![]() About Vyushi BaroHuman Hexcrafter/Kapenia Dancer– Vyushi Baro
DEFENSE
OFFENSE
STATISTICS
Combat Gear – Bladed Scarf (2 lbs, 12gp)Dagger (1 lbs, 2 gp), Varisian dancing scarves (8 lbs, 150 gp)
GP: 82; SP: 8; CP: Light Load 38 Medium Load 76 Heavy Load 115
Spell Book:
Spell Book (CL 1st; concentration +5) Known 1st — Expeditious Retreat, Frostbite, Obscuring Mist, Shield, True Strike Known 0 level — All 0-level spells =========================================================================== ===================================================================== Traits:
Harrow Chosen All your life you’ve been drawn to the mysteries surrounding your family’s harrow deck. You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom. [b] Addicted Friend: The addict is a friend or lover who might or might not have survived the overdose. Your research into the drug scene and local politics has given you a respectable education in street knowledge. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. ===================================================================
Feats:
Weapon Finesse (link) With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Weapon Focus, Bladed Scarf (link) You gain a +1 bonus on all attack rolls you make using the selected weapon. Slashing Grace (link) Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied. Class abilities:
Hit Die: d8. Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class skills
Skill Ranks per Level: 2 + Int modifier. Weapon and Armor Proficiency A magus is proficient with all simple and A kapenia dancer is proficient in simple weapons and bladed scarves. A kapenia dancer is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored. Spells A kapenia dancer may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier. A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score. A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare. Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own. A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist. Arcane Pool (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Spell Combat (Ex) At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Canny Defense (Ex) At 1st level, when a Kapenia dancer is wielding his chosen weapon, he gains the canny defense ability. Weapon Focus (Ex) At 1st level, a kapenia dancer gains Weapon Focus with his bladed scarfs.
=========================================================================== ===================================================================== Personality:
Vyushi, in the manner of most young woman born who are doted on by their fathers, tends to be brash and headstrong. Her upbringing as a Varisian in Korvosa has left her prickly about her family's honor and looks for ways to honor her ancestors. The willowy young woman appears to be driven by his youthful arrogance, vanity as well as a thirst for recognition. However, she is friendly, outgoing, and gregarious by nature believing that it is better to make a friend then an enemy. She often gives advice in riddles, aphorisms, and metaphors of his people. Those who know her best appreciate Vyushi's wry sense of humor and know her as a lover of debate and dancing. Appearance:
Vyushi Baro is tall for a woman with a lithe but well-muscled build, she looks older than her years and carries herself with an air of confidence. Her features are proportionate and pleasing, she possesses a straight nose and a full mouth, that always appears as if she is about to laugh. Her large, green, eyes framed by long, full lashes set off a gaze that is both knowing and penetrating. Her dusky skin is as flawless and smooth as well creamed coffee and accentuates the auburn locks of hair that appear to reflect the light around it. Her golden brown hair is long and flowing, cascading down to the middle of her back with a ocher colored scarf holing it back from her face. The slender long-limbed beauty is most often dressed in vibrant colors with a long Kapenia worn across her shoulders. Background:
5+ points. 1. Vyushi Baro is the only surviving, and over indulged, child of Zhan and Belka, Varisian travelers of the open road. They migrated along the Dawn Shadow Path peddling their tonics, elixirs, and herbal remedies following the Caravan Route between Korvosa and Kaer Maga. 2.The family’s wanderings ended in Korvosa seven years ago when Vyushi’s older brother, Zario, was abducted as the pair took a short cut through a back alley. Vyushi escaped and left her brother to his fate. 3.Vyushi’s parents refused to leave the city without their son. They sold their wagon and used the coin to buy a rundown building in the Bridgefront Ward where her father runs an apothecary and acts as a fence for one of the local Sczarni thugs. While her mother ran a small fortune telling business in the back making coin off the superstitions of their neighbors. 5. Vyushi’s mother never got over the loss of her son. Overtime she became a drunkard and drug addict using alcohol and the Shiver in an attempt to wipe away the memory of her loss hoping to find Zario in her dreams. Her mother eventually sold the Harrow Deck that had been in the family for generations in order to afford her drugs. 6. Before her decline her mother taught her how to read the Harrow and when her mother’s business began to flounder Vyushi took over realizing she had a gift. Vyushi gives advice in riddles, aphorisms, and the metaphors of the Varisian people. 7Her uncle taught the dance of the Kapenia an ancient Varisian fighting style. Two goals.
Extra. Stop Lamm’s enslavement of the orphans of Korvosa and put an end to the shiver trade. Two secrets.
People.
2. Dary – A local guardsman who frequents the shop. Vyushi thinks he comes around trying to find evidence of her father’s illicit deals. In reality he has a crush on the intriguing Varisian girl. 3. Nicarlo – Varisian minstrel, merchant, and rumor monger. He is Vyushi’s only uncle and he wanders throughout Varisia stopping by Korvosa every few years with a new story of adventure. He taught Vyushi how to dance. 4. Thennewik, Massi, and Urrissa residents of Bridgefront whom Vyushi has helped with a Harrow reading. Thennewik (found lost ring), Massi (told not to marry her fiancé), Urrissa (found her missing brother). 5. Vilma (Rival// enemy) A medium and Harrow reader who also resides in Bridgefront. The folk of Bridgefront variously hate, fear or revile this bitter, old woman. She blames Vyushi for the turning the Varisian residents of the ward against her when Vyushi revealed that Vilma was behind the recent outbreak of blood veil in the ward. 6. Zario (brother abducted and believed dead) He was a quit witted, strong willed lad. Who is to say what he might have become. 7. Zhan (Father) A worn out merchant who does his best to provide for his family but can never seem to get ahead. In addition to running the apothecary he acts as a fence for one of the Sczarni thug. This man dotes on his daughter and in his eyes she can never do any wrong. 8Belka (Mother) Belka was a warm caring woman who always had a song on her lips and a wide smile. After the loss of her son she tried to find answers from the Harrow and found none. In desperation she sought solace in her dreams eventually becoming addicted to the drug shiver. She a broken shell of her former self. 9Rogar Blackthorn Minor noble and Massi’s former fiancé. Blames Vyushi for breaking up his relationship and is making plans to strike at Vyushi. Key memories.
She awoke on the stone floor cold and whimpering, rain poured down outside the window to his cell, and flashes of lightning light up the cell every so often. She continued to lay there feeling hopeless when the door to her cell is opened. One of her jailers entered the room, with an evil grin and grabbed the other girl. “Time for me to have a little fun,” his jailer said. As he dragged the screaming girl from the room he looked back at Vyushi with a sneer and said, ”You’re next moth.” Vyushi stood there frozen, not sure what was going on, but even her young mind is certain it is something twisted and evil. A bit of inspiration came to her and she moved quickly, afraid that her captor would return soon. Without hesitation she removed her cloths, balled them up and threw them out of the barred window. Next, she overturned the bucket of excrement and moved it over to the window so she could stand on it. It took every bit of self-control to do what she did next, she bent over and smeared the waste from the bucket on her shoulders, chest, and hips. For lubrication,, she thought. Using the bucket she was barely able to reach the bars on the window and pull herself up. Thanks to the lubrication she was able to painfully squeeze her way through the bars. She was fevered and delirious when she found her parent’s wagon, unable to convey what had happened for several days 2. Being taught to dance by her Uncle: Nicarlo stood, shirtless, in the warm sunlight, the sweat glistened off his lean but well-muscled frame. He remained stationary for several seconds with his scarf draped around his back. With little warning he exploded into motion, his scarf a blur, as he went through the basic forms again; Apple Blossoms in the Wind quickly turned to The Dove Takes flight which flowed smoothly into Twining Vines . He stopped abruptly and said with an encouraging smile, ”Just like that. Use your hips.” 3. First Harrowing: Let’s see if we can find your ring,” Vyushi announced dramatically as she looked at the spread of cards before her. Unexpectedly her eyes roll back and she is taken away in a vision: She sees the back alleys of the Bridgefront Ward, where, nestled between rows of buildings of similar size and disrepair, is a narrow two story structure. With a tavern on the first floor, a small brewery in the basement, and living quarters on the second story. Above the door hangs a sign depicting a man being hanged with his legs kicking and an empty mug on the ground below him, At the top of the sign in faded yellow lettering it reads, The Dancing Drunk. On the bottom of the sign is the more recently added, [biggeri]No Dancing Allowed![/bigger] From the outside the tavern looks dilapidated, cheerless and uninviting. Soft wooden planks and oak details make up most of the building's outer structure. It's difficult to see through the dusty windows, but the gloominess from within can be felt outside. A heavy wooden door is the only entrance to the tavern and groans when it opens. Upon entering the tavern it appears in as dire condition on the inside as it is on the outside. Dark squared, wooden beams support the upper floor with rows of small, molten candles dangling from the beams. The common room is long and narrow the walls are bare, with the plaster peeling off in places. The bar is on the left and runs the length of the room with several small tables running along the right wall along with a stone fireplace. Along the far wall are two doors, one leads to the kitchen the other to the stairs. The overall layout gives the room a cramped feel. The tavern is almost completely abandoned the few who are here are the dredges of society and lost souls. Behind the bar is a large, stooped, overweight bartender who is routinely coughing into a dirty rag. He makes no effort to acknowledge those who enter the bar. He stops and takes a ring out of his pocket to examine it. The young Harrower’s eyes flutter and she looks down at the cards before her. Exhausted, she looks at the man across from her, ”You’ll find your ring in the pocket of the bartender of the Dancing Drunk Tavern in Bridgefront.” 4. Second Harrowing: ”Tell me what you seek,” Vyushi asked the petite woman sitting across from her. The small woman hesitates for a second and answered in a strong voice, ”I want to know … umm … should I marry Aram.” With what she hopes is an enigmatic smile Vyushi gives a vague, ”We shall see, as she begins to spread the Harrow Cards on the worn table in, three rows of three, the traditional Tapestry spread. Vyushi inspects the spread, ”The first row speaks of the past. With a slight pause she continues, ”I see a woman with a bruise on her face crying.” With a slight flush she relays what she sees, ”I see a woman hiding scars beneath her dress.” Looking at the third row she sternly pronounced, ”The future holds death.” 5. Last Harrowing:
The gaunt young man laid in a pool of his own vomit and blood, with a rather large figure looming over him. The young man looked up at the figure towering over him. Vyushi listens and is surprised by the towering man’s words, “You bare the mark of The Lucky Drunk.” The prone figure quietly replied to the man, “Unless he marks people with blood, piss, and vomit you’ve got the wrong man.” Vyushi almost throws up as she is brought back to the present. She centers herself before she announces, ”Your brother can be found with a priest of Cayden Calean." Fear.
Accommodations: Old Korvosa- Apartment Suite (Bridgefront) 1–3 gp Apartment Suite (Rents the top floor of the building where her parents business is located CARDS - as long as you have the cards. it works a little like a spirtaulist class. You can choose to summon the spirt that works as a phantom of Dedication. With the same number of Hd as the holder (I will be controling it if summoned.). however it is only once per day you can summon for one minute but it only takes a full round action to summon. if Amadune is not summoned you gain Skill focus on Diplomacy and Sense motive as well as Iron will Feat (Iron will dont not count during personallity conflicts). as it will assit you In addition the cards can force you to do something as a intellegent item with a personality confict. with a ego score of 15 + 1/2 hd. |