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Given name: Camilla
Street name: Vrak
Current name: Irthiski "Iski" Orniejir
"The world doesn't want someone like me. A weapon or a tool, perhaps, but a thieving pitspawn? Hah! Even if I left, there isn't anywhere to go. 'Sides... These are the streets I know, and the air's just as good here as anywhere else. Besides, if it's good enough for the drakes it's good enough for me. Simple as is."
Female demon-spawn tiefling sorcerer 1
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +11
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 9 (1d6+3)
Fort +3, Ref +2, Will +2
Resist cold 5
Speed 30 ft.
Melee Ner +3 (1d8+4/×3) (longspear)
Ranged svent +2 (1d8/19-20) (crossbow)
Space 5 ft.; Reach 5 ft. (10 ft. with ner)
Sorcerer (Crossblooded, Seeker) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—sleep (DC 15)
. . 0 (at will)—detect magic, ray of frost, vacuous vessel (DC 14)
. . Bloodline Abyssal, Draconic
Str 16, Dex 14, Con 14, Int 14, Wis 14, Cha 16
Base Atk +0; CMB +3; CMD 15
Feats Chilling Amplification
Traits criminal, persecuted expatriate, personal addiction
Skills Disable Device +9, Fly +5, Knowledge (planes) +6, Lore (House Drakes) +6, Perception +11, Sense Motive +4, Sleight of Hand +7 (+9 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +6; Racial Modifiers +2 Disable Device, +2 Perception
Languages Abyssal, Common, Draconic, Infernal
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), bloodline arcana (summoned creatures gain DR 1/good), fiendish sorcery, trapfinding +1
Other Gear barbed bolt (2), crossbow bolts (50), ner, svent, backpack, bedroll, folding pole[UE], grappling bolt[UE], silk rope (50 ft.), spell component pouch, thieves' tools, tindertwig (2), waterproof bag[UE], waterskin, wrist sheath[UE] (2), 8 sp
Bloodline Arcana: Abyssal (Ex) Summoned creatures gain DR 1/good (doesn't stack with other DR).
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Chilling Amplification When cast [cold] spell, can -1 to att or DC for -5 ft to speed and no 5 ft steps.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Fiendish Sorcery Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma scores as 2 points higher for the purposes of all sorcerer class abilities.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
This didn't last, however. In the end, her free spirit and willpower would win. She often found herself awestruck by fierce battles among drake and imp in the sky, and she thought she finally found what she was looking for. The drakes nor the imps cared for her, no matter what she did to try and get their attention, but she learned quickly that the imps were cruel devils and quickly grew to hate them. Though it took time, she made up her mind and sought freedom from the church, escaping to the Shingles.
A runaway, she had absolutely nothing to her name. At first, she had no idea what she was doing. She faced fights and beatings over simple places to spend the night, and quickly came to love the view from the rooftops. How much easier her life would be if she could only escape to the sky.
Her life on the streets taught her many things about the cruelty of life, but the sense of being in control of her own life-- how pathetic and lowly it was-- brought her hope. In time, she found a knack for magic that had been locked away deep inside of herself: she found she could see traces of magic in trinkets she stole, ways to make even the fullest bag look empty-- and in a pinch, ways to defend herself.
Making a small name for herself, she found an in with the Cerulean Society and learned more tools and tricks to keep herself alive and fed. Over the years, she's taught herself a lot of particularly useful things including the Draconic language.
There are a few days that stand out to her:
The day she first spoke to a house drake. Early on in her days as a thief, she found out a little secret about the local mini-dragons of Korvosa: they loved silver. The house drake called her "Vrak", after spending one sole hour in her company for the price of a shiny silver piece, and for many years this was her new name. Her status as a lowly thief put her well bellow the interest of many house drakes for a time, and since that day she never saw that particular one ever again.
The day she finally could afford a place to live, followed shortly by the day she was able to obtain various other items. While she had been raised in what she describes as "false wealth", every small treasure she owns has a name. Ner, her longspear, and Svent, her crossbow, are near and dear to her heart.
The day she met Noachi. In a twist of fate, a nest of bats had settled in the loft she called home. Though she managed to get most of them to find a better home, Noachi had decided he didn't want to live anywhere else and came back a few nights later. She fell in love with the little guy, and to her understanding, he felt the same way. The pair are rarely seen without each other, though usually Noachi hides in the crook of her neck, under the hood she's always wearing in a nest of her hair.
The day she choose a name for herself. While her street name would stay "Vrak" to many, she poured over variations in the Draconic language until she had a name all her own. Irthiski "Iski" Orniejir. [Little Secret "Star" Silverblood] To those she meets for more above the table situations, Iski is her go to name.
It hasn't all been sunshine and roses, even once she got her life more or less together. Occasional nights in jail, paying for bail-- she tries to spend as little time interacting with the guard as possible, sticking to the sections of town where everyone's a criminal and the law is easier to pay off. That life of crime tends to lead down dangerous pathways, and... Well, Vrak certainly lost her way somewhere down the line. In a series of entirely horrible personal choices, Vrak became addicted to a drug known as Shiver, and nearly died from it. She woke up in a ditch, everything taken from her-- including the small knife she usually kept on her person for protection.
At home she had a few items, but it took her nearly a month to fully recover and all of her savings have dried up. She's well enough now to return to her old life, but before she does... She has a score to settle.
Primarily, Iski is driven by an urge to not only survive but thrive. She desires knowledge about her innate magic and of the house drakes that fly in the sky, a quiet part of her hoping she could join them in the air one day.
She can be pessimistic, snarky, and perhaps a bit rude-- but no one has shown her respect in her life and she finds it sensible to return the favor. Although she can come off as bitter, she in truth is a very hopeful and genuine person. Incredibly strong willed and stubborn, she seems to survive through sheer determination.
While she holds no particular ill will towards the Church of Asmodeus, she is deeply afraid of what might happen to her if she were to return or be found alive by those who might be searching for her even after all these years. Still, she has probably more enemies than she even knows about, so she mainly avoids thinking about it rather than facing those fears.
She is slow to trust but more than willing to take advantage, or at least compromise and work together, with those who extend their hand. She wouldn't give her life for anyone in the Cerulean Society, but she prefers their familiar company at the very least.
Since nearly dying from Gaedren's drug, Iski has learned she is not the only person the man has got his hooks in. The more she discovers about Gaedren, the more convinced she is. Being outside the law, she's more than willing to end his life to save countless others-- for the good of the people. What's a bit of blood on her hands? True evil deserves to be fought and destroyed. The House Drakes of Korvosa taught her that-- and it was a better lesson than anything she ever learned as a child.
While she is well aware of her demonic heritage, she doesn't yet know of the dragon blood in her veins.
All done! :D Let me know if I should change anything. I'll send the Hero Lab file over at some point.