Lem

Jerid underwood's page

27 posts. Alias of john smith 38.


About Valencia Silver

Background:
A Varisian by birth, Valencia grew up in a traveling caravan. A people of magic, she was taught at a young age the magic of spellshaping and tattoos. Such led her to discovering her innate powers in spells of ice and water, as well as creating her own familiar out of a tattoo.

Upon learning that she had the blood of a silver dragon from her mother, she began to seek out information on this creature and left on her own journey. She has found bits and pieces on this dragon, but has constantly found the name of Amrion appearing at the end of these pieces.

Seeking out Amrion, she has found he is dead, but used to be a wizard of great power, and an even more powerful artifact resides in his tower called the Eye of Amrion. Val did not care about such an item at first until she heard the rumor. Though just superstition, supposedly the Eye of Amrion is an orb of power that Amrion made by fusing the soul of a silver dragon and binding it within. Supposedly able to control the silve dragons themselves, Val has gone to seek this Eye of Amrion and find out if her ancestor is truly locked within.

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Personality:
Valencia is upbeat and kind to those she meets. She has sought after the knowledge of dragons since leaving the caravan, and loves finding out about the metallic dragons, especially the silvers. However, she despises the chromatic dragons, as well as creatures similar to them such as kobolds, etc.

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Appearance:
Valencia is Varisian in appearance and carries the tradition of her people in her various blue tattoos she wears. She has long, shining, silver hair that she is told comes from her draconic heritage. She loves outfits and constantly changes them, though she has an item to do so.

Her familiar is a white fox that she formed out of her magical abilities and tattooing. It usually stays in tattoo form on the back of her right hand as a white, stylized, flying fox.

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Stat Block:
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Valencia Silver
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Female Human (Varisian) Sorcerer (Tattooed Sorcerer, Draconic: Silver) 3; Age 19
NG Medium humanoid (human)
Init +1; Senses Perception +8 (-2 if familiar gone)

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Defense
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AC 12, touch 11, flat-footed 11 (+1 Natural Armor, +1 Dex)
HP 17
Fort +2, Ref +3, Will +3
Resistances 5 cold

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Offense
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Speed 30 ft.
Melee masterwork starknife +7 (1d4+5/x3)
Ranged starknife +6 (1d4+5/x3)

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Statistics
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Str 11, Dex 12 (+1), Con 14 (+2), Int 14 (+2), Wis 10, Cha 20 (+5)
Base Atk +1; CMB +1; CMD 11

Traits
Affable - Social - +2 on Diplomacy to Gather Info at 1/2 time
Tattooed Mystic - +1 on charm and compulsion saving throws; prof. with starknives

Feats
Diving Fighting Technique (Way of the Shooting Star) - Use Cha modifier for attack and damage rolls with starknives
Mage's Tattoo (Conjuration) - +1 CL and Acid Splash 3/day
Spell Focus (Conjuration) - +1 to DC of saving throws

Skills (16 Ranks - 6 Class, 6 Int, 1 Favored Class Bonus, 3 Human: Skilled)
Bluff +9 (1 rank, 3 class, 5 Cha)
Diplomacy +11 (3 rank, 3 class, 5 Cha)
Knowledge (Arcane) +8 (3 rank, 3 class, 2 Int)
Knowledge (Local) +6 (1 rank, 3 class, 2 Int)
Perception +8* (3 rank, 3 class, 2 Alertness)
Sense Motive +2* (NO RANKS, 2 Alertness)
Spellcraft +8 (3 rank, 3 class, 2 Int)
Use Magic Device +10 (2 rank, 3 class, 5 Cha)
*-2 if Familiar not within arm's reach

Favored Class Bonuses
Sorcerer - Bonus Skill Point (x1)

Languages
Common, Varisian

Archetype
Tattooed Sorcerer

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Sorcerer Spells
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Spellcaster Level 3rd; Conjuration 4th
Concentration +8; DC15 + Spell Lv + 1 if Conjuration

SPD
1 - 7

Spells Known
0 - Arcane Mark, Dancing Lights, Detect Magic, Mage Hand, Prestidigitation, Ray of Frost, Read Magic
1 - Burning Hands, Color Spray, Mage Armor, Snowball

Other Spell Sources
Acid Splash (Mage's Tattoo)

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Possessions
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Inventory
Wand of Snowball (50 uses), Wand of Enlarge (50 uses), Wand of Burning Hands (50 uses), masterwork starknife, starknife (x5), backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin

Magic Item Slots
Sleeves of Many Garments - Wrists

Emcumberance
Current Load - 37 lbs
Loads - 38 (Light), 76 (Medium), 115 (Heavy)

Wealth
9 pp 6 gp

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Special Abilities
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Bloodline Arcana - Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Tattoos (Ex) - Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.

Draconic Bloodline - Silver; Draconic Bloodline sorcerers gain Perception as a class skill.

Dragon Resistances (Ex) - Gain resistance of 5 against cold and a +1 natural armor bonus.
Familiar Tattoo (Su) - A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.

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Familiar:
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Snow - White Fox
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TN Tiny animal
Init +2; Senses Low-Light Vision, Scent, Perception +8

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Defenses
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AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
HP
Fort +3, Ref +4, Will +1

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Offenses
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Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2-1/2 ft. Reach 0 ft.

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Statistics
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Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)

Feats Skill Focus (Perception)

Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

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Special Abilities
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Alertness (Ex) - While a familiar is within arm's reach, the master gains the Alertness feat.

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.

Familiar Boon - Master gains a +2 bonus on Ref checks

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).

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