Aquatic Elf

Satazia Zemrita's page

55 posts. Alias of Gramork.


Strength 15
Dexterity 20
Constitution 16
Intelligence 18
Wisdom 16
Charisma 15

About Satazia Zemrita

Female Lamian (Seafolk/ Benthic Naga Cross-breed)
Blade-Bound Magus/1, Black Guard Assassin/1,
LE Medium Humanoid (Seafolk, Anthromorph)
Initiative +5; Senses:Perception +9, Sense Motive +7
Age:22, Length:8'1'', Weight:400 lbs
Racial Buoyancy: -60B
Depth Tolerance: 300 ft

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DEFENSE
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AC 19, Touch 15, Flat-footed 14 (+3 Armour, +5 Dex, +0 Shield, +1 Natural Armour)
Wound Points 32
Vigor Points 8 (1d10+1) (7,)
Fort +6 =+2 (class) +3 (con) +1 (Resistance)
Refl +8 =+2 (class) +5 (dex) +1 (Resistance)
Will +6 =+2 (class) +3 (Wis) +1 (Resistance)
Resistances: +2 to saves against poison and charm effects.
Immunities:Immune to all forms of mind-reading.

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OFFENSE
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Speed
Land 5
Swim 40

Melee
Mst Auranite Rapier +7 (1d6+2, 18-20/x2, P) B-10
Auranite Kukri +6 (1d4+2, 18-20/x2, S) B-10
Bite +6 (1d6+2, 20/x2, B+P+S)

Spells CL 1, DCs: 14+SL
Acid Splash +6 (1d3, 20/x2, Close range TS)
Shocking Grasp +6 (1d6, 20/x2, Melee TS)
Magic Missile (1d4+1, 20/x2, medium range)

Special Attacks
Power Attack: Reduce attack rolls by -1 to gain +2 to dmg rolls. Gain +3 to dmg if weapon is wielded in 2 hands.

Naga Venom—injury:Once per day on a successful bite; save Fort DC 12 + ½ the Lamian’s level; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 saves.

Spell Combat: Cast one standard action or less spell in the same action as a melee attack, both get -2 penalty on attacks rolls, weapon must be light or one-handed, may apply penalty on attack rolls equal to int bonus to get bonus to concentration checks. 1/round.

Arcane Pool: As swift action, apply +1 enhancement bonus on weapon for 1 min/magus level. Cost: 1 Pool point.

Smite Good (SU) : 1/day, as swift action declare target. If target is good, gain cha mod to attack rolls and level to dmg rolls. Gain 2xlevel to dmg if target is good outsider, dragon or cleric or paladin.Gain cha mod as deflection against target. attacks bypass all dmg reduction. Lasts until target is dead or Blackguard assassin rests.

Detect Good (EX):Use Detect Good at will as spell, as move action can concentrate as though for 3 rounds.

Arcane Pool:5= 1 (1/3 ML) + 4 (int)

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STATISTICS
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Str 15, Dex 20, Con 16, Int 18, Wis 16, Cha 15
Base Atk +1; CMB +3 (+7 with weapons) CMD:18

Traits
Quick Learner: +1 skill point/level.

Killer: Gain a trait bonus to crits equal to your crit modifier. This damage is not multiplied on a crit.

Extremely Fashionable: +1 to Bluff, diplomacy and intimidate checks.

Drawback
Pride: -2 to diplomacy and sense motive checks if insulted until an apology is received.

Feats
Naga Fangs: You gain a bite attack with base damage of 1d6, Once per day, the Lamian may choose to inject naga venom with a successful bite attack. Naga Venom—injury; save Fort DC 12 + ½ the Lamian’s level; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 saves.

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Skills
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+9/11 Acrobatics 1 +5(dex) +3(class) +2(Swimming)
+7 Bluff 1 +2(cha) +3(class) +1(trait)
+2 Climb 0 +2(Str) +3(class)
+3 Diplomacy 0 +2(cha) +3(Class) +1 (trait)
+7 Disguise 1 +2(cha) +3(Class)
+5 Escape Artist 0 +5(Dex) +3(Class)
+5 Fly 0 +5(Dex) +3(class)
+3 Heal0 +3(wis)
+3 Intimidate 0 +2(cha) +3(Class) +1(trait)
+4 Knowledge Arcana0 +4(Int) +3(class) Untrained
+4 Knowledge Dungeoneering 0 +4(Int) +3(class) Untrained
+8 Knowledge Local 1 +4(Int) +3(class)
+4 Knowledge Nature 0 +4(Int) Untrained
+8 Knowledge Planes 1 +4(Int) +3(class)
+4 Knowledge Religion 0 +4(Int) +3(class)Untrained
+9 Perception 1 +3(Wis) +3(class) +2(Racial)
+3 Ride 0 +3(Dex) +3 (Class)
+7 Sense Motive 1 +3(wis) +3(class)
+8 Spellcraft 1 +4(Int) +3(class)
+9 Stealth 1 +5(dex) +3 (Class)
+3 Survival 0 +3(wis)
+2 Use Magic Device 0 +2(Cha) +3(class)

Background Skills
+7 Craft 0 +4(Int) +3(class)
+2 Handle Animal 0 +2(cha) +3 (Class)
+5 Knowledge History 1 +4(Int)
+5 Knowledge Nobility 1 +4(Int)
+3 Profession 0 +3(Wis) +3(class)
+5 Sleight of Hand 0 +5(Dex) Untrained

ACP:0

Languages:Common, Halbok, Deletari, Draconic and Lok Tar
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GEAR/POSSESSIONS
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Masterwork Auranite Rapier (1d6, 19-20/x2, P) B-10
Auranite Kukri (1d4, 18-20/x2, S) B-10

Mst Sharkhide (B-10)

Magus Spell Book 9/100P (B-3)
Spell Component Pouch (B-2)
Backpack (B-2)
Auranite Spring-Loaded Wrist Sheath (B-5)
Loaded w/Kukri

Airbladder B (Mst diminutive float)

A bedroll (B-5), a belt pouch (B-3),4 Glow Rod, 5 trail rations (-5),50ft Mussel Rope (B-5) and a waterskin (B-4).

Coin pouch: 44gp, 9sp and cp

Carrying Capacity:
Light 198 Bu. Medium 399 Bu. Heavy 600 Bu.
Current Load Carried: -64 Bu.
Total Buoyancy: -124 Bu.
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Class Features:

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Spells (Su) :
A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.

A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool (Ex) :

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat(Ex)
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Aura of Evil (Ex)
The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.

Detect Good (Sp)
At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Smite Good (Su)
Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level

Racial Features:

Seawalker

Merfolk were never meant to move on land. They do so at a movement rate of 5 feet (though may move faster by using the Climb skill, see Chapter 4 for details). This feature generally precludes them from a land adventure at low levels, which should not be a major issue for an entirely aquatic campaign. At higher levels, spells and magic items may help merfolk explore dry-land in short intervals, with more permanent solutions becoming obtainable at the highest levels.

Fast Swim Speed
Lamians have a base swim speed of 40 ft.

Amphibious (Gills)
Anthromorphs with gills can survive for 1 hour per 2 points of Constitution on dry land. Gilled anthromorphs need only one gallon of saltwater to reset the suffocation countdown, and will often carry water with them for extended excursions inland.

Bestial Senses
Anthromorphs retain some of their animalistic facilities and have an uncanny ability to pick up changes in their surroundings. All anthromorphs gain a +2 racial bonus on Perception skill checks to potentially notice animate creatures or objects. They receive a check to notice movement whenever it happens within 50 feet of them, whether or not they are actively looking.

Scaled Hide
A Lamian's skin is hardened scales and grants the character a +1 natural armor bonus to AC.

Poison Resistant
Lamians gain a +2 racial bonus on saving throws against poison.

Guarded Thoughts
Lamians are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.

Spell Book:

Level 0:

Acid Splash:
1d3 acid dmg, close range, ranged touch attack. No save and No spell resist.

Detect Magic:
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

Read Magic:
Read magical writing.

Level 1:

Infernal Healing: Touched creature gains fast healing/1 for 1 minute, cannot heal silver or goodly damage. Creature detects as evil for duration. Evil Spell.

Magic Missile: 1 Force Missile +1 per 2 Cl above 1st Max 5. 1d4+1 dmg. Medium Range, No save, Spell Resist.

Ray of Enfeeblement: 1d6+1 per 2 CL (Max +5). Close range Ray, Ranged touch attack, Fortitude for half and Spell resist.

Shield: Conjure shield of force. +4 shield bonus to AC, blocks magic missile and counts against incorporeal. 1 min/Level. Personal.

Shocking Grasp: 1d6/CL (Max 5d6) of electricity dmg. Touch spell, no save, spell resist.

Vanish: Invisibility 1 round/Level (max 5).Range is touch, Target is creature touched.

Background:

Appearance and Personality:

Motivations:

Favorite Color:

Favorite meal: