Red Mantis Assassin

Seldanna Marzanna's page

189 posts. Organized Play character for Greenclaw.

Full Name





Witch 10 | HP: 56/56 | AC: 18 (21 Mage Armor) | T: 15| FF: 15 (Mage Armor)| CMD: 20| Fort: +6 | Ref: +8| Will: +9 | Init: +9 | Perc: +12 | Sense Motive: +2 |







Special Abilities

Familiar - Raven (Lonan), Patron - Time


Chaotic Neutral




Common, Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Elvish, Draconic, Dwarven, Gnome, Goblin, Halfling, Infernal, Orc, Osiriani, Sylvan, Tengu, Thassilonian

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Strength 10
Dexterity 16
Constitution 12
Intelligence 27
Wisdom 10
Charisma 7

About Seldanna Marzanna


Seldanna's main focus is buff/debuff so feel free to use any of her spells/powers as they suit the encounter. She will try and stay out of melee towards the back of the group, using her Flight Hex if that helps her stay out of immediate danger.

She has very high knowledge and other INT skills so depending on party make-up, please use these to help gain knowledge about enemies in combat, puzzles, etc.

Feel free to use her Heal hex as needed as well, as this can be used 1/day per PC. Use her CLW too if needed.

Seldanna was born to Andoran traveling merchants. At a young age whilst the family was traveling through Ismer on their way to Druma for trade they were ambushed by raiding bandits. Her father, unwilling to see his family’s livelihood fall into the hands of thieves, put up a fight. Tragically, however, in the ensuing melee he and his wife were killed.

Seldanna managed to escape though, fleeing into the woods and eluding the bandits who were more concerned with obtaining and running off with their spoils.

Coming across a reclusive witch’s cabin in the woods, she was taken in by the old crone who recognized in her the spark of the arcane. Raising her as her own she taught Seldanna the mysterious ways of her craft.

Although the witch cared and raised for her, Seldanna never fully came to terms with the hag’s cannibalistic and evil ways. Once she came of age she took the opportunity to flee from the witch’s home and head out on her own, with her closest friend and trusted familiar the talking raven, Lonan.

Seldanna is a stunning and extremely intelligent young woman with long flowing red hair, pale skin and dazzling green eyes. She has a dark edge to her personality, however, gained from her witch’s upbringing, and can come across as intense and intimidating to those who first meet her. She has a noticeable issue with authority or people trying to tell her what to do, and is particularly unsure how to relate with men.

Her patron of choice is Time, as she has spent her whole life pondering on the past and what would have happened if she had not lost her parents at such a young age or spent so much time living with evil. She feels as if the loss of her youth and innocence was the price she had to pay for being granted her powers.

A former member of the Shadow Lodge faction due to its opposition of abusive authority she is extremely curious and hungry for knowledge, so has recently joined the Scarab Sages faction to find out more about the true nature of her soul, her powers and the world itself.
AC 18(21 Mage Armor), touch 15, flat-footed 15(18 Mage Armor) (+1 armor, +2 Natural Armor, +3 Dex, +2 Deflect)
hp 56 (10d6 +10 CON, +4 FC)
Fort +6, Ref +8, Will +9
Concentration: +18
Speed 30 ft.
Melee Masterwork Cold Iron Dagger +5 (1d4/19-20/x2)
Ranged Masterwork Crossbow, Light +8 (1d8/19-20/x2) 80ft and Dagger +6 (1d4/20/x2) 10ft
0-Stabilise, Detect Magic, Light, Read Magic
1-Air Bubble, Cause Fear, Charm Person, Command, Ear Piercing Scream, Enlarge Person,
2-Blindness/Deafness, False Life, Glitterdust, Hold Person, Silence, Vomit Swarm
3-Eldritch Fever, Haste, Howling Agony, Ray of Exhaustion, Stinking Cloud
4-Black Tentacles, Confusion, Death Ward, Fear, Summon Monster IV
5-Baleful Polymorph, Summon Monster V, Teleport
Str 10, Dex 16, Con 12, Int 27, Wis 10, Cha 7
Base Atk +5; CMB 5; CMD 20
Feats Improved Initiative, Extra Hex, Extra Hex, Accursed Hex, Spell Focus (Necromancy), Greater Spell Focus (Necromancy)
Traits Dangerously Curious: +1 UMD, Reactionary +2 INIT
Skills Acrobatics +3, Appraise +11, Bluff -2 Climb +0, Craft (alchemy) +20, Craft (armor,bows,trapmaking ,weapons) +8, Diplomacy -1, Disguise -2, Escape Artist +11, Fly +16, Heal +4, Intimidate +11, Knowledge (arcana, planes) +19 (+21 constructs), Knowledge (history) +17 (Osirion +20, Magnimar +19), Knowledge (local) +10 (Magnimar +12), Knowledge (nature) +18, Knowledge (dungeoneering, engineering, geography, nobility, religion) +9 (+12 Osirion, +11 Magnimar), Linguistics +16, Perception +10, Ride +3, Sense Motive +0/+2 if familiar within arm's reach, Sleight of Hand +2, Spellcraft +21 Stealth +3, Survival +0, Swim +4, Use Magic Device +9
Languages Common, Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Elvish, Draconic, Dwarven, Gnome, Goblin, Halfling, Infernal, Orc, Osiriani, Sylvan, Tengu, Thassilonian
Combat Gear Wand of CLW (16) in spring loaded weapon sheath (left hand), Dagger in spring load weapon sheath (right hand); Masterwork Crossbow Light, Bolts, normal(49), Bolts, cold iron(19) Wand of Mage Armor (34) Other Gear Masterwork Silken Ceremonial Armor, Outfit - Traveller's, Amulet of Natural Armor +2, Cloak of Resistance +2, Potion of Cure Light Wounds, Oil of Bless Weapon, Masterwork backpack, antiplague, antitoxin, bedroll, belt pouch, Belt of Incredible Dexterity +2, candles (10), chalk (10), earplugs, flint and steel, Headband of Vast Intelligence (+4/Fly, Escape Artist), ink, inkpen, iron pot, mess kit, Pearl of Power (1st), Pearl of Power (2nd), Ring of Protection +2, Scroll of Air Bubble, smelling salts, smoked goggles, Scroll of Breath of Life, Scroll of Delay Poison, Scroll of Lesser Restoration, Scroll of Protection from Evil (2), Scroll of Comprehend Languages, soap, spell component pouch, trail rations (5 days), vermin repellent, waterskin, Mask of the Tiger's Eye (+2 Intimidate), Wayfinder 27,708 gp, 5sp, 6cp
Special Abilities
Witch familiar Raven (see stats below). +3 bonus on appraise checks
Witch patron Time
Proficiencies Proficient with simple weapons. Not proficient with any type of armor or shield
Accursed Hex If creature succeeds at saving throw you can target again before end of next turn. If fails twice cannot target for 1 day.
Agony: One creature within 60' caused to suffer intense pain. Target nauseated for 10 rounds. FORT negates. If failed, target can attempt a new save each round to end the effect.
Cackle: Cackle madly as a move action. Any creature that is within 30ft that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the cackler has the duration of the hex extended by 1 round.
Evil Eye: Cause doubt to creep into the mind of a foe within 30ft. The target takes a -4 on one of the following: AC, ability checks, attack rolls, saving throws, or skill checks. Lasts for 8 rounds.A will save reduces this to just one round.
Flight: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Fortune: Creature 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 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.
Healing: Heal those you touch for 2d8+level. Once per day per creature per 24hrs.
Misfortune: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Slumber: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Spells Known
0-4 per day/all
1-6 per day/Air Bubble, Cause Fear, Charm Person, Command, Ear-Piercing Scream, Enlarge Person, Ill Omen, Mage Armor, Obscuring Mist, Sleep, Unseen Servant, Ventriloquism
2-6 per day/Blindness/Deafness, False Life, Glitterdust, Hold Person, Silence, Vomit Swarm, Web
3-5 per day/Eldritch Fever, Haste, Howling Agony, Ray of Exhaustion, Stinking Cloud, Summon Monster III
4-5 per day/Black Tentacles, Confusion, Death Ward, Dimension Door, Fear, Summon Monster IV, Threefold Aspect
5-3 per day/Baleful Polymorph, Feeblemind, Magic Jar, Summon Monster V, Teleport

Jalmeray Coin: When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or knowledge (any) skill check. You may only use this coin once per scenario.
TaxFest 4713AR: You gain the benefit of bless. Increase to 10/min level if pay 10% of scenario wealth as a tax.
Evenhanded Investigator: +2 circumstance bonus on Diplomacy checks when dealing with guards or city officials within Absalom.
Mendevian Commendation: For every commendation you have, gain a cumulative +1 bonus on Charisma-based skill checks to influence crusader of Mendev (maximum +3).
Pawn of the Grandmaster +1 to Intelligence
Well Informed +2 bonus on Intimidate checks against Pathfinders.
News of the Diamond Sage Next time you travel to Rahadoum for a Pathfinder Society mission, Amenopheus gives you a single item worth 250gp. You don't have to choose the item until the mission begins.
Seeking the Sages (x2) Having this boon contributes to events later in the Destiny of the Sands storyline.
Subtle Revenge You chose to undermine Torch's schemes in Osirion, and it seems he never found out about it. This may lead him to miscalculate a risk or fail at an important scheme in the future.
Diverse Training Once per scenario you may attempt a skill check as if you were trained in that skill. Your bonus on the check is equal to 3 plus your GM Stars (2) and is modified by no other modifiers.
Retributive AbjurationOnce per scenario as a swift action, siphon away harmful energy and redirect it. This is supernatural ability that functions as spell draconic reservoir except lasts for a number of rounds equal to number of GM stars (2) and can only absorb 3 pts of energy damage per GM star.
Extra Hours When you a apply a Chronicle Sheet earned through GM credit to this character the character is allowed to make a Day Job check.
Mythic LegacyWhen activated as free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain benefits of the mythic version of that feat as if you had also expended one use of mythic power. When used, cross off Chronicle Sheet.
Saviour of the SagesYour effective Constitution score for determining when you would die from hp damage increases by1 and gain a +1 bonus on CON checks to stabilise. In addition you gain +1 on Know (History) and Know (religion) checks regarding Osirion and its gods. For each seeking the Sages boon you have increase these bonuses by 1. (2)
[-]Scrutiny of the StarsThe haunting certainty that someone is watching you leaves you paranoid, and whenever you are confused and roll to determine your behaviour in a given round, add 5 to the result. In addition, whenever you sleep, there is a 20% chance that the alien entity attempts to contact you and torments your dreames with terrifying visions, as per the nightmare (DC17) spell. Cross this off if you are the target of a heal spell while under the effects of nondetection.[/-]
Mantle of the Black Rider (Unleashing the Hut) 1/day before rolling INIT you may gain +1 insight bonus on check. For every additional Mantle of Black Rider boon the bonus increases by +1.
Sky Key Component (Hao Jin Tapestry) Recovered one of five pieces of Sky Key, one belonging to Naldak.
Tanbaru's Respect Use one of following as spell-like ability once, Dispel Magic, Fog Cloud, Invisibility, Mirage Arcana or Stone Shape. Cross off boon once used.
Wayang's Favor +2 bonus to charisma based checks with wayangs. May be used in conjunction with other boons to grant wayang related options.
Pathfinder's Excellence (Magic) Before spell or spell-like ability, check one of 2 boxes to roll twice for caster check to overcome SR or concentration to cast in impeded area. Aspis get -2 on saving throw. Alternatively, check 2 boxes to recall spell cast that day. 1/2
[-]Pathfinder's Excellence (Skill)[/-] Before attempting skill check, check box to roll check twice and take best result. If during encounter with Aspis or their employ gain bones equal to half your char level. 0/2
Elemental Saturation (Earth) Before you begin adventure you can expend 20PP and check box that precedes this boon to permanently transform yourself into an oread. Must retrain any race-related options associated with your original race at no cost. If any of your PCs possess Oread's favour boon, halve PP cost.
Expert Negotiator Cross this boon off to gain +4 bonus on one Diplomacy, Bluff or Intimidate check. If using to influence genie or any creature with air, earth, fire or water subtype you may also roll check twice and take best result.
Friend of Kadadei+2 bonus to Know (local, history, nobility) relating to Magnimar. +2 on CHA based checks with good-aligned NPC in Magnimar.
Hero of the Day+2 Know (arcana) to identify constructs. Once per scenario ignore construct's hardness and DR for one attack. Declare before roll.
Recovered Treasures Purchase Amulet of the god caller (6,000gp)
Exemplar of the Order Fulfill and check up to 2 boxes on Scarab Sages Faction Journal Card. If you have fulfilled at least 10 goals across these cards and have either earned the Honored Acolyte boon or purchased Anamnesis, you can spend 30PP to gain the Jeweled Sage (30PP) boon.
Jeweled Sage (30PP) +3 insight bonus on Kn. History and Linguistics check, and all Kn. skills are class skills for you. 1/day when attempting Know skill check, you can roll twice and take higher result. Additionally you can comprehend languages 1/day as a spell-like ability (CL 15th). You are recognised as a leading scholar in many fields and gain a +2 circumstance bonus on Bluff, Diplo, and Intimidate checks when dealing with other scholars and experts.
Saviour of Knowledge 1/scenario when adventuring in Absalom or Osirion, a sage can offer advice on any subject, granting you +5 insight bonus on one knowledge skill check. Check a box to instead receive direct attention from a sage anywhere. Sage attempts a trained KN. skill check for you, with a bonus equal to twice character level, and provides info through mental magical communication.
Torch's Respect When interacting with Torch or his agents, gain +2 circumstance bonus on Bluff, Diplo, Intimidate checks. If you would die while fighting Grandmaster Torch or his agents, you can cross this boon off your CS to return to life with 0 hp at the end of the encounter. You can cross this boon off your CS to cross off the Reckless Revenge boon off another CS.
Against the Grain Apply both when your character did not agree with the decision that the group made, and when the CS reflects the decision in the form of possible boons or PP rewards. Before the end of the adventure, you may declare you are using this boon in order to receive any boon or different number of PP that corresponds to your character's decision instead of the group's decision. If using this boon would alter your rewards, cross the boon off CS; don't cross if your choice would not result in different rewards. Doesn't allow you to gain PPor boons due to group's failure to complete and objective, such as when alternate boons represent different levels of success, even if you disagreed with how the group handled the objective.
Chartered PillarsBorrow copy of VC Balentiir's map of Pillars of the Sun when travelling there. +2 know (geography) and Survival when navigating that area.
Honored Acolyte Choose one Knowledge skill and record it below. While jewel in possession, treat chosen skill as though it were a class skill. If already a class skill, you can use this boon 1/scenario to roll 2 dice and take better result.
Relic Guardian 1/scenario, when an unattended object within your reach is targeted by an offensive spell, attack or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If opponent succeeds at combat manuevre check to sunder an object in your possession, you can cross this boon off your CS to force the creature to reroll the attack with -5 penalty.
Aquel’s Favor: You may check both boxes that precede this boon to surround yourself in holy radiance as a standard action, gaining the benefits similar to an angel’s protective aura for 1 round per character level you have. Against attacks made by or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of you. Otherwise, it functions as a magic circle against evil effect with a radius of 20 feet and a caster level equal to your character level. If you are an undine, if you have the Water domain, or if you are a paladin with the pearl seeker archetype.
Water Affinity: This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the Elemental Planes.
▫ ▫ Welcome in the Boundless Sea: You gain a +1 bonus on Diplomacy check against undines and creatures with the water subtype. You may check one of the boxes that precedes this boon to requisition an elixir of swimming, or two boxes to gain a potion of water breathing or three elixirs of swimming. You may also check two of the boxes to purchase a necklace of adaptation for 8,250 gp, a helm of underwater action for 23,250 gp, or a suit of nautilus coral armor (see below) for 6,750 gp.
Elixir of dragon’s breath (brine dragon) (Price 2,000 gp; CL 10th; aura moderate evocation) : This vial contains a swirling current of luminescent blue liquid. A creature that drinks the elixir can breathe out a single blast of energy that deals 10d6 points of acid damage in a 30-foot line, plus an additional 1d6 points of acid damage
for each Water Affinity boon you have earned on any of your characters. The magic of the elixir ends after one use of the breath weapon or after 1 hour has passed, whichever comes first.

Raven 10
Neutral Male Tiny
Init +2; Senses Perception +21
AC 19, touch 14, flat-footed 17 (+5 natural armour, +2 Dex, +2 size)
hp 28
Fort +2, Ref +5, Will +9
Speed 10 ft. and 40ft. flying
Melee Bite +9 (1d3-4/20/x2)
Str 2, Dex 15, Con 8, Int 10, Wis 15, Cha 7
Base Atk +4; CMB 4; CMD 10
Feats Weapon Finesse, Skill Focus (Perception)
Skills Acrobatics +6, Appraise +0, Bluff -2, Climb +2, Diplomacy -1 Escape Artist +10, Fly +19, Heal +3, Intimidate +8, Kn (arcana, planes) +8, Kn (dungeon, engineering, geography, nobility, religion) +1, Kn (history) +5, Kn (local) +2, Kn (nature) +6, Linguistics +7, Perception +21, Sense Motive +2, Sleight of Hand +2, Spellcraft +10, Stealth +19, Survival +2, Swim +2, Use Magic Device +5
Combat Gear ; Other Gear
Special Abilities
Alertness When a familiar is within arm's reach, the master gains the alertness feat
Improved evasion When subjected to an attack that allows a reflex saving throw for half damage, a familiar takes no damage if it makes a succesful saving throw and only half damage if the saving throw fails.
Share spells Witch may cast a spell with a target of 'you' on this familiar. Witch may cast spells on this familiar even if the spells normally do not affect familiar type.
Emphatic link The master has an empathic link with her familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Becauses of the the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Master bonus The master of a Raven familiar gains a +3 bonus on Appraise checks.
Deliver Touch Spells: If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.
Speak with Master: A familiar and master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of its Kind: Can communicate with animals of approximately same kind as itself (including dire varieties). Such communciation is limited to INT of other creatures.