Sorshen

Renae Sherson's page

136 posts. Alias of Delightful.


Full Name

Renae Sherson

Race

|HP 12/12|AC 12 T 12 FF 10|Fort +1 Ref +2 Will +4|CMD 11|Init +2|Per +1|

Classes/Levels

Dazing Touch 7/7|Active Conditions: None

Prepared Spells:
0: Acid Splash, Daze (DC 15), Prestidigitation, Read Magic|1st: Ear-Piercing Scream (DC 15), Mage Armor, Protection From Evil , Sleep

Gender

Female Human (Azlanti) Enchanter 2

Size

Medium

Age

20

Special Abilities

Arcane Bond (Ring), Dazing Touch, Enchanting Smile

Alignment

Neutral Good

Deity

Arshea and Soralyon

Location

Varisia

Languages

Azlanti, Common, Giant, Shoanti, Thassilonian, Varisian

Occupation

Adventurer and Archaeologist

Strength 8
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 12
Charisma 13

About Renae Sherson

Character Stats:

Renae Sherson
Female Human (Azlanti) Enchanter 2
NG Medium Humanoid (Human)
Init +2 (+2 Dex); Senses Perception +3 (+2 Ranks, +1 Wis)
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Defense
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AC 12, Touch 12, Flat-Footed 10 (+2 Dex)
HP 12 (2d6, +2 Con, +1 FCB)
Fort +1 (+1 Con), Ref +2 (+2 Dex), Will +4 (+1 Wis, +3 Class)
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Offense
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Speed 30 Ft.
Melee Dagger +0 (1d4-1/19-20) or Quarterstaff +0 (1d6)
Ranged Light Crossbow +3 (1d8/19–20)
Arcane School Spell-Like Abilities (CL 2nd; concentration +6)
7/day – Dazing Touch (1 round)
Enchanter Spells Prepared (CL 2nd; concentration +6)
1st – Ear-Piercing Scream (DC 15), Mage Armor, Protection From Evil, Sleep (DC 16)
0 (At Will) – Acid Splash, Daze (DC 15), Prestidigitation, Read Magic
Thassilonian Specialization Enhancement; Prohibited Schools Illusion, Necromancy
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Statistics
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Str 8 (-1), Dex 14 (+2), Con 12 (+1), Int 18 (+4), Wis 12 (+1), Cha 13 (+1)
Base Atk +0; CMB +0 (+1 BAB, -1 Str); CMD 12 (10, +1 BAB, +2 Dex, -1 Str)

FEATS
New Thassilonian Magic [Human Bonus Feat]: You choose one of your two opposition schools. You also gain Thassilonian as a bonus language. If you already speak Thassilonian, you gain one of the following languages as a bonus language instead: Aklo, Azlanti, Giant, Shoanti, or Varisian.
Scribe Scroll [Wizard Bonus Feat]: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Spell Focus (Enhancement) [Level 1 Feat]: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

TRAITS
Accidental Clone (Campaign): Your character must be human if you take this trait (though you may retain your previous gender identity). Your ethnicity is Azlanti, but you are not pure-blooded—you have the standard human ability score adjustments. Your resemblance to Sorshen may have unexpected side effects as the campaign progresses, for good or for ill. In any event, you gain a +1 trait bonus on Bluff and Diplomacy checks, and these skills are always class skills for you. Once per adventure, you can retroactively apply a +20 trait bonus to a saving throw against a mind-affecting effect after you learn the outcome of the roll. A saving throw result of a natural 1 still automatically fails, but if the +20 bonus adjusts the save so that it is successful, you treat the failed saving throw as a successful one.
Charming (Social): You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Overwhelming Beauty (Magic): The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

ADVENTURING SKILLS (+4 Wizard, +8 Int, +2 Human, +1 FCB = 15 Ranks)
Bluff +9 (+2 Rank, +1 Cha, +3 Class, +2 Enchanting Smile, +1 Accidental Clone) (+10 vs. characters that are (or could be) sexually attracted to you)
Diplomacy +9 (+2 Rank, +1 Cha, +3 Class, +2 Enchanting Smile, +1 Accidental Clone) (+10 vs. characters that are (or could be) sexually attracted to you)
Knowledge (Arcana) +9 (+2 Rank, +4 Int, +3 Class)
Knowledge (Dungeoneering) +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (Local) +9 (+2 Rank, +4 Int, +3 Class)
Knowledge (Religion) +9 (+2 Rank, +4 Int, +3 Class)
Perception +3 (+2 Rank, +1 Wis)
Spellcraft +9 (+2 Rank, +4 Int, +3 Class)

BACKGROUND SKILLS (+4 Background = 4 Ranks)
Appraise +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (History) +9 (+2 Rank, +4 Int, +3 Class)
Knowledge (Geography) +8 (+1 Rank, +4 Int, +3 Class)

LANGUAGES
Azlanti, Common, Giant, Shoanti, Thassilonian, Varisian

Combat Gear
Dagger (1 lbs.)
Quarterstaff (4 lbs.)
Light Crossbow (4 lbs.)
(28) Crossbow Bolts (3 lbs.)
Scroll of Mage Armor (Weightless)
Scroll of Burning Hands (Weightless)
Scroll of Enlarge Person (Weightless)

Other Gear
Backpack (2 lbs.)
Bedroll (5 lbs.)
Belt Pouch (1/2 lbs.)
Compass (1/2 lbs.)
Flint and Steel (Weightless)
Ink (Weightless)
Inkpen (Weightless)
Masterwork Ring (Weightless)
(2) Torches (2 lbs.)
Scholar's Outfit (5 lbs.)
Explorer's Outfit (8 lbs.)
Spellbook (3 lbs.)
Spell Component Pouch (2 lbs.)
Waterskin (4 lbs.)

Current Wealth: 105 GP / 16 SP / 3 CP
Weight Carried: 44 lbs.
Carrying Capacity
[Light Load] 26 lbs. or less.
[Medium Load] 27–53 lbs.
[Heavy Load] 54–80 lbs.
Maximum Weight Capacity: 80 lbs.

RACIAL TRAITS
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium Size: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

CLASS FEATURES
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.
Arcane Bond: Once per day while wearing your ring, you can cast any spell in your spellbook that you are capable of casting. If you doesn’t have your ring, you must make a DC 20 + spell level concentration check to cast a spell or the spell is lost.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Enchanting Smile: You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Favored Class Bonus:
Wizard 1 (+1 Hit Point)
Wizard 2 (+1 Skill Point)

Monetary Bookkeeping:

Starting Wizard Wealth: 70 GP 0 SP 0 CP
Dagger: -2 GP
Light Crossbow: -35 GP
Crossbow Bolts x20: -2 GP
Quarterstaff: Free
Backpack: -2 GP
Bedroll: -1 SP
Belt Pouch: -1 GP
Compass: -9 GP
Flint and Steel: -1 GP
Ink: -8 GP
Inkpen: -1 SP
Masterwork Ring: Free
Torches x2: 2 CP
Scholar Outfit: Free
Spellbook: Free
Spell Component Pouch: -5 GP
Waterskin: -1 GP
Scholar's Outfit: Free
Explorer's Outfit: -10 GP
Churlwood Map: -1 GP
Share of Loot: +190 GP / +8 SP / +3 CP
Crossbow Bolts x20: -2 GP
Quarterstaff: Free
Scroll of Burning Hands: -25 GP
Scroll of Mage Armor: -25 GP
Scroll of Enlarge Person: -25 GP

Current Wealth: 105 GP / 16 SP / 3 CP

Spellbook:

Cantrips = All cantrips except rare spells and cantrips from the Illusion and Necromancy schools.

Level 1
Adhesive Spittle: Spit a tanglefoot bag at a creature.
Burning Hands: 1d4/level fire damage (max 5d4).
Charm Person: Makes one person your friend.
Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.
Ear-Piercing Scream: Deal sonic damage and daze target.
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Subject gains a +4 armor bonus for 1 hour.
Protection From Evil: +2 to AC and saves, plus additional protection against selected alignment.
Sleep: Puts 4 HD of creatures into magical slumber.

Appearance:

Visual

Renatus was a nondescript young man of mixed Chelish and Varisian ancestry. Now in the body of one of Sorshen's clones, Renae possesses the Runelord’s Azlanti features and legendary beauty.

Like many of the ancient Azlanti, Renae is dark-haired and olive-toned. She also has Sorshen's full lips, high cheekbones, and vivid amber-green eyes. As with the Runelord herself, Renae is incredibly beautiful by most human standards, being statuesque and curvaceous.

Despite her eye-catching appearance, Renae prefers to wear simple, unassuming robes, not only because they allow for easier movement for spell-casting, but also because they draw less unwanted attention.

Personality:

While Renae would like to believe that her death and rebirth has done little to change her core identity, but the truth is far more complex. Whereas Renatus was a kind-hearted, if submissive, amateur scholar who was easily swayed and bullied by others, Renae has a more assertive disposition that sometimes borders on haughtiness.

She doesn’t procrastinate or passively accept an injustice done to herself or others, instead confronting it and making her objections heard. Similarly, while still adverse to the use of violence to settle matters, Renae has become much more willing to use manipulation and enhancement magic to solve problems than he did back in her old body, a fact she finds slightly troubling.

Even more troubling are the strange desires and thoughts that have cropped in her mind since her rebirth. Many of these temptations are lustful urges of the flesh that Renae finds alien to her past self’s sensibilities. She has done her best to supress these desires and hopes to find a way to remove them from her psyche altogether lest they consume her.

Despite all these drastic changes, both physical and mental, Renae remains an inquisitive arcane scholar who yearns to know the world around her. She wholeheartedly believes that knowledge should be shared with others so that they can use it to improve their everyday lives, seeing it as a responsibility that all scholars should share. As such, she despises those that covet and conceal their findings for their own selfish ends.

Background:

Born to shop owners in the small town of Roderic's Cove, Renatus Kastori had been fascinated with Thassilonian history since the day his parents took him to the legendary Cyphergate in Riddleport when he was just a young boy. Wanting to know all things Thassilonian from that point onward, Renatus decided that joining the Cyphermages, a group of arcane scholars known throughout Varisia for their study of Thassilonian lore and runic magic, was his true calling in life.

When Renatus reached the age of sixteen, he did just that, setting out to Riddleport to live out his childhood ambition after giving his supportive parents a tearful goodbye. At first, it was a dream come true! He had access to millennia-old artifacts and was taught the basics of wizardry to better understand the magic-reliant Thassilonian Empire. Unfortunately, that enthusiasm slowly gave way to frustration with the Cyphermage’s policy of hoarding its knowledge instead of sharing it with the world. Disheartened that his pleas for reform were falling on deaf ears, Renatus left the order that he had given years of his life too.

Unwilling to let that be the end of his quest to learn about ancient Thassilon, Renatus found a patron that would allow him to continue his research in a group of adventurers that wished to rescue lost Thassilonian artifacts before they could be destroyed or misused. Being eager to continue his research and prove that he didn’t need the Cyphermages our their resources Renatus readily joined the adventuring company. It would be the biggest mistake in his life as the adventurers revealed themselves to be a band of tomb raiders in the service of the infamous Aspis Consortium, which wanted to exploit Thassilonian artifacts for its own ends.

Disgusted by the revelation but beholden to the party, Renatus held his tongue and suffered working with his new compatriots for some time until he was compelled to speak out against the party’s captain after one particularly haphazard mission led to the destruction of several irreplaceable pieces of Thassilonian history. This act of bravery nearly cost Renatus his life as the captain beat him savagely for daring to question him. Now scared for his life, and that of his parents, Renatus resigned himself to lifelong servitude to the Aspis Consortium. As luck would have it though the gods had a different fate in mind for him.

Days after his brutal beating the party went to the south of Varisia on a mission in the Mushfens to pillage a Thassilonian monument of its relics. It was there while guiding the party through the monument’s dangerous tunnels that Renatus made a fateful decision. He wasn’t a murderer, but he refused to live as a slave to greedy thieves. Seeing an opportunity to end his servitude and kill his slavers, Renatus consciously led the party to the center of a magical trap, knowing full well that they would they be unable to read the warnings all around them. With just one deliberate misstep, he activated it and was immediately killed, along with the rest of the party.

But it didn’t stick. A moment after closing his eyes for what he thought would be the last time, Renatus reopened them to realize that something had gone amiss. He wasn’t dead, but more than that though he was different in a way didn’t understand until he awkwardly moved his body and saw his reflection in a pool of blood. His blood. From his body, which was in a heap around the bodies of the rest of the party. He immediately recognized the face that stared back at him as that of the Runelord of Lust, Sorshen!

Baffled by his strange resurrection but relieved that he was finally freed from the mercenaries, Renatus fled the dungeon for the nearby city of Magnimar to recover and make sense of his situation. There he confided in the city’s local Arsheans, who helped him come to terms with his new body. Realizing that he was more traumatized by his death and ill treatment by the mercenaries than by his new body and gender, Renatus adopted the female identity Renae Sherson to not only avoid the Aspis Consortium's detection but to also coyly pay homage to the woman whose cloned body had inadvertently saved her life.

Sherson stayed in Magnimar for some time debating with herself whether she wanted to join city's local Pathfinder Lodge or become an independent researcher before finally deciding that she needed to return to Roderic’s Cove to explain to her parents all the changes that had befallen their new daughter before she could decide to join anything again.

This is where her story begins…

Sihedron Hero:

Kasumi Cailean, a Chaotic Good Female Human (Tien-Min) Cleric/Swashbuckler.

A good-natured if hedonistic native of Sandpoint, Kasumi got roped into a series of events that eventually led to her and other heroes defeating the Runelord of Greed, Karzoug. Afterwards, Kasumi traveled throughout Varisia, doing good and spreading the easy-going word of Cayden Cailean, while always looking out for any news of other Runelords rising to threaten her beloved homeland with their schemes.

Time Zone: EST (GMT-5)