Embrianna's Expert level reflects her early life, first as a cabin girl, then as a full-fledged sailor. The 10 skill points she has gotten from will be placed into skills that would have been useful for that profession. Since Experts can choose the skills they take, I am adding Swim, Climb, Bluff and Perception to my list since they would have been useful for a sailor.
Craft (Int) (Rope) +9 [1rank+3inclass+5int]
Heal (Wis) +6 [2rank+3inclass+1wis]
Intimidate (Cha) +5 [1rank+3inclass+2cha]
Knowledge (arcana) (Int) +13 [5rank+3inclass+5int]
Knowledge (geography) (Int) +15 [6rank+3inclass+5int+1trait]
Knowledge (nature) (Int) +13 [4rank+3inclass+5int+1trait]
Knowledge (planes) (Int) +10 [2rank+3inclass+5int]
Knowledge (local) (Int) +8 [3rank+5int]
Profession (Wis) (Sailor) +15 [9rank+3inclass+1wis+2feat]
Profession (Wis) (Cook) +5 [1rank+3inclass+1wis]
Spellcraft (Int) +18 [7rank+3inclass+5int]
Survial (Wis) +9 [5rank+3inclass+1wis]
Use Magic Device (Cha) +12 [7rank+3inclass+2cha]
Swim (expert class skill) +7 [2rank+3inclass+1racial]
Climb (expert class skill) +4 [1rank+3inclass]
Perception (expert class skill) +6 [2rank+3inclass+1wis]
Bluff (expert class skill) +17 [9rank+3inclass+2cha+3viper]
Fly +8 [3rank+3inclass+2dex]
Devotee of the Green: Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
Poverty-Stricken: Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
Spells Prepared for the Day
Spells Known by Familiar
* = patron spell
Evil Eye (Su):
Water Lung (Su):
N Tiny animal
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
Speed 20 ft., climb 20 ft., swim 20 ft.
Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Tall and willowy, Embrianna is an attractive appearing young lady with long, straight hair so black that rather than shining in the sunlight, it appears to swallow all the rays of light that touch it. Her mismatched eyes are the colors of a green, turbulent ocean and the turquoise waters of a sun-kissed lagoon. Despite all the time that she has spent outdoors and on the decks of ships, Embrianna's skin still appears to be as flawless and milky as fresh cream, though her hands are roughened by years at work on ships.
Embrianna is found wearing a black pirate's hat with a pink rose in it pulled low to shade her eyes. She claims it is to protect against the glare of the sun, but is really an attempt to hide the fact that her eyes are mismatched. She usually wears black leather pants, cut off just below her knees. Her black corset is threaded with pink and emerald green embroidery and if the weather is hot enough, she doesn't bother to wear her white blouse underneath it.
From a very young age, Embrianna new she was adopted. It was obvious to anyone with eyes that the small, pale, raven-haired child shared no blood with the deeply tanned, fair-haired and robust people of the small fishing village she lived in.
Life in the village was hard for Embrianna. Her adoptive parents suffered the hardship of losing their fishing boat during a hurricane. Despite being tied up at the docks, the wind and waves still managed to snap the rope and carry it out to sea. After that, her adoptive parents were hard pressed to provide for their family and began favoring their natural born children over their odd looking little foundling and once their children noticed a shift in their parents behavior, the children begin treating Embrianna poorly as well.
Tired of all the abuse and never getting enough to eat, Embrianna decided that she would be better off on her own. In the middle of the night, she gathered up what little she had and began walking down the beach. She knew that if she just followed it, she would come to the inlet that served as a harbor for the nearby city. Once there, she headed to docks and spent some time trying to convince someone to take her on as a cabingirl. Having spent her whole life being attracted to the sea and spending so much of her early life on fishing boats, she was sure that she could make a good sailor one day. Eventually she managed to secure a position as a cabingirl on a boat whose previous cabinboy was careless enough to have gotten himself swept overboard during a storm.
Life of the ship was tough at first and she still had to endure certain abuses, but Embrianna certainly felt better off on the ship than she did back in her old village. She loved the feel of being out on the open sea with the sea spraying up around her and the wind in her hair. She always felt almost as if there was something out there in deep blue-green of the ocean that was calling out to her.
Embrianna rarely spends anytime on land, even switching ships as needed to ensure against any long shore leaves. After years at sea, she still feel something calling her towards it and she is determined to keep sailing until she finds it.
Changeling Racial Traits:
Changelings are the offspring of hags and their lovers taken through magic or madness. Dropped off on doorsteps of prospective foster parents, changelings are raised by strangers. Typically tall, slender, dark haired, and attractive, changelings otherwise resemble their fathers' race. They are always female, and their mismatched colored eyes and abnormally pale skin hint at their true heritage. At puberty, changelings receive "the call," a hypnotic spiritual voice that beckons them to travel and discover their true origins. Changelings who ignore this call choose their own destiny; those who heed it discover their "mother" and may come into great power by transforming into hags themselves.
+2 Wisdom, +2 Charisma, –2 Constitution: Changelings are frail, but are clever and comely.
Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size.
Humanoid: Changelings are humanoids with the changeling subtype.
Normal Speed: Changelings have a base speed of 30 feet.
Hag Racial Trait: The changeling inherits one of the following racial traits, depending on her mother's hag type:
Ocean's Daughter: The changeling gains a +1 trait bonus on Swim checks. She automatically succeeds at Swim checks made to avoid nonlethal damage from swimming. This racial trait replaces sea lungs.
Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Natural Armor: Changelings have a +1 natural armor bonus.
Darkvision: Changelings can see in the dark up to 60 feet.
Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
starting wealth - 6,000 gp
4,862 gp / 4 sp
alchemist's fire x3 / 60 gp
Cloak of Resistance +2
Opaque headband +2 intelligence
DM boons -
Dress Shop Purchases