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About Yeth-KolsotStats:
Male Human Sorcerer 4
AC 10, touch 10, flat-footed 14 (Mage Armor +4) HP: 40 (4d6+1d8+10+4) Fort: +3 (-2 v Poison and Disease), Ref: +1, Will: +9 ------------------------------
Staff +2 (1d6, B) Sorcerer Spells Known -- CL 4 -- +7 Concentration 4th -- Enervation (መግባት)
Sorcerer Spells Per Day 2nd -- 0/3
Spell-Like Abilities: Touch of Fatigue -- 3/day
Sinister Presence: [DC: 16, Will] [10+2+2+2] Taint: +1 Special: Yeth-Kolsot loses the Eyes of the Cat feat and gains the Clouded Vision Oracle Curse STATISTICS
Traits: Indomitable Will, Magical Adept (Vampiric Touch) Feats: Demonic Pact, Iron Will, Mage's Tattoo (Necromancy), Spell Focus (Necromancy), Spell Specialization (Boneshaker), Tainted Presence Skills: Craft (Alchemy): +10 (4 Ranks, 3 Int, 3 TCS)
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Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Ability Adjustment:+2 to one ability score: Civilized characters get a +2 bonus to one ability score of their choice at creation to represent their versatile nature. Educated: Gain 1 extra feat and 4 extra skill points at 1st level, and 1 extra skill point at each additional level. Frail: Civilized people have a -2 penalty to saving throws against poison and disease. Lamurian Racial Traits: +2 racial bonus to Stealth and Sleight of Hand skills; Uncanny Luck (once per day, reroll any die roll and keep best result); Eyes of the Cat as a bonus feat. ------------------------------
Bonus Feats: The sorcerer gains a bonus feat at 1st level and every 4 levels thereafter. The sorcerer must meet the usual requirements of the selected feat. Sinister Presence (Ex): Sorcerers are loathed and feared by most. At 1st level, the sorcerer has already entered a path of study which sets him apart from normal men. As a standard action, once per encounter, the sorcerer may loudly declare his name and occupation to all who listen. Following this declaration, all who wish to attack the sorcerer, whether physically or with spells, must make a Will save (DC 10 + half sorcerer’s level + sorcerer’s Charisma modifier). Those who fail the saving throw are unable to attack the sorcerer for the duration of the encounter. However, if the sorcerer attacks or casts a spell on an affected creature, that creature is immediately free to act against the sorcerer again. Those affected must be able to see and hear the sorcerer. Creatures of a different creature type than the sorcerer get a +4 bonus to the saving throw. Creatures that do not share a common language with the sorcerer get a +2 bonus to the saving throw. These bonuses stack. Constructs, oozes, plants and vermin are never affected. Clouded Vision (Advanced Player's Guide pg. 43): Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet. ------------------------------
Carrying Capacity Shaver's Kit 15 GP/.5 lbs
Money 1180 GP Backstory:
Lamra is not a place safe for the weak or the powerless. In this fell city, there is much to fear: the smooth-pated sorcerers, the priestesses of Nhakhramat, and the priests of Yadar. Yet far more terrible than any of these dark magi are the dread rulers of Lamra -- the priests of Yot-Kamoth. Yeth-Kolsot served one of the rulers of Lamra by grinding his powders and brewing his potions. This was all he knew of life for many years. All children must issue from some parents, but Yeth-Kolsot does not remember his. For all he knew the priest, Ptoskur, whose meals he fetched and whose rooms he kept clean was both his father and his mother. When Ptoskur discovered that Yeth-Kolsot possesses a cunning mind, he taught the boy enough to do more dangerous work. One does not live to be an old sorcerer inhaling vile powders and preparing curdling reagents. The boy can does this work. If he died? Well, it isn't like Lamra has a shortage of orphaned children. Such a fate might have been Yeth-Kolsot's, if his mind had been less quick. Cutting and grinding reagents requires being able to measure. It was simple expediency that compelled Ptoskur to teach the boy basic mathematics. That same expediency saw Yeth-Kolsot taught to read and write. Literacy opened entirely new doors for him. When Yeth-Kolsot was not performing drudge work for his master, he was secretly trying to read every scroll and tablet in his master's workshop. The boy discovered a talent for sorcerer when he called Witch Fire to his hand after reading from the Revelations of the Tongueless Fire. Once Yeth-Kolsot performed his first spell, his hunger for more proved insatiable. Alas, not all such secrets were as easily won or at such a cheap price. He discovered a small idol of a jet black scorpion with runes he had come to associate with Elder Kuthan. When he touched it it stung him, but instead of poison the runes ran up his arms until they formed a circle around his heart. These runes strengthened his burgeoning magic, but left him feeling unclean, somehow tainted. Yet, Yeth-Kolsot could not stop his erstwhile studies. In sorcery, he felt that he had discovered a key for his cage. In their secret hearts, all slaves long for freedom. The cost of his freedom would be high. A new tablet appeared in their laboratory, fractured as if struck by some great fist, graven in runes that Yeth-Kolsot did understand. When he picked up a fragment, the hand that touched him burned with unimaginable cold. Yeth-Kolsot's once cat-like eyes turned black as his once keen vision turned black and he began to hear a voice whisper in his thoughts. Ptoskur found his slave-boy on the floor of his workshop with a blackened hand and blinded eyes. "Foolish boy, what have you meddled with!?" the old sorcerer-priest cried. Simultaneously, Yeth-Kolsot heard a voice speak in time with his master in silent syncopation: You are foolish for you have let you master use you as a caged bird in a mine. The boy turned pitch eyes on his master and saw him anew. It was not Ptoskur's carelessness that led to Yeth-Kolsot learning sorcery, but his design. He had subtly encouraged the boy's curiosity, so that he would not question the curious appearance of dark objects and fell texts. Ptoskur had used Yeth-Kolsot as he always had used him; to do and test dangerous things that the old man did not want to do himself. With this realization, Yeth-Kolsot began to scream and a cold wind began to issue forth from his mouth filling Ptoskur's laboratory with the cold wind that blows in all empty places. This wind caught the slave-boy up and pulled him screaming into the night air. He flew high and far through the air until the wind left him lost in the desert. There, in the desert east of the Cold Wastes, Ptoskur wandered lost, alone, and nearly blinded. It was here that he would have died had he not been found by cultist of Al-Tawir, the Ancient One. They took him as a holy fool, a sign from their god. For who else but the Sleeper Beneath the Sands would deliver them a boy whose eyes, their slaves told them, were black as pitch. They named him the Vessel of the Black Wind for reason they did not elucidate. They taught him how to live with eyes lost and clouded, and then they set him loose as they tried to divine the will of the Ancient One from the wanderings of their holy fool. For the last year, Yeth-Kolsot has slowly wandered south, learning to live as a "blind beggar." If he stops anywhere for too long the servants of the blind priests find him and roust him. Sometimes they leave him food or strange, blasphemous scriptures, while, other times, they leave him with bruises. He struggles to master the power and the voice with in him. Yeth-Kolsot has found that his tribulations have honed his will and his mind. Yeth-Kolsot believes that he knows the true shape of the world, that the weak bend to the strong or are made to bend. He has been made to bend and break his entire life. No more. If only strength earns respect, then people will learn to tremble at the name of the Vessel of the Black Wind. Physical Appearance:
Yeth-Kolsot is short -- barely 5'7" -- and painfully thin. His head is shaved clean. His most arresting feature are pitch black "blind" eyes. He usually keeps them covered, since most people find them unsettling and the cloth he binds around around his eyes do little to occlude his "vision." Personality:
At first blush, Yeth-Kolsot can seem slightly mad -- as if he is listening to a voice you cannot hear -- and is a skittish as a whipped cur. Madness and fear belie a surprisingly strong will and a growing sense of ruthlessness. |