JA's "The Prince's Own" kinem / Narc Trentson Solo/RG

kinem

Adventurer
Narciso ‘Narc’ Trentson, human witch 7, LN

[sblock=Description]

Narsius ‘Narc’ Trentson is 5’6” tall, age 19, with his blond hair and tan skin. He is friendly but sometimes seems lost in his own thoughts.

He is the only son of a minor human nobleman, Lord Charles Roland Trentson, and Beatrice Trentson. When he showed talent for magic, his father sent him to receive training, but instead of becoming a wizard as his father expected, his magic was that of the witch tradition on his mother’s side. His father taught him how to fight and to ride a horse as well. Thus trained, he hoped to gain glory in service to the Prince. His pampered upbringing led some of his peers to question his ability to stand on his own, but that only made him work hard to prove himself. Together with his hawk Sahdzi and his other companions, has served well and been rewarded with a measure of wealth and respect.

Which is better : honor or the law? Honor
Power or wealth? Power
Fear or love? Love
Law or justice? Justice[/sblock]

[sblock=stats]Score/bonus (cost)

Str 14/+2 (5 pt)
Dex 14/+2 (5 pt)
Con 12/+1 (2 pt)
Int 20/+5 (13 pt + 2 racial +1 level)
Wis 12/+1 (2 pt)
Cha 12/+1 (2 pt)

HD 7d6+14, hp 56
Move 30’, init +2, BAB +3, CMB +5, CMD 17
perception +7 (+9 w/familiar, +10 in bright light, +12 both)
Saves Fort +3, Reflex +4, Will +6; Concentration +12
AC 12 (+2 dex) (touch 12, ff 10)
AC 16 (+2 dex, +4 mage armor) (touch 12, ff 14) w/mage armor

Example Attack MW longspear +6 melee (1d8+3, crit 20/x3; brace, 10’ reach)

Traits: Metamagic Master (regional; unadulterated loathing), Outlander: Lore Seeker (campaign; +1 to Knowledge (Arcana), +1 caster level and +1 DC for 3 chosen spells: ear-piercing scream, lightning bolt, black tentacles)

Feats: Accursed Hex, Bouncing Spell, Heighten Spell, Preferred Spell (ear-piercing scream), Preferred Spell (unadulterated loathing)

The witch’s class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha)

Skills: (ranks/total): bluff 7/8, climb 0/2, diplomacy 6/7, disguise 6/7, fly 6/11 (14 w/hex ability), handle animal 1/2, heal 6/10, intimidate 3/7, knowledge (arcana) 1/7, perception 6/7 (9 w/familiar, 10 in bright light, 12 both), ride 6/8, sense motive 1/2 (4 w/familiar), spellcraft 6/14, survival 1/2, swim 0/2

languages: Common, Elven, Draconic, Infernal, Orcish

Hexes:
flight (feather fall at will; levitate 1/day; fly 7 min/day)
healing (2d8+7; can affect each creature 1/day)
slumber (Will negates DC 18; 30’ range; 1 target; 7 rounds sleep; 1/day/creature but if target saves can retarget next round for a 2nd attempt due to Accursed Hex feat)
disguise (disguise self, 7 hr/day in 1 hr increments)

Patron: Time: 2nd—ventriloquism, 4th—silence, 6th—haste

Spells/day (level/number): 0/4, 1/6, 2/4, 3/3, 4/2; DC 15 + spell level

Typical spells prepared (+ = +1 trait bonus to CL and DC); DC 15 + spell level
0: detect magic, light, message, stabilize
1: burning hands (5d4, Reflex half), charm person, command, cure light wounds (1d8+5), hypnotism, mage armor
2: blindness/deafness, glitterdust, silence, vomit swarm
3: haste, lightning bolt+ (8d6, Reflex half DC 19), stinking cloud
4: confusion, black tentacles+ (180’ range, 20’ rad, CMB +13 or +18, CMD 23, 1d6+4)

note: Preferred Spell: can cast spontaneously
level 1: ear-piercing scream+ (4d6 + daze 1 round, Fort DC 17 partial, 45’)
level 3: bouncing unadulterated loathing (Will DC 18 negates; bouncing)

note: Below is the minimum; he may have been able to get scrolls to learn more spells
Spells known (inc patron) (level/number): 1/9+1, 2/4+1, 3/4+1, 4/2
DC 15 + spell level (+ = +1 trait bonus to CL and DC)
0: all witch cantrips
1: burning hands (5d4, Reflex half), charm person, command, comprehend languages, cure light wounds (1d8+5), ear-piercing scream+ (4d6 + daze 1 round, Fort DC 17 partial, 45’), hypnotism, mage armor, obscuring mist, ventriloquism
2: blindness/deafness, cure moderate wounds (2d8+7), glitterdust, silence, vomit swarm
3: dispel magic, haste, lightning bolt+ (8d6, Reflex half DC 19), stinking cloud, unadulterated loathing
4: confusion, black tentacles+ (180’ range, 20’ rad, CMB +13 or +18, CMD 23, 1d6+4)
[/sblock]
[sblock=familiar]Familiar: Sahdzi, Hawk, N Tiny animal

HD 7, hp 28
Init +3; Senses low-light vision; Perception +14
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
Saves Fort +2, Ref +5 (Improved Evasion), Will +7
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +8 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Str 6, Dex 17, Con 11, Int 9, Wis 14, Cha 7
Base Atk +0 (+3 for attacks); CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +13, Perception +20; Racial Modifier +8 Perception

Alertness (Ex)
While a familiar is within arm's reach, the master gains the Alertness feat. (+2 bonus on Perception and Sense Motive skill checks)

Empathic Link (Su)
The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.

Share Spells
The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Store Spells
Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Deliver Touch Spells (Su)
If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Speak with Master (Ex)
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex)
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.[/sblock]
 
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kinem

Adventurer
Lord Trentson, a cavalier, could not help feeling slightly disappointed that his son Narciso had chosen the way of witchcraft rather than follow in his footsteps, but he had seen the effects of magic on the field of battle more than enough times that he did not doubt its worth. His son would still be a warrior, fit for deadly battle, just one who wielded strange weapons. Even so, he had made sure his son knew the basics of horsemanship, and he would not send the boy to begin his royal service without a fine horse and a basic weapon.

starting funds: 500 gp

heavy warhorse, 300 gp
studded leather barding, 100 gp
military saddle, 20 gp
bit & bridle, 2 gp, 1 lb
saddlebags, 4 gp, 8 lbs; hold 250 lbs
animal feed, 10 days, 0.5 gp, 100 lbs

horse 'Dasher'
AC 18 (t 13, ff 14); hp 19; Fort +8, Ref +7, Will +3; Init +4; Speed 50 ft; Perception +8
Melee bite +5 (1d4+5), 2 hooves +5 (1d6+2)

witch's kit: 21 gp
This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

compass, 10 gp, 0.5 lb
signal whistle, 0.8 gp
outfit, courtier's, 30 gp
outfit, traveler's, 1 gp

longspear, 5 gp
dagger, 2 gp

3 gp, 7 sp

"Thank you for everything, father." Though I don't need the torches, Narc thought.
 

kinem

Adventurer
Letter 0: the item
"You are herewith commanded to bring to the opening vesture one item that best describes you, your fitness for service and your home. Should said item require payment then please present the enclosed warrant to the merchant as the form of payment."

Narc thought long and hard about what item to bring. I'm not sure if I'll get to use the item, but I assume so. What would be a smart choice? ... Ah, yes.

It wasn't easy to find a magic item for sale, but Narc had had his eye on it for a long time. Despite how it might appear to the wizards he'd tried to train with, his magic required careful thought to produce. The headband of vast intelligence was expensive, but this was his chance to finally get his hands on it.
 

kinem

Adventurer
Letter 1:
"First Warrant - A warrant for the immediate release of any imprisoned or wrongfully detained individual.
Second Warrant - A warrant for the immediate arrest and incarartion for a period up to 15 years trial of any person or persons within a 200 mile radius of your home. Said warrant may only be countermanded by the Lord High Justice or His Majesty the King."

Strange. I hope the king hasn't gone crazy and might start arresting innocent people at random. Anyway, I'd best save this boon for some time it might come in handy.

Letter 2:
"As a Candiate member for his most Gracious Majesty Household you are herewith granted the monthly income of 50 gold pieces for the period of your Candaicay (one year). Further as a one time boon, his majesty has granted you an immediate stipend of 1000 gold pieces so that you may enjoy the intake. As per protocol during your candidate year you are obliged not to draw upon any additional funds that may be accessable to you. Said stipend must be accounted for to our office no later than the 5th day after the intake and all remaining funds returned to the royal treasury."

Luckily, the same retired wizard who was willing to part with the headband also had a handy pearl which allowed him to cast more spells, and was willing to part with it for the right price.

pearl of power (1st level), 1000 gp

Letter 3
"By custom all aspiring applicants must present themself upon the green at the required time. His Majesty has commanded that your travel be either of the 5th Day Prior or on the Day itself. Should you choose to come early then the arranging your your lodging and sustance shall be at your own expense until the appointed day. Mode of travel shall be via the royal portal network. Please provide the enclosed warrant to the Portal Master and you shall be conveyed to a receiving station within the Royal Court."

Narc chooses to come the 5 days prior. After all, it could be a good chance to meet the others and get a head start on whatever I'll need to know.
 

kinem

Adventurer
Letter 4
"Your are herewith commanded to oversee the preparation and delivery of six of your regional dishes / beverages. Each dish / beverage must be in sufficent quantity to serve 1000 guests . Delivery will need to occur within 48 hours of receipt of this letter . Enclosed you will find two warrants to cover the purchase of said stores and one authorizing shipment via royal portal."

This one drove his father crazy, but Narc took it in stride. Big party then? He rushed to make the arrangements with the help of his family's servants.

But what were the 'regional' dishes? For that, he turned to Lady Beatrice, his mother.

pepperoni rolls
apple butter
ramp soup
holey cheese
fried trout
buckwheat beer
 




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