Shalelu Andosana

Neliel Serpentus's page

2 posts. Alias of cartmanbeck (RPG Superstar 2014 Top 16).


Full Name

Neliel Serpentus

Race

Human

Classes/Levels

CN female human [White-haired Witch/Kapenia Dancer, Hexcrafter Magus] 1 | hp 11/11 | AC 14, T 14, FF 10 | Fort +5, Ref +3, Will +4 | CMB +4, +9 grapple, +11 grapple with hair | CMD 17 (22 vs. grapple)

About Neliel Serpentus

Neliel was born to a pair of mages, but got separated from them at a young age during a raid on her hometown by lizardmen. The lizardmen took many children and raised them as slaves in their underground warrens, of which Neliel was one. She was raised as a tool of entertainment for the lizardmen, taught combat in the style of the lizardmen solely to be pitted against her fellow slaves in deadly tournaments. Neliel survived the slave pits mostly by her cunning, until she was 16 when the opportunity to escape presented itself suddenly in the form of an unusually friendly scorpion that stung and killed one of her captors. She fled the lizardmen with her new scorpion friend, whom she named Arthur, running for what seemed like days until she found a settlement of humans and halflings. She was taken in by a gypsy family who saw that there was much good left in this poor, abused girl. Her foster parents taught her both the art of dance and the arts of arcane magic, and she quickly found ways of incorporating the dance and the spells into her serpentine style of fighting, and to use the gypsys' powerful hair magic to her advantage in combat as well.

Neliel eventually found that she had an affinity for technological gadgets, and began building them in earnest. She now travels with a small robot that she created herself, using her arcane talents along with her technological know-how to install a bit of her own magical hair into the bot, allowing it to use the hair as a weapon almost as well as she can herself.

Stats:

Neliel Serpentus
Female human [White-haired Witch/Hexcrafter, Kapenia Dancer Magus] 1
CN Medium humanoid (human)
Init +9; Senses Perception +2

Defense
AC 14, Touch 14, FF 10 (+3 Dex, +1 dodge)
hp 11 (1d8+3)
Fort +5, Ref +3, Will +4

Offense
Speed 30 ft.
Melee Bladed scarf +5 (1d6+4) and hair +1 (1d4+5 plus grab)
OR hair +6 (1d4+5 plus grab)
Ranged longbow +3 (1d8 + 0/x3)
Special attacks white hair, arcane pool (1 point)

Witch spells prepared (CL 1st, concentration +6)
1st - bungle (DC 16), burning hands (DC 16), ear-piercing scream (DC 16)
0 - detect magic, guidance, read magic

Magus spells prepared (CL 1st, concentration +6)
1st - chill touch, shield
0 - arcane mark, disrupt undead

Statistics
Str 18, Dex 16, Con 16, Int 20, Wis 10, Cha 10
Base Atk +0; CMB +4 (+9 grapple, +11 grapple with hair); CMD 17 (22 vs. grapple)
Feats Alertness (from familiar), Disposable Simulacrum (2 hp), Improved Unarmed Strike, Weapon Focus (hair), Weapon Focus (bladed scarf)
Traits Reactionary (+2 trait bonus to Initiative), Serpentine Squeeze (+1 grapple and CMD vs. grapple)
Skills Fly +7, Intimidate +4, Kn. (arcana, nature, planes) +9, Spellcraft +9, UMD +4
SQ Theme (Technologist), Patron (enchantment), Witch's familiar (greensting scorpion), Arcane pool (1 point), Diminished spellcasting (Magus), Canny defense (+1 Dodge), Favored class (Human magus, +1/4 arcane pool point/level)
Languages Common, Draconic, Abyssal, Primordial, Celestial, Goblin, Elven

Gear:

Combat Gear:
1 scroll, burning hands
1 scroll, fumbletongue
2 scroll, mage armor

Noncombat Gear:
Entertainer's outfit
Courtier's outfit (tearaway)

Magi's kit:
backpack
bedroll
belt pouch
flint and steel
int and pen
iron pot
mess kit
rope
soap
spell component pouch
10 torches
5 trail rations
waterskin

hammock
small steel mirror
10 candles

Arthur, Greensting scorpion familiar:

Arthur, Greensting Scorpion
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 5
Fort +5, Ref +3, Will +4
Immune mind-affecting effects

OFFENSE
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse
Skills Climb +7, Perception +4, Stealth +15, Fly +7, Intimidate -3, Kn. (arcana, nature, planes) -1, Spellcraft -1, UMD +3; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ Improved evasion, Empathic link, Share spells

A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

Poison (Ex)

Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.