Android

Sarona's page

175 posts. Alias of Dragoncat.


Full Name

Sarona

Race

Android

Classes/Levels

Witch (Protection) 2|HP: 12/12|AC: 12/12/10|Saves: +1 Fort, +3 Ref, +5 Will (+4 vs. paralyze, poison, stun, mind-affecting)|Init: +2|Perc: +4

Gender

Female

Size

Medium (5'5", 140 lbs)

Age

19?

Special Abilities

Witch Magic

Alignment

N

Deity

None

Location

Katapesh, Approaching Kelmarane

Languages

Common, Kelish, Gnoll, Osiriani, Hallit

Occupation

Mage

Homepage URL

Sarona's Portrait!

Strength 8
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 14
Charisma 11

About Sarona

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Statblock
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Sarona
Female android witch (Protection) 2
N Medium humanoid (human, construct)
Init +2 (+2 DEX); Senses low-light vision, darkvision 60 ft; Perception +4 (+2 WIS, +2 Exceptional Senses)
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Defense
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AC 12, touch 12, flat-footed 10 (+2 DEX)
hp 12 (2d6+2)
Fort +1 (+1 CON), Ref +3 (+2 DEX, +1 trait), Will +5 (+2 WIS, +3 base)
Defensive Abilities +4 to saves vs. mind-affecting effects, paralysis, poison, and stun effects
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Offense
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Speed 30 ft
Melee +0 quarterstaff (1d8/x2) (+1 base -1 STR)
Ranged +3 Sling (1d4-1/x2)
Special Attacks
Spells Known
0th: All Cantrips
1st: Burning Hands, Burning Sands, Ill Omen, Mage Armor, Cause Fear, Enlarge Person, Command, Sanctuary*, Sleep, Comprehend Languages
Spells Prepared (CL 1st, Concentration +5)
0th: Read Magic, Detect Magic, Guidance, Daze
1st: Mage Armor, Burning Hands, Enlarge Person (DC: 15)
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Statistics
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STR 8, DEX 14 (12 +2 race), CON 12, INT 18 (16 +2 race), WIS 14, CHA 11 (13 -2 race)
Base Atk +1; CMB +0 (+1 base - 1 STR); CMD 12 (10 + 1 -1 + 2)
Feats Skill Focus (Sense Motive)
Traits Earning My Freedom, Exposed to Many Cultures
Skills +9 Craft (Alchemy), +7 Heal, +5 Intimidate, +9 Knowledge (Arcana), +10 Knowledge (Local), +7 Profession (Scribe), +2 Sense Motive, +9 Spellcraft, +4 Use Magic Device
Languages Common, Hallit, Kelish, Osiriani, Gnoll
SQ Cantrips, Hexes (Evil Eye, Fortune), Witch's Familiar, Emotionless, Constructed, Exceptional Senses
Combat Gear Quarterstaff
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Special Abilities
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Racial Traits:
Exceptional Senses (Ex): Androids have darkvision to a range of 60 feet and lowlight vision. They also gain a +2 racial bonus on Perception checks.

Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.

Emotionless: Androids can never gain morale bonuses and are immune to fear effects and emotion effects. They have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

Class Features:
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

Witch’s Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Patron: Protection

Hexes:
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

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Background
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Your curiosity about me has been acknowledged. Do not act surprised--it was almost impossible to miss you staring at the markings I bear. You are not as discreet as you believe yourself to be.

Yes, my ‘tattoos’, as you call them, are not of Katapesh origin--they mark me as a being from far away. I was created--I suppose you could call it ‘born’--in the nation of Numeria, far across the sea. If you have never been there, take Katapesh’s deserts and make them even more barren with a few patches of green lands, with bizarre creatures and constructs roaming the wastes between them. Then add several disparate tribes of Kellids fighting a series of territorial skirmishes against a cabal of wizards who maintain strict control over the majority of the civilized populace, and you may have a clearer picture of what sort of land it is.

In Numeria, those who bear my markings are… generally not considered to be people, but property. So it was with my first overseer. His name was Tychus Stormwind, and he was not a kind man. He kept me as an ‘alchemical assistant’, though in all honesty it was merely a euphemism for ‘test subject’. Eventually, after one alchemical ‘accident’ too many on my part, he decided I was more trouble than I was worth.

I was sold away to a visiting merchant from the neighbouring nation of Ustalav. Through him, I changed hands many times, sometimes to a master who would try to treat me with kindness but more often than not to an overseer who saw me as an ‘exotic specimen’, at best. I have served under many masters, from a Prophet of Kalistrade to a Chelaxian noblewoman and even a Rahadoumi caravan master. My last overseer was one Haqim ibn Al-Fulani, a highborn scholar of Katapesh.

It was during my time under him that I met my Aaliyah. She is the fennec fox running around your feet right now. During my previous… ‘tenures’, I developed an interest in arcane magic. Of course, no overseer would ever allow a slave to learn magic--it would grant them far more power than they can control. Originally, I believed that the only path to understanding magic was through formal wizard training. I tried stealing an arcane scroll Haqim was studying, but I was unable to cast the spell on it properly.

As punishment for my sorry attempt at thievery, Haqim left me in confinement for some time, and it was during my captivity that Aaliyah came to me. She offered me a chance to learn the magic I would need to free myself. Perhaps I should have given the offer some more thought, but… I wanted to learn magic, and I wanted to be free, so I accepted.

When Haqim came to put me back into his service, I made sure to give him a thorough demonstration of my new arcane powers. Afterwards, he proved to be decidedly more amenable to negotiating for my freedom. The conditions were as follows: I would join a band of mercenaries led by a man named Garavel, and use my newfound skills to assist them in reclaiming the village of Kelmarane. Once the village has been freed from the monsters that infest it, my freedom shall be granted.

Is your curiosity satisfied now?

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Description & Personality
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Before you stands a redheaded, pale-skinned woman with extensive blue line tattoos all over her body. She’s dressed in light white clothing for the desert weather and carries a thick quarterstaff in one hand. Her blue eyes seem to coldly stare through you. Running around her feet is a large-eared fennec fox with a cream-coloured coat.

While some people may find her fair skin and features attractive, Sarona’s stoic bearing and overly formal speech can often be enough to put people off. It seems to be more difficult for her than others to read people--and that lack of understanding has often resulted in her overseers punishing her for making a social misstep. Of late, she’s put more effort into understanding how people’s emotions work in order to avoid another social faux-pas.

Above all else, Sarona values the idea of freedom. She’s had many years to develop a personal hatred of the institution of slavery.

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Traits & Drawback
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(Campaign) Earning My Freedom: I have suffered under the yoke of slavery for many years, and for many masters. In that time, I have long dreamt of what it would be like to live as a free woman. Now, I have an opportunity to earn it--perhaps the only opportunity I will ever have. I have become more skilled at dodging the wrath of displeased overseers, manifesting as a +1 trait bonus to my Reflex category of saving throws.

(Social) Exposed to Many Cultures: I have served many masters, each of whom had their own expectations of how I should act around them. Some demanded nothing less than absolute deference and submission to the laws of their nation, others allowed me a few concessions to ensure obedience. Learning the laws and customs of my masters' homelands has served me well in avoiding their wrath. I gain a +1 trait bonus to Knowledge (Local) checks, and Knowledge (Local) is always a class skill for me.

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Skill Breakdown
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--2 Craft (Alchemy) (2 ranks + 4 INT + 3 class)
--2 Heal (2 ranks + 2 WIS + 3 class)
--2 Intimidate (2 ranks + 3 class)
--2 Knowledge (Arcana) (2 ranks + 4 INT + 3 class)
--2 Knowledge (Local) (2 ranks + 1 trait + 4 INT + 3 class)
--1 Sense Motive (1 rank -4 Emotionless + 2 WIS + 3 feat)
--2 Spellcraft (2 ranks + 4 INT + 3 class)
--1 Use Magic Device (1 rank +3 Class)

BONUS
--2 Profession (Scribe) (2 ranks + 2 WIS + 3 class)

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Gear
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--Hot Weather Outfit (Free)
--Quarterstaff (Free)
--1 Masterwork Backpack (50 GP)
--1 Witch’s Kit minus Backpack (19 GP)
---a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
--1 Journal (10 GP)
--1 Scholar’s Outfit (5 GP)
--1 Artisan’s Outfit (1 GP)
--1 set of Masterwork Artisan’s Tools (55 GP)
--1 Grooming Kit (2 GP)
--1 Gear Maintenance Kit (5 GP)
--1 Sling
--20 Sling Bullets

Money: 33 GP

Carrying Capacity:

Current Load:

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Magical Items
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------------------------ (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
------------------------ (Shoulder Slot)
------------------------ (Wrist Slot)
------------------------ (Ring Slot 1)
------------------------ (Ring Slot 2)

Aaliyah, Sarona's Fennec Fox Familiar:
Aaliyah the Fennec Fox

N Tiny animal
Init +2; Senses low-light vision, scent; Perception +8

Defence
AC 15, touch 14, flat-footed 12 (+2 Dex, +2 size, +1 Natural)
hp 4
Fort +3, Ref +4, Will +4

Offence
Speed 40 ft.
Melee bite +1 (1d3–1)
Space 2-1/2 ft., Reach 0 ft.

Statistics
Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats: Skill Focus (Perception)
Skills: Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Special Qualities Alertness, Improved Evasion, Share Spells, Empathic Link

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

BP Costs:
--Android Race sans Nanite Surge (26 BP)
--Earning My Freedom Campaign Trait (5 BP)
--Exposed to Many Cultures Social Trait (4 BP)
--Skill Focus (Sense Motive) feat (5 BP)
--Fortune Hex (10 BP)