Isabella

Melanie's page

No posts. Alias of Max_Sterling.


Full Name

Melanie

Race

Spitespawn Tiefling

Classes/Levels

Sylvan (Wildblooded Fey) Bloodline Sorcerer 1

Gender

Female

Size

Medium

Age

Appears ~20

Special Abilities

Animal Companion (Ex)

Alignment

Neutral Good

Deity

The Eternal Rose (Shelyn)

Languages

Common, Abyssal, Infernal, Polyglot

Strength 8
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 10
Charisma 20

About Melanie

Picture

Background:

Vonaw, a Shadde-Quah man from the Calphiak Mountains and hunter of some skill, first met his wife Melyssa when she was lost and alone, away from the Mierani Forest. She had obviously been through some sort of ordeal and Vonaw offered his assistance in helping her recover and find her way back home. Eventually, they started living together, not far from Vonaw's tribe to the east. Whatever happened to Melyssa before meeting Vonaw, she did not like to talk about, and he didn't need to know. As long as she was happy, so was he. However, they were unable to conceive a child, which brought Melyssa much sadness. Vonaw was always looking for new ways to bring her happiness and, upon hearing that a Zahhak had entered the Calphiak Mountains, thought she would be delighted to hear the region had been rid of such a terrible beast.

So he struck out to do what he did well and eventually came upon the beast. Such a creature could not be defeated by traditional means so easily, but Vonaw knew this. Using the creature's greed against him, he tricked the Zahhak and, in its moment of weakness, stood poised to take its life. However, the Zahhak was not prepared to die and offered Vonaw a wish in exchange for its life. Normally, Vonaw wouldn't consider such a thing, but his thoughts took him to Melyssa.
"I will accept your offer, but you must also leave this place, lest I return another time", spoke the hunter.
"Those terms are... acceptable", declared the Zahhak. "Now, make your wish so I can be away".
"My wife and I have been unable to conceive a child. Grant us this boon and I shall let you live."
After a brief pause, the Zahhak spoke, "It is done."
Without wasting any time, the Zahhak took to the sky, flying off toward some other land--a thought the tribesman did his best to forget. He returned home, never aware of the smile the Zahhak wore.

Upon Vonaw's return, Melyssa shared with her husband the news he had been hoping for--although she thought the child was conceived before his journey, Vonaw knew the truth. It did not matter though. They finally had the family they dreamed of.

However, once the child was born, both parents knew something wasn't right. Vonaw grieved his decision to bargain with dark powers when it became clear that their daughter had been tainted in some way. Mostly human in appearance, with some characteristics of the fey, she also possessed certain fiendish qualities. Such an abomination could surely bring only ruin to their family and others. That is why Vonaw accepted his duty as a man to dispose of the child. After waiting long enough for Melyssa to have gone to bed, he slipped away and went to take the child somewhere he could end it quietly. To his surprise, the child was already gone and he discovered that his wife's place in bed had been set with a decoy. He never saw either one again.

Melyssa fled with her daughter--her most precious treasure--and took her away from the Mierani Forest. Although Melyssa knew why Vonaw thought he had to do what he'd planned, she could not allow it. No one could determine this child's fate but she herself. Together, they headed south, stopping in various cities, never staying for long. Although Melyssa was only met with marginal prejudice on occasion, Melanie was often viewed as a monster for her minor fiendish appearance, which was trouble for them both. Melyssa never dwelled upon it, but as the years went by and Melanie matured into a young woman, she felt sorry for her mother. Eventually, Melanie decided, as much as it would hurt them both, to leave her mother to a peaceful life where she could once again be a part of a society. It was not an easy decision--they were all each other had--but Melanie knew she wouldn't be able to bear the sight of her mother enduring the status quo for much longer. Leaving only a heartfelt note, Melanie went off into the night as they had both done years before, this time alone.

Despite most races tendency to remain distant from a creature such as herself, Melanie eventually found something of a welcome on the island of Hermea. This utopian society welcomed Melanie as one of their own without prejudice. She found beauty in the lifestyle, architecture, and people in its capital city of Promise. Melanie was happy to lend her support in its defense on occasion, but more often acted in a diplomatic capacity. Shortly after coming into adulthood, Melanie felt certain powers manifest within her and began to feel drawn to explore other beauties within Golarion. After bidding farewell to those who took her in and treated her as an equal, Melanie boarded a ship bound for Southern Garund. Although beset by some foul weather and lesser denizens of the deep, her ship managed to make it in to port at Bloodcove, albeit barely. A smaller city, Melanie quickly took in many sights and heard of a land of magic and mystery to the south. It was then that she realized there may have been something drawing her southward all along. As it happened, she passed by a ship bound for Sargava and took it as a sign. That was how, following this odd sensation inside of her, Melanie secured passage aboard the Jenivere.

Appearance and Demeanor:

Although mostly human in appearance, Melanie exhibits a few distinctively fiendish features. While she bears a fair complexion, long black hair, green eyes, and olive skin, her long nails are just noticeably inhuman--without any care, they remain just over 2 inches in length, nearly black in color, and slightly sharp, but not enough to be threatening. Perhaps her most distinguishing Tielfing quality, however--certainly from afar--is a thin, medium-length, fiendish prehensile tail.

As a worshiper of The Eternal Rose (Shelyn), Melanie maintains a high appearance standard and seeks to discover beauty in all things, as well as spread it in the lives of others. Despite a kind nature, she can prove emotional at times, prone to fits of joy or rage. During the latter, her hair tends to become slightly animate as her anger grows, but is subdued otherwise. Additionally, Melanie tends to present herself as a "proper lady" and is quite proud of her heritage and abilities. This can make interpersonal relationships difficult at times, but there's no mistaking her true nature of caring and concern for others. Comfortable in warmer climates, Melanie wears relatively little, content with simple, yet refined silks and numerous ornate bangles.

Somewhere along her travels, Melanie forged a particularly strong bond with a boa constrictor, whom she has named Miltia [pronounced mil-shuh], who accompanies and defends her. Besides those obvious benefits, Melanie greatly enjoys being able to wear Miltia as the fashion accessory of the same name, lending (at least in her own mind) to her image as a refined and noble woman.

Character Sheet:

Melanie
Female Tiefling (Spitespawn) Sylvan Bloodline (Wildblooded Fey) Sorceress 1 - NG Medium Outsider (Native)
Initiative: +3, Senses: Darkvision 60 ft., Perception: +5(+7 when adjacent to Miltia)
Languages: Common, Abyssal, Infernal, Polyglot
=================================================
DEFENSE
=================================================
AC 13, Touch 13, Flat-Footed 10, CMD 12 (+0 armor, +3 dex)
HP 11
Saves Fort: +1, Ref: +3, Will: +2
Resistances: Cold 5, Electricity 5, Fire 5
=================================================
OFFENSE
=================================================
Speed: 30 ft.
Base Attack: +0, CMB: -1
Melee: -
Ranged: Acid Splash +3 (1d3+1)
Spells Known [Per Day]:
0-Level [∞]: Acid Splash, Dancing Lights, Detect Magic, Ghost Sound
1st-Level [5]: Charm Person, Grease
=================================================
STATISTICS
=================================================
Abilities: Str 8, Dex 16, Con 12, Int 12, Wis 10, Cha 20
Feats: Eschew Materials [Bonus], Alertness [Bonus], Toughness [1st]
Traits: Princess (Social), Headstrong (Drawback), Eyes and Ears of the City (Religion), Boarded in the Mwangi Expanse (Campaign)
Skills (base+ranks[+misc]):
+3 Acrobatics (3+0)
+1 Appraise (1+0) CS
+5 Bluff (5+0) CS
-1 Climb (-1+0)
+1 Craft (Alchemy) (1+0) CS
+11 Diplomacy (5+1+2) CS
+3 Disable Device (3+0)
+5 Disguise (5+0)
+3 Escape Artist (3+0)
+3 Fly (3+0) CS
+5 Handle Animal (5+0)
+0 Heal (0+0)
+5 Intimidate (5+0) CS
+1 Knowledge(Arcana) (1+0) CS
+1 Knowledge(Dungeoneering) (1+0)
+1 Knowledge(Engineering) (1+0)
+1 Knowledge(Geography) (1+0)
+1 Knowledge(History) (1+0)
+1 Knowledge(Local) (1+0)
+5 Knowledge(Nature) (1+1) CS
+1 Knowledge(Nobility) (1+0)
+1 Knowledge(Planes) (1+0)
+1 Knowledge(Religion) (1+0)
+3 Linguistics (1+0+2)
+7 Perception (0+1+1+2) CS
+5 Perform (5+0)
+0 Profession (0+0) CS
+3 Ride (3+0)
+2 Sense Motive (0+0+0+2)
+3 Sleight of Hand (3+0)
+1 Spellcraft (1+0) CS
+3 Stealth (3+0)
+0 Survival (0+0)
-1 Swim (-1+0)
+5 Use Magic Device (5+0) CS
Inventory: Hot Weather Outfit (0gp), Kerambit [tied into hair] (2gp), Jewelry (50gp), Fashionable Parasol (10gp), Fan (5gp), Backpack (2gp), Masterwork Survival Kit (50gp), Cooking Kit (3gp), Shaving Kit (15sp), Hammock (1sp), Trail Rations x10 (50sp), Acid Flask (10gp); 1gp, 4sp, 0cp
=================================================
SPECIAL ABILITIES
=================================================
Animal Companion (Ex): At 1st level, you gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level –3 (minimum 1st).
This bloodline power counts as your bloodline arcana and also replaces laughing touch.
Link (Ex): A sylvan bloodline sorceress can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The sorceress gains a +4 circumstance bonus on all Handle Animal checks made regarding an animal companion.
=================================================
RACIAL TRAITS
=================================================
Ability Scores: Scouring life like a desert wind, these tieflings possess the precision and exoticism of their div ancestors. They gain +2 Dexterity, +2 Charisma, and –2 Intelligence.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Spitespawn tieflings gain a +2 racial bonus on Diplomacy and Linguistics checks.
Variant Tiefling Heritage: You gain an additional +2 racial bonus to your Charisma score. This replaces the standard tieflings darkness 1/day spell-like ability.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.