Ilora Nuski

Amalthia's page

206 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Amalthia

Race

| HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9

Classes/Levels

| Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

Gender

Female Changeling Sorceress 2

Age

32

Alignment

NG

Deity

Desna

Languages

Common

Strength 12
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 13
Charisma 18

About Amalthia

Statistics:

Amalthia
Female Changeling Sorcerer 2
NG Medium Humanoid (changeling)
Init +1; Senses Darkvision 60 ft., Perception +1

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DEFENSE
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AC 14, touch 11, flat-footed 13 (+0 armour, +1 Dex, +3 natural, +0 shield)
hp 12 2d6+2)
Fort +1, Ref +1, Will +4
…+1 vs. Spells and spell-like abilities cast by evil creatures

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OFFENSE
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Speed 30 ft.
Melee 2 claws +2 (1d4+2)
…corrosive touch +2 touch (2d4 acid)
Ranged acid splash +2 (1d3 acid)
Spell-like Abilities (CL 2nd, Concentration +6)
7/day—entangling ectoplasm
Spells Known (CL 2nd, Concentration +6)
1st—5/day—corrosive touch, mage armour, wave shield
0—At Will—acid splash, dancing lights, detect magic, prestidigitation, read magic

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STATISTICS
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Str 12, Dex 12, Con 12, Int 10, Wis 13, Cha 18
Base Atk +1; CMB +2; CMD 13
Traits Driven by Guilt, Volatile Conduit
Feats Eschew Materials, Mother’s Gift (surprisingly tough)
Skills Climb +2, Knowledge (arcana) +4, Linguistics +2, Perform (song) +6, Spellcraft +4, Swim +2, Use Magic Device +9
(5 points; 2 class, 0 INT, 2 background, 0 race, 1 favoured class)
Abilities bloodline (ectoplasm), bloodline arcana, bloodline power (entangling ectoplasm), cantrips, claws (1d4), hag trait (hulking changeling), natural armour
Languages Common, Aklo, Celestial

Special Abilities:

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SPECIAL ABILITIES
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Bloodline Arcana Incorporeal creatures take 75% of the normal amount of damage from your damaging spells, and when incorporeal creatures attempt saving throws against your non-damaging spells, they roll twice and must take the lower result.

Driven by Guilt You awake after your ordeal with a lingering feeling that you have taken part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good. You see your present condition as a chance to redeem yourself and banish this unsettling emotion. You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round (+4 attack, +1 damage). You must have a good alignment to take this trait.

Entangling Ectoplasm You can create a ball of ectoplasm and hurl it at targets within 30 feet. This ectoplasm acts as a tanglefoot bag that can also entangle incorporeal creatures. The ectoplasm dissipates within 1d3 rounds. You can use this ability a number of times per day equal to 3 + your Charisma modifier (7/day)

Hulking Changeling A changeling who was born of an annis hag is much more physically formidable than other changelings. You receive a +1 trait bonus on any damage you inflict with a melee attack.

Volatile Conduit You discovered a secret that enhances the energy of some spells. Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear potion of cure light wounds (3), scroll of fox's cunning, scroll of remove paralysis (2), alchemist's kindness (2), smelling salts, soothe syrup (2), antitoxin (4)
Possessions Scholar's clothes, amulet of natural armour +1, silver necklace with a butterfly charm, simple silver wedding band, grooming kit, viola, magnifying glass, alchemist's kindness (2), smelling salts, soothe syrup (2), antitoxin (4), opium (2)
Unidentified Magical Items: candle, incense in a tin, talisiman with four strange runes on it on a thin silver chain, braided leather cord holding a talisman with different symbols on it, another talisman with different symbols.
Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried 0 lbs.
Money 0 GP 0 SP 0 CP

Background:

Amalthia remembers little from her life. The ocean, or perhaps a lake… She was a child then. She remembers laughing. Playing in the sand. Climbing trees. And love. Her mother’s smile, her father’s laugh.

She remembers another man. And his love. A brother? Boyfriend? Lover? There’s a line of pale white flesh on her ring finger. Perhaps a husband?

She can’t remember… Why can’t she remember?

Something happened to her. Something horrible. She can feel it, deep in her gut. The bad things that were done to her, and the bad things that she’d done to others… It’s tainted her soul, like a sickness. An infection. She can’t get it out. She never will. But maybe she can stop it from happening to someone else… Or, at least, she can try.

If she ever gets out of here. If she ever gets… Oh, gods. Where is she?

Desna have mercy.

Appearance and Personality:

Amalthia is a pretty woman in her early thirties with one gray eye and one light blue. Her hair is brown and irregularly cut. She’s pale and worn from her experiences, but surprising healthy. Her nails are long and unnaturally sharp.

Amalthia can feel the evil she’s done and it haunts her. She desperately wishes to expunge it from her soul. What haunts her most is that she doesn’t know why she did it. Was it justified? Does it matter?

Amalthia is lost and afraid, confused from her circumstances. She doesn’t recall how or why she can cast magic and has no idea that she’s not human. But when her mettle is tested, she discover just how strong she really is.

Amalthia is a survivor. She just doesn’t know it yet…