Svetocher

Marisol Surtova's page

975 posts. Alias of Jesse Heinig.


Full Name

Marisol Surtova

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

145

Alignment

Lawful Neutral (Good tendencies)

Deity

Abadar & Pharasma

Location

The Stolen Lands

Languages

Common (Taldane); Draconic, Necril, Sylvan, Varisian

Occupation

Adventuring aristocrat

Homepage URL

Picture album

Strength 16
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 12
Charisma 16

About Marisol Surtova

Marisol Surtova
Female dhampir (svetocher) magus (eldritch scion) 5
LN Medium humanoid (dhampir)
Init +2; Senses Perception +5; low-light vision, darkvision 60'

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Defense
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AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 deflection)
HP 33 (5d8, +5 Con)
Fort +6 (+4 base, +1 Con, +1 resistance), Ref +4 (+1 base, +2 Dex, +1 resistance), Will +7 (+4 base, +1 Wis, +1 resistance, +1 trait)

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Offense
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Speed 30 ft.
Melee Mithral cutlass +8 (1d6+3; 18-20/x2; slashing)
Ranged Javelin +5 (1d6+3; x2; piercing)
Spells Known (CL 5th; concentration +8)
• 2nd (3/day)—blur, glitterdust, scorching ray
• 1st (5/day)—keep watch, shocking grasp, true strike, warding weapon
• 0 (at will)—detect magic, disrupt undead, mage hand, prestidigitation, ray of frost, read magic

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Statistics
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Str 16, Dex 14, Con 12, Int 14, Wis 12, Cha 16
Base Atk +3; CMB +6; CMD 18
Languages: Common (Taldane); Draconic, Necril, Sylvan, Varisian

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Feats
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Level 1
Unusual Origin (Dhampir): Your undead progenitor left you with more than a hint of vampiric nature.
Prerequisite(s): Dhampir.
Benefit(s): You gain a natural bite attack that deals 1d4 points of damage. Once per day upon making a successful bite attack, you can choose to deal an additional 1d4 points of bleed damage to the creature struck.
Special: You can only select this feat at 1st level.

Level 3
Life-Dominant Soul: You gain unusual resiliency from your mortal heritage.
Prerequisite: Dhampir
Benefit: You are healed by channeled positive energy used to heal living creatures and channeled negative energy used to heal undead, but both only heal half the normal amount. You still take damage from positive energy used to harm undead, such as that from channeled energy and lay on hands.

Level 5
Cosmopolitan: Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.
Chosen languages: Necril, Sylvan
Chosen skills: Diplomacy, Perception

Magus 5
Weapon Focus (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Cutlass

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Traits and Drawbacks
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Bastard (Campaign): One of your parents was a member of a great family. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition, hoping to make a name all your own.
Benefit: You take a –1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Charming (Social): Blessed with good looks, you've come to depend on the fact that others find you attractive.
Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Sensual Graces (Racial): Your unearthly beauty enchants those who court you.
Benefit: You gain a +2 trait bonus on Bluff checks made against humanoids who would be attracted to you.

Vain (Drawback): You are sensitive about the way others perceive you.
Effect: Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

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Skills
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Total skill ranks: 20 (10 magus, +10 Int, +5 favored class)

Bluff +8 (5 ranks, +3 Cha) {+2 trait bonus vs. anyone who could be sexually attracted to her}
Diplomacy +13 (5 ranks, +3 Cha, +2 race, +3 class skill) {+1 trait bonus vs. anyone who could be sexually attracted to her}
Knowledge (arcana) +10 (5 ranks, +2 Int, +3 class skill)
Knowledge (nobility) +5 (1 rank, +2 Int, +2 race)
Perception +5 (1 rank, +1 Wis, +3 class skill)
Profession (cook) +5 (1 rank, +1 Wis, +3 class skill)
Ride +6 [+4] (1 rank, +2 Dex, +3 class skill)
Spellcraft +10 (5 ranks, +2 Int, +3 class skill)
Swim +7 [+5] (1 rank, +3 Str, +3 class skill)

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Untrained Skills
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Acrobatics +2 [0] (+2 Dex)
Climb +3 [+1] (+3 Str)
Handle Animal +3 (+3 Cha)
Intimidate +3 (+3 Cha)
Perform (dance) +3 (+3 Cha)
Sense Motive +1 (+1 Wis)
Stealth +2 [0] (+2 Dex)
Survival +1 (+1 Wis)

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Gear
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Traveler's outfit (free)
Chain shirt (25 lbs.)
Mithral cutlass (2 lbs.)
Silver holy symbol
Javelin case
[
• Javelins, 3
]
+1 cloak of resistance
+1 ring of protection
Bandolier
[
• Potion of Cure Light Wounds (caster level 1), 5
]

Backpack, masterwork (4 lbs.)
[
• Alchemist's fire (1 lb.)
• Bedroll (5 lbs.)
• Night tea, 29
• Parasol (3 lbs.)
• Waterskin (filled)
• 1 platinum, 3 gold, 13 silver, 4 copper
]

Stored: 1,400 gp
Courtesan's outfit (4 lbs.)
Courtier's outfit (6 lbs.)
Jewelry (100 gp value)

Horse, heavy (combat trained) -- "Prancer"
Military saddle
Bit & bridle
Saddlebags
[
• Blankets, 2 (5 lbs. ea.)
• Cold weather outfit (7 lbs.)
• Cooking kit (16 lbs.)
• Trail rations, 15 days (15 lbs.)
]

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Special Abilities
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Dhampir (svetocher)

Ability Score Racial Traits: Svetocher are strong and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Strength, +2 Charisma, and –2 Constitution.
Type: Dhampirs are humanoids with the dhampir subtype.
Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Dhampirs have a base speed of 30 feet.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Manipulative: Svetocher gain a +2 racial bonus on Diplomacy and Knowledge (nobility) checks.
Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Magus (Eldritch Scion) 5

Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bloodrager Bloodline: Undead: The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the undead bestows frightening power when you bloodrage.
Bonus Spells: Chill touch (7th), false life (10th), vampiric touch (13th), enervation (16th).
Bloodline Powers: When you enter a bloodrage, the powers of undeath manifest, empowering your attacks with fear and your body with foul resistances.

- Frightful Charger (Su)
At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.
- Ghost Strike (Su)
At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.
- Death's Gift (Su)
At 8th level, you gain cold resistance 10, as well as DR 10/— against nonlethal damage.
- Frightful Strikes (Su)
At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures who are already shaken become frightened. At 16th level, those who are already frightened become panicked. This is a mind-affecting fear effect.
- Incorporeal Bloodrager (Su)
At 16th level, once per day you can choose to become incorporeal. You take only half damage from magic corporeal sources, and you take no damage from non-magic weapons and objects. Your attacks deal damage as normal due to your ghost strike bloodrage power.
- One Foot in the Grave (Ex)
At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. The DR from your damage reduction ability increases to 8. Unintelligent undead don't notice you unless you attack them. You gain a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.

Eldritch Pool: 5
An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool class feature.
Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points.
This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.
- Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time.
This ability alters spell combat.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana: Close Range (Eldritch Scion 3): The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.

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Backstory
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Description: A pale-skinned, dark-haired woman with a widow's peak, striking eyes and high cheekbones. She is an elegant woman in her late 20s or early 30s, statuesque, curvaceous, and a contrast between fair skin and dark features. This woman of confident poise is one who appears beloved of the night, the kind of woman who inspires poetry after dusk, under the moonlight.

In addition to being well-dressed, she bears a curious choker that is emblazoned with a silver key that has a sun shining over a city on it, but closer inspection shows that the sun is actually a spiral of fire.

Hair: Raven black
Eyes: Dark blue
Height: 5' 9"
Weight: 135 lbs.
Age: 145 years

Personality: Marisol is a mercurial woman, given to easygoing laughter and charming grace when amused, but also capable of terrible wrath when she or her associates are endangered. She has a cool level of reflection when planning that speaks of volumes of worldly experience in difficult situations, and she has a keen mind in puzzling apart social interactions. She has a talent for setting people at ease even in unnerving or stressful times, and on occasion a flirtatious mannerism that is hard to deny.
Marisol greatly enjoys wine (in a variety of vintages) but dislikes beer (the more sour, the less she likes it). She eats rare red meat when she can get it and also has a fondness for pork. She likes cheese and hates bitter vegetables.
Having had two children of her own, Marisol likes children but becomes a bit wistful around them, as she outlived her own offspring.
Marisol has a deep-seated fear of becoming the monster that people assumed she was in the past, which she hides with self-deprecation, humor, and flirtation.
Marisol is bisexual and has a strong drive for affection, possibly a sort of subverted vampiric "hunting drive" sublimated into a push for intimate fulfillment as a kind of pursuit, prey, and intense emotional satisfaction.

Background: Born to a minor noblewoman who was dominated by a moroi vampire, Marisol was the subject of controversy and horror since her natal hour. Before her birth, Marisol's father was suspicious that his wife might be engaged in infidelities; at first, he hired a diviner to determine why she was suddenly distant and often away on errands, in hopes of discovering her paramour. To his horror he learned that she had been overcome by a vampire, and he spent a considerable sum to hire the services of an inquisitor and a band of sellswords to track the vampire and destroy it. Though the group succeeded, Marisol's mother was already gravid with undead spawn, and Marisol was born not long thereafter. Her parents' relationship was shattered and her mother died while she was young; her father bitterly raised her until she became an adult, then married her to an older, wealthy merchant named Matvei. Her marriage was tumultuous, and she bore two children (Annabelle and Corwin), to whom she passed on much of the family estate; but she outlived her entire family.
For the next several decades she was a recluse in the family estate, but as time passed the stories and rumors about her heritage slowly subsided and she became more socially acceptable. She made a few friends and reintroduced herself into society. The stories about her past gave her a certain notoriety, which allowed her to move into intriguing social circles.
With her children dead and her family ended, and her new associates giving her opportunities to learn more about sorcery and swordplay, she broadened her skills and learned to tap into her latent magical powers from a sorceress with whom she had become closely acquainted.
At some point she apparently took another woman as a lover, but she has not yet revealed any details of this tryst.
Marisol realized eventually that New Stetven had nothing but ghosts of the past for her, with no opportunities to find her own way, and she craved the chance to make her own life. Leaving behind her old life, she set out to make something new.