Ailyn Ghontasavos

Azkadellia's page

101 posts. Organized Play character for Fromper.


Full Name

Azkadellia

Race

Human

Classes/Levels

Sorceress 6

Stats:
HP 44/44 | AC 13, T 11, FF 13, CMD 14 | F +4, R +5, W +7 | Init +9 | Perc +4 (+6) or +9 visual checks in low light, SM +3 | Speed 30ft | Spell slots lv 1 (8/8), lv 2 (7/7), lv 3 (4/4)

Gender

Female

Age

20

Special Abilities

Fey bloodline, Tattooed Sorcerer archetype

Alignment

Chaotic Neutral

Location

From Riddleport, currently living in Absalom

Languages

Common, Varisian, Shoanti

Occupation

Pathfinder

Strength 7
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 22

About Azkadellia

Back story:
Azkadellia was born in the dangerous Varisian city of Riddleport, the daughter of a lowly bar wench and one of the random sailors and pirates who paid to share her bed. Her mother treated the girl as an inconvenience, beating her regularly and telling her she was unwanted. She forced young Az to earn her keep as soon as she was old enough to carry drinks to bar patrons, using the young girl to ply the sympathies of customers for higher tips. Nine year old Azkadellia didn’t shed a tear when her mother died of disease and left her an orphan.

Realizing she’d grow up to be as pretty as her mother, the owner of the bar feigned sympathy and hired Az to serve drinks, letting her live in the basement. When she was 12 years old, he decided it was time for her to take her mother’s place in the “back room” business, besides just serving drinks. Frightened and resistant, Az tried to fight off the first customer who paid to take her to his bed, and magical power erupted from within her. The customer left scared and slightly singed, but Azkadellia walked out of that room grinning from ear to ear. She had discovered there was power within her, and she knew she could use that power to earn respect.

Using the information she’d gained from years of eavesdropping on her bar patrons, she approached one of the crime bosses who rule the port city, and demonstrated her power. She promised that if he gave her a job and treated her with respect, she’d grow up to be a powerful employee for his organization. Seeing her confidence and power, he agreed, and welcomed her into the Sczarni “family”.

She started as just a lowly messenger, running around town with deliveries. But her boss made sure she had a real place to live, better food and clothing than she’d ever had before, and access to people who could help her learn to control her magical abilities. Over the next few years, she learned a variety of skills, including quite a bit about the Varisian art of inscribing magical power into living skin as tattoos.

With such a brutal childhood, and joining a crime family so young, Azkadellia never liked or trusted other people. She learned that respect and power came from fear, and her magic could make others fear her. She learned to lie and intimidate her way through any situation, often using her magic to control people and scenarios.

While she became a more powerful sorceress and rose in stature within the organization, she wanted more power and control of her own destiny. Having heard about the Pathfinder Society, she volunteered to join, so that she could help the Sczarni expand their influence within the Pathfinders and everywhere her Pathfinder missions would send her. But her true goal was to work for the Pathfinders and Sczarni, all the while using both to increase her own personal power.

When the Sczarni within the Pathfinder Society decided to join forces with the Trade Princes from Qadira, to increase their mutual wealth, Azkadellia decided it was time to end her association with them. She was after power, not money. Zarta Dralneen seemed like someone who had similar interests, and access to a great deal of powerful magic, so the sorceress pledged her support to the Dark Archive.

Although she spent her life living in cities, first Riddleport and then Absalom, Azkadellia was often drawn to the forests and grasslands outside them. She sometimes wishes she could live alone in the wilderness, but her thirst for power prevents her from leaving civilization. She doesn't know it, but there is fey blood within her, which is both the source of her power and the reason she takes comfort among the plants.

Stat Block:

Female Human Tattooed Fey Sorcerer 6
CN medium humanoid (human)
Init +9; Senses: Perception +4

DEFENSE
AC: 13, touch 13, flat-footed 11 (+2 dex. +1 deflection)
CMD: 14 (+3 BAB, -2 STR, +2 DEX. +1 deflection)
HP: 44
Saves: Fort +4, Ref +5, Will +7

OFFENSE
Speed: 30 ft.
Melee: quarterstaff +1 (1d6-2/20), dagger +1 (1d4-2/19-20), silver dagger +1 (1d4-3/19-20)
Ranged: dagger +5 (1d4-2/19-20), silver dagger +5 (1d4-3/19-20)

Sorcerer Spells Known (CL 6; concentration +14)
3rd (4/day): Fireball (CL +1, DC 21)
2nd (7/day): Scorching Ray (CL +1), Hideous Laughter (CL +1, DC 20), Invisibility, Glitterdust (DC 18)
1st (8/day): Magic Missile (CL +1), Mage Armor, Charm Person (DC 17), Entangle (CL +1, DC 17), True Strike, Ear Piercing Scream (CL +1, DC 19), Feather Fall
0 (at will): Read Magic, Detect Magic, Mage Hand, Acid Splash, Disrupt Undead, Prestidigitation, Open/Close

STATISTICS
Str 7, Dex 14, Con 14, Int 12, Wis 12, Cha 22
Base Atk +3; CMB +1; CMD 14

Traits: Reactionary, Focused Mind
Feats: Varisian Tattoo (Evocation), Improved Initiative, Toughness, Spell Focus (Evocation), Greater Spell Focus (Evocation)
Tattooed Fey Sorcerer powers: Tattooed Familiar, +2 DC compulsion spells, Woodland Stride

Skills:
Bluff +12, Intimidate +12, Knowledge: Arcana +8, Knowledge: Local +2, Knowledge: Nature +6, Knowledge: Planes +5, Perception +4, Spellcraft +5, Use Magic Device +15
(+2 perception and sense motive when familiar is nearby, additional +3 visual perception in dim light if familiar is within a mile)
Languages: Common, Varisian, Shoanti

Magic Items:
handy haversack,
+1 cloak of resistance,
headband of alluring charisma +2,
belt of +2 constitution,
ring of protection +1,
wand of Infernal Healing (32 charges),
2 potions of Cure Light Wounds,
scroll of Levitate,
2 scrolls of Shield,
2 scrolls of Endure Elements,
scroll of Obscuring Mist,
scroll of Air Bubble,
3 scrolls of Comprehend Languages,
2 scrolls of Expeditious Retreat,
2 scrolls of Enlarge Person,
2 scrolls of Magic Weapon,
3 scrolls of Protection from Evil,
wand of Cure Light Wounds (9 charges),
scroll of Detect Evil,
oil of Daylight,
scroll of Detect Thoughts,
2 scrolls of See Invisibility,
wand of Cure Light Wounds (50 charges),
scroll of Fly,
scroll of Tongues,
cracked dusty rose ioun stone,
dweomer's essence
Combat Gear:
quarterstaff,
dagger,
silver dagger
Other Gear:
2 spring loaded wrist sheathes (wand of IH and wand of CLW),
backpack,
sack,
pouch,
spell component pouch,
4 scroll cases,
ink,
inkpen,
chalk,
5 parchment sheets,
oil flask,
signal whistle,
2 sunrods,
antitoxin,
3 alchemist's fire,
winter blanket,
flint & steel,
3 days rations,
soap,
waterskin,
50' silk rope,
grappling hook,
cold weather clothing,
1787 gp

Mobat - Owl familiar:

N Tiny animal
Init +3; Senses low-light vision; Perception +13

DEFENSE:
AC: 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
HP: 22 (6 HD)
Saves: Fort +2, Ref +5, Will +7

OFFENSE:
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +6 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS:
Str 6, Dex 17, Con 11, Int 8, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9

Feats: Weapon Finesse
Skills: Fly +7, Perception +13, Stealth +15
Familiar Abilities: Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master