Sorshen

Cassiopeia Nereus's page

575 posts. Alias of Jesse Heinig.


Full Name

Cassiopeia Nereus

Race

| HP 79/79 | AC 12 (16 mage armor) T 12 FF 10 | Fort +6 Ref +6 Will +9 | Initiative +2 | Perception +12

Classes/Levels

| Arcane Bond 1/1 | Flickering Step 3/3 | Inspiration 5/5 | Mount 22 hrs. | Pearls of Power: 1st—1/1 2nd—1/1 3rd—1/1 | Water Blast 5/5 |

Gender

Female Human Wizard (Poleiheira Adherent) 11

Size

Medium

Age

25

Alignment

Neutral

Deity

Gozreh

Languages

Taldane (Common); Aklo, Alghollthu, Aquan, Cyclops, Draconic, Giant, Polyglot, Sahuagin, Varisian

Homepage URL

Inspirational picture

Strength 10
Dexterity 14
Constitution 14
Intelligence 19
Wisdom 13
Charisma 14

About Cassiopeia Nereus

Cassiopeia Nereus
Wizard (Poleiheira Adherent) 11
N Medium humanoid (human)
Init +2; Perception +12

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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 79 (11d6, +22 Con, +11 favored class)
Fort +5 (+3 base, +2 Con, +1 resistance), Ref +5 (+3 base, +2 Dex, +1 resistance), Will +9 (+7 base, +1 Wis, +1 resistance)

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Offense
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Speed 30 ft.
Melee Dagger +5 (1d4/19-20/x2)
Thrown Dagger +7 (1d4/19-20/x2)
Ranged Water blast +7 touch (DC 15 Ref save or knocked down, optional 5' knockback; 30' range)
Spells Prepared (CL 11th; concentration +16)
• 6th (1/day)—disintegrate
• 5th (3/day)—boneshatter, cloudkill, wall of force
• 4th (4/day)—dragon's breath, dragon's breath, greater invisibility, resilient sphere
• 3rd (5/day)—fireball, fireball, haste, slow, stinking cloud
• 2nd (4/day)—glitterdust, hypnotic pattern, see invisibility, web
• 1st (6/day)—heightened awareness, mage armor, magic missile, magic missile, touch of the sea, vanish
• 0 (at will)—acid splash, detect magic, disrupt undead, prestidigitation

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Statistics
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Str 10, Dex 14, Con 14, Int 19 (21 with headband of vast intelligence +2), Wis 13, Cha 14
Base Atk +5; CMB +5; CMD 17
Languages: Taldane (Common); Aklo, Alghollthu, Aquan, Cyclops, Draconic, Giant, Polyglot, Sahuagin, Sylvan, Varisian

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Feats
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Level 1
Eschew Components: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Human
Exotic Heritage: Your blood carries hints of an extraplanar ancestor, granting you a talent for a certain skill.
Benefit: Choose a skill. You gain a +2 bonus on skill checks with that skill. If you have 10 or more ranks in the chosen skill, this bonus increases to +4. This bonus does not stack with that granted by Skill Focus. This feat counts as Skill Focus with the chosen skill for the purpose of meeting the prerequisites of the Eldritch Heritage feat. When you select Eldritch Heritage, if you use this feat as a prerequisite, you can choose a mutated version of your chosen bloodline as though you were a sorcerer with the wildblooded archetype. All other restrictions and requirements of Eldritch Heritage still apply.
Chosen skill: Swim

Wizard 1
Scribe Scroll (Item Creation): You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
See magic item creation rules for more information.

Level 3
Craft Wondrous Item (Item Creation): You can create wondrous items, a type of magic item.
Prerequisite: Caster level 3rd.
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
See magic item creation rules for more information.

Level 5
Eldritch Heritage: You are descended from a long line of sorcerers, and some portion of their power flows in your veins.
Prerequisites: Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd.
Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
Chosen bloodline: Seaborn
You prefer to attack with water rather than to leech it away.
Water Blast (Sp): At 1st level, as a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 10 +1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
This bloodline power replaces dehydrating touch.

Wizard 5 bonus feat
Craft Magic Arms and Armor (Item Creation): You can create magic armor, shields, and weapons.
Prerequisite: Caster level 5th.
Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
See magic item creation rules for more information.

Level 7
Amateur Investigator: Your knowledge is more than plain smarts—it’s inspired.
Prerequisite(s): Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.
Benefit: Like an investigator, you have the ability to augment your Knowledge, Linguistics, and Spellcraft skill checks. You gain a pool of inspiration equal to your Intelligence modifier. You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or 20 on that check). You make this choice after the check is rolled and before the results of the roll are revealed. You can use inspiration only once per skill check. Your pool of inspiration refreshes each day, typically after you get a restful night’s sleep.
Special: If you gain levels in a class that has the inspiration class feature, you can immediately trade this feat for the Extra Inspiration feat.

Level 9
Flickering Step (Conduit): You can appear and disappear in the blink of an eye.
Prerequisites: Knowledge (planes) 9 ranks.
Benefit: You can use dimension door as a spell-like ability with a caster level equal to your ranks in Knowledge (planes). You can’t teleport a distance greater than twice your base speed in this way, and you must have both line of sight and line of effect to your destination.
You can use this feat’s benefit once per day, plus an additional time per day for every 5 ranks you have in Knowledge (planes).

Wizard 10 bonus feat
Craft Wand (Item Creation): You can create magic wands.
Prerequisite: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.

Level 11
Craft Staff (Item Creation): You can create magic staves.
Prerequisites: Caster level 11th.
Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must use up raw materials costing half of its base price. A newly created staff has 10 charges. See the magic item creation rules in Magic Items for more information.

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Traits
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Spark of Creation (Magic): You have always had a knack for making useful things, and your talent as an artisan was evident even at an early age.
Benefit(s): You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

Touched by the Sea (Campaign): You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.
You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.

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Adventuring Skills
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Total skill ranks: 77/22 (22 wizard, +44 Int, +11 human; 22 background)

Knowledge (arcana) +19 (11 ranks, +4 Int, +1 Int enhancement, +3 class skill)
Knowledge (nature) +19 (11 ranks, +4 Int, +1 Int enhancement, +3 class skill)
Knowledge (planes) +19 (11 ranks, +4 Int, +1 Int enhancement, +3 class skill)
Perception +12 (11 ranks, +1 Wis)
Spellcraft +19 (11 ranks, +4 Int, +1 Int enhancement, +3 class skill)
Stealth +13 (11 ranks, +2 Dex)
Swim +19 (11 ranks, +3 class skill, +1 trait, +2 Exotic Heritage feat, +2 traveler's wet suit)

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Background Skills
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Craft (alchemy) +14 (5 ranks, +4 Int, +1 Int enhancement, +3 class skill, +1 trait)
Knowledge (geography) +13 (5 ranks, +4 Int, +1 Int enhancement, +3 class skill)
Linguistics +14 (6 ranks, +4 Int, +1 Int enhancement, +3 class skill)
Profession (sailor) +10 (6 ranks, +1 Wis, +3 class skill)

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Untrained Skills
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Acrobatics +2 (+2 Dex)
Bluff +2 (+2 Cha)
Climb 0
Diplomacy +2 (+2 Cha)
Handle Animal +2 (+2 Cha)
Intimidate +2 (+2 Cha)
Sense Motive +1 (+1 Wis)
Survival +1 (+1 Wis)

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Gear
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Total starting wealth: 23,500 gp

Traveler's wet suit (2,375 gp, 3 lbs.)
Chain belt (15 gp, ¼ lb.)
+1 cloak of resistance (475 gp, 1 lb.)
Dagger (2 gp, 1 lb.)
Headband of vast intelligence +2 (Knowledge: dungeoneering, 1,800 gp, 1 lb.)
Pearl of power, 1st level (475 gp)
Pearl of power, 2nd level (1,900 gp)
Pearl of power, 3rd level (4,275 gp)
Handy haversack (950 gp, 5 lbs.)
[
Blessed book (5,937 gp, 5 sp, 1 lb.)
•• 6th (4)—analyze dweomer, chain lightning, control water, disintegrate
•• 5th (12)—baleful polymorph, black spot, boneshatter, cloudkill, fabricate, feeblemind, nightmare, shadow evocation, spellsteal, summon monster V, walk the plank, wall of force
•• 4th (27)—arcane eye, bestow curse, black tentacles, brightest light, communal nondetection, confusion, crushing despair, dimension door, dragon breath, enervation, greater invisibility, ice storm, phantasmal killer, remove curse, resilient sphere, ride the waves, secure shelter, shadow conjuration, shadow jaunt, shout, skeleton crew, solid fog, stone shape, summon monster IV, summon ship, thaumaturgic circle
•• 3rd (29)—communal darkvision, communal protection from arrows, communal spider climb, daylight, deep slumber, dispel magic, fireball, fly, force anchor, glimpse the unseen, greater invisibility bubble, greater magic weapon, haste, invisibility sphere, keen edge, lightning bolt, magic circle against evil, major image, nondetection, ray of exhaustion, shrink item, slow, stinking cloud, suggestion, summon monster III, tiny hut, vampiric touch, water breathing, wind wall
•• 2nd (32)—acid arrow, alter self, blindness/deafness, blur, buoyancy, burning arc, command undead, communal endure elements, communal protection from evil, detect thoughts, disguise other, dust of twilight, fog cloud, glitterdust, gust of wind, hypnotic pattern, invisibility, invisibility bubble, knock, lesser angelic aspect, levitate, minor image, mirror image, pilfering hand, scorching ray, see invisibility, shatter, spider climb, summon monster II, touch of idiocy, track ship, web
•• 1st (36)—air bubble, alter winds, animate rope, cause fear, charm person, color spray, crafter's fortune, detect charm, detect secret doors, detect undead, disguise self, endure elements, erase, expeditious construction, expeditious excavation, expeditious retreat, grease, heightened awareness, hypnotism, identify, jump, lighten object, mage armor, magic missile, magic weapon, monkey fish, obscuring mist, protection from evil, ray of enfeeblement, shield, silent image, summon monster I, touch of the sea, unseen servant, vanish, ventriloquism
•• Cantrips (22)—acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue
Price for spells copied from other wizards: 1,455 gp
• 16 1st @ 5 gp ea.
• 12 2nd @ 20 gp ea.
• 11 3rd @ 45 gp ea.
• 8 4th @ 80 gp ea.

• Alchemist's fire, 4 (20 gp ea., 1 lb. ea.)
• Alchemy crafting kit (25 gp, 5 lbs.)
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Crowbar (2 gp, 5 lbs.)
• Flint and steel (1 gp)
• Folding chair (2 gp, 10 lbs.)
• Grooming kit (1 gp, 2 lbs.)
• Holy water, 2 (25 gp ea., 1 lb. ea.)
• Ink (8 gp)
• Inkpen (1 sp)
Insightful scroll case (2,375 gp, 2 lbs.)
•• Scroll of ride the waves, 2 (cl 7, 332 gp 5 sp ea.)
•• Scroll of detect secret doors (cl 1, 11 gp 8 sp 7 cp)
•• Scroll of heightened awareness (cl 1, 11 gp 8 sp 7 cp)
•• Scroll of see invisibility (cl 3, 71 gp 2 sp 5 cp)
Marine rope (woven kelp) (20 gp, 5 lbs.)
• Rations, trail, 3 days (5 sp ea., 1 lb. ea.)
• Tent, small (10 gp, 20 lbs.)
• Sunrods, 3 (2 gp ea., 1 lb. ea.)
• 1,054 gp, 5 sp, 5 cp
]

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Special Abilities
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Human

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Wizard (Poleiheira Adherent) 11

Weapon and Armor Proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Bonded Book (Sp): A Poleiheira adherent forms a bond with a spellbook. This bonded book becomes intrinsically tied to a Poleiheira adherent’s conscious and subconscious mind. The book always opens to the right page, and she can record any number of spells and other information in her bonded book—when she turns pages, more blank pages appear. Other wizards find it difficult to read the book, which displays information in a seemingly random order: the DC of all Spellcraft checks to copy or prepare spells from the book increases by 10.
Each time a Poleiheira adherent attains a new wizard level, she gains four spells (rather than two) to add to the bonded book. The cost and time requirement for writing a new spell into the book are halved. The time to prepare spells is reduced to one third (20 minutes to prepare all spells, and 5 minutes to prepare up to one quarter of her spells). Once per day while holding the book in one hand, she can use it to cast any one spell she has written in the bonded book, even if the spell is not prepared.
A Poleiheira adherent can replace a lost or destroyed bonded book in the same manner as a bonded item. The new bonded book retains a number of spells per spell level equal to the Poleiheira adherent’s Intelligence modifier from the previous bonded book, as well as all the mundane information that was recorded in the previous bonded book. If a Poleiheira adherent replaces her bonded book or dies, the previous book reverts to an ordinary blank spellbook.
This replaces arcane bond.

Great Odyssey: A Poleiheira adherent specializes in exploration and travel rather than a particular school of magic. She gains the abilities below.
This replaces arcane school.
Mount (Sp): A Poleiheira adherent can summon a magical steed to her side (per the mount spell) that lasts up to 2 hours per wizard level. The duration of this ability doesn’t need to be consecutive, but it must be spent in 2-hour increments. When riding a mount summoned with this ability, a Poleiheira adherent can substitute Spellcraft checks for Ride checks.
Master Mariner (Su): At 8th level, a Poleiheira adherent can telekinetically control a boat or ship with such skill and finesse that she counts as a number of people equal to her wizard level for the purpose of determining how many crew members are needed to move a water vehicle. When controlling a ship in this manner, she can substitute Spellcraft checks for Profession (sailor) checks.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.
A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.
Adding Spells to a Wizard’s Spellbook:
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).
Spells Gained at a New Level:
Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Spells Copied from Another Spellbook or Scroll:
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty. See Writing a New Spell into a Spellbook for associated costs.

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Backstory
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Description: Cassiopeia has a mixed complexion stemming from a variety of peoples of Golarion, with predominantly olive skin tones, black hair, brown eyes, a small nose, strong swimmer's legs, high cheekbones, full lips on a small mouth, and a confident gaze. She has a slightly thick build, with wide hips and smooth skin accustomed to long exposure in cold water.
As she spends a great deal of time at sea, Cassiopeia usually wears her traveler's wet suit, a simple one-piece affair for swimming. She is often damp from spending time in the sea-spray. While traveling she carries several simple magical devices to assist her, including a frayed pack and a waterproof scroll case.
She is never without a pearl necklace about her neck, which rests low and holds her three pearls of power.

Hair: Black, long
Eyes: Brown
Height: 5' 8"
Weight: 137 lbs.

Background: Cassiopeia comes from mixed stock in the Shackles; she clearly has some Chelaxian and some Kelish in her family line, as well as a few less-discernable heritages. She is not especially interested in pursuing this lineage, though. Ever since her young age she was enamored of the sea, and she thrilled at the idea of swimming with merfolk or sailing with pirates. Unlike the lucky few who blossom into natural talents with the waves, though, she had little in the way of inner magic.
Instead, she studied. She studied the creatures of the tide pools. She learned to swim, strong and sure. She studied the sand from the bottom of the ocean. She studied the rain and the waves and the winds. She wrote her observations, her whims, her poems and her thoughts.
The fishmonger's girl, bright and determined, grew into a skilled magician, having wrested many secrets from the natural world. Some secrets she gleaned from the cult of Gozreh. Others she teased from sea-witches, pirate-mages, and weather wizards. And everything she kept safe in her book, her greatest treasure, her chronicle of travels and story of her experiences with the oceans.
With experience she took to working aboard ship, with smugglers and traders, trading her magical talent for passage and learning. She became an adequate sailor and learned languages from many places in the Shackles. Pushing her skills, she awakened some minor talents of her own, bringing the magic of the world inside herself to become part of her inner nature.
Now she seeks out ever-greater challenges from the sea: Perhaps to see the Eye of Abendego, or to dive deep into the black pelagic abysses, or to sail off the map and find... who knows what?

Personality Traits: Cassiopeia can be moody and mercurial, but her black moods always break to sunshine again at some point. She is charming but extremely sharp and perceptive, though she can be impulsive. She is not a garrulous talker but absorbs information readily. She likes to swim, to sail, and to read, in about that order.
Cassiopeia enjoys poetry as much as academic discourse. She imagines becoming a wizard powerful enough to sweep through any part of the ocean or sky, to command the weather and to sail ships through the air.
She likes dogs, loves cats and birds, and tolerates children. She is cautious in battle, preferring to use her wits. She makes acquaintances easily but friends only with time and shared hardships.
She enjoys eating fish, mutton, and goat, and is less fond of poultry, pork, or beef. She likes green vegetables and seaweed soups, and tea with lemon.