Shoanti Tribeswoman

Cenna Proviso's page

67 posts. Alias of stormraven.


Race

Sorcerer 6 / uMonk 1 ::

Classes/Levels

HP:40 | AC:19 ; T:18 ; FF:16 ; CMD:22/19 (24/21 Grapple) | Fort:+5 ; Ref:+7 ; Will:+7 | Init:+2 ; SM:+7 ; PER:+8 (Darkvision 10’, Low-Light)

About Cenna Proviso

Cenna Proviso
Female human (Varisian) unchained monk (scaled fist) 1/ sorcerer 6
LN Medium humanoid (human) [FCB: Spell @ every level]
Init +2; Senses darkvision 10 ft., low-light vision; Perception +8

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Defense
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AC 19, touch 18, flat-footed 16 (+4 Cha, +1 deflection, +2 Dex, +1 dodge, +1 natural)
HP 40 (7 HD; 6d6+1d10)

Fort +5, Ref +7, Will +7

Resist fire 5

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Offense
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Speed 30 ft.

Melee Waveblade +6/+6 (1d6/18-20) or
. . sansetsukon +4/+4 (1d10/19-20) or
. . unarmed strike +6/+6 (1d6)

Special Attacks
flurry of blows (unchained)
stunning fist (2/day, DC 17)

Spell-Like Abilities (CL 7th; concentration +11)
. . 3/day—dancing lights

Sorcerer Spells Known (CL 7th; concentration +11)
. . 3rd (4/day) — fireball (DC 18), haste
. . 2nd (6/day) — burning arc (DC 17), glitterdust (DC 16), resist energy, see invisibility, Ashen Path [Lattice]
. . 1st (7/day) — burning hands (DC 16), grease, mage armor, magic missile, shield, vanish (DC 15), web bolt (DC 15), Identify [Lattice]
. . 0 (at will) — acid splash, detect magic, disrupt undead, light, mage hand, mending, message, prestidigitation, read magic, spark (DC 15)

Draconic Bloodline:

Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Bloodline Arcana: When casting a spell with the Fire descriptor, the spell deals +1 DAM/die.

Claws (Su): Replaced by Blood Havoc

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

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Statistics
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Str 10, Dex 14, Con 10, Int 14, Wis 12, Cha 18

BAB +4; CMB +6 (+8 grapple); CMD 22 (24 vs. grapple)

Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Dodge, Eschew Materials, Expanded Arcana [Haste], Power Attack, Spell Focus (evocation), Spell Specialization [Fireball], Stunning Fist, Unarmed Combatant, Varisian Tattoo (Evocation), Versatile Spontaneity

Traits magical knack, planar savant

Skills
Acrobatics +7
Appraise +2
Bluff +8
Craft (tattoo) +13
Escape Artist +6
Fly +6
Knowledge (arcana) +9
Knowledge (dungeoneering) +3
Knowledge (history) +7
Knowledge (planes) +6
Perception +8
Profession (Tattooist) +10
Sense Motive +7
Spellcraft +11
Stealth +7
Swim +4
Use Magic Device +8

Languages Common, Draconic, Thassilonian, Varisian

SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), draconic heritage, finesse weapon attack attribute

Gear
Cold Weather Outfit
Explorer’s Clothes
mnemonic vestment
meridian belt
> ring of protection +1
> ring of resistance +1
holy symbol with compartment
> potion of cure light wounds
Mithril wrist-chain
> spell lattice (1st) [Identify]
> spell lattice (2nd) [Ashen Path]
insightful scroll case
> scroll of Dispel Magic, Mirror Image, Rope Trick
lesser selective metamagic rod

waveblade
sansetsukon

MW backpack
> bedroll
> oldlaw whiskey (per bottle)
> trail rations (5)
> waterskin
> Folio w/ vellum (5)
> spellbook, compact

bandolier
> masterwork tool (tattoo needles)
> ink (colored)
> ink (black)
> inkpen
> spell component pouch
> 2 pp, 3 gp, 8 sp

Special Abilities:

EitR
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Sorcerer
Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Monk
Agile Maneuvers Use DEX instead of STR for CMB
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Stunning Fist (2/day, DC 17) You can stun an opponent with an unarmed attack.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.

Feats
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Spontaneity Cast a spell from your spell list you don't know at +1 slot level.

Racial
Darkvision (10 feet) You can see in the dark (black and white only).
Draconic Heritage (Ex) Ignore Cha pre-reqs of Eldritch heritage chain of feats.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Background:
On an empty road somewhere between nowhere and not-nearly-somewhere in Ustalav, the venerable, crotchety (and somewhat infamous) witch-seer Zarzanna took in a foundling girl. They were a strange pair - the old woman and the toddler. Even as Cenna grew up, Zarzanna's clients could only scratch their heads at the unlikely pairing. Zarzanna ceaselessly roamed the wilds plying her witchery and dragging Cenna along. It was a hard existence for the slip of a girl; Zarzanna was irascible at the best of times. Cenna's life on a daily basis consisted of grueling labor, back-breaking chores, mind-strangling questions that led to occult lessons, and calculated cruelty from the seer. She was under-clothed, under-fed, and overworked. Cenna's days were filled with hauling Zarzanna's gear - winter or summer - in a thin woolen shift. Only when the seer had to go off to ‘consult the spirits’ did Cenna find reprieve in the care of a series of fey nannies. [Trait: Magical Knack] It was a hard but valuable apprenticeship. [Class: Sorcerer]

On the nights when the old woman was feeling charitable (or drunk), she'd weave stories of old Thassilon for the girl [Lang: Thassilonian] , teaching Cenna the ancient alphabet, and sharing what 'the sight' had shown her of those bygone days. Cenna embraced those sparse moments of kindness and the feeling they conjured. While she had no parents, the dream of Varisia was her godmother and she clung hard to the traditions. Her nationalistic interests led her down the traditional path of tattooing. [Craft: Tattoo, Prof: Tattooist, Feat: Varisian Tattoo] To her credit Zarzanna - in her terse way - supported Cenna's cultural adoption.

In her early teens, Cenna's magical powers began to bloom in unplanned directions. The old woman was compelled to nudge the girl along the course fate had dictated long ago on that empty road. In a rare moment of candor, Zarzanna told Cenna of the dragon's blood that flowed in her veins and that it was the essential wellspring of her emerging magic. [Bloodline: Draconic, ART: Draconic Heritage] She warned the girl that if she were wise, she would embrace her blood as eagerly as her Varisian heritage. As she came into her powers, Cenna heeded that advice.

Cenna began to see that the old woman always had a reason behind her actions. So, the teen wasn't surprised when the witch-seer left her at a remote monastery with only a few spare words about her own path being 'too dangerous to drag a young girl into' and 'mind the monks, it'll serve you well one day'. With that, and nary a goodbye, the old woman was gone. Given how Cenna had grown up, serving in the monastery provided few difficulties. [2nd Class: Monk (Scaled Fist)] And she enjoyed every moment until the old woman's sudden return nearly a year later.

Upon reaching her majority, Cenna left Zarzanna to seek the destiny that the witch-seer had been scrupulously preparing her for. She took to the open road plying her trade as a tattooist. Unsure where her destiny will catch her, Cenna aimlessly criss-crosses the lands as whim or the winds direct. Sometimes the winds blow hard, leading Cenna into situations where her sorcerous abilities are necessary. She doesn't mind using magic for good people or causes... but she isn’t a ‘hex for hire’. In recent years, the winds have blown particularly foul and easterly… requiring her involvement in a series of battles as some horde or another threatens a village or town, first in Numeria and then in the River Kingdoms. Her skill with fire magics have incinerated several recent problems and led to her being nicknamed ‘The Dragon’s Daughter’ by some humanoid tribes on the receiving end of her gifts. Trying to stay a step ahead of her growing occult reputation, Cenna has traveled into Brevoy hoping to create some tattoos and let the Dragon’s Daughter furor die down.

Appearance and Personality:

Female Human (Varisian)
Age: 25 (Adult), 5'4", 140 lbs

Cenna is a slightly built, olive-skinned Varisian woman with a tangled mane of dark brown hair and curious, brown eyes. Her boots are mud-spattered and worn. Her clothes are utilitarian and typical of an experienced traveler. In holsters on her belt are a folded three-sectional-staff and a rod. Beneath all that - if one were given the opportunity to see - Cenna is decorated with tattoos liberally sprinkled across her body. They are bands of linked runes - each one a phrase of power. The largest tattoo is purely artistic - a dragon going down her back. Rumors say that it is more than just a tattoo, that the outlining in parts was done with gold wires inserted into her skin.

The witch-seer has trained and honed Cenna as a weapon to properly equip her for the destiny that Zarzanna saw long ago. Though she is small, the sorceress is hardy and tough - physically and mentally. She considers herself the equal of any warrior and where she might not be able to beat a man physically, she is ready to out-magic or outsmart one at every turn. Due to her strange up-bringing and foster-mother, she has limited experience with tact and diplomacy. She speaks her mind, sometimes colorfully, and a bit too candidly. But she is generally well-intentioned, kind, and helpful. Cenna is loyal to her friends and fierce in battle. She has the tenacity of a war wolf.

Cenna doesn't like to draw attention to herself. So she passes herself off as 'just a tattooist' and never advertises her sorcerous skills. She isn't reluctant to use magic (when appropriate) but she is likely to leave a town once her secret is out – since people start to treat her differently or try to hire her as a spellcaster. Her magic isn't 'for sale', she puts it to use for good causes and people.