Aspis Consortium Agent

Opal Windsong's page

1,089 posts. Alias of Joy.


Full Name

Opal Windsong

Race

Human

Gender

Female

Age

18

Alignment

Neutral

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

About Opal Windsong

Combat:

Initiative:
HP:
BAB: +
Melee: +
Ranged: +

AC:
Touch:
Flat-Footed:

CMB: +
CMD: +

Saving Throws
Fortitude: +
Reflex: +
Will: +

Skills:

Traits and Feats:

Feats

Traits

Appearance and Background:

Appearance

Height: 5'1"
Weight: 105 lbs
Skin: Pale white
Hair: White blonde and falling straight to her waist
Eyes: Pale pink

Background

Opal's father was an infamous Free Captain (ie. pirate) of the Shackles. Nicknamed 'The Pale Reaver' for his bloodthirstyness, Alric Bloodmoon was also a rather powerful sorcerer, a talent he passed on to his daughter. Opal's mother was a air elemental that Alric had bound into a human form and whose command over air he used to sail his ship and leave others becalmed.

(note to self=Think I've settled on a Sylph that is an elemental air sorceress. She has the trait: Buccaneer’s Blood, which has one of her ancestors as a infamous Free Captain of the Shackles. That ancestor was reputed to be a powerful sorcerer as well as a cunning and bloodthirsty captain and there is a story of him capturing and taming the very wind itself so that his boat would never be stuck in a calm. What is not widely known was that he stuck that captured elemental wind into a female, human form and took her for a mistress. At his eventual defeat, she was freed of her earthly form and abandoned her young child as an orphan, leaving her clutching debris of the now ruined ship and eventually washing ashore near Port Peril where she has been living for several years.)

Sylph Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.

Native Outsider: Sylphs are outsiders with the native subtype.

Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Sylphs have a base speed of 30 feet.

Darkvision: Sylphs can see in the dark up to 60 feet.

Spell-Like Ability: Feather fall 1/day (caster level equals the sylph's total level).

Energy Resistance: Sylphs have electricity resistance 5.

Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.

Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Wealth and Gear:

starting wealth - 120 gp
+200 gp from fight
+1138 gold from man's promise

Wealth:

Armor:

Weapons:
Light Crossbow / 35 gp
Bolts (10) / 1 gp
Dagger / 2 gp
Sickle / 6 gp

Gear
Backpack / 2 gp / 2 lbs
Bedroll / 1 sp / 5 lbs
Winter Blanket 1 / 5 sp / 3 lbs
Tindertwig / 1 gp
Traveler's outfit (w/ pants) / 1 gp / 5 lbs
Traveler's outfit (w/ skirt) / 1 gp / 5 lbs
Choker / 10 gp

wand of web (36 charges)
Wand of Mirror Image (23 charges)

Amulet of Natural Armor

Belt of Constitution +2

Headband of Alluring Charisma +2

Lesser Rod of Elemental Spell

Robe of Arcane Heritage

Aura moderate necromancy; CL 9th

Slot body; Price 16,000 gp; Weight 1 lb.
Description

These elegant, dark purple robes are usually decorated with gold stitching suggesting a particular sorcerer bloodline, though some might indicate a family tree. When a sorcerer dons a robe of arcane heritage, the stitching pulls itself apart and reweaves to match her particular sorcerer bloodline. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.
Construction Requirements

Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp