Asweya Stiyo

Marta Jynn's page

6 posts. Alias of DBH.


Full Name

Marta Jynn

Race

Female Half-Elf

Classes/Levels

Sorcerer 1. AC 12 (16*), touch 12 (16*), flat-footed 10 (14*) (*Mage armor), hp 7. Init +2, Perception +3

Gender

Female

Size

med

Age

26

Alignment

CG

Location

Shackles

Languages

Aquan, Common, Draconic, Elven, Polyglot

Occupation

Sailor

Strength 11
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 17

About Marta Jynn

MARTA JYNN

Female Half-Elf (Mwangi) sorcerer 1, CG medium humanoid (elf, human)

Init +2; Senses Low-Light Vision, Perception +3,

Languages Aquan, Common, Draconic, Elven, Polyglot

AC 12 (16*), touch 12 (16*), flat-footed 10 (14*) (*Mage armor), hp 7 (1HD)

Fort +1, Ref +2, Will +2, +2 racial saving throw bonus against enchantment spells and effects. Immunities Sleep,

Speed 30 ft. (6 squares)

Ranged light crossbow +2 (1d8/19-20), within 30 ft. +3 (1d8+1)
Melee cold iron dagger +0 (1d4/19-20)
Ranged cold iron dagger (thrown) +2 (1d4+1/19-20), within 30 ft. +3 (1d4+1)
.
Base Atk +0; CMB +0; CMD 12

Special Actions Dehydrating Touch 6/day (1d6 nonlethal),

Known Sorcerer Spells (CL 1st):
1st (4/day) - mage armor (DC 14) , monkey fish (DC )
0th (at will) - acid splash , dancing lights , detect magic , prestidigitation (DC 13)
Abilities Str 11, Dex 14, Con 12, Int 14, Wis 10, Cha 17

Special Qualities Adaptability, Aquatic Bloodline, Bloodline Arcana (water spells cast at CL+1 and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls), Cantrips, Elf Blood, Elven Immunities, Keen Senses, Low-Light Vision, Multitalented, Spells, Weapon and Armor Proficiency,

Feats Eschew Materials, Point-Blank Shot, Skill Focus (Profession (Sailor))

Skills
Acrobatics +2,
Appraise +2,
Bluff +7*,
Craft (Untrained) +2,
Diplomacy +3,
Disguise +3,
Escape Artist +2,
Fly +2,
Intimidate +3,
Knowledge (Arcana) +6*,
Perception +3,
Profession (Sailor) +7*,
Ride +2,
Spellcraft +6*,
Stealth +2,
Swim +5,

Possessions pirate clothes (basic); Light Crossbow ; Backpack, Common [ Bedroll; Winter Blanket; Grooming Kit; Mess Kit; Soap; Survival Kit (Common); ]; Wrist Sheath [ Cold Iron Dagger; ]; Belt Pouch [ String (50 ft.); Sewing Needle; ]; Canteen ;

Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.

Aquatic Bloodline Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.

Aquatic Bloodline ~ Bonus Spells

Aquatic Half-Elf (Shoreborn) Children of both land and sea, the shoreborn revel in their freedom to travel and find joy in all forms of exploration and adventure.

Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

Bloodline Arcana Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls.

Bloodline Powers Your seaborn magical talents awaken changes in you, both mystical and physical, as you develop your powers.

Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Dehydrating Touch (Sp) You can make a melee touch attack as a standard action that inflicts 1d6 + 0 points of nonlethal damage and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability 6 times per day.

Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Immunity to Sleep (Ex) You are never subject to sleep effects.

Keen Senses Half-elves receive a +2 racial bonus on Perception skill checks.

Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.

Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 13 + the spell level.

Touched by the Sea You've always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you're as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.