Riftwarden

Siff Doren's page

108 posts. Alias of Spazmodeus.


Race

Siff Doren Human Sorceror (Abyssal) 1

Vital Stats/Skills:
HP 7/7 Grazed(-1):5 Wounded(-2):3 Critical(-3):1 AC:12/T: 12/FF: 10 Perception +0 Initative +2 F:+0/ R:+2/ W:+2 CMB:+0 CMD:12 Speed:30

About Siff Doren

Siff Doren
Human (Varisian) sorcerer (tattooed sorcerer) 1
CG Medium humanoid (human)
Init +2; Senses Perception +0
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+2)
Grazed (-1):5 Wounded (-2)3 Critical (-3):1
Fort +0, Ref +2, Will +2
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Offense
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Speed 30 ft.
Melee
Dagger +0 1d4 19-20x2
Shortspear +0 1d6 20x2

Ranged
Light Crossbow +2 1d6 19-20x2

Spell-Like Abilities (CL 1st; concentration +6)
. . 3/day—dancing lights

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Statistics
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Str 10, Dex 14, Con 10, Int 13, Wis 10, Cha 17
Base Atk +0; CMB +0; CMD 12/10 FF
Other Gear

Feats
Spell Focus (evocation)
Spell Specialization[Magic Missile]
Varisian Tattoo[Evocation]
Simple Weapon Proficiency - All

Traits
gifted adept
riftwarden orphan

Skills
Acrobatics +2
Bluff +3
Climb +0
Diplomacy +3
Disguise +3
Escape Artist +2
Fly +2
Heal +0
Intimidate +7
Knowledge (planes) +5
Perception +0
Ride +2
Sense Motive +0
Spellcraft +5
Stealth +2
Survival +1
Swim +0
Use Magical Device

Background

Appraise +5
Linguistics +2

Spells Known (CL 1st; concentration +6)
. . 1st (4/day)—enlarge person, magic missile (CL 5th)
. . 0 (at will)—disrupt undead, light, mage hand, prestidigitation, message
. . Bloodline Abyssal

Languages
Common
Varisian
Abyssal
Celestial ( linguistics)

Gear

crossbow bolts (20)
dagger
light crossbow
sickle

backpack
bedroll
belt pouch
flint and steel
mess kit
pot
soap
torch (10)
trail rations (5)
waterskin

17 gp

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Special Abilities
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Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Bloodline Arcana: Abyssal (Ex) Summoned creatures gain DR 1/good (doesn't stack with other DR).
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Tattoo (Su) 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
Gifted Adept (Magic Missile) A chosen spell gets +1 CL.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Magic Missile) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

Background:

Growing up in Kenabres with the Seeker's Spiral and the evidence of her otherworldly heritage in her blue hair,
Siff was often looked at strangely and teased, but mostly shunned.
When she was 16 her foster parents revealed her parent's association with the Riftwardens.
Horrified and fascinated in equal measure, she did what she could to find out more about the Riftwardens but
was balked at every turn.

Disheartened, but finally having some knowledge of her parents, her mother for instance hailed from Varisia, she
convinced her foster parents to help her find any relatives that might still be alive.

After some correspondance back and forth from Kenabres and Varisia, it came to light that Siff's mother's brother
and his family lived in Riddleport. Further correspondance revealed their delight in discovering they had a neice
the hadn't known about. Arrangements were made and Siff was soon on her way to Magnimar.

Embraced without reservation by her exended family, Siff felt a belonging she'd never experienced before. Plunging
headlong into the Varisian culture, she found an identity beyond that of Riftwarden orphan.

One tradition intrigued her greatly: that of the Varisian tattooed mage. Feeling within, her own arcane awakening, she
sought out elders of the Varisian tradition for guidance and initiation.

Many days of meditation and instruction followed, revealing to her the disquieting revelation that her power came from
a connection to the Abyss. Though the elders cautioned her not to over-react, she was horrified . The same
corrupt power that caused the death of her parents, now coursed through her own veins, the source of her power.

It took many meetings with the elders for their message to sink in: no matter the source of one's power, it was the individual
who chooses what form or purpose that power serves.

Sitting on a beautiful spring day, overlooking a vista of trees and gently rolling hills, Siff came to the determination that she'd
return to Kenebres and use her powers against their very source, helping to close the Worldwound and find out what happened to her
parents.

Finishing her last meetings with the Varisian elders, Siff then underwent the painful and arguous tatooing process. During the ritual,
she couldn't help but feel her connection to the Abyss grow stronger, but stronger was her will to master the corruption within.

Emerging from the elder's tent, Siff walked tall and confident, her fresh tatoos glowing faintly her destiny awaiting in far away Kenebres.

Party role:

Right now , Siff's a bit of a glass cannon, with some buffing ability. I see this progressing , with buff/de-buffing becomeing more prominent. I will also dip into summoning to take advantage of
her bloodline benefit, as some point.

Appearance:

Possessed of startling blue hair, Siff stands tall and lean, wearing serviceable clothing and equipment. She walks confidently, making up for the disquiet she feels carrying the power of the Abyss within her.

Personality:

Siff is a woman divided. On one hand she revels in the power she possesses, on the other, she reviles its source. She constantly expects to be accused of conspiring with the enemy, every side long glance another jolt of anxiety.

Familiar:

Arcane Familiar
Mongoose
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +1
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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 3 (1d8)
Fort +2, Ref +4, Will +3
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Offense
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Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
Special Attacks attach
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Statistics
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Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Tricks
Attack, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +10 (+6 to jump), Bluff -2, Climb +10, Escape Artist +3, Intimidate -2, Spellcraft -1, Stealth +14, Survival +2; Racial Modifiers +8 Acrobatics, +4 Stealth
SQ hunting, improved evasion
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Special Abilities
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Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climbing (20 feet) You have a Climb speed.
Hunting [Trick] The animal has been trained for hunting.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.