Mermaid

Arrahska Simik's page

70 posts. Alias of Threeshades.


Full Name

Arrahska Simik

Race

Merfolk

Classes/Levels

Tattooed Sorcerer (Aberrant) 3 | HP (28/28) | AC/Touch/Flat 16/13/13 | Fort/Ref/Will +5/+4/+3 | Init +5 | Percep +0

Gender

female

Size

medium

Alignment

Chaotic Good

Strength 8
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Arrahska Simik

Approximate Illustration

Female Merfolk Sorcerer (Tattooed; Aberrant) 3
CG Medium Humanoid (Aquatic)
Init +5; Senses Darkvision 60 ft., Perception +0
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+1 Armor, +3 Dex, +2 Natural)
hp 28 (1d12+2d6+6)
Fort +5, Ref +4, Will +3
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OFFENSE
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Spd 20 ft., swim 30 ft.
Melee Spear +1 (1d8-1; 20/x3)
Ranged Underwater crossbow +5 (1d8; 19-20/x2)
Special Attacks Long limbs
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STATISTICS
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Str 8, Dex 16, Con 14, Int 12, Wis 10, Cha 18
Base Atk +1; CMB +0; CMD 13 (can't be tripped)
Feats Mage's Tattoo (Transmutation), Fleet
Traits Reactionary, Trustworthy, , Overprotective (Drawback)
Skills Bluff +10, Diplomacy +10, Fly +9, Knowledge (Dungeoneering) +6, Spellcraft +6, Swim +7, Use magic device +9
Languages Common, Aquan, Sylvan
SQ Amphibious
Combat Gear Mwk Longspear (305 gp), Mwk Haramaki (153 gp), Spell component pouch (5 gp), Mwk light underwater crossbow (370 gp), 30 bolts (3 gp)
Other Gear Sorcerer's kit {backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, 10 torches, 5 trail rations, waterskin} (8 gp), 5 trail rations (2,5 gp), everburning torch (110 gp), 443 gp 5 sp
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WORDS OF POWER
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Spells per day
0: - DC 14
1: 5+1 DC 15

Words known:
0:
Lengthy (meta)
Boost (meta)
Sense magic
Cramp
Decipher
Mage Hand (Mage's Tattoo spell)

1:
Friendship
Glide
Fog Bank
Enlarge Person (bloodline spell)

VORANA, SEA KRAIT FAMILIAR:

N Tiny magical beast
Init +3; Senses low-light vision, scent; Perception +9
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DEFENSE
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AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 14 (1d10–1 replaced by 50% of master's HP)
Fort +1, Ref +5, Will +1
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OFFENSE
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Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +6 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach[/b] 0 ft.
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STATISTICS
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Str 4, Dex 17, Con 8, Int 7, Wis 13, Cha 2
Base Atk +1; CMB +2; CMD 9 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
SQ Alertness, improved evasion, share spells, empathic link, deliver touch spells
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SPECIAL ABILITIES
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Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Description:
A lean attractive young merfolk woman, Arraskah's long flowing hair has red-violet hues matched by the strange mottles covering the skin on her back, the back of her tail and the outside of her arms and sides of her face. Long, flowing bright blue markings cover her body and face, but mostly her tail. Around her right arm the markings flow into a stylized striped snake winding around the arm with its head ending on the back of her hand. Her eyes are a gradient of green to blue.
Arraskah wears simple purple garments. Pieces of cloth wrapped around her hip and chest to make a simple top and skirt. Shells of seasnails decorate her hair.

Arrahska represses a terrible trauma and a yearning for the sea, but outwardly she usually seems to be perfectly adjusted to her new life on land. She is softspoken, empathetic and very protective of those who can't protect themselves always trying to help while struggling with a deep-seated fear and always looking for the protection from someone she can trust. This makes her very attached to her companions.
Arrahska often acts as a voice of reason trying to settle conflicts for fear of the group falling apart. As much as she is attached to people she knows and trusts, she is always mistrustful of others but also open to be convinced of their good intentions.

Backstory:
Arrahska was still young when an aboleth cult practicing sinister arcane experiments unseen by the other merfolk gained a foothold in her community. Barely of age, she was abducted by the cultists.
In their experimentation they seemed to be determined to alter her physique. Inscribing arcane symbols and surging magical energy through her body. Weeks of magical torture trying to break and remake the girl's body to some sinister end took their toll on Arrahska.
After having endured another day of experimentation she was thrown back into her cage one day, as she would be every day. What happened next was out of the ordinary however. Her mind was already almost completely broken, only a single silent broken voice in the back of her head still powerlessly crying for freedom. She looked at the key on the wall with which her cage was locked and reached out with a weak arm, covered in strange mottles and blue markings left by the intense magical influences wrought on her. Not even getting close to the key she was about to drop her hand back down, when suddenly the key seemd to begin moving on its own.
There were no guards around, the cage had held Arrahska for weeks and at this point she didn't seem to resist the handlers at all anymore. the key came off the wall and started floating towards the cage. Eventually she could grasp it and unlock her prison.
Limply she pulled herself out and tried to swim, her tail was weak and she moved only slowly somehow managing to find a way out of the cave she was being held in. Sometimes swimming, sometimes pulling herself along the ground Arrahska put as much distance as she could between herself and her captors' hideout before passing out.
When she awoke some strength had returned to her body. However looking at herself, her body covered in bright blue arcane markings and her discolored skin with strange red-violet mottles, she couldn't go back to her community, having been altered like this she was afraid of what the other merfolk would think she had become, afraid of what she thought she might have become. And the cult still being there having infiltrated her community, and using their influence to capture her back, she decided to leave it all behind.
Again Arrahska attempted to swim, but found it difficult, not because she was weak, but somehow her tail did not obey her as it once did. After a while she found her control, but whatever the cultists did to her must have crippled her tail, for she couldn't swim nearly as fast as she once did. Trying to find a place to hide, where her condition would not be a disadvantage should the aboleth cult come after her, Arrahska decided to seek out the land. She dragged herself ashore on a large island to figure out what to do next.
Laying in the sun, at first she decided she would need shelter. As Arrahska dragged her body along the beach trying to pick large leaves and sticks for a makeshift tent, she found it difficult to collect materials when she needed her hands to move along the dry ground. She attempted to support herself on her tail, in a position that looked akin to a human standing on thair knees, and moving the lower half of her tail sideways in a snake-like slithering motion. Contrary to her expectation this motion came much easier to her than she thought and she actually managed to move faster on her tail than by dragging herself with her hands, albeit still quite slowly.
Whatever the experiments the cult performed on her were intended to do, they must have somehow warped the muscles in her tail in a way that weakened her ability to swim, but made it more useful for moving on the land.
Over the first few days in her dry exile, Arrahska got used to wat she expected would be her new mode of movement and gradually found that the torture she was subjected to left her with more than an altered appearance, a broken tail and the ability to move small objects. She found more magical abilities manifesting. With time she found she couldn't continue surviving on a beach forever, and decided to seek out civilization.
She had seen the outline of a large city in the distance and decided to seek a place forherself there. A travelling merchant with a cart full of exotic wares was easily convinced to take Arrahska to the city he called Absalom with only a few words. Strange words that seemed to have been carved inside her mind and just recently lit up to reveal themselves to her. In order to fit in with the landliving people she knew she had to adapt, and cover herself in cloth like they do. Arrahska didn't have much on her besides pearl the jewelry her captors had never bothered to take away from her. She didn't know whether the cultists just didn't have any use for it or if some of them just took some sick pleasure in having their test animal decorated and looking pretty. However the merchant readily gave her some fine pieces of fabric in return, out of which she fashioned a simple skirt just short enough to not get caught under her tail when she would move on it as well as a piece covering her chest.
Once in the city Arrahska inevitably drew much attention, but no less the people seemed accepting, as judging from the diversity of races populating the marketplace in which she arrived, uncommon creatures were apparently not all that unusual a sight here.
As her ability to move around improved and her tail took her from place to place with ever growing speed, eventually Arrahska found employ as a mercenary and an adventurer selling her magical abilities and she joined a group with whom she grew close, her yearning for the sea became little more than a distant voice in the back of her head, bottled in a corner; just next to the unspeakable terror she had suffered...

Character Breakdown:

Stats:
STR 08 (5, 2, 1)
DEX 14 (6, 5, 3) +2 racial
CON 12 (6, 5, 1) +2 racial
INT 12 (6, 4, 2)
WIS 10 (6, 3, 1)
CHA 16 (6, 6, 4) +2 racial

Starting gold: max 2d6+2 x 100 = 1400

Race & Class:
Merfolk, Strongtail, Darvision racial traits

Sorcerer, Tattooed Archetype
Aberrant bloodline

Tattoo Familiar: Sea krait

Skills
Bluff 2 rank + 1 trait + 3 class + 4 CHA
Diplomacy 2 ranks + 1 trait + 3 class + 4 CHA
Fly 2 ranks + 3 class + 3 DEX
Knowledge (Dungeoneering) 2 ranks + 3 class + 1 INT
Spellcraft 2 ranks + 3 class + 1 INT
Swim +8 racial + - 1 STR
Use magic device 2 rank + 3 class + 4 CHA