Samaritha Beldusk

Däina's page

653 posts. Alias of CampinCarl9127.


Full Name

Däina Ithil

Race

Half Elf

Classes/Levels

Arcanist 9 | AC 14, Touch 14, FF 11 | HP 68/68 | F +7, R +8, W +7 (All +4 vs psionics) | Init +5 | Perc +15

Gender

Female

Size

Medium

Age

26

Alignment

CG

Languages

Common, Elven, Urikite, Dwarven, Kreen, Halfling, Giant, Gith, Draconic, Terran

Strength 11
Dexterity 16
Constitution 15
Intelligence 24
Wisdom 11
Charisma 15

About Däina

Statistics:
Female Half-Elf Arcanist (Elemental Master) 10
CG Medium Humanoid (Half-Elf)
Init +5; Senses Perception +15; low-light vision
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DEFENSE
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AC 14, touch 14, flat-footed 11 (+3 dex, +1 deflection)
hp 68
Fort +7, Ref +8, Will +9 (+4 vs psionics)
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OFFENSE
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Speed 30 ft.

Melee Obsidian Dagger +5 (1d4)
Quarterstaff +5 (1d6)

Ranged Light Crossbow +8 (1d8)
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STATISTICS
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Str 11, Dex 16, Con 15, Int 24, Wis 11, Cha 15
Base Atk +5; CMB +5; CMD 18
Traits Student of Philosophy, Elven Reflexes
Feats Scribe Scroll, Skill Focus (Perception), Spell Focus (Evocation), Elemental Focus (Fire), Greater Spell Focus (Evocation), Spell Specialization (Fireball), Greater Elemental Focus (Fire)
Skills (85 points; 20 arcanist, 55 INT, 10 headband)
ACP -0
(2) Appraise +11
(10) Bluff +16 (+21 lying)
(10) Diplomacy +16 (+21 persuade)
(10) Knowledge (Arcana) +20
(10) Knowledge (Nature) +20
(10) Knowledge (Psionic) +20
(3) Linguistics +12
(10) Sense Motive +10
(10) Spellcraft +19
(10) Perception +15
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Perception (racial)
+3 Perception (feat)
Languages Common, Elven, Urikite, Dwarven, Kreen, Halfling, Giant, Gith, Draconic, Terran

Special Abilities:

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SPECIAL ABILITIES
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Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Arcane Training Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class).

Student of Philosophy You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Elven Reflexes You gain a +2 trait bonus on initiative checks.

Arcane Reservoir An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanist Exploits By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.

Flame Arc The arcanist can unleash an arc of flame by expending 1 point from her arcane reservoir. This creates a 30-foot line of flame that deals 1d6 points of fire damage + the arcanist's Charisma modifier, plus an additional 1d6 points of fire damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw to halve the damage.

Dimensional Slide The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

Metamixing The arcanist can expend 1 point from her arcane reservoir to add a metamagic feat that she knows to a spell as she casts it without affecting the casting time (though using a higher-level spell slot as normal). She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot add the same metamagic feat to a given spell more than once.

Consume Spells At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Elemental Focus At 1st level, the elemental master must select one element: air, earth, fire, or water. The arcanist can prepare one additional spell per day of each level she can cast, but it must have the elemental descriptor of her chosen element. In addition, any spell she prepares from the opposite elemental school (air opposes earth, fire opposes water) takes up two of her prepared spell slots.

Elemental Attack At 3rd level, the elemental master gains an arcanist exploit tied to her element. If she selected fire, she gains the flame arc arcanist exploit.

Powerful Exploit At 9th level, an elemental master increases the damage done by her elemental attack to 1d8 points of energy damage plus 1d8 points of damage per two arcanist levels she possesses. The type of damage is determined by the elemental attack. In addition, the range for the elemental attack ability increases to 60 feet (in the case of flame arc, a 60-foot line).

Vim

Judge

Missive

Spells:

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Spells
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0th (Prepare 9/At will) Detect Magic
Read Magic
Mage Hand
Breeze
Drench
Message
Arcane Mark
Prestidigitation

1st (Prepare 6/Cast 6) Create Water
Summon Monster 1
Obscuring Mist (Prepared)
Feather Fall (Prepared)
Alter Winds
Expeditious Retreat
Identify
Vanish (Prepared)
Silent Image (Prepared)
Color Spray
Ant Haul
Comprehend Languages
Mage Armor (Prepared)
Magic Missile
Burning Hands
Disguise Self
Shield (Prepared)
Mount
Unseen Servant

2nd (Prepare 5/Cast 6) Admonishing Ray
Invisibility (Prepared)
Bull's Strength (Prepared)
Web (Prepared)
Alter Self
Detect Thoughts
Knock
Spider Climb
Mirror Image (Prepared)
Protection from arrows
Scorching Ray (Prepared)
Touch of Idiocy

3rd (Prepare 4/Cast 6) Summon Monster 3
Call the Void
Haste (Prepared)
Phantom Steed
Dispel Magic (Prepared)
Fireball (Prepared)
Lightning Bolt
Fly (Prepared)
Invisibility Sphere
Deep Slumber
Hold Person
Shifting Sands
Firestream

4th (Prepare 3/Cast 4) Flaming Sphere, Greater
Resilient Sphere (Prepared)
Black Tentacles (Prepared)
Stone Shape (Prepared)

5th (Prepare 2/Cast 3) Firesnake (Prepared)
Feeblemind (Prepared)

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-38 lb. Medium 39-76 lb. Heavy 77-115 lb.
Current Load Carried 10 lb.

Money 0 GP 15 SP 50 CP
Helgren’s haversack

Knuckle-sized obsidian orb (as pearl of power I but lose 1 hp when used)

Ring of sustenance

Agent’s ring (+1 deflection to AC, +2 resistance to saves)

Shroud of night

Messenger's staff (The wielder of this staff may cast the message cantrip as a swift action. In addition, the staff holds 10 charges that can be used to cast the following spells: shield 1 charge; warding weapon using the staff as a focus, 2 charges; fly 4 charges.)

Headband of Vast Intelligence +2 (Bluff) (4k)

Selective Metamagic Rod, Lesser

Scroll of dispel magic x2
Scroll of fireball (CL 8)

2,000 cp of additional scrolls (can be used to scribe new spells, as well)

MW iron dagger

MW light crossbow (20 iron bolts)

Fine clothes

Wizard’s kit

One-gallon waterskin x3

Bag of rations (enough to feed a human for 10 days)

Riding kank with saddle,

Spellbooks, including all desired spells from Lord Sanet's spellbook (all 0-level spells plus comprehend languages, disguise self, frostbite, magic missile, mount, protection from good, ray of enfeeblement, shield, shocking grasp, unseen servant; bear's endurance, blood transcription, blur, elemental touch, invisibility, scorching ray; arcane sight, dispel magic, hold person, lightning bolt, vampiric touch)

Background:

Däina was born a slave and her human mother died before she was old enough to remember her, while she never or heard word of her father. She grew up in a world where the cries of a babe were met with harsh words or worse, and she was only given just enough food and water to live. Like other slave children, she quickly learned the only way to continue living was to either make the master happy or become a talented thief, but alas her attempts at the second were met with nothing but capture and lashes. When she came of age to start laboring it became clear she had about the strength you would expect from a half fed girl, and many of the slavers and slaves expected her dead soon. However, despite her lack of physical strength she endured through the harshness of the land, not moving as many rocks as many other slaves but staying on her feet just as long.

Life began to smooth out for Däina. Work was hard and the presence of food and water every night was uncertain, but besides some sore muscles, a few new bruisers, or a growling stomach with a dry mouth, life went on. Däina was often shunned, not only for being a female labor slave but also for being a half elf. Her hair was too thin to hide her ears, and despite her near human facial features her natural grace and demeanor set her apart. On top of that, she also taught herself to read, a skill even some of the slavers didn't have. But there came a day when an older slave by name of Helgron approached here during a water break. The rains had been scarce so the rations were low, and Däina was staring at her half full water-skin sadly, contemplating whether to save it or not. The old man sat down next to her, and before she could say anything to him he snatched her water away. Small and weak she may be, but losing your water can be a death sentence, so Däina swung at him. To her surprise her fist landed and the old man handed her water back. Even more surprising was the fact that her water skin was now full, and she looked up at him thinking he had given her his water. She was about to thank him when he took a long drink out of his own full water skin, smiling at her confusion. He said if she would like to know how to make life a little easier to come talk to him after the day is over.

Curiousity getting the best of her, Däina searched the man out once the sun was down. It was a brutal process because the winds were picking up and she had always hated getting sand in her eyes. When she eventually found him he was playing a card game with himself, outside in complete defiance of the wind. As she walked up she noticed the wind considerably die down, her curiosity peaking. After some questions Helgron explained that he was a wizard, detailing how he was a preserver as opposed to the tyrannical defiles who killed the land. He continued saying how he doubted he would live much longer in his old age, and he wanted to pass on his lessons before his time came and that she was his choice because of her interest in reading. Däina was scared of the process, but decided in her position any power at all would help her survive. So began her secret training with Helgron and all the sleepless nights and hours of reading to come.

Däina never saw what happened to Helgron, one day he simply disappeared. She guessed he either died or was sold to somebody with a use for an older, smart slave, but either way she never heard from him again. Before anybody else could find and confiscate his things she ran to them, taking all the books and important lessons she knew she would need to continue her training. The process slowed down considerably without a mentor, but after many years she learned to manipulate the energy around her with the same delicacy that Helgron the preserver did.

It didn't take long for some of the more intelligent slavers to catch on to her training. The harsh winds dying around her, her hair blowing on deathly still days, her always drinking more water than the others, she gave herself away slowly. As Däina was dragging a rock that was far too large for a person of her size to be pushing uphill, a pair of slavers grabbed her and dragged her to the head slaver. Däina was sure this was going to be her final moments in life, and was prepared to unleash all her power when the man congratulated her on her talents. He explained how many other slavers and people of power had their own personal magic users, but he had never been able to find or afford one. So he made her an offer; If Däina became his magic user to use at his disposal, he would shield her from those that would harm her for her talents and make her his personal slave, which was a much cushier job than hard labor. Knowing the immense luck of the offer and the certain death that awaited her if she denied, she immediately accepted and thanked him for his graciousness.

It didn't take Däina long to realize how bad her situation actually was. She was completely as the mercy of the slaver, who could at any time reveal her ability to read and cast and have her lawfully killed. She was taxed to her limits, burning through all of her energy every day mostly just to keep him and his associates comfortable but also for labor here and there. Also he had her do certain, less dignified things to keep his favor. All of this she did without complaint, knowing it would spell death or worse if she refused any command. However, after many months of this exhausting and humiliating behavior Däina saw her opening. A merchant by the name of Fen stopped for the night and spent it in the head slavers tent. He was obviously a good friend, and a fairly wealthy merchant as he traded some of his goods for supplies. Servant as she was, Däina overheard him speaking about making his way to Tyr and that he just came from Urik, hearing news about elves being bold recently. He asked for a few of the stronger slaves to help protect him, which was agreed to for a certain price.

That morning before the merchant left Däina stole away from her quarters and approached him. She told him that the head slaver had given her as a gift of good faith, hoping he would return soon with more good company and things to trade. Däina was never much of a liar, and Fen saw right through her ploy, but he knew the cruelty of being born a slave girl and decided to let her tag along; at least until Tyr. She had never heard of Tyr, but knew that it was a civilization and had to be better than slaving away physically and mentally 24/7.

Appearance and Personality:

Däina is an attractive half elf with dirty blonde hair and a lean build. Her build appears more elven and her facial features more human, with the exception of her ears which remain about what you would expect for a half elf. She has bright blue eyes and a small nose, and just next to her left eye is a faint scar that runs down to her cheek.