Roninn Vasar

Down-on-his-luck fortune-teller

Description:

Roninn’s small stature has helped many times since he is usually dismissed as inconsequential.

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Bio:

Male Half-Elf Wizard 6
NG Medium Humanoid (Elf, Human)
Init + 9, Senses Low-Light Vision; Perception + 0
Harrow Points 5
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+ 2 Dex)
Hp 40 (6d6 + 6; + 8)
Fort + 5, Ref + 5, Will + 6 (+ 8 vs Enchantments)
Defensive Abilities Combat Expertise (- 1/+ 1), Elven Immunities, Forewarned (+ 3)
Resistances None; Immunities Sleep
Weaknesses None
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OFFENSE
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Speed 30’
Ranged Longbow + 5 (1d8; x3; 100’) or Dagger (thrown) + 5 (1d4; 19-20 x2; 10’)
Melee Quarterstaff + 3 (1d6; x2) or Dagger + 5 (1d4; 19-20 x2) or Sap + 1 (1d6 nonlethal; x2)
Space 5’; Reach 5’
Special Attacks Arcane Bond (Amulet), Deadly Aim (- 1/+ 2), Harrowed (1/day), Piranha Strike (- 1/+ 2)

Spell-Like Abilities
Cater Level 6th; Concentration + 11; SR Check + 6
8/day - Diviner’s Fortune (+ 3)

Wizard Spells Prepared
Cater Level 6th; Concentration + 11; SR Check + 6
3rd- Dispel Magic, Fireball (DC 19), Fly, Perfect Placement
2nd- Burning Arc (DC 18), Burst of Radiance (DC 18), Create Pit (DC 17), See Invisibility, Stone Call
1st - Discern Next of Kin (AS), Mage Armor, Magic Missile, Magic Missile, Liberating Command, Sleep (DC 16)
0 - Acid Splash, Detect Magic, Light, Read Magic
Arcane School Divination
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STATISTICS
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Str 10, Dex 14, Con 12, Int 20, Wis 10, Cha 10
Base Attack + 3; CMB + 3; CMD 15
Feats Harrowed, Improved Initiative, Scribe Scroll, Skill Focus (Knowledge [Arcana]), Spell Focus (Evocation)
Skills (ACP – 0): Bluff + 2 (+ 3 when fortune-telling), Knowledge (Arcana) + 18, Knowledge (Dungeoneering) + 13, Knowledge (Engineering) + 9, Knowledge (Geography) + 9, Knowledge (History) + 10, Knowledge (Local) + 13, Knowledge (Nature) + 12, Knowledge (Nobility) + 10, Knowledge (Planes) + 13, Knowledge (Religion) + 13, Linguistics + 9, Profession (Fortune-Teller) + 9, Ride + 4, Sense Motive + 1 (+ 2 when fortune-teller), Spellcraft + 15
Languages Celestial, Draconic, Dwarven, Elven, Orc, Sylvan, Taldane
Traits Drug Addict (Personal Addiction), Trade Talk
Favored Class Wizard (3 Skill Points, 3 Spell)
SQ Adaptability, Bonus Feats (1), Elf Blood, Wary, Opposed Schools (Illusion, Necromancy), Weapon Finesse, Weapons (Wizard)
Harrow Tattoo (The Wanderer): + 1 Resistance
Current Harrow Card: The Trumpet
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GEAR
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Expendables vermin repellent; Potion of Cure Light Wounds x3, Potion of Cure Moderate Wounds; Scroll of Command Undead, Scroll of Dispel Magic, Scroll of Expeditious Retreat, Scroll False Life, Scroll of Identify, Scroll of Keep Watch, Scroll of See Invisibility
Armor
Weapons longbow, arrow x20; dagger, quarterstaff, sap
Magic Items
Mundane Gear backpack (spellbook [33/100], Vreeg’s spellbook [43/100]), belt pouch ( Zellara’s Harrow Deck) mother’s brooch (Arcane Bond), spell component pouch
Wealth 5 cp, 15 sp, 1,341 gp, 76 pp
Stored Gear harrow deck (mother’s), Serving Your Hunger
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SPELLBOOK
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1st-Level: Burning Hands, Cause Fear, Chill Touch, Discern Next of Kin, Ear-Piercing Scream, Expeditious Retreat, Feather Fall, Keep Watch, Liberating Command, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, Sleep, Touch of the Sea, Web Bolt

2nd-Level: Blindness/Deafness, Blood Transcription, Burning Arc, Burst of Radiance, Command Undead, Create Pit, Darkvision, Darkness, False Life, Flaming Sphere, Scare, Scorching Ray, See Invisibility, Spectral Hand, Stone Call

3rd-Level: Dispel Magic, Fireball, Fly, Gentle Repose, Haste, Perfect Placement, Vampiric Touch, Water Breathing
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SPECIAL ABILITIES
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Diviner’s Fortune (Ex): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum + 1) for 1 round.

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action.

Harrowed (Ex): You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.
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My mother, Desmonda, was a seer. She supported us by giving fortunes. She was quite good it seemed. I was left to my own a lot, but she was all I had. There were a few friends in the neighborhood that came and went.

I read all the books she accumulated. Some of the books she had were old text books of the wizards’ school. We never had the money for me to go to the Arcana Acadamae or the other schools. But a couple of individual pages tucked into her books were excerpts spells. That is where I compiled my own spell list. She schooled me as best as she could.

Our house was the most colorful in the neighborhood. Mom would trade fortunes for work being done and sometimes for food.

Since Desmonda has passed on (just last week), I have been doing some fortune telling. I can usually make enough to eat. I still have the house but I don’t know how much longer I can keep it.

Roninn Vasar

Curse of the Crimson Throne Khaaaan JohnRE