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Almah Rovshki

Cуровую зиму's page

1,212 posts. Alias of Kate Case.


Full Name

Cуровую зиму "Surovuyu Zimu" which means Bitter Winter in Russian

Race

Aasimar

Classes/Levels

Wizard 3 (HP 26/26; AC 17/17/14; CMD 14 Fort +3; Ref +4; Will +5; Init +3; Perception +8; Darkvision 60 ft)

Gender

Female

Size

Medium

Age

90 (looks 20)

Alignment

Neutral Evil (Lawful tendencies)

Languages

Trade Tongue, Celestial, Draconic, Elven, Fey, Frost Giant, Infernal, Ignan

Occupation

Fourteenth in line to the Throne Irrisen, Thirteenth in line to the Throne of Perrenland

Strength 8
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 14
Charisma 16

About Cуровую зиму

Level : 3
Race: Aasimar
Class: Wizard (Evoker)
Sex: Female
Alignment: Neutral Evil (Lawful tendencies)
Age : 90 (but appears 20)
Height : 5' 9"
Weight : 120 lbs
Hair: Bone White (dyed Umbral Black)

HP : 26
AC : 13

HP : 26
AC :
Stats:

Spoiler:

Initiative +3 (0 natural,+3 dex)
Senses Darkvison 60 ft., Perception +8
Speed 30 ft
Armor AC=13 (10+3 dex), Touch=13 (10+3 dex), Flat-footed=10
Hit-points 26 (Base + con + favored class)

Saves
Fort= 1 (base)+ 2 (con) = 3
Reflex= 1 (base) + 3 (dex)= 4
Will= 3 (base) + 2 (wis) = 5

Scores:

STR 8 (-1)
DEX 16 (+3)
CON 14 (+2)
INT 18 (+4)
WIS 14 (+2)
CHA 16 (+3)

Standard Racial Traits

Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Intelligence and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Defense Racial Traits

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits

Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Magical Racial Traits

Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the Aasimar's class level).
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Spell Focus: Enchantment

Combat

Spoiler:

BAB +1 ; CMB +1; CMD 14
Melee +1
Ranged +4

Skills:

Spoiler:

Acrobatics 4
Appraise 8
Climb
Bluff 10
Diplomacy 6
Escape Artist 4
Heal 2
Intimidate 3
Knowledge Arcana 9
Knowledge Dungeoneering 8
Knowledge History 8
Knowledge Local 9
Knowledge Nature 8
Knowledge Nobility 8
Knowledge Planes 9
Knowledge Religion 8
Linguistics 7
Perception 8
Sense Motive 4
Spellcraft 12
Stealth 5
Survival 8
Swim

Equipment:

From the prison

Spoiler:

2 throwing knives
light crossbow and 11 quarrels
Guards tunic
Two days worth of food

Map and paper work from the prison

Spoiler:

Scroll of Glitter Dust in a ceramic case wrapped in leather

Scroll of Mount for Edmin

Scroll of Mount, Communal

Scroll of Levitate in a ceramic case wrapped in leather

Scroll of See Invisibility in a ceramic case wrapped in leather

Potion of Expeditious Retreat in a wax mold

Weapons

Silver Dagger
Cold Iron Dagger

Clothing

Travelers Outfit
Heavy Cloak 3 cp
Leather Gloves 1 gp
Belt with two pouches 9 sp
Soft Leg Boots 1 gp

Misc.

Backpack
Two Alchemist's Fire
Tinder box, flint and steel
2 pints oil 2 sp
Whetstone 2 cp
Feathers for fletching and writing quills
Ink (150 gp worth for Scribing Scrolls)
Bandages 2 sp
Rations (2 days) 2 gp
Wineskin (w/ spring water)
Signal Whistle 5 sp
Chalk 1 sp
6' Staff (used for long travels)
Soap

Spells currently memorized (Wizard level 3 + Intelligence bonus):

Spoiler:

0 Level

Daze, Detect Magic, Mage Hand, Message

1st Level

Charm Person, Color Spray, Disguise Self, Magic Missile

2nd Level

Invisibility (x2), Scorching Ray

Cуровую зиму on a Good hair day.

Prelude to adventure:

Spoiler:
The black passageways deep underneath the city streets were lit by a single torch that was well past half spent and began waver in the darkness. The filthy torch bearer's steps looked less unsure to Surovuyu.

"Are you sure this is the way Weross? You seem ... Lost." She half admonished her filthy wererat guide.

From ten paces in front of her the torchbearer twitched his long furred nose and sniffed the stale air, "Yessss, yesss my lady, Weross knows these tunnels well. We are close now, yesss, close."

The pair travelled further down the underground corridors, and as nearly another half hour passed with no clear sign of what Surovuyo had sought, bowel entrance to the prison she was hoping to infiltrate. Her patience had worn thin.

"Weross we have clearly travelled long enough to be well under the prison, if not passed it. We entered close enough, are you certain of your steps? I have paid you well in coin, I pray, for your sake, that you know what you are doing." Even as she asked the question, unseen by her guide, Surovuyo made intricate hand gestures and incanted arcane words in a whisper.

"And my lady is quite generousss with her coin, but otherssss have even been more generous with Weross in making sure my lady does not draw breath on the surface again. " and with that the Wererat dropped the nearly spent torch to the ground and kicked dust into the embers and plunged them in a deep darkness.

In a fluid motion the Wererat threw a poisoned dagger towards Surovuyo, the blade flying in a straight line for her chest ... Only to be deflected by the unseen Shield she had invoked a moment earlier.

In the darkness the Wererat stood in brief disbelief, with his dark vision he followed the woman's movement, she was backing up, her hands moving in further intricate patterns and a long chant coming from her lips.

How could this human see in the dark?! He drew a rusted curved blade and licked it, make a shrill squeek of defiance and charged the woman.

Again to his amazement the woman side stepped his assault, and before he could begin to shift his movement and reorient himself for another lunge magical Sleep came over him.

The Wererat fell to the ground, forced senseless by the Aasimar woman who was not hindered by the darkness.

Weross, for the briefest of moments awoke, as blood slipped through his mouth, nose, and the long gash that rung his neck. The last thing he saw was a magical light being cast upon a silvered dagger in the hand of Surovuyo.

"I guess I'm going to have to do this the hard way then." Surovuyo said to no one in particular as she began her trek back to the streets above.

For GM Douglas M

Spoiler:
Epilogue: Because of the events above, Cуровую зиму will have to commit a crime just to force the issue and get into the jail. The premise behind this is she want to make contact with the other PC(S), for whatever reason you deem fit (as best that can be run with the campaign), free them, thus making them in debt to her.

Spellbook

Spoiler:

0 - All; Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark

1 - Alarm, Burning Hands, Charm Person, Color Spray, Disguise Self, Grease, Mage Armor, Mount, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Sleep, Shield, Shocking Grasp, Reduce Person, Vanish

2 - Bear's Endurance, Blood Transcription, Bull's Strength, Darkness, Flaming Sphere, Frigid Touch, Invisibility, Mirror Image, Mount, Communal, Pyrotechnics, Scorching Ray, Web

Warden's Spellbook

Spoiler:

Bound in handsome blue leather. The book has the Richter family coat of arms on the front and the Warden's initials (MR) engraved onto it.

1 - Alarm, Mage Armor, Clarion Call, Color Spray, Magic Aura, Magic Missile, Mount, Shield

2 - Bull's Strength, Flaming Sphere, Hypnotic Pattern, Minor Image, Mirror Image, Summon Monster II

63 blank pages remain in the spellbook.



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