Vyrsketsky (Veer-SKET-skee) isn’t sure at what age he learned to sneak into the opera house to hear performances. Or when he realized he could move through Kintargo more easily than most. Or when his friend, the rat Gratnik, began speaking to him. Kintargo sings to him, telling a story of the city it could be. This connection to the city hasn’t gotten unnoticed by his neighbors, and Vyrsketsky is something of a leader in his part of the tiefling slum known as Devil’s Nursery. Fellow tieflings come to him for advice, and he’s been known to solve problems and use his fledgling magic to help. He bounces among different menial jobs, enjoying the experience of visiting different parts of the city for each, although he does have a special knack for herbs and healing.
Kintargo is his home, despite not being universally accepted by all due to his heritage. That’s why he looks up to Strea Vestori, and hopes for a day when tieflings can come out of the slums. While the arrival of Barzilai Thrune has changed the song of the city, with Gratnik’s encouragement, Vyrsktsky does not despair. He sees this clumsy despot as a catalyst for change, and believes with Milani’s guidance Kintargo can be the city it’s meant to be. He planned to approach the Rose of Kintargo, but not before Thrune arrived and now the organization has gone silent. He’s eager to find others to work with for the goal of a free Kintargo.
Vyrsketsky’s stat block:
Vyrsketsky
Male demodand-spawn tiefling shaman 4
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural)
hp 18 (4d8+7)
Fort +5, Ref +5, Will +9
Defensive Abilities share will; Resist fire 5
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Offense
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Speed 30 ft.
Melee morningstar +3 (1d8)
Ranged sling +5 (1d4)
Special Attacks:
channel positive energy 3/day (DC 14, 2d6), hexes (chant, evil eye, fortune)
Spell-Like Abilities (CL 4th; concentration +6)
1/day—bear's endurance
Shaman Spells Prepared (CL 4th; concentration +8) [S] = spirit spells
2nd—barkskin, hold person (DC 16), warp wood (DC 16); lesser restoration[S] or summon swarm[S]
1st—burning hands (DC 15), cure light wounds, heightened awareness, summon nature's ally I; charm person[S] (DC 15) or detect undead[S]
0 (at will)—daze (DC 14), detect magic, mending, stabilize
Spirit: Slums
Wandering Spirit: Life
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Statistics
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Str 10, Dex 14, Con 12, Int 10, Wis 18, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Extra Hex, Improved Initiative
Traits dangerously curious, deft dodger, star struck
Skills:
Bluff +2 (+6 to tell a lie)
Diplomacy +6
Handle Animal +8
Heal +8
Knowledge (local) +2
Knowledge (nature) +4
Knowledge (planes) +4
Knowledge (religion) +4
Linguistics +2
Perception +8
Profession (herbalist) +10
Spellcraft +6
Survival +8
Use Magic Device +9
Languages Common, Elven, Infernal, Tengu
SQ beguiling liar, doors to everywhere, prehensile tail, spirit animal (rat named Gratnik)
Combat Gear: potion of cure light wounds, scroll of comprehend languages, scroll of entangle, scroll of magic stone, scroll of monkey fish, scroll of obscuring mist, wand of bless (10 charges), wand of cure light wounds (20 charges), acid, alchemist's fire, vermin repellent;
Other Gear +1 studded leather, morningstar, sling, cloak of resistance +1, chalk, sack, scroll case, twine (50')[APG], waterskin, wooden holy symbol of Milani, 153 gp, 8 sp, 8 cp
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Special Abilities
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Beguiling Liar +4 to Bluff to tell a lie.
Chant (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Doors to Everywhere (standard action, 3/day) (Ex) Step through any door and instantly exit through distant doorway.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evil Eye -2 (7 rounds, DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Shaman Channel Positive Energy 2d6 (3/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Spirit Animal (spirit animal (rat named Gratnik)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
One possible tweak:
GM: If you were to select Vyrsketsky, I’d like to talk with you about perhaps getting rid of his familiar in exchange for something more like the Speaker of the Past archetype, where the shaman communes with ancestors. In this case, it would be with the city itself. Not sure what the trade-off would be, but looking at cartomancer witch and zeitgeist binder spiritualist for ideas. Maybe a set of Kintargo-themed spells that replace the normal slums spirit? If chosen and you amenable I could come up with a proposal for you approval.
I've got a tiefling Shaman of the Slums that I like to put forward. Need to level him up and add it in since I used this alias for some PF2 playtesting. Should have details up today.
If 2x2, leave a 5 ft gap and have Tace & Vyr up front and the Tim and Tom behind.
If 1 by 1, 5 ft between and Tace - Vyr - Sorc - Cleric (sorry blanking on names and don't want to leave page to check).
Tim, are you going to MC this guy into wizard? Just wondering given Nethys angle.
SOP at door would be to listen for sound on other side, and check for traps and if it's locked. I presume Vyr would do that as rogue, but others might have better perception.
"Ha ha! With a big guy like you, Tace, we are certain to be succesful! Vyr claps him on the back in a friendly manner, having to get up on his toes a bit to reach. "Fear not, dear Keleri, we'll have your Star of Desna back in a jiffy."
Vyrsketsky is a Magnimar native, and his family runs in the same social circles as Keleri’s. He has proposed marriage to her on several occasions, but she has always rebuffed him, for there is gossip among Magnimar that he is involved in unscrupulous business. Nothing could be farther from the truth! The people he steals from deserve it, and it helps to fund a number of orphanages in Magnimar and Riddleport.
Upon entering the room: ”Keleri, my dear! You look the very picture of Shelyn herself.”Kisses on both cheeks
After hearing the problem, Vyr responds, “I believe I can be of service. I prefer not to spend time in the sewers, but if that is what you require, I am at your service.”
Vyrsketsky (Veer-SKET-skee) isn’t sure at what age he learned to sneak into the opera house to hear performances. Or when he realized he could move through Kintargo more easily than most. Or when his friend, the rat Gratnik, began speaking to him. Kintargo sings to him, telling a story of the city it could be. This connection to the city hasn’t gotten unnoticed by his neighbors, and Vyr is something of a leader in his part of the tiefling slum known as Devil’s Nursery. Fellow tieflings come to him for advice, and he’s been known to solve problems and use his fledgling magic to help. He bounces among different menial jobs, enjoying the experience of visiting different parts of the city for each.
Kintargo is his home, despite not being universally accepted by all due to his heritage. That’s why he looks up to Strea Vestori, and hopes for a day when tieflings can come out of the slums. While the arrival of Barzilai Thrune has changed the song of the city, with Gratnik’s encouragement, Vyr does not despair. He sees this clumsy despot as a catalyst for change, and believes with Milani’s guidance Kintargo can be the city it’s meant to be. He planned to approach the Rose of Kintargo, but not before Thrune arrived and now the organization has gone silent. He’s eager to find others to work with for the goal of a free Kintargo.
GM Dak: Stat block in spoiler below. If you were to select Vyr, I’d like to talk with you about perhaps getting rid of his familiar in exchange for something more like Speaker of the Past archetype, where the shaman communes with ancestors. In this case, it would be with the city itself. Not sure what the trade-off would be, but looking at cartomancer witch and zeitgeist binder spiritualist for ideas. Also would need to choose a reason to attend the protest. Would like to have it mesh with others, but thinking “protest the government” or “tagging along” if it makes sense I might know another PC (but with more of an interest in making sure things remain calm than the ambivalence the player’s guide implies).
Vyr’s stat block:
Vyrsketsky
Demodand-spawn tiefling shaman (slums spirit) 1
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 natural)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +6
Defensive Abilities share will; Resist fire 5
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Offense
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Speed 30 ft.
Melee morningstar +0 (1d8)
Ranged sling +2 (1d4)
Spell-Like Abilities (CL 1st; concentration +3)
1/day—bear's endurance
Shaman Spells Prepared (CL 1st; concentration +5)
1st—burning hands (DC 15), cure light wounds; charm person[S] (DC 15)
0 (at will)—daze (DC 14), detect magic, stabilize
S spirit magic spell; Spirit Slums Wandering Spirit
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Statistics
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Str 10, Dex 14, Con 12, Int 10, Wis 18, Cha 13
Base Atk +0; CMB +0; CMD 12
Feats: Improved Initiative
Traits: dangerously curious, star struck (Strea Vestori)
Skills: Bluff +1 (+6 to tell a lie), Diplomacy +5, Knowledge (nature) +4, Knowledge (religion) +4, Perception +5, Use Magic Device +6
Languages: Common, Infernal
SQ: beguiling liar, doors to everywhere, prehensile tail, spirit animal (rat named Gratnik)
Combat Gear: acid, alchemist's fire, vermin repellent; Other Gear studded leather, morningstar, sling, cards, chalk, sack, twine (50'), waterskin, wooden holy symbol of Milani, 109 gp, 7 sp, 8 cp
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Special Abilities
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Beguiling Liar +4 to Bluff to tell a lie.
Darkvision (60 feet) You can see in the dark (black and white only).
Doors to Everywhere (standard action, 3/day) (Ex) Step through any door and instantly exit through distant doorway.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +2 to Fortitude saves
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Spirit Animal (spirit animal (rat named Gratnik)) If spirit animal is slain, cannot use spirit magic or prepare new spells.