Geppa

Pasara Tanner's page

488 posts. Alias of Geo3gh.


Full Name

Pasara Tanner

Race

Human

Classes/Levels

Sorcerer/6

Gender

Female

Size

Medium

Age

23

Alignment

Neutral Good

Deity

Desna

Languages

Taldane (Common); Skald; Tien; Draconic

Occupation

Tanner (when not adventuring)

Strength 10
Dexterity 11
Constitution 14
Intelligence 16
Wisdom 12
Charisma 18

About Pasara Tanner

Pasara Tanner

BIOGRAPHY:

Pasara Tanner grew up in a very small town not too far from Cassomir--a town that barely even rated a name it was so small. She grew up fully expecting to go into the family tanning business when she was of age. This prospect depressed her, but there was no way out she could see.

Until she started manifesting the abilities of a sorcerer.

She learned that, while no one liked to talk about it, many generations ago on her mother's side--back in the Lands of the Linnorm Kings one assumes--someone had a dalliance with a gold dragon. Her mother didn't have the gift, but it often skipped a generation or two. Her great-uncle was the latest sorcerer prior to Pasara, and he took her under his wing to make sure she learned enough of her talent to not hurt herself or others accidentally.

Thus trained, she waited till her family could spare her leaving. With her sorcery as her ticket to better things, she left the world of tanning behind her, and looked forward to a life of excitement and adventure.

NG Female Human Sorcerer (Gold Dragon Bloodline) 6 (Favored Class)
Medium Humanoid (Human)

Init +4; Senses: Perception +9
Birthday: Sarenith 16

DEFENSE:

AC: 11 (10 Base, +1 Natural Armor Bonus) Touch: 11 Flatfooted: 11
HP: 39 (6d6 +12; max at 1st; +6 from Favored Class)
Energy Resistance: Resist Fire 5

Saves: Fort +4, Ref +4, Will +6

OFFENSE:

Speed: 30 ft.

Melee: Claws +3 (1d4, Can use claws for 7 rounds/day);
Quarterstaff +3 (1d6/1d6, x2)
Dagger +3 (1d4, 19–20/×2)

STATISTICS:

Str: 10, Dex: 11, Con: 14, Int: 16, Wis: 12, Cha: 18

BAB: +3; CMB: +3; CMD: +13

Feats: Spell Focus: Evocation; Improved Initiative; Eschew Materials; Lightning Reflexes; Merciful Spell (Metamagic)

Traits: Avid Reader (History); Free Spirit;

Skills: Appraise(1) +7; Bluff(1) +8; Handle Animal(1) +5; Knowledge: Arcana(6) +12; Knowledge: History(2) +5; Perception(5) +9; Profession: Tanner(1) +5; Ride(1) +1; Sense Motive(4) +5; Spellcraft(6) +12; Use Magic Device(1) +8;

Languages: Taldane (Common); Skald; Tien; Draconic

EQUIPMENT:

Magic Gear:

  • Potion of Cure Light Wounds (party treasure)
  • Vial of Oil of Keen Edge
  • Vial of Oil of Keen Edge
  • Potion of Undetectable Alignment
  • Potion of Protection From Acid
  • Wand of Web (4 charges remaining)
  • Maximize Metamagic Rod
  • Scholar's Ring

Mundane Gear:


  • On her person: Explorer's outfit, belt pouch, dagger, quarterstaff
  • In Onyx's saddlebags: Bedroll, small tent, survival kit, grooming kit, 1 week of trail rations, 1 week horse feed

Gems and Jewelry:

Money: 2,247 gp, 5 cp

MAGIC:

Spell Slots Per Day:
1st Level: 7
2nd Level: 6
3rd Level: 4

Spells Known:
Cantrips

1st Level

2nd Level

3rd Level


SPECIAL ABILITIES:

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 Abilities:
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Abilities from Feats:
Spell Focus: Evocation: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Improved Initiative: You get a +4 bonus on initiative checks.
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Merciful Spell (Metamagic): You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type. Level Increase: None (a merciful spell does not use up a higher-level spell slot than the spell’s actual level.)

Abilities from Traits:
Avid Reader (History): Choose one Knowledge skill. You can always choose to take 10 on checks with the chosen Knowledge skill, even when distracted or threatened.
Free Spirit: You gain a +1 trait bonus on saving throws against language-dependent and effects with the sonic descriptor. In addition, the DC to Intimidate you increases by 2.

ONYX:

Pasara Tanner's horse
N Large Animal
Init +2; Senses: low-light vision, scent; Perception +6

DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
SQ docile

SPECIAL ABILITIES
Docile (Ex)

Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.