Woman

Semenya Carbachon's page

568 posts. Alias of AdAstraGames.


Full Name

Semenya Carbachon

Race

Half-Orc

Classes/Levels

Sorcerer, 7th (Brass Draconic Bloodline)

Gender

Female

Size

Medium

Age

22

Special Abilities

Darkvision 120'

Alignment

CG

Deity

Shelyn

Location

Westcrown

Languages

Chelaxian, Draconic, Infernal, Orc

Occupation

Negotiator

Strength 10
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 10
Charisma 20

About Semenya Carbachon

Background:
Semenya's mother, Tanila, was an adventuress, a sorceress who was the great great granddaughter of a brass dragon. She was separated from her adventuring party, and captured by the Deep Orcs of [Insert Campaign Locale here].

What happened next can't be stated in any genteel way. She was raped. Eventually, she was rescued, the Deep Orc tribe more or less exterminated over the course of that adventure.

Tanila felt that the child in her womb, even born of rape, was innocent of wrongdoing, and should be allowed to make its own way in the world. Against the advice of her friends, the pregnancy was not terminated by herb or spell.

The birthing was terrifying and painful...and the child was born with the dark jade hide of the Deep Orcs, and a set of brass-colored birthmarks that manifested as whorls of draconic protection. The face was striking, a mixture of human, Orcish and vaguely draconic bone structures.

After she was weaned, her mother sporadically took up adventuring again, leaving Semenya with nurses and guardians; being successful adventurers in Cheliax is often rewarding, if hazardous. By the time Semenya was a toddler, her mother had effectively retired from adventuring to protect her daughter.

Even with her mother's protection, Samenya's childhood was challenging. At one point, teased by other children for being taller than they, and worst of all, different, she lashed out, and the aspect of the dragon transformed her hands into claws. One child nearly died, the rest screaming "Monster!" as they fled.

At this, Tanila took closer action on protecting her daughter, teaching her right from wrong, and teaching her to cherish and protect those weaker than herself, and to not let the tempers of the dragons, or of the Deep Orcs, rule her. While the matter of her conception was never explicitly brought up, it wasn't hard to figure out, given the scars her mother bore, and a number of her behavior issues and nightmares.

The blood of dragons, and the heritage of the Deep Orcs, have granted her power, and muscle memories generations deep have given her facility with a falchion and the greataxe. Rather than use that power to adventure in the wilderness and expand the borders of Cheliax, she's decided to use it closer to home, to try and help uncover the conspiracies of Westcrown - and if they prove to be a liberation movement, aid it. She's currently working as a negotiator for [Insert Interesting NPC here], and looking for a chance to make a difference.

Appearance:

Semenya is a 6'0" tall, robustly built half-orc woman with skin the color of malachite, and black hair that's long and straight, worn in braids. Her skin is covered in whorls of brass colored birthmarks, and her face is an oddly attractive amalgam of Orc and Human features, with eyes that have no visible whites and appear to be all pupil. Normally, she dresses in scholar's robes of maroon wool, embroidered with patterns of green and gold.

When she's doing 'night hunting' work, she wears dark, loose fitting clothing, wears a cloak, and has a greataxe slung against her chest as a backup weapon.

When she's using Diplomacy to gather information, she will dress in a day laborer's outfit, and play down her intelligence and charisma. Her preferred role is to infiltrate the kitchen help, where she's used as a server, or to work as a menial, turning beds or hauling coal.

Character Sheet:

Female Half-Orc Sorcerer (Draconic, Brass), CG
Replace Orc Ferocity with Sacred Tattoos (+1 Luck Bonus to all saves) (APG)

STR 10(0), DEX 14(5), CON 13(3), INT 14(5), WIS 10(0), CHA 15+2+1(7)

Init +8, Move 30', Darkvision 120'.
AC 13/17/21, Fort +5, Ref +6, Will +7, 32/-13 HP, CMB +3, CMD 15
Melee: Greataxe: +4, 1d12+0, x3
Melee: Claws +3/+3, 1d4+0, 20/x2
Ranged: Crossbow: +7, 1d8+1, 19-20/x2
Ranged: Acid Orb: +5 (Touch), 1d3 Acid, 20/x2, 50 feet.
Ranged: Flaming Magic Missile: +1,000,000, 1d4+5, Fire, no crit, 170'
Ranged: Magic Missile: +1,000,000, 1d4+1 Force, no crit. 170', 110' from wand.

Traits:
Highlander (+1 to Stealth, is always class skill. +2 in rocky areas)
Conspiracy Hunter [diplomacy] (Diplomacy Bonus +1, and is class skill)

Feats:
Deepsight (APG) (Darkvision 120'), Eschew Materials; Elemental Spell [fire]; Extend Spell; Forge Ring, Improved Initiative.

Skills (28 ranks):
Diplomacy: +15 (3 ranks, 3 class skill, 1 for Trait, 5 for CHA, 3 for Circlet)
Intimidate: +16 (3 ranks, 3 class skill, 2 for Half Orc, 5 for CHA, 3 for Circlet)
Perception: +11 (3 ranks, 3 class skill, 5 Magic Item)
Stealth: +17 (7 ranks, 3 class skill, 1 for Trait, 2 for DEX, 5 Magic Item)
Spellcraft: +12 (7 ranks, 3 for class skill, 2 for INT)
Disguise: +15/+8 (5 for CHA, 3 for circlet or 10 for hat)
Perform (act): +8 (5 for CHA, 3 for circlet)
Bluff: +13 (2 rank, 3 for class skill, 5 for CHA, 3 for circlet)
Acrobatics: +2 (2 for DEX)
Escape Artist: +2 (2 for DEX)
Knowledge (arcana): +6 (1 rank, 3 for class skill, 2 for INT)
Ride: +2 (2 for DEX)
Swim: +0 (0 for STR)
Climb: +0 (0 for STR)
Craft: +2 (2 for INT)
Appraise: +2 (2 for INT)
Fly: +2 (2 for DEX)
Sense Motive: +0 (0 for WIS)
Survival: +0 (0 for WIS)
Track: +0 (0 for WIS)
Use Magic Device +12 (1 rank, 3 class, 5 CHA, 3 for circlet)

Spells:
8x 1st, 7x 2nd, 5x 3rd

0: Prestidigitation, Acid Splash, Message, Mage Hand, Ghost Sound Detect Magic Mending
1: Burning Hands (5d4+8 Fire Damage, Reflex DC 16 for Half),
Shield +4 shield bonus to Armor Class, immune to Magic Missiles, 6 minutes per casting.
Magic Missile (1d4+1 Force Damage, 3 missiles),Mage Armor (+4 Armor Bonus, even vs Incorporeal, 7 hours/casting.)
Vanish 5 round invisibility
Unseen Servant Slow moving (15'/move) force golem that can lift or carry 20 lbs and follow simple instructions. 7 hours per casting, can go to 40 away from her.
2: Metamagic Flaming Magic Missile (1d4+5 Fire Damage, 4 missiles, Full Round Cast),
Detect Thoughts Detect presence of thought at 1 round, surface thoughts at 3 rounds, 60' cone, blocked by 1 foot of stone, 1 inch of metal, 3 feet of wood/dirt. Will DC 17 to resist having thoughts read.
Resist Energy Energy Resistance 20 for elemental energy source chosen at casting, 10 minutes per level.
Glitterdust Area effect blindness, reveals invisible creatures, Will DC 17 save, no SR, 7 rounds.
Acid Arrow 2d4 Acid per round for 3 rounds, ranged touch attack. No SR.
Extended Mage Armor (+4 Armor Bonus, even vs Incorporeal, 14 hours/casting.)
Extended Vanish 10 round invisibility.
Extended Shield +4 shield bonus to Armor Class, immune to Magic Missiles, 14 minutes per casting.
3: Lightning Bolt 7d6 Electricity, 120' line.
Fly 60'/round of flight speed. Good manueverability, grants +3 (half caster level) to Fly skill for maneuvering. Lasts for 1 minute per level.
Haste +30' additional movement speed in any movement mode used, +1 to hit, +1 to AC (dodge), +1 to Reflex saves, one additional attack in a full round attack. Lasts for 1 round per level.
Extended Resist Energy Energy Resistance 10 for elemental energy source chosen at casting, 120 minutes per casting.
Extended Glitterdust Area effect blindness, reveals invisible creatures, Will DC 17 save, no SR. 14 rounds per casting.
Flaming Acid Arrow 2d4+2+3 Fire damage per round for 3 rounds, ranged touch attack. No SR.
Extended Acid Arrow 2d4 Acid per round for 6 rounds, ranged touch attack. No SR.

Bloodline Abilities:
1st: Whenever you cast a spell with a fire energy descriptor, that spell deals +1 point of damage per die rolled.
1st: Claws. Can make two 1d4 attacks of claw damage at full melee combat bonus.
3rd: +1 Natural Armor bonus, stacks with Amulet of Natural Armor
3rd: 5 energy resistance [fire], stacks with Resist Energy
5th: Claws do magical damage.
7th: Bloodline Feat: Improved Initiative.

Favored Class Bonus:
1st: Half-Orc Sorcerer (APG): +1/2 pts of damage to all fire based spells
2nd: Half-Orc Sorcerer (APG): +1/2 pts of damage to all fire based spells, net +1 at 2nd.
3rd: Half-Orc Sorcerer (APG): +1/2 pts of damage to all fire based spells, net +1 at 3rd.
4th: Half-Orc Sorcerer (APG): +1/2 pts of damage to all fire based spells, net +2 at 4th.
5th: Half-Orc Sorcerer (APG): +1/2 pts of damage to all fire based spells, net +2 at 5th.
6th: Half-Orc Sorcerer (APG): +1/2 pts of damage to all fire based spells, net +3 at 6th.
7th: Half-Orc Sorcerer (APG): +1/2 pts of damage to all fire based spells, net +3 at 7th.

Equipment:

Masterwork Greataxe (320 GP)
Backpack (2 GP)
+1 Heavy Crossbow Crossbow (2,350 GP)
15 bolts (1.5 GP) (Scavanged from Tieflings)
5 masterwork cold iron bolts (31 GP)
10 silver tipped crossbow bolts (21 GP)
2 bags of Caltrops (1 GP)
2 belt pouches (2 GP)
A set of Artisan's clothes, kept plain and nondescript, with several hidden pockets on the inside of the apron (6 GP) (Extra for pockets)
A set of Explorer's clothes, done in dark colors, for doing 'night hunting' (Free)

1 Circlet of Persuasion (4,500 GP)
1 Eyes of The Eagle (+5 to Perception Checks} (From Yahirma)
1 Hat of Disguise (1,800 GP)
1 Ring of Spell Storing, level 2 spells (Self-made) (4,000 GP) combined with Ring of Feather Falling (3,300 GP)
1 Headband of Alluring Charisma (1,900 GP) (From Yahirma)
1 Slippers of Spider Climbing and Stealth +5 (2,470 GP) (From Yahirma)
1 Cloak of Resistance +2 (1900 GP) (From Yahirma)
1 Metamagic Rod of Electrical Damage (2,700, 10% discount)

9 potions of Cure Light Wounds (450 GP)
3 potion of Cure Moderate Wounds (450 GP)
1 potion of Gaseous Form (750 GP)

1 wand of Magic Missile (36/50 charges) (750 GP)
1 wand of Enlarge Person (46/50 charges) (750 GP)

2 scrolls of See Invisible (150 GP)
1 scroll of Lesser Restoration (150 GP)
2 scrolls of Darkness (300 GP)
1 scroll of Daylight (150 GP)
1 scroll of Heightened Daylight (Level 4) (700 GP *0.8 = 560 GP)
3 scrolls of Detect Traps (75 GP)
4 scrolls of Darkvision (600 GP)
1 scroll of False Life (150 GP)

1900 GP, in a bank of Abadar
30 gold, 4 Silver, 10 copper (routine spending cash)

Notes:

It should be clear how I've justified the melange of abilities here.

Likely future feats are Improved Initiative (Bloodline) (7th) and either Elemental Spell [electricity] or Forge Ring for the non-bloodline spells.

Spell Acquisition Plan:

1: Unseen Servant (7th)
2: Acid Arrow (7th)
3: Haste (7th)

Party Niche/Role:

Out of combat, Intimidate and Diplomacy make her an effective negotiator. She also uses Diplomacy as a Gather Information skill, listening to rumors and keeping tied in on who's talking to whom. If she needs to interrogate someone, she will have someone else Intimidate them (to reduce the Will save) then use Detect Thoughts to read their surface thoughts while using Bluff and Diplomacy to get them to think about what she wants them to think.

The Prestidigitation spell allows her to do a lot of very useful tricks subtly, and Acid Orb is used to remove locks and dispose of papers when needed.

I'm figuring that a not horrible Perception skill check, and decent Stealth bonus, plus 120' Darkvision, she can work as a lookout. The Message spell was taken to specifically stay in communication when this is being done. Ghost Sound will be taken so that if someone needs a distraction to lure away a guard, she can provide it.

Her primary combat ability is Burning Hands, or Flaming Magic Missile at range, followed by using the crossbow. In melee, if it comes to it, she'll swing the Greataxe, or in desperation, her claws.

I intend to take the Half-Orc Sorcerer Favored Class Bonus every level - between it and her Draconic bloodline bonuses, her fire damage spells are going to get VERY dangerous.