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About SaershaBuild:
Saersha female human wizard (lust mage; controller sub-school) 8 CN medium humanoid (human) Init +2; Senses Perception -1 -------------------- Defense -------------------- AC 13, touch 12, flat-footed 11 (+1AC, +2 Dex) hp 45 (8d6+8) Fort +3, Ref +4, Will +5 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +2 (1d4-1 19-20/x2) Ranged varies +5 (varies) Special Attacks dazing touch (7/day), Spells (CL 8; concentration +12): 4th—shadow conjuration, shadow conjuration, spell, confusion (dc 20, confusion (DC 20) 3rd—major image (dc 17), dispel magic, spell, suggestion (dc 19) (ss),suggestion (dc 19)(ss) 2nd—detect thoughts (dc 16), shocking grasp (reachx2), 1st—shocking grasp (reach), vanish, grease (dc 15), shocking grasp (reached), shocking grasp (reached), spell, pleasurable touch (dc 17) (ss), pleasurable touch (dc 17) (ss) 0—detect magic, prestidigitation, acid splash, read magic -------------------- Statistics -------------------- Str 8, Dex 14, Con 12, Int 21, Wis 8, Cha 16 Base Atk +4; CMB +3;CMD 15 Feats WP: simple; spell focus (enchantment), reach spell (hbf), scribe scroll (bf), craft wondrous item (3rd), blood enchantment (fbf), greater spell focus (enchantment) (5th), persistent spell (wbf), spell penetration (7th) Traits trustworthy, monument scholar, hedonistic, magical lineage (shocking grasp) Skills Diplomacy +15=+3+8+3+1 Knowledge (arcane) +16=+5+8+3 Knowledge (engineering) +16=+5+8+3 Knowledge (history) +16=+5+8+3 Knowledge (local) +16=+5+8+3 Knowledge (planes) +16=+5+8+3 Linguistics +16=+5+8+3 Lore (The Rune Lords) (bs) +16=+5+8+3 Profession (courtesan) (bs) +10=-1+8+3 Spellcraft +16=+5+8+3 Languages Common, Draconic, Elven, Auran, Terran, Ancient Thassilonian, Ancient Azlanti, Celestial, Abyssal, Infernal, Ignan, Aquan Combat Gear none; Other Gear handy haversack heandband of vast int +1 (UMD) (ring made of mithral silver (bonded object) potion of cure light wounds many garment bracers of armor +1 Misc Gear backpack, bedroll, spell component pouch, spell book, belt pouch, entertainer’s outfit, traveler’s outfit, trail rations (5 days), mess kit, waterskin, ink, inkpen, 47 gp 24sp; 1000 gp in misc gemstones -------------------- Special Abilities -------------------- Arcane Bond (Object) Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below). A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Dazing Touch (Sp) You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Force of Will You can send thoughts and instructions telepathically to any creature within 60 feet that you have charmed or dominated as though you shared a common language. At 11th level, affected creatures can communicate back to you via the telepathic link as well. At 20th level, any creature that succeeds at a saving throw against an enchantment spell you have just cast is still affected for 1 round if the spell has a duration greater than 1 round. Irresistible Demand (Sp): At 8th level, you can force others to do your bidding. As a standard action, you attempt to dominate a creature as though using the dominate monster spell, except that the creature must have a number of Hit Dice equal to or less than your wizard level. The targeted creature receives a Will saving throw each round to negate the effect. The DC is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can dominate creatures for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. You must concentrate as a standard action to maintain control over a dominated creature. Hedonistic Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure. Monument Scholar You gain a +1 trait bonus on Knowledge (history) checks made in Varisia. This bonus increases to +2 if the check relates to the city of Magnimar. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of Magnimar’s magically imbued monuments. School (lust) Forbidden Necromancy and Transmutation Sin Magic Specialist Only wizards can truly follow the ancient philosophies governing Sin magic. The choice to specialize in Sin magic must be made when a character first becomes a wizard. Once the choice to do so is made, it cannot be changed. Benefits: A Sin mage receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard's school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in. Restrictions: A Sin mage does not get to customize his choice for opposition schools—his opposition schools are determined for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Sin mage can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so. Lust Sin mages who follow the path of Lust gain great personal satisfaction at manipulating others' minds, emotions, and wills. Prohibited Schools: necromancy, transmutation. Spell Book:
Regular Spell Book 58/100 pgs 0 (19 pgs)-resistance, acid splash, drench, detect magic, detect poison, read magic, daze, breeze, dancing lights, flare, light, penumbra, ray of frost, scoop, spark, ghost sound, haunted fey aspect, arcane mark, prestidigitation 1 (9 pgs)-mage armor, charm person, shocking grasp, obscuring mist, grease, vanish, memory lapse, detect secret doors, pleasurable touch 2 (8 pgs) unnatural lust, detect thoughts, touch of idiocy, euphoric cloud 3 (6 pgs) suggestion, major image, dispel magic, nixxie’s lure 4 (16 pgs) confusion, shadow conjuration, charm monster, scrying Description:
Saersha is a woman of apparent Chelaxian decent with long black hair, golden brown skin, and purple eyes. She wears a sort of loose dress of red with silver thread and a pair of thigh high boots with slight heels. She carries only a dagger on her person as far as weapons since her eldritch powers are far superior for both offense and defense. Personality:
Above all things Saersha is a very dominant woman, it’s in her blood, and she is loathe to submit to anyone without them convincing her that they are correct. This has been known to get her into trouble at times but does lend to her being very good at what she does, enchantments. She also has a very lustful nature due to her heritage and this makes her quite the hedonist, something that causes her a great deal of trouble at times when she is deprived of sating her hungers for pleasure. This is in part what led her to become a courtesan at times and something that led to a schism between her and her mother. That being said she is a very knowledgeable woman and has made a study of magic and history, particularly that of Ancient Thassilon. Background:
Saersha was born in the city of Magnimar to her mother Selinda. She never knew her father as her family had a tradition of simply not knowing. The tradition started with her ultimate great grandmother the Runelord of Lust Sorshen. The story goes that Sorshen never knew the father of her daughter and so the family has maintained that tradition of a single parent household of mother and daughter, a chain of Lust Mages that has descended from Sorshen herself. Because each woman of the family sleeps with whomever they please as often as they please they have become a rather mixed breed of human who can lay claim to know one ancestry.
Saersha was raised as her mother had been and when she reached puberty was apprenticed to her mother to follow the family tradition of wizardry. Her mother had always been a dabler in the use of metamagics and this rubbed of on Saersha as one of her first talents after attaining her official status as a wizard was to manage to turn a shocking grasp spell into a miniature lightning bolt that she could send at a target with fair accuracy. When she reached her late teens she began her education in sexuality and pleasure and eventually began to experiment with both men and women, human and otherwise. Her mother encouraged this and placed an enchantment upon her to keep her from becoming pregnant until and unless she wanted to. While she and her mother got along well it wasn’t until Saersha’s decision to serve as a courtesan that the two truly argued. Her mother tried to point out that this was demeaning and put her in an inferior position to those she was contracted by. While Saersha eventually found out the truth of the statement she also learned that such illusions could prove quite useful and has thus far remained estranged from her mother as she’s too stubborn to admit the woman was right all along. It’s only now, with the investigation that she is about to be drawn into, that Saersha will end up reconciling with her mom. An investigation that will give her the chance to re-unite the Shattered Star once more. During their journey in the catacombs beneath the Tower Girl's hideout Saersha charmed and turned one of their members, Embyr, to her side. She has made Embyr into her personal maid and is paying the woman so she can send money to her mother. She has plans for Embyr and eagerly looks forward to break, ...er training, the woman to serve her. Additional:
Blood Enchantment (free bonus feet) On item creation you may choose to lose temporarily 1d4 hp per 200 gp off of the base cost of creating the item. That is from your max hp. It recovers a rate of 1hp (plus con bonus pre magic item) a day. Or you can have restoration cast upon you to restore 1d4 hp per casting.You can not lower the base cost less than 100 gp no matter the loss of hp. Saersha Spells:
Pleasurable Touch Enchantment [Mind-affecting, Emotions, Compulsion] Sor/Wiz/Wtch/Brd 1 Components V,S Casting Time 1 Standard Action Range Touch Target 1 Humanoid or Monstrous Humanoid touched Duration 1min/level Save Will (partial) SR yes Target humanoid or monstrous humanoid touched (this is a melee touch attack), is wracked by pleasure and shaken for one round, while shaken, he will try to stay close to the caster and follow her so long as this does not put him in danger, he will not attack her, nor prevent her from touching him for one round, any harmful action taken by the caster on him will break the spell and end the duration immediately, he may defend himself if attacked, a will save negates the effect for the round. Each round, the caster may touch her victim again as a standard action to make him feel pleasure again and make another save. On a roll of a natural one on the save, the target becomes shaken for one hour except in regards to the caster. He gains a +2 to attack rolls and cmb to grapple the caster, rip both their clothes off, and ravish her on the spot for the next hour. He must attempt to continue this for one hour at which time the spell wears off. On a roll of a natural 20, the target breaks free of the spell completely with no further saves affecting the caster instead, forcing her to try and ravish him for the next hour as if she rolled a natural one on the will save. Notes:
Grey Maidens to offer employment to:
Tiri, Jynxi, Kavi Saersha’s Townhouse:
The foyer had little in the way of furnishing, a coat rack was all really, and a container for parasols. The walls and floors were of hard wood and there was a short hall to a pair of doors.
The left door leads to a sitting room with comfortable furniture. It had a hard wood floor and a pair of small couches as well as two comfortable chairs facing a fireplace. The furniture was upholstered in dark green fabric and looked quite well stuffed with padding. The right door leads to a small kitchen, it was well appointed with a stove, oven, and various cupboards with utensils and cooking supplies. The hall eventually opened into the back part of the house where there were two doors, one to the right and one straight ahead. The left door leads to what was originally a study but had since been converted into a room for Embyr’s use. The room wasn't big, taking up enough size behind the kitchen to equal the sitting room's total area when both were combined.
Saersha's Household:
Embyr=Head Maid Kavi=House Guard Jinxie=Gardener Tirri=Maid/Guard Post in Progress:
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