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Vendra Loaggri

Zarabeta's page

575 posts. Alias of Set.


Full Name

Zarabeta al-Jafeer

Race

Human

Classes/Levels

Wizard (Conjuror) 5

Gender

F

Size

5' 4", 110 lbs

Age

20

Special Abilities

spellcasting, acid dart

Alignment

N

Deity

Irori

Location

Westcrown

Languages

Kelish, Common (Taldane), Osirioni, Draconic, Celestial, Infernal

Occupation

Spell for Hire

Strength 11
Dexterity 16
Constitution 14
Intelligence 19
Wisdom 10
Charisma 14

About Zarabeta

Spoiler:

Zarabeta – use prestidigitation to alter the color of boards and such to leave behind messages “Heavensent checklist. Whitechin Goblins – Eliminated. Bastards of Erebus – Devastated. Corrupt Dottari & Hellknights – Humiliated. Shadowbeasts – Falling before our blades even now. Why are you paying taxes to support the Dottari, when they are doing nothing to protect you?”

Also use prestidigitation to clean up after fights, to make sure that none of our blood or clothing or arrows, etc. remain behind, so that locate object and scrying cannot be used to locate us.

Spells the night of the party;
0 (4) - Detect Magic, Daze (Will DC 14), Message, Prestidigitation
1st (4+1c) – Charm Person (Will DC 15), Color Spray (Will DC 15), Grease (Ref DC 16), Hypnotism (Will DC 13, 15 or 17, depending on use), Mage Armor (B)
2nd (3+1c) – Make Whole x3 (cast at 'work'), Summon Monster II (B)
3rd (2+1c) - Haste, Stinking Cloud (Fort DC 18), Summon Monster III (B)

Current status: cast summon monster III, color spray, haste, used 4 acid bolts

Zarabeta, Spell-for-Hire

Human female Wizard (conjurer) 5, N, Irori (formerly Sarenrae)

Str 11 (+0), Dex 16 (+3), Con 14 (+2), Int 19 (+4), Wis 10 (+0), Cha 14 (+2) 4d6 (drop lowest), +2 Int human bonus, +1 Int at 4th level]

Init: +7, AC: 13 (+3 Dex), HP: 40 (5d6 +10 (con), +5 (FC), +5 Toughness), Spd 30 ft., Saves: Fort +3, Ref +4, Will +4, BAB +2, CMB: +2, CMD: 15, Atk: +2 Dagger (1d4 P/19-20), +5 thrown Dagger (1d4 P/19-20, 10' range increment)

Class Abilities: Arcane Bond (familiar), specialist Conjuror (opposed to necromancy and evocation), +1/2 level rounds to duration of summoning spells (minimum 1), acid dart 1d6+2 acid damage as ranged touch 30 ft. 7 / day (ignores spell resistance), Bonus Feats (Scribe Scroll, Craft Wondrous Item).

Racial Abilities: bonus feat, +1 skill point / level, +2 Int, Favored Class: Wizard (chose +1 hit point at 1st, 2nd, 3rd, 4th & 5th levels)

Feats: Spell Focus (conjuration, B), Augment Summoning, Improved Initiative, Toughness, Craft Wondrous Item (B)

Traits: Conspiracy Hunter (+1 Diplomacy checks, always a class skill), Genie-Caller (Qadira Companion p 25, +2 caster level to one conjuration / summoning spell per day)

Special: 1 free craft or profession skill rank.

Languages: Kelish, Common (Taldane), Draconic, Celestial, Osirioni
Skills (2 + 4 (Int) + 1 (human)) x5 = 35):
Appraise 5 (Int, +15, includes +3 bonus from familiar),
Craft (alchemy) 1 (Int, +8, free from house rule above),
Diplomacy 5 (Cha, +10, includes +1 bonus from conspiracy hunter),
Disguise 1 (Cha, CC, +3),
Fly 0 (Dex, +3),
Knowledge (arcana) 3 (Int, +10),
Knowledge (dungeoneering) 1 (Int, +8),
Knowledge (engineering) 1 (Int, +8),
Knowledge (history) 1 (Int, +8),
Knowledge (local) 3 (Int, +10),
Knowledge (nature) 1 (Int, +8),
Knowledge (the planes) 1 (Int, +8),
Knowledge (religion) 1 (Int, +8),
Linguistics 3 (add Infernal, Auran and Terran, Int, +10),
Perform (acting) 1 (Cha, CC, +3),
Profession 0 (Wis, -),
Ride 1 (Dex, CC, +4),
Spellcraft 5 (Int, +12),
Stealth 2 (Dex, CC, +5)

Forbidden Schools: Evocation and Necromancy
Spells (expecting trouble):
0 (4) - Detect Magic, Daze (Will DC 14), Message, Prestidigitation
1st (4+1c) - Color Spray (Will DC 15), Grease x2 (Ref DC 16), Mage Armor, Mage Armor (B)
2nd (3+1c) - Glitterdust x2 (Will DC 17), Summon Monster II, Summon Monster II (B)
3rd (2+1c) - Haste, Stinking Cloud (Fort DC 18), Summon Monster III (B)

(downtime)
0 (4) - Detect Magic, Daze (Will DC 14), Mending, Prestidigitation
1st (4+1) - Charm Person (Will DC 15), Grease (Ref DC 16), Hypnotism (Will DC 13, 15 or 17, depending on use), Mage Armor, Mount (B)
2nd (3+1) - Glitterdust (Will DC 17), Make Whole, Summon Monster II, Summon Monster II (B)
3rd (2+1) - Haste, Stinking Cloud (Fort DC 18), Summon Monster III (B)

(working girl spells)
0 (4) - detect magic, daze, mending, prestidigitation
1st (4+1) - charm person (will DC 15), mage armor, 2 slots empty, 1 slot empty (B, must be conjuration)
2nd (3+1) - make whole, 2 empty, glitterdust (B)
3rd (2+1) - haste, 1 empty, 1 empty (B, must be conjuration)

Equipment;
Always worn/carried – 2 Daggers (4 gp, 2 lbs), Backpack (2 gp, 2 lbs), Waterskin (1 gp, 4 lbs), Flint & Steel (1 gp, -), Signal Whistle (8 sp, -), Belt Pouch (1 gp, ½ lb), 3 flasks Alchemist's Fire (60 gp, 3 lb), Familiar (0 gp, 2 lbs), Spellbook (0 gp, 3 lbs), Traveler’s Outfit (0 gp, 5 lbs),

a bolt of canvas (to wrap dead shadowbeasts in), 5 sunrods

Not usually carried – Bedroll (1 sp, 5 lbs), Rations x5 (2.5 gp, 5 lbs)

Lewts; +5 gp (Sixfold Trials)

Encumbrance (Lt 33 lbs, Med 34-66 lbs, Hvy 67-100 lbs): 19.5 lbs carried normally, 29.5 with bedroll and rations
Starting Wealth: 2d6 x10 (60 gp)
Cash Spent: 32.9 gp, Cash Remaining: 26 gp, 10 cp
'Day Job check': Craft (alchemy) +8
Favored Class: Wizard

Familiar - Uqabi, Raven (speaks Kelish fluently, sometimes makes one word comments in Common…))

Spellbook: All cantrips, Charm Person (Will DC 15), Color Spray (Will DC 15), Endure Elements, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Grease (Ref DC 16), Hypnotism (Will DC 13, 15 or 17, depending on use), Fog Cloud, Glitterdust (Will DC 17), Summon Monster II, Make Whole, Hideous Laughter (Will DC 16), Stinking Cloud (Fort DC 18), Haste, Summon Monster III,

Three Contacts

Spoiler:
Buono Caravaggio – Buono is an elderly man who sits out in front of a small shop that sells pastries and hot beverages. His daughter (hostess) and her husband (the baker) run the small café, and he sits at one of the tables out front and greets people passing on the street, as well as thanking those who visit the café, warmly encouraging them to come again. Buono was apparently quite the ladies man in his earlier years, and remains an outrageous flirt. Zarabeta has taken to sitting with him from time to time, while he recounts tales of his glory days, and while she initially began doing this merely to rest her feet for a time, she’s grown somewhat fond of the old man, who remains a perfect gentleman, although he insists that it’s scandalous for a young lady of her breeding (whatever that means) to not have learned to dance properly, in a ballroom, and he constantly threatens to teach her to dance, as soon as his back stops acting up. He’s a surprisingly good source of information, when plied with the right questions, as he has sat in the same seat, watching people go by on the street, day after day, for years on end.

Ferro Velonte – something of a friendly rival, Ferro is an apprentice blacksmith a year or two younger than Zarabeta, and is constantly scrounging the dumps and nearby abandoned houses for nails, hinges or other scraps of metal that he can salvage to melt down and forge into more saleable merchandise. He and Zarabeta (whom he calls ‘Beta,’ to her great frustration, as that was her father’s pet name for her) regularly get into shouting matches over a particular bit of scrap metal that he wants to melt down, and she wants to mend and sell. Ferro is surprisingly good-looking, for a gangly teenager with overlarge arms, the occasional burn-scar and frequently soot-blackened features. Zarabeta remains clueless to this, seeing him primarily as an annoying competitor in the junk salvage / reclamation market. Still, after the two of them had a frightening run in with a rat the size of a large dog, she feels a sense of gratitude (even if she had to rescue the fool after he bravely charged the thing to distract it away from her).

Adriana Sena Fausto – Adriana claimed to be interested in a magical tutor, but proved to be utterly incapable of even paying attention, let alone understanding the barest rudiments of spellcraft. She then hired Zarabeta as a language tutor, but spent the scheduled study time trying to get Zarabeta into and out of various dresses and cosmetics, fussing with her hair, commenting on her skin, etc. Eventually, Zarabeta wised up and realized that Adriana was more interested in getting Zarabeta *out* of dresses, than into them, and she broke off their ‘arrangement.’ Still, Adriana is used to getting what Adriana wants, and the young not-quite-aristocrat arranges to ‘bump into’ Zarabeta on occasion, offering her coin for various services, which Zarabeta grits her teeth and refuses, since she knows that they are pretexts to get her back into Adriana’s chambers, for some ‘private lessons.’ While Zarabeta would greatly prefer to never have to talk to Adriana about anything, ever, she has found the young woman's social contacts to be useful enough to have willingly asked her for an introduction.

Personality/History

Spoiler:
Zarabeta is a seller of things, her services as a translator, or rented mount spells (she never pretends that they are real horses or attempts to swindle them, always making it very clear that the mount is a temporary effect) or 'desert blessings' of endure elements, or crafted alchemical reagents or sending her familiar out to deliver messages across town. She sets a price that she thinks is fair, and then sticks to it, rarely showing any interest in haggling and sometimes losing customers with her stubbornness. She has been known to 'troll' the marketplace, using detect magic and her appraise skill to hunt for bargain items that possess ancient magics their sellers seem unaware of, or damaged goods that she can repair with a simple mending and then resell at a great value.

She works hard to cultivate the impression of being coldly mercenary and practical in all things, but she works out of Westcrown for a very specific reason. As a girl, her merchant father came to Westcrown to deliver a shipment of spices that was to seal the families fortunes for once and for all, only to never return home, with the captain of his merchant ship returning home empty-handed, with the sad news that her father’s shipment of spices had been seized for failure to present the proper trading documentation. Her father had been accused of smuggling and was hauled away to be executed. Her family’s fortunes were dashed, and her mother was forced to sell off their home to pay the debts her father had accrued in gathering the spice shipment in the first place. Allowed to dwell within the humbler home of the apologetic ship captain, who had been one of her fathers’ must trusted employees, she turned from writing poetry and dreaming of boys to the study of the arcane arts. Those Chelaxian monsters bound devils to their will, and so she would tap into the mysteries of her homeland, and entreat with genies to foil their schemes.

It was almost ten years to the day when the strong-willed young woman, fresh out of tutelage at the hands of a disreputable binder of genies (the only sort of tutor she could afford), stepped off of a ship onto the docks of the city that stole her father away and set her onto this uncertain path. Will Westcrown burn for the insult to her family, or will Zarabeta just be another person swallowed up by the city?

She has become a familiar sight in certain districts, although she scrupulously avoids interacting with the local authorities, functioning as a ‘sellspell,’ often for less than reputable interests, although she diligently honors the wording of any deal into which she enters, and has not accepted any tasks involving violence. Yet.

While raised to the worship of Sarenrae, Zarabeta has little time for such thoughts these days, and, when disposed to prayerful thought, is more likely to say a word to Irori (or, even more rarely, Nethys), whose tenets she find more compatible with her own nature. Zarabeta is a relatively short woman, slim and rarely moving with any feminine grace. Her choppy movements are perhaps indicative of the deep and abiding anger that lurks beneath her stoic face. She keeps her dark hair cut short, usually kept more-or-less trimmed with her own dagger, and wears a minimum of makeup, keeping to her ascetic habit of spending a bare minimum on her own luxuries (something she affects as part of her money-grubbing miserly persona, but is an ingrained habit, from her childhood of luxury lost, growing up on the handouts and generosity of a man who used to be in her family’s employ). Thanks to daily use of mending and prestidigitation none of her gear shows much sign of its extended wear, and she will absolutely use an item until it falls apart and can no longer be repaired, at which point, she’s as likely to tear it up for scraps or sell it to a junk dealer for a few copper coins! It remains to be seen if her copper-pinching nature will prove to be her downfall...

Color Spray - Corruscatio Chromatis Scintilla
Daze - Atonitus?

Summoned Celestial Riding Dog (augmented) stats

Spoiler:
Celestial Riding Dog; Medium Animal, Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8; AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural); hp 17 (2d8+8); Fort +7, Ref +6, Will +1; Speed 40 ft.; Melee bite +5 (1d6+6 plus trip); Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 6; Base Atk +1; CMB +5; CMD 17 (21 vs. trip); Feats Skill Focus (perception); Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent; SQ Acid, Cold, Electricity Resistance 5, Smite Evil against one target for +2 damage for duration of encounter 1/day
Attack;
bite attack [dice]1d20+5[/dice]
bite damage [dice]1d6+6[/dice]
free trip [dice]1d20+5[/dice]

Summoned Augmented Earth Elemental

Spoiler:
Augmented Earth Elemental; Small Outsider (elemental), Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4; AC 17, touch 10, flat-footed 17 (-1 Dex, +7 natural, +1 size); hp 17 (2d10+6); Fort +6, Ref -1, Will +3; Speed 20 ft., burrow 20 ft., earth glide; Melee slam +8 (1d6+6); Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11; Base Atk +2; CMB +6; CMD 15); Feats Improved Bull Rush, Power Attack; Skills Appraise +1, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7; SQ earth glide, earth mastery, elemental traits, outsider traits

Uqabi
Raven familiar; Tiny magical beast, Init +2; Senses low-light vision, Perception +6; AC 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14; hp 14 (4d8); Fort +1, Ref +4, Will +6; Speed 10 ft., fly 40 ft. (average); Melee bite +6 (1d3-4); Str 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7; Base Atk +2; CMB +2; CMD 8; Feats Skill Focus (perception), Weapon Finesse;
Skills
Appraise (4 -2) +2
Craft (alchemy) (1 -2) -1
Diplomacy (4 -2) +2
Disguise (1 -2)
Fly (0 +2 +4 size bonus) +6
Knowledge (arcana) (3 -2) +1
Knowledge (dungeoneering) (1 -2) -1
Knowledge (engineering) (1 -2)
Knowledge (history) (1 -2)
Knowledge (local) (3 -2) +1
Knowledge (the planes) (1 -2)
Knowledge (religion) (1 -2)
Linguistics (1 -2) -1 (Common)
Perception (1 +2 +3 +2 skill focus) +8
Ride (1 +2) +3
Spellcraft (4 -2) +2
Stealth (2 +2) +7
Fly +5, Perception +8,;
SQ Improved Evasion, Empathic Link, share spells, deliver touch spells

**************************************************

Item to craft, if possible;

FIVE ACID FLASK
Aura faint conjuration; CL 5th
Slot neck; Price 500 gp.; Weight 1/2 lb.

DESCRIPTION
This necklace of composed of a thin chain holding five tiny flasks of acid, from different sources. The wearer is treated as if four levels higher when determining the effects of the acid ray or elemental ray - acid power of the Earth Domain, Conjuration School or Aberrant or Earth Elemental Bloodline.

CONSTRUCTION
Requirements Craft Wondrous Item, acid splash; Cost 250 gp.

or;

SERPENT BANGLES
Aura faint conjuration; CL 5th
Slot wrists; Price 1000 gp.; Weight -

DESCRIPTION
These slender bracelets are made of acid-etched copper, in the shape of vipers biting their own tails, and afford the wearer a bonus to damage equal to her Intelligence (if Wizard), Wisdom (if Cleric) or Charisma (if Sorcerer) level when using the Earth Domain, Conjuration School or Aberrant Bloodline power of acid ray or the Elemental Earth Sorcerer power of elemental ray - acid.

CONSTRUCTION
Requirements Craft Wondrous Item, acid arrow; Cost 500 gp.

or;

OPHIDIAN FOCUS
Aura faint conjuration; CL 5th
Slot none; Price 1000 gp.; Weight 1/2 lb.

DESCRIPTION
This four-sided slender black stone rod resembles a miniature obelisk and is gripped like a wand to invoke it's power. The holder can sacrifice a spell slot or prepared slot to increase the effectiveness of a 1st level Domain power, School power or Bloodline power that inflicts dice of damage at range, such as acid ray or force missile or storm burst by a number of dice equal to the level of the spell sacrificed. If the 1st level Domain, Bloodline or School power instead is a touch effect with a duration of one or more rounds, the duration is increased by one round per level of the spell sacrificed.

CONSTRUCTION
Requirements Craft Wondrous Item, imbue with spell ability or mnemonic enhancer; Cost 500 gp.


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