Marquess Tanasha Starborne

Kenderella Lefuriel's page

361 posts. Alias of oyzar.


Full Name

Kenderella Lefuriel

Race

Female Gnome Sorcerer | CG | Init:+3 | HP8/8 | AC:13 T:12 FF:12 CMD:9 [+2jng] | F:+3 R:+1 W:+3 | Perc:+6, low-light | SM:+0| Spells: 1st(1/4): Silent Image, Color Spray | SLA: Entangle, Water, Guidance, EDiplo | Active: None

Classes/Levels

|| Enzi Black Jaguar | 11/11 HP | AC:16 T:13 FF:13 CMD:15 | F:+4 R:+6 W:+4 | Perc:+1, low-light, scent

About Kenderella Lefuriel

---===Statistics===---:
Female Gnome Sorcerer 1
CN Small Humanoid (Gnome)
Init +3; Senses Perception +6
-------------------------------=DEFENSE=-------------------------------
AC: 13[15], Touch: 12[14], Flat-Footed: 12[14] (+1 armor, +1Dex, +0 shield,+0 NA,+1size, [+2 dodge in jungle])
HP: 8 {+1d6,+2Con}
Fort: +3, {+0Base,+2Con,+1trait}
Reflex: +1, {+0Base,+1Dex}
Will: +2[3],{+2Base,+0Wis,[+1 if animal within 30 feet]}
CMD 9 {+ Base -1Str +1Dex -1size}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: -3; {+ Base -1Str -1size + misc}
Base Atk: +0;
Melee:+0{+0Base,-1Str,+1size}
Ranged:+2{+0Base,+1Dex,+1size}

--Melee:+0

--Ranged:+2

-------------------------------=STATISTICS=-------------------------------
Str: 9, Dex: 12, Con: 14, Int: 10, Wis: 10, Cha: 18

-------------------------=Traits=----------------------
Animal Friend: You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.
Boarded in shackles:+1 fortitude save
Beast Bond: You gain a +1 bonus on Handle Animal checks and Ride checks. Ride is always a class skill for you.
Reactionary: +2 Initative

----------------=Race Traits=-------------------
Bond to the Land:(Jungle) Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Fey Magic:(Jungle, Entangle, Enhanced Diplomacy, Guidance, Create Water) The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. This trait replaces obsessive.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Fey Thoughts: (Perception, Diplomacy) Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
--------------=Feats=-----------------
Sorcerer: Eschew Materials
1st: Additional Traits

-=Languages=- Common


---===Skills===---:

---------------=Adventuring Skills=- (3 points; 2 class, 0 INT, 1 FC)---------------
Acrobatics*(Dex)____+1{+0rank,+1Dex}
^Bluff(Cha)____+4{+0rank,+4Cha}
Climb*(Str)____-1{+0rank,-1Str}
^Diplomacy(Cha)____+8{+1rank,+4Cha,+3class}
Disable Device*(Dex)____+1{+0rank,+1Dex}
Disguise (Cha)____+4{+0rank,+4Cha}
Escape Artist*(Dex)____+1{+0rank,+1Dex}
^Fly*(Dex)____+1{+0rank,+1Dex}
Heal(Wis)____+0{+0rank,+0Wis}
^Intimidate(Cha)____+4{+0rank,+4Cha}
^Knowledge (Arcana)(Int)____+0{+0rank,+0Int}
Knowledge (Dungeoneering)(Int)____+0{+0rank,+0Int}
Knowledge (Local)(Int)____+0{+0rank,+0Int}
^Knowledge (Nature)(Int)____+0{+0rank,+0Int}
Knowledge (Planes) (Int)____+0{+0rank,+0Int}
Knowledge (Religion) (Int)____+0{+0rank,+0Int}
^Perception(Wis)____+6{+1rank,+0Wis,+3class,+2race}
^Ride*(Dex)____+6{+1rank,+1Dex,+3class,+1trait}
Sense Motive(Wis)____+0{+0rank,+0Wis}
^Spellcraft(Int)____+0{+0rank,+0Int}
Stealth*(Dex)____+1{+0rank,+1Dex}
Survival(Wis)____+0{+0rank,+0Wis}
Swim*(Str)____-1{+0rank,-1Str}
^Use Magic Device(Cha)____+4{+0rank,+4Cha}

---------------=Background Skills=- (2 points)---------------
^Appraise(Int)____+0{+0rank,+0Int}
^Craft (Int)____+0{+0rank,+0Int}
^Handle Animal (Cha)____+9[13]{+1rank,+4Cha,+3class,+1trait[+4with AC]}
Knowledge (Engineering)(Int)____+0{+0rank,+0Int}
Knowledge (Geography)(Int)____+0{+0rank,+0Int}
Knowledge (History)(Int)____+0{+0rank,+0Int}
Knowledge (Nobility)(Int)____+0{+0rank,+0Int}
^Lore (Fey)(Int)____+4{+1rank,+0Int,+3class}
Linguistics(Int)____+0{+0rank,+0Int}
Perform(Cha)____+4{+0rank,+4Cha}
^Profession(Wis)____+0{+0rank,+0Wis}
Sleight of Hand*(Dex)____+1{+0rank,+1Dex}

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-


---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Sylvan Bloodline:
Animal Companion (Ex): At 1st level, you gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st).

---===Spells===---:

-------------------------------=Spells=-------------------------------
-----------------------------=0th (at will)=--------------------------------
4 known: Ghost Sound, Acid Splash, Detect Magic, Prestidigitation
------------------------------=1st (5/day)=------------------------------
2 known: Silent Image, Color Spray

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
90 GP:
Leather Barding 40 GP
Exotic Riding Saddle (30 GP)
Acid Flask (10 GP)
Warm weather outfit (free)
Waterskin (1 GP)
2Travel Rations (1 GP)
10 Wandermeal Rations (1 SP)
8 Candle (8 CP)
2 Chalk (2 CP)
Sack (1 SP)
Haramaki (3 GP)
Saddlebags (4 GP)
12 days Feed (6 SP)
Potion of Cure Light Wounds
Potion of Lesser Restoration

-=Money=- GP 1 SP 0 CP

---===Enzi, Animal Companion===---:

Black jaguar(big cat)
Medium Animal (Cat)
Init +3; Senses Perception +1, low-light vision, scent
-------------------------------=DEFENSE=-------------------------------
AC: 16, Touch: 13, Flat-Footed: 13 (+2 armor, +3Dex,+1 NA)
HP: 11 {+2d8,+2Con}
Fort: +4, {+3Base,+1Con}
Reflex: +6, {+3Base,+3Dex}
Will: +4,{+0Base,+2Wis,+2Feat}
CMD 15 {+1Base +1Str +3Dex +0size}
-------------------------------=OFFENSE=-------------------------------
Speed: 40 ft.
CMB: +2; {+1Base +1Str +0size}
Base Atk: +1;
Melee:+2{+1Base,+1Str}

Attack bite hit: +2 (1d6+1), 2 claws hit: +6 (1d4+1);
Rake: 1d6
-------------------------------=STATISTICS=-------------------------------
Str: 13, Dex: 17, Con: 13, Int: 2, Wis: 15, Cha: 6

--------------=Feats=-----------------
1st: Iron Will

---------------=Skills=- (2 points)---------------
^Climb*(Dex)____+5{+1rank,+3class,+1Str}
^Swim(Wis)____+5{+1rank,+3class,+1Str}

--------------=Tricks(7)=-----------------
Attack(2), Come, Defend, Down, Guard, and Heel

-------------------------------=SPECIAL ABILITIES=-------------------------------
Link (Ex) A Sorceress can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The Sorceress gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex) The Sorceress may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A Sorceress may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Gear:
Exotic Saddle
Sack with food and gear

---===Background===---:

Everyone has heard stories about how lusty satyrs are and how they charm and seduce people to frolic with them, yet there are few tales about what happened afterwards. Kenderella Lefuriel was the result of one such union. Her mother Scintilla had once been an adventurer and sorceress, journeying through the jungle in search for excitement and new experiences, but she got captured by a group of capricious satyrs. With them she found all the excitement she could ever want and she decided to stay. Inevitably she got pregnant and the result was Kenderella. As could be expected when living with mates with a permanent erection, Kenderella was only the first of many. Most of the children were full-blood satyrs, but some were female gnomes like Kenderella.

Growing up amongst the satyrs was weird, there was constant celebration. The satyrs were always revelling and partying and enjoying life. Yet at the same they lived in the middle of the jungle with all the dangers that entailed. They could all be singing, dancing and drinking before suddenly they would all scatter to get away or take up arms to fight an approaching enemy. There were all manner of deadly beasts and other dangers in the forest, but somehow the satyrs managed to thrive through a mixture of skill, luck and allying with the local wildlife. Kenderella really enjoyed her childhood. While she never knew exactly who her father was, she had plenty of uncles to fill that role who always had time to play with her and her siblings.

Like her mother, Kenderella developed a strong talent for magic. Magic flows in the blood, and breeding with magical creatures has not made it weaker. She developed a strong talent for illusions. The capricious satyrs were always up for pranks and games and the little gnome tried to keep up with them. She could make up the most fantastical things, either from her mother’s stories, from things she had seen in the jungle or things straight out of her own imagination. She especially liked to play with colors, creating wonderful illusions of brightly colored plants or creatures that clearly weren’t real. And when they got attacked again, she discovered another purpose for the brightly colored illusions, by altering the magic slightly, she was able to knock out the dangerous predators for a moment so they could escape.

While Scintilla was the one teaching Kenderella magic, Kenderella didn’t get to spend much time otherwise with her mother. The older gnome woman was almost always busy with Kenderella’s siblings or uncles, taking care of their needs and desires.

Instead Kenderella spent a lot of time with her uncles and siblings. She was especially close to Remelus, her younger brother. They were the two oldest and less than a year apart. He was a full satyr, but the differences never bothered either of them. Remelus would play music and Kenderella would complement it with her light show. The two of them also often went out exploring the jungle together, discovering what they could without venturing too far away.

On one of these trips they met a black jaguar. The dangerous predator might have killed them both if they didn’t react quickly. Kenderella threw up an illusion of another black jaguar, but this one a female, unlike the male they faced. While the real jaguar inspected the fake one, Remelus played his pipes to soothe the situation. Kenderella felt something tugging at her insides. There was more to this creature than just a predator to kill or flee from. She could bond with it! Fearless as only young gnomes can be, she rushed over to the creature and hugged it before it could actually physically interact with her illusion. The creature was naturally surprised, but he couldn’t get away before the small soft gnome hands started stroking him. By then it was over, Kendrella had already bonded the great cat. With her new companion, now named Enzi, the exploration of the jungle would no longer be as dangerous.

Tamara had a happy childhood in the jungle, but eventually that came to an end. Staying with a group of permanently horny males as a barely mature girl wasn’t only pleasant. She wasn’t ready to give in to the lifestyle of her mother and stay with them permanently. Rather she wanted to see the world, in part driven by her mother’s stories, in part by her natural curiosity, but she also felt an ever growing wanderlust. With mixed feelings Tamara said goodbye to her family and set out into the world.

Travelling at random, she eventually made it to Port Peril in the shackles. There she met a friendly halfling that called himself Epar. He offered her to stay at his place and he even had a kennel that was able to house her companion. Gullible, she happily took the offer. Kenderella didn’t remember what exactly she drank, but she remembers waking up naked and chained to Epar’s bed. Losing her virginity was painful, but the sadistic halfling didn’t show mercy and just kept going harder when he saw blood. Concentrating on anything was hard and Kenderella could only endure.

After an indeterminate amount of time had passed, with Kenderella losing consciousness several times, she was finally let up to relieve herself. Freed from her shackles, she somehow managed to gather her wits enough to knock down Epar with her magic. Luckily he had the keys to the cages on his person and Kenderella hoped that the other animals she let out would keep him too busy to pursue her.

With the awful experience of betrayal in her luggage, Kenderella decided to head back to the jungle. She still wanted to seek new experiences and places, but realized that a pirate town was not the place for her. She was bound to the jungle and would be safer there. Boarding the first ship she found going back, she hoped she could find some better friends than this Epar. Facing her challenges without people watching her back would be impossible.

---===Appearance and Personality===---:

picture
Eyes:Pink
Hair:Rainbow colored
Skin:Tanned
Height: 3’1”
Weight: 33 lbs

Kenderella's personality is normally as bright and cheery as her hair. She's always eager to try new and interesting things. Lately her enthusiasm is a bit tempered by the horrible events in the shackles, but hopefully she can regain it quickly enough.

The little gnome loves to get to know new people and work to form a deeper connection with her companions. She's also eager to explore more of the world and to see what she can find.


---===Goals, Secrets, Connections & Memories===---:

Goals:
1. To experience new and interesting things. In order to stave of the bleaching, gnomes need to experience new things, travelling is a good way to ensure that happens.
2. To find friends or even lovers. She knows her mother is happy with her group and she wants something similar for herself, to be cherished by others and love them in turn.

Secrets:
Known: Kenderella knows most people don’t grow up amongst satyrs. She’s keeping her upbringing and the satyr half of her family a secret.
Unknown: Scintilla abandoned her adventuring group to stay with the satyrs. A short while after, one of them died, a female human cleric named Amalie. The rest of Scintilla’s group blames the gnome for the death of Amalie and the subsequent disbandment of the group. Especially Eric, a chelish human rogue, Amalie’s former lover is bitter over what happened. While he changed vocation to become a trader and occasional smuggler, he wouldn’t mind getting back at Scintilla…

Connections
Scintilla Lefuriel, mother and master of Kenderella. She’s the role-model of the little gnome and Kenderella hopes that she can one be as successful in both magic and love as Scintilla.
Epar Drah, a halfling pirate, slaver and trader of exotic beasts. Kenderella might have made a mistake in leaving him alive, but given the horrible things that had happened to her, she had only focused on escape.
Remelus, satyr brother and best friend of Kenderella. She misses him dearly and hopes to one day meet him again.
Enzi, her black jaguar animal companion. After gaining his trust in the depths of the jungle, they have only been separated once… Kenderella wants to do her best to take care of him, ensuring that he has as good a life as possible while he protects her on her travels.

Memories:
The memory of her encounter with Epar is still fresh on her mind, it’s certain to make her less trusting of whoever she meets. But she still fondly remembers the joy of connecting with Enzi as well and she wants to make more such connections. The memory of learning to use magic to surprise and confound her uncles is also clear in her mind. She wants to develop her magical abilities further, so she can deal with more circumstances, but also to impress those she meets.