0 - 150
1 - 500, 1 XP, 2 PP [#8-99, The Solstice Scar, D]
2 - 1398, 3 xp, 4 PP [Edge of Anarchy]
3 - 3711, 3 xp, 4 PP [Masks of the Living God]
4 - 1059, 1 xp, 2 PP [#09-14 Down the Verdant Path]
5 - 1215, 1 xp, 2 PP [#4–07: Severing Ties] (GM)
Total: 9092, 9 XP, 16 PP
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Plan: Bounteous Body, Verdant Step, Repast of Heroes
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Description:
A slender woman carefully gets out of the boat to the shore. She is dressed in expensive silks and jewelry, but the most attention is drawn to her by a bright and sweet aroma like juicy fruits, causing slight salivation in any person next to her. She is silent and thoughtful, but when she speaks, her voice almost hypnotizes the listener. Her face is hidden by silks for a reason - she is a representative of a rare race of ghorans, humanoid plants. Whether she is afraid of being eaten by people (these acts of barbaric cannibalism are still happening) or simply does not want to draw attention to the group is not clear to you, but in any case, she tries to travel incognito. You know that her name is Alecto, and communicating with her, in addition to thoughtfulness, you note indifference to any knowledge. It seems that intuition means fundamentally more to her than logic.
What a beautiful sun today - she says in a melodious voice, admiring the luminary and the rare clouds floating overhead.
Boons:
Betrayed: You gain a +1 trait bonus on Sense Motive checks.
Inside Connection: You are familiar with the cult of Razmir and receive a +2 bonus on all Charisma-based skill checks against the faithful of Razmir.
Nemesis of the Aspis: You are an expert at sabotaging the Aspis Consortium’s nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.
Bot Me:
If there are a lot of opponents, Alecto uses Color Spray - provided that she does not cover her allies with a cone. She always tries not to kill plants, instead applying a Charm Person on them - she can affect plants as humanoids with such spells. In all other cases, she will use her vine hand, dropping or disarming foes.
[dice=Tanglevine]1d20 + 10[/dice] [ooc]- disarm, steal or trip; 15 ft[/ooc
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F N ghoran (plant) Verdant (Groveborn) Sorcerer IV | Init +3 | Perc +2
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Str 12 (+1) | Deх 14 (+2) | Con 14 (+2) | Int 5 | Wis 14 (+2) | Cha 19 (+4)
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DEFENSE
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AC 18, T 12, FF 16 (+4 armor +2 dex +2 natural)
hp 26 (4d6 +8 con)
Fort +3, Ref +3, Will +6
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OFFENSE
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Base Atk +2 CMB +4, CMD 15
Speed 30 ft.
Melee Tanglevine +10 disarm, steal, trip (15 ft.; 8/day)
Ranged Mwk Light Crossbow +5 (1d8 P; 80 ft)
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Skills Arcana & Spellcraft +1, Bluff/Intimidate +9, Diplomacy +13, Sense Motive +3
Languages Common, Sylvan
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SPELLS
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Creator's Legacy Ghoran sorcerers with the verdant bloodline treat their Charisma score as 2 points higher (CHA +5; concentration +6) for sorcerer spells and class abilities.
Bloodline Arcana Whenever you cast a mind-affecting or language-dependent spell, it affects creatures of the plant type as if they were humanoids that understood your language.
- Level 1 (DC16, 8/day): Color Spray [W], Entangle [R; long] Charm Person [W; close], True Strike
- Level 2 (DC17, 5/day): +1
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SPECIAL
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Delicious (Ex): Ghorans take a –2 penalty on Escape Artist and combat maneuver checks to escape a grapple against a creature that has a bite attack with the grab ability.
Dirty Fighting: When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
Inner Light: Once per day, you can cast daylight as a spell-like ability with a caster level equal to your character level. If you have the light-dependent racial trait, you can instead cast this spell without the usual effect, but you are considered to be exposed to sunlight for that day.
Lush Summoning (Su): Whenever you summon creatures with a conjuration (summoning) spell, you can decide that they appear green and leafy. The natural armor bonus of such creatures is increased by +2, and they gain a +4 bonus on saves against paralysis, poison, polymorph, sleep, and stunning. This bloodline power replaces photosynthesis.
Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.
Wooden Unholy Symbol of Green Mother - 1 (emits a mild pine smell - boon from the First World) Kit, Sorcerer ’s - 8 gp
Outfit, Cold & Hot - 8 & F
Outfit, Courtesan’s - 8
Outfit, Traveler’s - 1
Outfit, Noble’s - 75
Jewelry - 150