Shema Sarwar

Lauren Tacita's page

106 posts. Alias of QuidEst.


Full Name

Lauren Tacita

Race

Sylph

Classes/Levels

Wizard; HP 8/8; AC 13 Flat 10 Touch 13; Fort +3 Ref +5 Will +6; (+2AC vs. mundane ranged attacks) (-2 saves vs. non-spells/SLAs)

Gender

Female

Size

Medium

Age

27

Special Abilities

Reveal Weakness (-1, 7/day)

Alignment

NE

Deity

None

Languages

Common, Elvish, Draconic, Auran, Terran, Ignan

Homepage URL

http://www.myth-weavers.com/sheetview.php?sheetid=904162

Strength 7
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 14
Charisma 13

About Lauren Tacita

___________________________________________________________
Offense:
___________________________________________________________
+7 Initiative (+3 Dex, +4 Feat)
+0 BAB

-2 CMB (+0 BAB, -2 Str)
+11 CMD (+0 BAB, -2 Str, +3 Dex, +10)

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 8

Max hp: 8 (+6, +1 Con, +1 FC)
AC 13 [+3 Dex, +0 Armor, +10] (17 with Mage Armor or Shield, 21 with both, +2 vs. non-magical ranged)
Flatfoot AC 10 [+0 Armor, +0 Shield, +10] (14 with Mage Armor or Shield, 18 with both, +2 vs. non-magical ranged)
Touch AC 13 [+3 Dex, +10] (17 with Mage Armor against incorporeal touch attacks only, +2 vs. non-magical ranged)

+3 Fort (+0 base, +0 Con, +2 void) (-2 vs. anything but spells/SLAs, esp. important for poison/disease)
+5 Ref (+0 base, +3 Dex, +2 void) (-2 vs. anything but spells/SLAs, esp. important for traps)
+6 Will (+2 base, +2 Wis, +2 void) (-2 vs. anything but spells/SLAs, esp. important for Su abilities)

Special Abilities

Void Awareness (Su), constant
Reveal Weakness (Su), 7/day

Skills:
+1 Acrobatics (+3 Dex, Ranks 0, -2 Drawback)
+2 Appraise (+1 Int, Ranks 0, -2 Drawback)
+2 Bluff (+1 Cha, Ranks 1)
+4 Climb (-2 Str, Ranks 0, -2 Drawback)
+2 Craft (+4 Int, Ranks 0, -2 Drawback)
-1 Diplomacy (+1 Cha, Ranks 0, -2 Drawback)
+1 Disable Device (+3 Dex, Ranks 0, -2 Drawback)
+2 Disguise (+1 Cha, Ranks 1)
+1 Escape Artist (+3 Dex, Ranks 0, -2 Drawback)
+1 Fly (+3 Dex, Ranks 0, -2 Drawback)
-1 Handle Animal (+1 Cha, Ranks 0, -2 Drawback)
+0 Heal (+2 Wis, Ranks 0, -2 Drawback)
+5 Intimidate (+4 Int*, Ranks 1) *Uses Int through Bruising Intellect
+9 Knowledge, Arcana (+4 Int, Ranks 1, Class Skill +3, Trait +1)
+2 Knowledge, Dungeoneering (+4 Int, Ranks 0, -2 Drawback)
+2 Knowledge, Engineering (+4 Int, Ranks 0, -2 Drawback)
+2 Knowledge, Geography (+4 Int, Ranks 0, -2 Drawback)
+2 Knowledge, History (+4 Int, Ranks 0, -2 Drawback)
+2 Knowledge, Local (+4 Int, Ranks 0, -2 Drawback)
+2 Knowledge, Nature (+4 Int, Ranks 0, -2 Drawback)
+2 Knowledge, Nobility (+4 Int, Ranks 0, -2 Drawback)
+9 Knowledge, Planes (+4 Int, Ranks 1, Class Skill +3, Trait +1)
+2 Knowledge, Religion (+4 Int, Ranks 0, -2 Drawback)
+8 Linguistics (+4 Int, Ranks 1, +3 Class Skill)
+2* Perception (+2 Wis, Ranks 1) *+4 instead with her familiar on hand
-1 Perform(untrained) (+1 Cha, Ranks 0, -2 Drawback)
+0 Profession(untrained) (+2 Wis, Ranks 0, -2 Drawback)
+1 Ride (+3 Dex, Ranks 0, -2 Drawback)
+0* Sense Motive (+2 Wis, Ranks 0) *+2 instead with her familiar on hand
+1 Sleight of Hand (+3 Dex, Ranks 0, -2 Drawback)
+8 Spellcraft (+4 Int, Ranks 1, Class Skill +3)
+15 Stealth (+3 Dex, Ranks 1, Class Skill +3, Trait +1, Familiar +3, Racial +4)
+0 Survival (+2 Wis, Ranks 1, -2 Drawback)
-4 Swim (-2 Str, Ranks 0, -2 Drawback)
-1 Use Magic Device (+1 Cha, Ranks 0, -2 Drawback)

Each level skill points gained:
Wizard --> 9 (2, +4 Int, +2 Campaign, +1 FCB)

Traits:
• Silent Hunter: +1 Stealth, class skill
• Consorting with the Dark Powers: +1 to Knowledge, Planes & Arcana, class skill (N/A)
• Bruising Intellect: use Int for Intimidate rather than Cha
• Drawback, Meticulous: -2 on all untrained skills

Feats:

Nemesis(Campaign Bonus)
Scribe Scroll (Wizard Bonus)
Improved Initiative (Level 1 Feat)
Alertness (While familiar is present)

Limited proficiencies.

Racial:

+2 Dex, +2 Int, -2 Con
Outsider (Native)
Medium
Speed - 30 feet

Whispering Wind: +4 to Stealth
Darkvision 60ft.
Sonic Resistance 5
Breeze Kissed (+2 AC vs. non-magical ranged, can be suspended for 24 hours to make a trip or bull rush attempt a creature within 30ft., no AoO.)

Favored Class:

Favored Class: Wizard
Only option is +1 hp, +1 skill

Abilities:
Str: 7
Dex: 14 +2 racial = 16
Con: 14 -2 racial = 12
Int: 16 + 2 racial = 18
Wis: 14
Cha: 13

Spells:

0 **************** 0-Level Spells ****************
∞ Detect Magic
∞ Prestidigitation
∞ Acid Dart
* All cantrips except for Spark known.
1 **************** 1-Level Spells ****************
Cast/Prepared
0/1 Mage Armor
0/1 Shield
0/1 Color Spray
-/- Grease
-/- Silent Image
-/- Disguise Self
-/- Reduce Person

Wizard:

Class Skills - Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 6 + Int modifier.

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: Starting Spells: A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Familiar)

Arcane School (Void opposing Fire): Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Elemental Arcane Schools

Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school's spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.

Cantrips

Scribe Scroll

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.

A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.

Void School

Void Magic: Add the following spells to your wizard spell list at the listed spell level:
1st—keen senses, 3rd—twilight knife*, 4th—wandering star motes, 6th—true seeing, 8th—moment of prescience. (These are already all on the wizard spell list, so this serves no function)

Void Awareness (Su): Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.

At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.

Reveal Weakness (Su): When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Aura of Prescience (Su): At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.

Void Elementalist Wizard Spells

The void is a complex idea considered by some to be a fifth element—one that comprises thought, space, spiritualism, and insight. Wizards who tap into its mysterious powers gain control over energies that bind the earth to the heavens and the planes to their mysterious and eternal alignments, as well as the powers that stitch living beings to their spirits.

The void elemental school presented here is an additional arcane school for the wizard class.

A wizard who specializes in the void element gains a number of school powers and one bonus spell slot of each level that the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the void elemental school’s spell list.

Unlike a normal arcane school, the void elemental school requires the wizard to select a single element (air, earth, fire, or water) as his opposition school. A wizard must expend two spell slots to prepare a spell from his opposed elemental school as normal. He does not need to select a second opposition school.
Void Magic

Add the following spells to your wizard spell list at the listed spell level:

1st—keen senses, 3rd—twilight knife, 4th—wandering star motes, 6th—true seeing, 8th—moment of prescience.

Void Awareness (Su)

Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.

At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.

Reveal Weakness (Su)

When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Aura of Prescience (Su)

At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.

Void Elementalist Wizard Spells
0th—guidance;
1st—gravity bow, keen senses, shield, true strike;
2nd—continual flame, haunting mists, invisibility, masterwork transformation, see invisibility, share memory;
3rd—arcane sight, clairaudience/clairvoyance, dispel magic, nondetection, seek thoughts, call the void, twilight knife;
4th—minor creation, moonstruck, wandering star motes;
5th—fabricate, major creation, mind fog, telepathic bond, teleport;
6th—greater dispel magic, legend lore, true seeing, mage’s lucubration;
7th—greater teleport, simulacrum, vision;
8th—mind blank, moment of prescience, orb of the void, whirlwind;
9th—foresight, mage’s disjunction, time stop.

Equipment:

Prison outfit

Appearance:

Lauren is tall and thin, with pale skin and long brown hair that she keeps combed severely straight. Any djinn heritage is far enough removed to be difficult to notice, but there are hints of it. The wind never touches her hair, yet it swirls about her whenever arrows come near her. She dresses in modest, dark clothing chosen to avoid drawing attention. She can be quite striking when she wants to, but in the unsettling sense.

Personality:

Lauren is naturally serious, studious, and quiet. She will quickly bond over mutual dislike or a shared appreciation of dry wit, but equates noisiness with stupidity. She is inordinately fond of having power over others, and enjoys finding out the little secrets that will give her that power. She's usually more interested in watching people squirm than actually getting any substantial sum of money out of them.

In addition to her interest in incriminating information, Lauren has a certain fascination with silence and suffocation, the inversions of her heritage.

Background:

Lauren Tacita was always a quiet child growing up- a useful trait for a girl living in a rough part of town. In time, however, her habit of keeping to the shadows began attracting more attention in and of itself. The other children began seeking her out more and more to torment her until a boy by the name of Carm tried to attack her. As he did, Lauren exhaled slowly, and he suddenly felt off-balance and light-headed. A few seconds later, he was on the ground with her knife to his throat. Lauren kept him there, watching him squirm and beg for several minutes before letting him go.

Having some small degree of magical talent, but no real training or opportunity for formal education, Lauren snuck aboard one of the shadier merchant vessels, finding a tome detailing the practices of foreign magic. Rather than the classical divisions of magic by its function, the book taught divisions by source, and contained instruction on magic drawn from the space-between-spaces or space-beyond-spaces. It was fascinating, and she withdrew further, studying the tome and attempting to learn the basics of magic from it. In time, she had learned most of the limited matter the book could provide, written as it was from an outsider's perspective. She had called a familiar, little more than a local alley cat granted an expanded intellect by the ritual. She knew basic magic by which to ward herself, to overpower the weak-minded, and to sap strength. The book did give some indication of what to do next. Practitioners of this strange magic would often call forth tutors from distant planes to instruct them. There was nothing describing the rituals themselves, though. She would need another book.

It was many months before anything turned up. Rituals of calling- at least the ones that called up the sort of tutor she was interested in- were illegal. However, that didn't mean there wasn't still a market for them. She was able to use her familiar to safely examine cargo holds for anything promising, then sneak in herself. Her connection to her familiar made it that much easier to slip in unnoticed. Most turned out to be useless, but eventually she found what she was looking for. Her tutor would be a daemon, since their connection to the abstract of the void was strongest. Anybody who was willing to transport such a book, however, would not be above some very extreme measures if it went missing, so she carefully copied the instructions down and left the book where it was.

After a week of preparation, the ritual was ready. The wards were in place, the moon was in the last night of waning crescent before the new moon, and she had carefully planned what she would say. She placed the final blood offering in the circle, stood back, and uttered the last word of the spell. There was a sudden chill in the air, and a large, shaggy beast stood before her. "I have called you here that-" she began, but was cut off by the creature uttering a single word in a harsh, alien tongue. The powdered silver forming the circle flared and combusted, sending blinding sparks. The creature stepped forward, reaching out to seize her, but her backup, a personal ward, held, and it shrieked, pulling away. Angrily, it uttered another word, and she felt magic assaulting her mind, trying to bind her in place in turn. Using the lessons from her studies, she channeled the magic into the space-between-thoughts, draining it of its power. The creature glared, then turned and smashed through the doorway leading outside.

~~~

They didn't tell her how long her called creature had been loose, but it was three days before they found her new hiding place. Her familiar was killed, her books burned, and her skin branded. They took her to Branderscar, there to await justice. She could have laughed. Of course she'd copied to ritual meticulously, double-checked every line. The original was flawed. Still, if she was to die an excruciating death by immolation, at least she was to do it with the knowledge that she'd let a thing of nightmares loose on Carm and all the filthy rats wasting space and air. She hoped it had killed at least three people. All she'd had was herself and her cat, so they'd always be at least one person short. Maybe a guard would know.

Nemesis:

Leshu is a formerly wealthy Fetchling who was also studying the dark magic of the void. In fact, the rare tomes Lauren stole were being smuggled in on Leshu's behalf. Far less disciplined in her research, the power began to corrupt her mind and body, even seeping out and weakening the structure of anything around her. She concealed her condition, money and memory-altering magic allowing her to continue seeking more power. When Lauren's summoning went awry, it called the authority's attention to her activities, and she was forced to flee, abandoning much of her wealth and connections in the process. While they haven't met, Lauren and Leshu's investigations told both of them enough about one another to make them resent each other.