You see a well-groomed human woman with straight, coal-black hair hanging to her shoulders . Her eyes are an opalescent white, with small flecks of silver near the iris. Her skin is alabaster, with high cheek bones, and a strong jaw. She is dressed in a tight-fitting black and gray scholar's robe and with an ocean-blue cloak. She holds nothing in her hands and a dagger at her belt. She is quite tall, with a slender frame and straight posture.
Sjurd leads personal interactions with a no-nonsense, business-like attitude that comes from several years of mercenary work. She works hard to overcome her negative attitude to see the good in people, but has been disappointed enough in life to not expect much from those around her. She is loyal and courageous to those who have her friendship - while terrible and vindictive to those who attack or betray her.
Sjurd's family - at least her human side - traces its lineage to the Land of the Linnorm Kings, home of the reclusive and brutal northern folk. Her forefathers found ready work as mercenaries, campaigning during the harsh winters and returning in the spring with bounties for their family. This established a tradition of sorts, with each passing generation choosing whether to take up the mantle of 'coin-sword.'
Sjurd's father took a job protecting a flotilla of merchant vessels seeking to deliver a shipment foodstuffs from Magnimar to Korvosa. Unfortunately, pirates attacked the ships just outside of the Mushfens and sent Sjurd's father tipping over the side during the melee. He washed ashore and was found by a passing group of Shoanti, one of which was a water priestess of Gozreh who took a liking to the fierce northman. After several nights spent in 'adult activities,' he was dropped off in Magnimar. Several months later, he awoke to find a small baby left in a basket outside his inn door. His new daughter bore the tall frame and angular features of her people, yet was also marked by the blood of her mother's divine connection to seas.
Sjurd spent many years under the tutelage of her father in the ways of mercenary life and learning her own inborn talents. He took her on his various expeditions across most of the Inner Sea, exposing her to a wide world of adventure. Eventually he came to command a mercenary ship of some renown in the Shackles, hiring his crew out as privateers to various government and merchant guilds to prey on their rivals. He made quite a name for himself, being named one of the Free Captains of the Shackles. After several years of successful operations, he abruptly abrogated command of his ship to his first mate and retired back to his home country up north to live a life of ease from his bounty.
Sjurd has determined to become a successful spellcaster for hire. She has found that her father's legacy has its benefits and burdens, with some giving extra weight to her words and others expecting more from her than she is capable this early in her career. Regardless, she is determined to follow her father's footsteps and plunder the shipping lanes.
She went to a tavern called the Formidably Maid, a notorious pirate hangout in Port Peril, eager to start her career as a buccaneer. While she was there, however, a dashing and flirtatious corsair caught her eye, and after a whirlwind night of booze and romance, she found herself beaten senseless and stuffed in a sack, carried off to who knows where.
Bonus feat at 1st level
Extra skill point per level
Equipment and Money:
dagger (2gp, 1lb), sling (--gp, 1lb), sling stones (10) (--gp, 1lb), scholar's outfit (5gp, 6lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), whetstone (2cp, --lb), signal whistle (8sp, --lb), stone holy symbol (5sp, 0.5lb), spell component pouch (5gp, 2lb), 62.19gp
HP 8 (6+2)
CMB +0 (+0 BAB, +0 Str)
Base Attack +0
AC 12, touch 12, flat-footed 10 (+2 Dex)
[2 class, 1 racial, 1 favored, 1 Int]
Intimidate +9 (1 ranks, 3 class, 4 Cha, 1 trait)
Bloodline: Aquatic (Seaborn)
Class Skill: Swim
Bloodline Arcana - When you are in a body of water large enough to float in, your effective caster level is increased by 1.
Water Blast (Sp) [7/day, Reflex DC 15]: At 1st level, as a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 10 +1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Cantrips - Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials - A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Spells per Day (--/4)
Spells Known (4/2)
* +1 DC
Buccaneer's Blood - You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores.
Focused Mind - +2 bonus on concentration checks
Reactionary - +2 initiative
1 - Weapon Focus (ranged touch)
Class - Eschew Materials
Race - Spell Focus (evocation)
Water Blast 7/7