Danua's page

259 posts. Alias of Corerue.

Full Name

Danua [Fertile One in old Sarkorian]


AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft


M - 6' 5"




Chaotic Neutral


Desna and Arshea


Kenebras - Grey Garrison


See Below


Former Infiltrator

Homepage URL -Steel-Kurald-Galain-s-Guide-to-the-Magus

Strength 13
Dexterity 18
Constitution 12
Intelligence 20
Wisdom 10
Charisma 7

About Danua

Premade Combat Rolls:

[dice=ASF DC 15% - :] 1d100[/dice]
[dice=Defensive Casting DC 15 - Arcane Mark]1d20+9[/dice]

[dice=Attack with Mi Sutoresu +Holy +Keen -Piranha Strike -SS/SC:] 1d20 + 10 + 1 + 5 - 2 - 1[/dice]
[dice=Damage:] 1d6 + 6 + 2 + 2d6 + 1[/dice]

[dice=Attack with Mi Sutoresu +Holy +Keen -Piranha Strike -SS/SC:] 1d20 + 10 + 1 + 5 - 2 - 1[/dice]
[dice=Damage:] 1d6 + 6 + 2 + 2d6 + 1 [/dice]

[dice=Confirm Critical Hit?:] 1d20 + 10 + 1 + 5 - 2 - 1[/dice]
[dice= Additional Damage:] 1d6 + 6 + 2 + 2d6 + 1 [/dice]

Special Items:

Terendelev's scale:

Aura Strong (varries); CL 19th

Slot none; Minor Artifact Weight --

Each of Terendelev's scales grants a different power to the person who carries them. The powers granted do not function at all if more than one scale is carried. The powers of the six scales are listed below-any nonevil creature that handles a scale immediately understands its use.

Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon.

The Storm King Khorramzadeh can destroy each of Terendelev's scales merely by eating it.


Danua [Fertile one in old Sarkorian]
Hermaphrodite daemon-spawn tiefling magus (eldritch archer, fiend flayer, kensai) 6/Trickster 1 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Advanced Race Guide 170, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +9
AC 27, touch 20, flat-footed 17 (+4 armor, +4 Dex, +6 dodge, +3 natural)
hp 69 (6d8+16)
Fort +6, Ref +8, Will +6
Defensive Abilities canny defense +5, hard to kill; Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee mwk scimitar +6 (1d6+1/18-20)
Ranged whisper, oath of the moonwalker +10 (1d8+2/×3)
Special Attacks arcane pool (+2, 8 points), magus arcana (bypassing strike[ARG], spell blending [2 spells of lower level][UM]), mythic power (5/day, surge +1d6), spell combat, spellstrike
Magus (Eldritch Archer, Fiend Flayer, Kensai) Spells Prepared (CL 6th; concentration +11)
. . 2nd—cat's grace, flurry of snowballs (DC 17), scorching ray
. . 1st—gravity bow[APG], mage armor, magic missile[M] (2), snowball (DC 16)
. . 0 (at will)—acid splash, arcane mark, detect magic, ray of frost
. . M mythic spell
Str 13, Dex 18, Con 12, Int 20, Wis 10, Cha 7
Base Atk +4; CMB +5; CMD 25
Feats Armor Of The Pit[ARG], Dervish Dance[ISWG], Dodge, Mythic Spell Lore[M], Point-Blank Shot, Weapon Finesse, Weapon Focus (longbow)
Traits chance encounter, indomitable faith
Skills Acrobatics +10, Climb +6, Disable Device +11, Fly +8, Heal +1, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (local) +6, Knowledge (planes) +10, Perception +9, Perform (dance) +0, Ride +8, Sense Motive +1, Sleight of Hand +7, Spellcraft +10, Stealth +10, Survival +1, Swim +6; Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome
SQ chosen weapon, infernal mortification, legendary item[MA], legendary power, legendary surge, mythic bond, perfect strike, prehensile tail[ARG], ranged spell combat, ranged spellstrike, ranged weapon bond, surprise strike[MA]
Combat Gear acolyte ale (5), pearl of power (1st level), wand of cure light wounds, caltrops, cold iron (3); Other Gear +1 studded leather, whisper, oath of the moonwalker (+1 Str), mwk scimitar, wardstone shard, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 1,453 gp, 4 sp
Special Abilities
Arcane Pool +2 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Bypassing Strike Spend 1 arcane pool point to ignore an evil outsider's damage reduction.
Canny Defense +5 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Longbow) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Infernal Mortification (Su) As a standard action, increase arcane pool by 1 pt per 2 Con dam (only time can heal).
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Ranged Spell Combat (Ex) Must use ranged weapon for spell combat.
Ranged Spellstrike (Su) As a full rd action, ranged spells can be combined with ranged attacks.
Ranged Weapon Bond (- Custom / magic weapon - [Str +1]) (Ex) Must have bonded object to cast spells, doesn't interfere with somatic components.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.

Everything below is a work in progress.


Suspicious and Cold - Having been betrayed more then once has led to Dauna being suspicious of everyone. Especially those that say they are her friends. Betrayal has made her cold and unkind but also very indecisive on what path to take.

Determined and Driven - Interrogated, Tortured, Shunned and having survived Execution at the hands of cultists and crusaders alike hasn't dimmed Dauna's will to survive. She fights ferociously, unleashing her infernally inspired fighting ability on those that wish her harm. She works steadily forward to find ways to survive.

Dreamer Having been reawakened to the idea that there was a life outside of this constant life and death struggle shes been tied up in all her life has called her back to Desna's fold. However she faces a long and twisting road filled with temptations that could pull her back down again.


Born in the city of Dying light before its fall she was at first toted as a symbol of prosperity and fertility by her Sarkorian people. Seen in a favored light and born under a favorable set of stars, everything went well for a time. It wasn't until her demonic heritage surfaced that she was suddenly shunned and cast out of her home city. Abandoned by everyone she had once held dear...

A budding teenager with nowhere to go she did the only thing she could. She fell into a bad crowd joining the growing occult movement and fought ferociously for the cultists as they tore apart Old Sarkoris. Unleashing her anger, rage and hopelessness on those that had betrayed her.

As the Crusades came and eventually petered out she continued fighting for the cultists and their demonic masters. Distinguishing herself from her peers through pure magical prowess and martial ability, though never rising the rank and file because of her inability to truly abandon herself to savagery. A part of her hated what she had become, which is what held her back, as echoes of her former life tore at her as she struck down the heroic defenders of doomed cities and crusader troops. It wasn't until she came face to face with a great Silver Dragon that her soul was shook to the core, the dragon had all the power in the world to strike her down and yet when she was at her most vulnerable the dragon halted. It had her at its mercy, pinned, powerless beneath its crushing talons and yet it showed her Mercy. Her. A cultist soldier. The dragon said something that left her wandering for days alone, lost and conflicted for the first time in years.

In her aimless wandering she came across an abandoned Desnan fortress and within its crumbling walls their discovered a faith she could call her own once more. Along with items from a faith beholden to Arshea that had been abandoned. With these twin goddesses she stumbled long, affirming a faith in gods that were not as cruel as the demon lords that had cruelly abused her before. Freedom was a term she had long forgotten, so enraptured by the destruction the cult and their dark masters had instilled in her that she hadn't believed in anything else. She had naively thought that one day part of Sarkoria would be free, which only proved how naive she once was. It was during this time of new discoveries that she ran into Baphomet cultists and she knew that they would seek to take advantage of her once more. Conflicted and alone she would have easily succumbed had it not been for a fated meeting...

A stranger appeared and through amazing guile whisked her away from the clutches of the cultists. So quickly in fact she was still in awe of their prowess. This chance encounter left a mark on her broken and uncertain soul as well. Though they were strangers she couldn't help be enthralled by this strange woman, who appeared to cling to her Desnan symbol as though she too were lost and adrift at sea. Traveling with the woman was awkward and Danua was often at a loss as to what to say, merely content to stare into the dark muggy sky that made up the Worldwound as they traveled.

Though like two ships that passed each other in the night, they traveled for a time before suddenly parting ways. The stranger hadn't even told her name, nor did she tell her but Danua was left in the safety of a Crusader Patrol near Kenebraas. The strange woman disappearing before the Crusaders could so much as shout at them to halt. However this safety ended the moment she reached the city. She was forcefully taken by the Inquisition...

The Inquisition snatched her up despite the crusaders protests and put her to the Question ruthlessly. Tortured and interrogated for days she revealed nothing more than how much pain she could resist. They cut her, scarred her scaled hide and left her to rot in a prison forgotten and alone. They stole everything from her, leaving her with nothing to cling to again. Abandoned once more. For a time she carved symbols of Desna and Arshea in the walls, begging for their grace as she suffered physical and mental abuse almost hourly as they sought to break her for information she did not have. After months of imprisonment she clawed and defaced the symbols of the two goddesses as she raged at being abandoned again. It wasn't for another month before a cultist infiltrator helped her to escape and from there she joined Baphomets cult and she aided in the fall of Kenebras.

However she felt the uncertainty again, as if something tugged at her soul and called her to a higher calling. She was a mediocre cultist now, even more so than before. She was constantly berated by her superiors and abused. Being used to being on the receiving end she weathered this storm until she came upon the belongings of a recently sacrificed Desnan crusader. These items called her back to the short but peaceful time she had while wandering the worldwound. A strange bow was mixed among the belongings and when she stole the items for herself she sequestered herself in a small room to study the Eight Scrolls once more. Returning to the goddess she once thought had abandoned her. It was in this room she touched the bow and connected with an intelligence far wiser than her own.

It counseled her to return to Desna, to hold to the tenants of the faith and to be more then she was. In that moment of clarity the blade sought to redeem her. Her cultist comrades found her shortly after, crying and gripping the bow and in that moment viciously attacked to harm her. She however refused to be their obedient toy anymore and struck out at her tormentors. Not once could she call them comrades. Fighting more ferociously than she had ever before as the bow and scriptures continued to uplift her fractured and broken spirit...



Standing at an impressive 6’ 5” when fully erect, but averaging around 6’ with her legs comfortably bent. She has pale skin, like freshly driven snow and always appearing to be glistening as if she were covered in a light sheen of sweat. Her skin had patches of silver scale in the right places, the parts of her that were most vulnerable to attack. These scales were more rigid towards where the center of the mass was but on the edges they were smoother and much more flexible. She was scarred in the spots where the inquisition and the cultists had cut her, scars that marred what could have been a beautiful body once. Her eyes were pale silver in color, pupiless and glowed lightly in the dark because darkness and light were the same to her.

Her hair was short, with a pair of dreadlock tangles hanging on either side of her head. Her hair was a pale silvery white in color and coupled with her appearance made her stands out more exotically. A pair of horns rise up sharply from the sides of her head curving back some, making her appear more fearsome looking. Her arms, chest and body down to the sides of her hips were human in appearance and aside from scales; she had no nubs or vestigial growths like others of her kind.

Standing on digitigrade legs, which ended in raptor like talons, giving her a more demonic or draconic look despite the ease with which she stood. Three claws along in front, a larger claw that tapped every now again when she was bored or irritated and a high angled heel that made it easier for her to lean forward if she needed to lunge. Despite the awkward shape of her legs she was fairly balanced. Her legs made Dauna stand taller than most humans, however she crouches down to allow herself to move more fluidly and defend herself more quickly. Stretching out behind her was a forked tail that hardly moved aside from keeping her balanced. Though with the recent change it was common to see it moving depending on her emotions at the time.

She wears studded leather armor, magically enhanced to minimize the resistance on her movement and protecting her at those critical moments. The bow sits across her back comfortably, along with a small assortment of weapons on her hips. The scale of Terendelev's, mounted in a locket with the symbol of desna on its backside, rested between her breasts on the inside of her armor.