You also do not leave footprints or a scent trail while moving. Tracking you by non-magical means is impossible.

Gear:

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Gear (GP value 4965g, 4s, 3c)
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Cloak of Resistance +1 (1000g)
Studded Leather Armor +1 (1175g)
Runestone of Power (1st) (2000g)
Wand of Cure Light Wounds (50) (750g)

Dagger (2g)
Belt sheath (-)
Explorer's Outfit (high quality) (free + 10g)
Backpack (2g)
Bedroll (1s)
Blanket (5sp)
Soap (1c)
Journal (10g)
Charcoal stick (2) (1g)
Pocket flask (5g)
- Applejack (8cp)
Waterskin (1g)
Trail rations (2 days) (1g)
Kit, mess (2cp)
Flint and steel (1gp)
Whalebone pipe (5gp)
Tobacco (5sp)

10-minute background:

Physical Decription
- Vilhelm is 6'3" tall, slender and well-muscled at 140 lbs. He has fair hair, brown eyes and a handsome face, and there is just that undefinable... something to him. A roguish charm. A touch of fey charisma that makes people listen to his words.
- Vilhelm dresses well, as befitting his station. While he does prefer sombre colours, and fabric and weave of his clothes speak of the wealth of his family. While traveling, he prefers the utilitarian explorer's outfit, but one from the family tailor, ensuring the cloth and stitching survives the wear and tear of an occasionally adventurous life.
- Vilhelm never carries weapons, excluding his belt knife, trusting to his Fae-given powers to fashion whatever he needs at the time he needs it.

Important/defining life events
- Turning 16 was a true revelation, as the force of the Pact transferring to him hit the young man with the force of a hurricane. Vilhelm spent the next few days bedridden, plagued by visions and dreams of the Winter Court, and of its beautiful, fickle and ruthless masters. "Winter's nature was beautiful violence, stark clarity, the most feral needs, and animal desires and killer instinct pitted against the season of cold and death—the will and desire to fight, to live, even when there was no shelter, no warmth, no respite, no hope, and no help," his father later explained his son. The new burden was difficult to accept, but the Sidhe are ever uncaring of a mortal's wishes. They'd honor the letter of the Pact, and except the humans to do their part. Too bad for Vilhelm that meant a stream of the oddest tasks at the most unexpected times - the Sidhe never explain why, merely point by dreams and waking visions what they expected Vilhelm to accomplish.
- Vilhelm was saved from a mugging one night during his student years, when he had once again overindulged in wine and staggered to a back alley to relieve himself. The petty criminals who had surrounded him had not taken kindly to his drunken attempts at wit and had knocked him down, preparing to give him the last beating of his life when a retired marine stormed into the scene, chasing away the muggers. Sobered by the violence he had witnessed, Vilhelm swore to pay the man for saving his life, only to be smacked down by his rescuer. After a pointed lecture about the dangers of unlit back alleys, the old soldier stalked away in disgust. Vilhelm would later meet the man under more auspicious circumstances and convince the grumpy old sergeant into teaching him how to defend himself, and get him interested in the art of the spear.

Quirks/habits that define your PC

- Vilhelm hates being forced into a decision - after all, he gets more than enough of that from his Fey patrons, in the form of often nonsensical tasks he is compelled to perform on pain of pain.
- Vilhelm and wine go together a bit too well... given half a chance, he will find a tavern or drinking hole and seek wisdom from the bottom of a bottle.
- Ever the patron of fine arts, Vilhelm has incorporated dancing with his spear forms, turning the gory act of battle into a thing of beauty. Were he to realize the influence of his Fey pact-holders was responsible for that decision of his...
- Vilhelm loves to sketch, taking every opportunity to capture on paper what beauty his eyes see.
- Combining his interest in recreational herbal products and a good smoke, Vilhelm prefers to spice up his tobacco with aromatic herbs he personally collects whenever he's trekking through a region.

People tied to your PC: one related, one friendly, on unfriendly

- (Related) Illyana Leitdorf, younger sister. The current head of the family, as the firstborn son is expected to carry on the line and pass on the Pact to his own son. Illyana is new to her position, and by her nature unsuited to politics. Still, she holds her head high and raises to the challenge. Vilhelm adores his little Illya and would do anything for her.

- (Unfriendly) Grand Master Greyson of the Couronne Academy. The Leitdorf family is fairly well known among the merchant nobility, but there dark rumours suggests that the family pays homage to some fell power and that patron is the reason for their continued success. One of the most vocal of their political enemies is the Chairman of the Couronne Academy, a highly influential person in local politics. Vilhelm studied in the Academy for a time as was expected of a son of a prestigious family in his home region, but the cutthroat politics int he back halls of the Academy drove him into distraction. He did graduate with decents marks, wasting no time in completing his obligations to his family before leaving, but the emnity of the Grand Master ever follows him. It would not do to physically attack an established family like the Leitdorfs, of course, but power and money have their ways, and offer opportunities to get even with enemies real or imagined...

- (Friendly) Karl Severia. Karl was Vilhelm's best friend during their years in the Academy. While Vilhelm preferred arts and social sciences, Karl focused on arcane lore, aiming to master the Art of Magic. While they rarely sat on the same lectures, they gravitated together outside the lessons and quickly became inseparable as they spent many an evening discussing politics over flagons of wine.

Secrets, one known by your PC, one unknown by them

- (Known) Vilhelm's great grandfather entered into a Pact with the Queen of Air and Darkness, the immortal sovereign of the Winter Court of the Unseelie. Victor Leitdorf wished for wealth and power and got all that he asked for, but as ever, the Sidhe got the best of the bargain. She worded the Pact to carry on down Victor's line, until the sevents son of the seventh's son (which was Victor himself). Thus every firstborn of Victor's line has been male, and inherited the burden and power of the Pact on his sixteenth birdthday.

- (Unknown) Among the Great Game's spectators, most of the rich and famous Houses are represented by at least some bored minor member. One or several of whom might recognize Vilhelm as one of the players and decide to use their wealth to use the opportunity to get even with the house Leitdorf. After all, the Game is known to be dangerous and accidents can and do happen...

Main goal for entering the great game

- Vilhelm was forced into the game by his Fae patron. Whether he is here to save the whole of mankind, complete some specific task to to serve the Faerie Court's millenia-long plans or merely because some High Sidhe was bored and decided to push his or her new favorite sock-puppet around, Vilhelm has no way of knowing. He's just here to survive the best he can while trying to figure out what, if anything, is expected of him.