Ramona Avandth

Chrysa Surtova's page

1,271 posts. Alias of John Gs.


Race

spells: 3/3 | arcane pool 4/4| prehensile hair 5/8 minutes | flight 5/8 minutes Portrait

Classes/Levels

conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin, Resist Energy/Electricity (cold 30), greater invisibility, shield

Gender

Rogue 8/Arcanist 1/Fighter 3 | HP82/83 | AC 32(37 with barkskin,41 w/ shield)/DR 2 cold iron/ Fire Res 5 | T 17 | FF 25| CMD 25 (30 disarm/sunder) | F+9, R+15(evasion), W+10 :-2 poison/illusion/disease:+2 fey:+4 plant | Per +21, Sense M +21, Init +6

About Chrysa Surtova

hunter's blessing. +2 sacred bonus on attack and damage rolls vs humans and all the other benefits of favored enemy. Once underground, everyone treats that as favored terrain (+2 Initiative, perception, stealth, and survival)

rings:

Each ring is made of a braid of bronze and silver. One has a bird engraved on the inside, the other has a what looks like a teardrop. With a Spellcraft check, you can get that the command word is “Secret” spoken in the tongue Aklo. You can gather with said check that they are unique rings with a number of powers. First, they act only for Vincent and Chrysa. Second, they render Vincent and Chrysa invisible to the spells scrying and clairaudience/clairvoyance, as well as any other similar or higher level versions of said spell. This is a continuous effect but may be deactivated by speaking the command word. Lastly, they allow the wearer to disguise their form as with disguise self - but the process is not illusory, it causes the user’s flesh to deform and is a transmutation effect (same effect as disguise self but cannot be pierced by illusions). This may be used indefinitely. The process is not comfortable, however, and the user takes 1d3 charisma damage when they change forms (which may be healed normally).

full attack two weapons
[dice=fey bane, flank, 17+ crit]1d20+18+2[/dice]
[dice=damage P, sneak]1d6+11+5d6[/dice]
[dice=fey bane, flank, 17+ crit]1d20+13+2[/dice]
[dice=damage P, sneak]1d6+11+5d6[/dice]

[dice=siccatite, flank, 17+ crit]1d20+19+2[/dice]
[dice=damage P, sneak, fire]1d6+7+1+5d6[/dice]
[dice=siccatite, flank, 17+ crit]1d20+14+2[/dice]
[dice=damage P, sneak, fire]1d6+7+1+5d6[/dice]

[dice=hair, flank]1d20+10+2[/dice]
[dice=damage B, sneak]1d3+1+5d6[/dice]

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single attack
[dice=fey bane1, flank]1d20+21+2[/dice]
[dice=damage P, sneak]1d6+11+5d6[/dice]

Chrysa Surtova
Female tiefling arcanist 1/fighter (weapon master) 3/unchained rogue (sylvan trickster) 8
LE Medium outsider (native)
Init 6; Senses darkvision 60 ft., deathwatch; Perception +21
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Defense
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AC 32, touch 17, flat-footed 25 (+12 armor, +6 Dex, +1 dodge, +3 natural)
hp 83 (12 HD; 1d6+8d8+3d10+15)
Fort 9, Ref 15, Will 10; +4 vs. effects that cause you to lose your grip on weapons, +1 bonus vs. effects targetting a Short sword held by you, -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey, +4 vs. fey and plant-targeted effects
Defensive Abilities danger sense +2, evasion, freedom of movement (constant); DR 2/cold iron; Resist fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 siccatite (hot) short sword +18/+13 (1d6+7 P/17+ plus 5d6 sneak attack) or
. . +2 fey-bane short sword +19/+14 (1d6+11 P/17+ plus 5d6 sneak attack and 2d6 vs. fey) or
. . dagger +13/+8 (1d4-1 P or S/19+ plus 5d6 sneak attack) or
. . hair +10 (1d3+1 B plus 5d6 sneak attack)
Spell-Like Abilities (CL 12th; concentration +15)
. . 1/day—darkness
Rogue (Unchained) Spell-Like Abilities (CL 8th; concentration +11)
. . At will—feather fall (self only)
Arcanist Spells Prepared (CL 3rd; concentration +6)
. . 1st (3/day)—fastidiousness, keep watch
. . 0 (at will)—detect magic (at will), mage hand (at will), open/close (at will) (DC 13), prestidigitation (at will)
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Statistics
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Str 8, Dex 23, Con 12, Int 16, Wis 14, Cha 16
Base Atk +9.5; CMB 8; CMD 25 (30 vs. disarm, 30 vs. sunder)
Feats Accomplished Sneak Attacker, Alertness, Combat Stamina, Dodge, Extra Arcanist Exploit[ACG], Extra Rogue Talent[APG], Improved Critical (short sword), Improved Two-weapon Fighting, Leadership, Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Traits brigand, magical knack, wicked leader
Skills Acrobatics +12 (+8 to jump), Appraise +7, Bluff +20, Climb -2, Craft (alchemy) +8, Diplomacy +18, Disable Device +18, Disguise +8, Escape Artist +7, Fly +8, Handle Animal +7, Intimidate +21, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (local) +15, Knowledge (nature) +8, Knowledge (nobility) +9, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +18, Perception +21, Perform (oratory) +7, Profession (barrister) +6, Sense Motive +21, Sleight of Hand +10, Spellcraft +7, Stealth +22, Swim +4; Racial Modifiers +2 Bluff, +2 Stealth, brigand
Languages Abyssal, Aklo, Boggard, Common, Cyclops, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Hallit, Infernal, Kelish, Sylvan, Tien, Undercommon
Combat Gear cat burglar's boots, scabbard of vigor[APG], scroll of endure elements, scroll of liberating command, scroll of mage armor, scroll of mount, wand of shield (44 charges), smelling salts[APG]; Other Gear celestial plate armor, +1 siccatite (hot) short sword, +2 fey-bane short sword, dagger, belt of incredible dexterity +4, cloak of resistance +2, gloves of dueling[APG], headband of alluring charisma +4, muleback cords, ring of freedom of movement, ring of mind shielding, traveler's any-tool, arcanist starting spellbook, belt pouch, chalk, mirror, scroll belt[UI], tindertwig (2), pony (combat trained), pony (combat trained), Notkan the Whippoorwill, 18,162 gp, 7 sp
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Special Abilities
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Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Damage Reduction (2/cold iron) You have Damage Reduction against all physical damage except Cold Iron attacks.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Dimensional Slide (10 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Disguise (8 hours/day) (Su) Can change own appearance, as disguise self but with longer duration.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (5)
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Feral Speech (Fish) (Su)
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Iceplant (Su) You and your familiar benefit from endure elements.
Improved Critical [Combat Trick] 5 stamina points to roll another confirmation roll for double damage after a failed critical hit.
Improved Two-Weapon Fighting [Combat Trick] 5 stamina points to make an additional AoO attack with off-hand weapon at a -5.
Leadership (score 15) You attract loyal companions and devoted followers.
Prehensile Hair (8/day) (Su)
Rogue's Edge (Diplomacy) (Ex) Gain Skill Unlock powers in chosen skill.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Two-Weapon Fighting [Combat Trick] Reduce two-weapon fighting penalty for primary hand by 1 for every 2 stamina spent.
Weapon Finesse [Combat Trick] 2 stamina points to negate shield's armor check penalty on attack rolls.
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Weapon Guard +1: Short sword (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +3: Short sword (Ex) +3 to hit and damage with your chosen weapon.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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At five, she disappeared for a week. One moment in her room playing with dolls. The next simply gone. The nanny was screamed at, questioned, even beaten but knew nothing. The old guard her father kept on hand searched high and far. Nothing again.
Then she came back. Poof. Her mother had just left her child's room, just seconds ago. Then whimpered cries of her daughter and a scream for her mommy where she had just been.
The girl had not one wound, no defilement of any kind, but cried straight for days. Wouldn't say a word about where she had gone. And no one pushed her, it stank of Fey or worse. "The less one knows the better", her father said to all, along with a "Speak of This to No One!" command

The little one was never the same. A bright engaging child before, apple of her parent's eye, but afterward quiet as a mouse, always watching you as if waiting for something. Oh she could still be that bright engaging child when she wanted, but those around her soon recognized it as a mask. The patient watcher was truth, smile and giggles a lie.

Even with that, it would have been swept away, ignored. If it wasn't for the horns. Coal black nubs at first, swiftly growing and twisting to points swooping back against her red gold hair. Her parents were Important Members of the Community, offshoots of a Brevoy lineage, even if they were the only ones that recognized it. Having a fey child was one thing, looking like a tiefling was quiet another.

They used files to grind down the abominations. Servants held her down, as she screamed and begged through the pain. Twice a week since the damned things grew like weeds.

At eight she ran away. Probably to the relief of her tormentors. The old guard followed. She faced him with a dagger in hand and fire in her eyes "I WILL NOT GO BACK" she hissed. "Why would you?" was his simple answer.

He saw nothing wrong with her changes. Giggles and dolls had been replaced with observation and thought. Fey touched meant something, a power of a kind, and something her parents would never understand. He said all that but in truth, he simple could not bare the child to suffer anymore. Better to face the harsh world than the horrors of that household.

He kept from becoming a monster, though he taught her plenty of monstrous things. He had been a bandit before a soldier, and that life was the easiest to fit into with horns and no prospects. He taught her locks and pockets, and where to stab a person to make sure they never rise again.

Now she is grown, eighteen. Watchful still, charming when she needs. She can file her own horns down if she needs to fit, but more often than not leaves them for all to see.

--------------------------

There are two events that defined young Chrysan's life. The first, already mentioned was the horns. Not so much the fey abduction, but the horns themselves, which led her to her separation from her noble family and into the arms of thieves and bandits.
The second was the death of her protector, her teacher, her... father as she started to see him. Kan. The old guard who had followed as she ran away. As Chrysan grew and learned the arts of banditry and manipulation, she also grew ambitious. The crews they worked had none, so she sought strength, and found in the Harpy (a half elven former nanny with a brilliant but broken mind, driven to gluttony, cannibalism, witchcraft and of course the Pallid Princess). The Harpy's crew was strong, and the two excelled in it even with Kan's reservations. All was at least okay, until Kan died. Crossbow bolt in a raid. Just happened. Knew it might at any time, to either of them.

The young woman she was becoming would have survived, after silent grief, and a further darkening of her heart. But Harpy hated waste. So Kan rose, a mindless minion of undeath, crossbow bolt still in his neck, his own blood drenched armor.

The horror of it shook Chrys to her core. That thing was not her Kan, would never be, and its very existence meant the ONE person in all the world she cared for would suffer.

"wait"

A single word whispered in her mind as she coiled herself to throw all she had to kill it and then the Harpy so it could never rise again. One soft word, frosted with a dark cold, resonating with her own hate. Chrys knew enough religion to know where it was from. The Lady of Graves, the hater of undeath (or more likely one of her servants). Still it made her pause, made her see the others were watching her, testing her. If she tried now, she'd die and Kan's body would still go on. Probably the Harpy would just raise her as well.

So she waited. Ignored the screaming pain as her loved one shambled about. Manipulated, acted, grew, until the day was right. A year later, another word, "Now" was spoken in her mind. The only other word the divine passed on to her.

That day, she slit the unsuspecting fat hag's throat, salted her corpse, and set it on fire in front of the remains of the crew (havi

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