Spell Sovereign

Vyshael Invisus's page

587 posts. Alias of Tilnar.


Classes/Levels

Barbarian (Urban) 1/Trasmuter (Shapechange) 5

Status:
(HP: 49/49; AC: 17(21)/12/15(19); CMD: 17; Fort +5, Ref: +3, Will: +4 (+6); Init +2; Percept: +11; Lowlight)

About Vyshael Invisus

Male Half-Elf Barbarian (Urban) 1/Transmuter (Shapechange) 5
NG Medium Humanoid (Human, Elf)
Init: +2, Senses: Low-Light Vision, Perception +9
Languages: Common, Elven, Celestial, Draconic, Giant, Goblin, Orc.
Deity: Ragathiel
Age: 21
Birthday: 6 Neth
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DESCRIPTION/BACKGROUND
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Vyshael stands just over 6 feet in height and has a lean, but wiry build. His black hair flows over his shoulders and to his mid-back, the waves and curls so deep they almost appear to be violet or blue. His steel-grey eyes are both curious and wary, and his face is slightly ashen, as if he has not slept properly in some time.

History:

Vyshael Invisus was born in Korvosa, the illegitimite son of Valena Auroren, a Paladin of Ragathiel and a young noble of the Mierani enclave. The pregnancy was unplanned, and motherhood did not sit well with Valena, who saw herself as a Crusader of Righteous Vengeance and not one to settle down. As a result, she left her son with some of her former allies, a Gnomish summoner named Tinranael, his vulpine eilodon Rakesh, and a Sprite Sorcerer named Liir.

Valena visited her son only rarely, such that all he knew of his mother were the stories told to him by Tinranael of their times together, to explain why she needed to be away. As a result, the boy developed a degree of hero worship, deciding to live a life like hers. He, too, took up the worhsip of Ragathiel, and demanded to be trained with the sword like his mother. Lacking a proper instructor, however, his initial training focussed more on drawing upon the desire for Ragathiel's vengeance that burned within him.

Despite this martial training, however, his foster parents could sense the magic growing within him, and informed his mother. She insisted that he be trained formally, and hired a Wizard she had saved years before named Fortin to teach the boy in preparation for the Acadamae.

Unlike his foster parents, Fortin was a strict teacher, forcing the boy to deal with strict memorization exercises, rather than taking a more holistic approach. Fortin insisted the boy put his silly toys, like his practice blade, away and concentrate on what was truly important. Suffice it to say, the fit was a poor one, and Fortin eventually gave up on the boy, calling him too stupid to learn anything more than bladework.

Ashamed of his failure, Vyshael continued to send letters home speaking of his successes in training. No longer able to live with Fortin, he fell in with a darker crowd who wanted to use him for his skill with the blade. At first, Vyshael was pleased to act as a bouncer, but it was not long before he became an enforcer and a hunter -- his new employers happy to drive him to acts of "vengeance". Still, the boy's native intelligence was such that he began to realize that he was being used.

Vyshael's unease with his new life continued to build, fuelling the rage within him. His frustration culminated, however, when he was 15 years old and his deception was revealed -- because his mother's squire had come to find him, going first to Fortin's labortatory. Initially unable to find him, the squire sent word to Vyshael's "foster parents" before he managed to locate him and to give him the news: his mother had fallen in battle against Karvak, a half-orc inquisitor of Rovagug near the border of Belkzen.

The squire insisted that Valena had died well, but Vyshael's anger boiled over, and he swore vengeance to Ragathiel. Still, the squire brought more than just the news of his mother's death - he also brought the boy's inheritance: his mother's sword and signet ring, and a letter of paid tution to the Academae. Vyshael's bitter anger was made worse by the fact that despite his training and practice, he had not yet heard the call of Ragathiel.

Ultimately, it was the eidolon Rakesh who saw what the boy wanted and how to motivate him, showing him how he could use arcane magic to become strong and powerful, to be an Eldritch Knight in the same way his mother was a divine one. And so, his foster parents took over his teaching, working more with theory and exploring his natural potential than the slavish book-learning Fortin had attemped. Their training unlocked something in Vyshael, and he began to fully grasp his magical potential. [Trait: Magical Knack]. Unable to teach him further, Liir and Tinraenel suggested that Vyshael return to the City, to study at the Acadamae, using his mother's final gift.

While the regimented learning did not suit him, Vyshael managed, this time, to learn in his studies... Unforutnately, as he neared the end of his third form, it was Fortin who gave him his final examination. Fortn failed him as a result of their history, unable to admit his own failings as a teacher, insisting, instead, that Vyshael must be some sort of cheat. His reputation and career hanging on by the barest of threads, as the accusation held over him, Vyshael began spending more and more time in the city itself, trying to find somewhere that he truly belonged.

On one of his little excursions, Vyshael witnessed a thug shaking down an elf with a small merchant's cart, and felt the fires of righteous anger burning within him. Once again, Vyshael turned his attention to the darker shadows of Korvosa, but this time, with the goal of punishing the wicked. He used his intimate knowledge and contacts to hunt down and break the band that had once hired him. Unfortunately for him, his enemies had a longer reach that he did..... and when Fortin was found killed by a bastard sword, it wasn't long before suspicion turned to Vyshael... and (false) testimony from a liftskirt working the docks confirmed that he'd drawn steel against his tormentor. [Trait: Framed (Dropout)]

Fortunately for Vyshael, his mother's former squire Stagren (now a Paladin in his own right) was nearby when news of the arrest spread, and set about investigating out of respect for his mother. The young paladin tracked her down, but found that she, too, had met with a grim fate... however, she had recorded much of her life in a series of diaries. Between the sworn word of a paladin and the evidence, Vyshael was freed -- though he was not allowed to return to the Acadamae. The burning rage within him was such that he finally turned his mind fully to the study of magic, if only to spite those that cast him out.

Together, Stagren and Vyshael travelled north, to Kaer Maga to buy or find information about the whereabouts of Karvak. There, they found a small cult of his followers, and destroyed them before they could complete a dark ritual to bring one of the Worldbreaker's servitors. Unfortunately, Stagren was mortally wounded by one of the Destroyer's lesser minions... as he died, the paladin gave Vyshael the one final piece of information he'd been withholding... the name of the man who framed him... Gaedren Lamm...

Vyshael retured to the city, but with a taste for adventure, a taste of justice, and a desire for vengeance that still needs to be slaked.

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DEFENSE
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AC 17, Touch 12, Flat-footed 15, CMD 17
(+5 armor, +2 dex)
HP 43/43 [49/49] (6HD)
Fort: +4 [+5], Ref: +3, Will: +4 {+6 v. enchantments}
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee:

  • Bonded Bastard Sword (+1) +6 [1d10+3] (19-20/x2) one-handed or
  • Bonded Bastard Sword (+1) +6 [1d10+4] (19-20/x2) two-handed or
  • Dagger +5 [1d4+2] (19-20/x2)
    Special: +2 damage, Arcane Strike; +1 to hit when adjacent to 2 enemies; Battleshaping

    Ranged:

  • Masterwork Composite Longbow +6 (1d8+2/x3), 110' increment
  • Dagger +5 [1d4+2] (19-20/x2), 10' increment
    Special: +2 damage, Arcane Strike; +1 to hit when adjacent to 2 enemies

    Base Atk: +3, CMB: +5
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    STATISTICS
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    Str 14, Dex 14, Con 13 [15], Int 18, Wis 10, Cha 10
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    TRAITS
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    Framed: Dropout (Campaign)
    You were accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn’t immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer—a local crimelord named Gaedren Lamm. Lamm’s thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage his reputation. If you can find Gaedren, you’re sure you can find evidence that ties him to the murder and can clear your name.

    Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. You were forced to leave your school (perhaps the Acadamae) or church. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. You gain a +2 bonus on Spellcraft checks.

    Magical Knack (Magic)
    You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

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    FEATS
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    Armour Proficiencies: Light + Shield (not tower).
    Weapon Proficiencies: Simple, Martial + Bastard Sword (Ancestral Arms).

    Arcane Strike, Arcane Armour Training, Extra Rage

    Bonus: Scribe Scroll, Extend Spell
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    SKILLS (Barb: 4+int) | Wizard (2+int)
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    Trained are marked with *, italics for class skills.

    Skill Name [Total] = Rnk + Stat + Misc (Description)
    Trained skills in italics; * indicate class skills
    Skill [Total] Rnk + Stat + Misc

    Acrobatics* [+11] 6.0 + 2 + 3
    Appraise* [+8] 1.0 + 4 + 3
    Bluff [+0] 0.0 + 0 + 0
    Climb* [+7] 2.0 + 2 + 3
    Craft (Untrained) [+4] 0.0 + 4 + 0
    Diplomacy* [+4] 1.0 + 0 + 3
    Disguise [+0] 0.0 + 0 + 0
    Escape Artist [+2] 0.0 + 2 + 0
    Fly [+2] 0.0 + 2 + 0
    Heal [+0] 0.0 + 0 + 0
    Intimidate* [+6] 3.0 + 0 + 3
    Knowledge (Arcana)* [+13] 6.0 + 4 + 3
    Knowledge (Dungeoneering)* [+9] 2.0 + 4 + 3
    Knowledge (Local)* [+10] 3.0 + 4 + 3
    Knowledge (Nature)* [+9] 2.0 + 4 + 3
    Knowledge (Nobility)* [+8] 1.0 + 4 + 3
    Knowledge (Planes)* [+9] 2.0 + 4 + 3
    Knowledge (Religion)* [+8] 1.0 + 4 + 3
    Linguistics(Draconic)* [+8] 1.0 + 4 + 3
    Perception* [+11] 6.0 + 0 + 3 + 2 [Keen Senses]
    Perform (Untrained) [+0] 0.0 + 0 + 0
    Ride [+2] 0.0 + 2 + 0
    Sense Motive [+0] 0.0 + 0 + 0
    Spellcraft* [+15] 6.0 + 4 + 3 + 2 [Trait]
    Stealth [+5] 3.0 + 2 + 0
    Survival [+0] 0.0 + 0 + 0
    Swim* [+6] 1.0 + 2 + 3

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    MAGIC (Wizard, CL 6) -- Arcane Failure: 10% [0%]
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    Barred Schools: Enchantment, Illusion.

    Apprentice's Spellbook:

    Blank Pages remaining: 32
    3rd Level: fly, vampiric touch, versatile weapon, fireball.
    2nd Level: alter self, blindness/deafness, bull's strength, false life, flaming sphere, glitterdust, masterwork transformation, protection from arrows, scorching ray, stone call, web
    1st Level: abundant ammunition, ant haul, burning hands, enlarge person, expeditious retreat, floating disc, gravity bow, longshot, magic missile, magic weapon, ray of enfeeblement, shield, shocking grasp, summon monster i, touch of gracelessness
    Cantrips:acid splash, arcane mark, bleed, dancing lights, detect magic, detect poison, disrupt undead, flare, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue

    Prepared Spells (Concentration: +9) [4/4+1/3+1/2+1/0/0/0/0/0/0 + Arcane Bond]
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    Cantrips: (DC 14) Light, Detect Magic, Prestidigitation, Disrupt Undead.
    Level 1: (DC 15) Enlarge Person*, Shocking Grasp, Magic Missile (Recalled via PoP), Touch of Gracelessness, Shield. + Pearl of Power
    Level 2: (DC 16) Alter Self*, False Life, Scorching Ray, Web.
    Level 3: (DC 17) Fly*, Fireball, Vampiric Touch
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    SPECIAL ABILITIES
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    Multitalented (Ex) (Barbarian; Wizard)
    Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

    Elf Blood (Ex)
    Half-elves count as both elves and humans for any effect related to race.

    Elven Immunities (Ex)
    Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

    Keen Senses (Ex)
    Half-elves receive a +2 racial bonus on Perception checks.

    Ancestral Arms (Ex) (Bastard Sword)
    Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level.

    Battleshaping (Su) (ooooo oo)
    As a swift action, you grow a single natural weapon. The natural weapon lasts for 1 round and has a +1 enhancement bonus on attack and damage rolls. You can grow a claw, a bite, or a gore attack. These attacks deal the normal damage for a creature of your size. At 11th level, you can shape two natural weapons. You can use this ability 7 times per day.

    Arcane Bond (Su) Bonded Object: Mother's Bastard Sword
    If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

    A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

    A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

    If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

    Rage (Ex) (XXXXX ooooo o[o])
    A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

    While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

    A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. 11 [12] rounds per day.

    Controlled Rage (Ex)
    When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

    Crowd Control (Ex)
    At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement.

    Physical Enhancement (Su) {Constitution}
    You gain a +2 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). You can change this bonus to a new ability score when you prepare spells.

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    EQUIPMENT
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    mother's bastard sword (Bonded, +1); mithral shirt +1; masterwork composite longbow (strength +2) traveler's outfit; arrow (x25); arrow +1 (x15); dagger, pearl of power (1st level); tanglefoot bag; wand of shield (50); dagger; spell component pouch; mother's signet ring; iron holy symbol of Ragathiel;

    Backpack, Masterwork [ Apprentice's Spellbook; Bedroll; Rations (Trail/Per Day) (x6); Waterskin (Filled); ];

    Pouch (Belt) #1 [ Potion of Shield of Faith +2 (x2); Potion of Cure Light Wounds (x2); Potion of Enlarge Person];

    Scrollcase [ gravity bow (CL 1), enlarge person (CL 1) ]

    Coinpurse:
    24 copper, 24 silver, 106 gold, 29 platinum; 1x Turquoise [10gp]; 2 x Onyx [50 gp]

    Current load: 63.36 lbs (Light)
    Limits: 66 (Light), 133(Medium), 200 (Heavy).