Tirana

Desini's page

61 posts. Organized Play character for Greenclaw.


Full Name

Desini Inganni

Race

Human

Classes/Levels

Sorcerer - Serpentine Bloodline (Tattoed Sorcerer) 6 | HP: 35/35| AC: 16/18-Mage Armor | T: 13 | FF: 14 | CMD: 14| Fort: +3 | Ref: +5| Will: +6 | Init: +8 | Perc: +8 | Sense Motive: +7

Gender

Female

Size

Medium

Age

19

Alignment

N

Deity

Nalinivati

Location

Cheliax

Languages

Chelaxian, Common

Homepage URL

https://rpggeek.com/geeklist/154067/item/2663704#item2663704

Strength 7
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 10
Charisma 23

About Desini

Born to Varisian parents, enslaved in Cheliax due to banditry, Desini was clearly different from birth, with green snake-like eyes and a forked serpent-like tongue. She was soon taken from her slave parents to an orphanage run by diabolist nuns who regularly held court with pit fiends and lesser demons. Here she began to learn the ways of manipulation and deceit.

During her time in the orphanage it became clear she was special, with the blood of the ancient serpents running through her veins, manifesting not just in her physical peculiarities, but in the form of magical powers which she is now just learning to control and exploit.

Coming of age she has set out into the world to explore and widen her powers. Outwardly she remains loyal to Cheliax but this is more out of convenience and an affinity with their ways of seduction and torture than a deep rooted faith in Asmodeus and his laws. Secretly she has begun to explore the serpent cults of Nalinivati in an attempt to get closer to her ancient heritage.

She has also adopted the culture of her parents, who died long ago in the bondage of slavery, utilising the tattoos of Varisia as a way of channelling and enhancing her powers. One such tattoo wraps around her arm is in the form of a snake, her familiar Sevestra. Permanently bound to her skin, she is capable of coming to life in a physical form.

Desini displays an extremely charismatic nature, with beguiling, almost hypnotic charms. An expert at deceit, lies and half-truths slip off her serpent-like tongue with a sibilant grace

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Defense
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AC 16 (Mage Armor 18), touch 13, flat-footed 14 (+1 armor, +1 sheild, +2 Dex, +1 Deflect, +1 Natural Armor)
hp 35
Fort +3, Ref +5, Will +6
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Offense
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Speed 30 ft.
Melee MW Cold iron dagger +2 (1d4-2/19-20/x2)
Ranged MW Crossbow, Light +6 (1d8/19-20/x2) 80ft and Dagger +5 (1d4-2/20/x2) 10ft
Spells
0-unlimited (Acid Splash, Daze, Detect Magic, Detect Poison, Light, Open/Close, Prestidigitation)
1-8 of 8/day (Charm Person, Color Spray, Grease, Protection from Evil, Mage Armor, Magic Missile, Vanish, Hypnotism (Bloodline))
2-7 of 7/day (Glitterdust, Hideous Laughter, Invisibilityp,Delay Poison (Bloodline))
3-4 or 4/day (Haste)
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Statistics
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Str 7, Dex 14, Con 10, Int 12, Wis 10, Cha 23
Base Atk +3; CMB 1; CMD 14
Feats Improved Initiative, Toughness, Spell Focus (Enchantment), Greater Spell Focus (Enchantment)
Traits
Fiendish Presence: +1 Diplomacy and Sense Motive
Reactionary +2 INIT
Skills Acrobatics +2, Appraise +1, Bluff +17 Climb -2, Craft (alchemy, armor,bows,trapmaking ,weapons) +1, Diplomacy +13, Disguise +6, Escape Artist +2, Fly +6, Heal +0, Intimidate +13, , Knowledge (arcana) +6 (+8 Darklands), Perception +6, Perform (Act) +6, Ride +2, Sense Motive +5/+7 if familiar within arm's reach (+9 Darklands creatures), Spellcraft +5, Stealth +2, Survival +0, Swim -2, Use Magic Device +10
Languages Common, Chelaxian
Combat Gear Cold iron dagger on weapon cord in spring load weapon sheath (right hand); Acid flask, MW Crossbow Light (18), Masterwork Silken Ceremonial Armor, Masterwork Mithril Buckler, Cloak of Resistance +1, Other Gear Acid Flask, Amulet of Natural Armor +1, Antiplague, Antitoxin, Beltpouch, Chalk (10), Earplugs, Handy Haversack, Headband of Alluring Charisma +2, Holy Water (3), Inkpen, Masterwork backpack, inkpen, Potion of CLW (2)- 1 in wrist sheath, Ring of Protection +1, Scroll of Air Bubble, Scroll of Comprehend Languages, Scroll of Delay Poison, Scroll of Lesser Restoration, Scroll of Protection from Evil, Smelling salts, Smoked goggles, Soap, Spell component pouch, traveller's outfit, Vermin repellent, Wand of Mage Armor (44), Wand of Infernal Healing (45)in spring loaded wrist sheath, 6004gp, 7sp, 6cp
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Special Abilities
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Bloodline Arcana (Serpentine) Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.
Bloodline Tattoo Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.
Familiar Tattoo A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
Greater Spell Focus DC+2 on enchantment.
Varisian Tattoo (Enchantment) At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances. +1 caster level for spells of this school.
Spell-like ability: Daze 3/day
Weapons and Armor Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Serpentfriend (Ex): You can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures).
Boons/Vanities
Gift of the Ghaele: You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your CS. You may cast aid, detect thoughts, lesser restoration or see invisibility.
Kayle's Blessing: You gain a +1 luck bonus on any saving throw against a dragon's breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be used three times. 3 left.
Mendevian Commendation: For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
Using their Strength Against Them: As a standard action in combat against a demon or Mendevian Crusader, you may use the cavalier's tactician class feature, though it lasts for a number of rounds equal to 1 plus your Intelligence or Charisma modifier (minimum 1 round). The teamwork feat you grant must be chosen from the following: Coordinated Defense, Escape Route, Paired Opportunist, or Precise Strike. After you sue this boon, cross it off your Chronicle Sheet.
Caravan: You own a controlling share in a caravan that makes regular trips through the Inner Sea region. If you want to skirt the laws, focus on smuggling, and otherwise use deception to maintain the caravan’s success, you can use Bluff to make Day Job rolls.
Secrets of the Grave: When fail a saving throw against necromancy spell or supernatural or spell-like ability of undead creature, you may retroactively add +2 to result. If this would succeed you save. Alternatively may increase caster level by 2 when casting necromancy spell. When use either cross boon off CS.
Borderland Keep: Cost 15pp. Increase no. of followers you can retain by 1. May forego Day Job to manage fort's operations. If so recover 1 PP but don't increase Fame. Cannot go above Fame.
Kassen's Bane: You may add 1d6 to single d20 roll before you know the result. Alternatively, spellcaster may recall any one spell or spell slot expended that round. Finally, boon may be used to automatically stabilise if at negagtive hp and dying. Once any of these 3 abilities is used, cross the boon off the CS.
Darkland's Study: +2 bonus on Sense Motive checks against humanoids native to the Darklands, such as drow, derro and duergar. In addtion, +2 bonus on Kn checks to identify and learn about such creatures.
Upstanding Archivist: Cross this boon off CS when purchasing one of the items below for 75% off.

[COLOR=#339933]Sevestra[/COLOR]
Viper 6
Neutral Female Tiny
Init +3; Senses Perception +14
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Defense
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AC 19, touch 15, flat-footed 16 (+4 natural armour, +3 Dex, +2 size)
hp 175
Fort +1, Ref +5, Will +5
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Offense
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Speed 20 ft. land, climb, swim
Melee Bite +8 (1d2-3/20/x2) Poison (bite): Save Fort DC12, freq 1/round for 6 rnds; effect 1d2 Con
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Statistics
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Str 4, Dex 17, Con 8, Int 7, Wis 13, Cha 2
Base Atk +3; CMB 4; CMD 11
Feats Weapon Finesse
Skills Acrobatics +3, Climb +15, Fly +7, Perception +14, Sense Motive +1, Stealth +19, Swim +11
Combat Gear ; Other Gear
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Special Abilities
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Low-light vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent: This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility
Alertness When a familiar is within arm's reach, the master gains the alertness feat
Improved evasion When subjected to an attack that allows a reflex saving throw for half damage, a familiar takes no damage if it makes a succesful saving throw and only half damage if the saving throw fails.
Share spells Witch may cast a spell with a target of 'you' on this familiar. Witch may cast spells on this familiar even if the spells normally do not affect familiar type.
Emphatic link The master has an empathic link with her familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Becauses of the 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.
Deliver Touch Spell Can deliver touch spell. If familiar in contact when mistress cast spell she can designate familiar to deliver.
Master bonus The master of a Viper familiar gains a +3 bonus on Bluff checks.