Shoanti Tribeswoman

Senna Proviso's page

660 posts. Alias of stormraven.


Race

Sorcerer 10 / uMonk 1 / Dragon Disciple 2 ::

Classes/Levels

HP: 53| AC:26 ; T:22 ; FF:23 ; CMD:29/26 | Fort:+9 ; Ref:+11 ; Will:+12 (+18 vs charm/compulsion) | Init:+2 ; SM:+9 ; PER:+10 (Low Light, Darkvision 10’)

About Senna Proviso

Senna Proviso (Rogarvia)
Female human (Taldan) unchained monk (scaled fist) 2/ sorcerer 11 (FCB: Spells)
LN Medium humanoid (human) ART: Draconic Heritage

Init +2; Senses darkvision 10 ft., low-light vision; Perception +10

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Defense
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AC 26, touch 22, flat-footed 23 (+4 armor, +7 Cha, +2 deflection, +2 Dex, +1 dodge)
HP 53 (13 HD; 11d6+2d10)

Fort +9, Ref +11, Will +12 (+6 vs. charm and compulsion)

Defensive Abilities evasion

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Offense
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Speed 30 ft.

Melee
+1 spell storing* handwraps +8/+8/+3 (1d6+1) or
> * Vampiric Touch (7d6 DAM transfer)
mwk cold iron waveblade +8/+8/+3 (1d6/18-20) or
mwk sansetsukon +8/+8/+3 (1d10/19-20) or
unarmed strike +7/+7/+2 (1d6)

Special Attacks
flurry of blows (unchained)
4/day — stunning fist (Fort Save DC 23 to negate)
1/day — breath weapon (11d6 fire, 30 ft. cone, Reflex Save DC 22 for ½ DAM, No SR)

Spell-Like Abilities (CL 13th; concentration +20)
3/day — dancing lights

Sorcerer Spells Known (CL 13th; concentration +20)
5th (5/day) — fire snake (DC 23), spell resistance, teleport

4th (7/day) — black tentacles, charm monster (DC 21), confusion (DC 21), dimension door, dragon's breath (DC 22), fear (DC 21), greater invisibility

3rd (8/day) — diamond spray (DC 21), dispel magic, fireball (DC 21), fly, force punch (DC 21), haste, spiked pit (DC 20), vampiric touch

2nd (8/day) — ashen path, bear's endurance, burning arc (DC 20), fog cloud, glitterdust (DC 19), resist energy, see invisibility, web (DC 19)

1st (8/day) — burning hands (DC 19), charm person (DC 18), grease, mage armor, magic missile, shield, true strike, web bolt (DC 18)

0 (at will) — acid splash, breeze, detect magic, disrupt undead, light, mage hand, mending, message, prestidigitation, read magic, root, spark (DC 18)

Bloodline Draconic (Red)

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Statistics
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Str 10, Dex 14, Con 10, Int 14, Wis 12, Cha 24

BAB +7; CMB +7; CMD 29/26

Feats Combat Reflexes, Dodge, Elemental Spell, Empower Spell, Eschew Materials, Expanded Arcana (2 spells L3 and L4), Improved Unarmed Strike, Persistent Spell, Selective Spell, Spell Focus (evocation), Spell Specialization (Fireball), Stunning Fist, Varisian Tattoo, Versatile Spontaneity

Traits bastard, irrepressible, magical knack

Skills
Acrobatics +11
Bluff +15
Climb +4
Craft (tattoo) +18
Diplomacy +7
Disguise +7
Escape Artist +10
Fly +10
Intimidate +11
Knowledge (arcana) +8
Knowledge (history) +8
Knowledge (nature) +3
Knowledge (religion) +6
Linguistics +3
Lore (Cyclopean Empire) +8
Perception +10
Profession (cook) +5
Profession (Tattooist) +11
Ride +6
Sense Motive +9
Spellcraft +15
Stealth +10
Survival +1 (+3 to avoid becoming lost)
Swim +0
Use Magic Device +11

Racial Modifiers bastard (-1 all CHA-based checks vs Brevoy nobility)

Languages Common, Cyclops, Draconic, Varisian

SQ bloodline arcana (fire spells deal +1 DAM/die), blood havoc (evocation spells deal +1 DAM/die), draconic heritage, paranoid

Gear
headband of alluring charisma +4
traveler’s clothes
cloak of resistance +3
mnemonic vestment
holy symbol (Desna) [necklace outside of clothes]

wayfinder [necklace inside clothes]
> orange prism ioun stone

Belt with sheaths
> maximize metamagic rod
> mwk cold iron waveblade
> mwk sansetsukon

+1 spell storing handwraps
ring of protection +2

bag of holding, minor
> Predator & Prey volume I [under the effects of Secluded Grimoire]
> Predator & Prey volume II
> Bedroll
> journal (tattoo portfolio)
> masterwork tattooing tools
> mess kit
> oldlaw whiskey (1 bottle)
> Cooking Kit [cutting board, wooden (2 lb), knife, cutting (0.5 lb), ladle (0.5 lb), pot, seasonings, local (0.5 lb), skewer (1 lb), skillet, tinder packet (0.5 lb), tripod, iron (3 lb)]
> trail rations (3)
> waterskin

Bandolier
> colored ink (1)
> ink (2)
> inkpen
> whetstone
> Money: 2 GP, 4 SP, 8 CP

spell component pouch
> (1) diamond dust (stoneskin)

Encumbrance: 21.3 lbs LIGHT

Special Abilities:

Sorcerer
Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Blood Intensity +7 (Sorcerer Bloodline Power [3rd], 3/day) Add listed bonus to maximum dice of damage (doesn't stack with intensify spell).
Blood Piercing +7 (Sorcerer Bloodline Feat, 2/day) Reduce energy resistance or SR of foe by listed amount.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Breath Weapon (11d6 fire, 30 ft. cone, 1/day, DC 22) (Su) As a standard action, deal energy damage in area (Ref half).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Magic Feats
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it at +2 CL.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 CL.
Versatile Spontaneity Cast a spell from your spell list you don't know at +1 slot level.

Metamagic
Elemental Spell (Acid) [+1 Level] You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empower Spell [+2 Levels] Numeric effects of a spell are increased 50%.
Persistent Spell [+2 Levels] Foes must succeed at 2 saves or suffer the spell's full effects.
Selective Spell [+1 Level] You can cast a spell that does not affect 7 targets within its area.

Monk
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (4/day, DC 23) You can stun an opponent with an unarmed attack.

Racial
Darkvision (10 feet) You can see in the dark (black and white only).
Draconic Heritage (Ex) Ignore Cha pre-reqs of Eldritch heritage chain of feats.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Paranoid Aid Another DC 15 for attempts to help you.

Predator & Prey Volume I (spellbook):

1st
Air Bubble
Expeditious Retreat
Identify
Secluded Grimoire
Shadow Trap
Shocking Grasp
True Skill

2nd
Boneshaker
Cat’s Grace
Gust of Wind
Knock
Invisibility
Mirror Image
Protection from Evil, Communal
Rope Trick

3rd
Blood Biography
Gaseous Form
Heroism
Hold Person
Protection from Energy
Slow
Stinking Cloud
Threefold Sight

4th
Boneshatter
Controlled Fireball
Globe of Invulnerability, Lesser
Nondetection, Communal
Resilient Sphere
Rigor Mortis
Secure Shelter
Stoneskin
Wall of Fire

Predator & Prey Volume II (spellbook):

5th
Cloudkill
Feeblemind
Hold Monster
Overland Flight
Sending
Wall of Force

6th
Chain Lightning
True Seeing

Background:

Secrets and lies… what every family possesses.

Senna was always told she was the second daughter of the Proviso family. Her hair was a bit lighter than her siblings and her skin tone was a bit darker, but they were family, through and through. That was the truth Senna knew… and it would be years before she learned it was a lie. [Trait: Bastard]

Life in Brevoy could be hard – that was a fact – unless you were part of the fatted aristocracy. It seemed like every family in the wooded thorp had a hard luck story somewhere along the line. So, the Proviso’s story didn’t stand out too much. They were lumberers, taking what the forest gave them. But the pox ended that. It sent four of the five Provisos to Pharasma. Only Senna, the second eldest, survived. Hard luck.

But Rostlanders take care of their own, even if they don’t have the right tools for the job. Senna’s spinster great aunt Zarzanna (her grandmother’s sister) took Senna and left the village. They traveled deep in the forest to Aunt Zarzanna’s shack. She was an herbalist and folk healer with just a touch of the sight – enough to fool most of her neighbors into believing she was much more than a simple hedge witch.

Zarzanna had no children, nor any interest in them, so she was ill-equipped to raise a child. Falling back on what she knew, she treated Senna more as a pack mule and a particularly stupid apprentice rather than a young girl. It was a hard existence for the slip of a girl; Senna's life on a daily basis consisted of grueling labor, back-breaking chores, and mind-strangling questions that led to occult lessons. She was under-clothed, under-fed, and overworked. But the rigors of their life together toughened Senna both physically and mentally – a fact she’d be grateful for later.

Living alone in the woods with the meanest woman in the county didn’t leave Senna with many social options, even when she traveled to town. She was an object of suspicion and concern… for anyone that crossed her path. Her breaks only came when the old woman had a patient to treat, was roving the forests looking for rare ingredients, or visited one of the thorps to sell medicinal herbs they’d foraged in the woods. And that’s when Senna’s ‘nannies’ would appear… fey creatures that would tell her stories, play with her, and teach her things. The young girl assumed her great aunt had sent the creatures to watch over her. It was years later when she realized the old woman knew nothing about them. [Trait: Magical Knack] And why they were interested in her still remains a mystery.

Zarzanna was never able to make a ‘proper witch’ out of Senna, though she tried for years. She was able to pound the ‘magickal basics’ into the girl’s skull along with a few bits of terse wisdom:
Find whatever you’re good at… and do THAT. An’ try to make some money while you’re doin’ it.

And when the old woman was feeling charitable (or drunk), she'd recount the family history and weave stories of old Brevoy for the girl. [Lore: Cyclopean Empire, Lang: Cyclops] She taught Senna the folklore and shared what her limited 'sight' had shown her of those bygone days. Senna embraced those sparse moments of kindness and the feelings they conjured.

In her early teens, Senna's magical powers bloomed… along with her rages. In a rare moment of necessary candor, Zarzanna spilled the family secret. Senna wasn’t born into the Proviso family, she was found in the river, wrapped in a swaddling cloth. Perhaps she was set adrift or perhaps someone tried to drown her as a babe. That truth would likely never be known. But the cloth was silk and it bore the tattered remnants of an embroidered family crest. All that could be made out was a leathery wing. It was enough to identify the House.

Not one to leave a job half-done, Zarzanna speculated (rightly) that Senna’s rage and gift stemmed from the dragon's blood that flowed in her veins. [Class: Sorcerer, Bloodline: Draconic, ART: Draconic Heritage] The origin of her gift and swaddling cloth, taken together, proved to the old woman’s satisfaction that Senna was a daughter of House Rogarvia. And given that the entire house had vanished only a couple years before… it was a secret that could never be spoken again, if either of them wanted to live.

Being a teenager was hard enough without the added twists of her true paternity, the danger it presented, and the dragon’s blood coursing through her veins fueling her periodic rage. The next couple of years were ‘difficult’ for both women as Senna tried to grapple with who she was and control her emotional swings.

When Senna reached her majority, she couldn’t wait to get out from under Zarzanna’s callused thumb and leave Brevoy behind her. The weight of the aristocratic sword above her head was too much. She felt certain that her life would be better anywhere else. She headed west. She soon learned a lesson of adulthood – your problems follow you. While a life unscripted by Zarzanna was better, it wasn’t the joy she envisioned. Earning money was difficult. Her emotions were still hard to restrain even away from all the things she saw as triggers in her old life. Her sharp tongue, lack of social polish, and innate difference from normal people left her feeling isolated and made it hard to find friends.

At a literal and figurative crossroads in Numeria, Senna debated how to solve these issues and where to go when fate stepped in. A colorful caravan filled with noise, laughter, and a motley group of people, came down the trail. Seeing the girl looking lost, the caravan master pulled his ox team to a halt and jumped down to speak with her. Senna met her first troop of Varisians. They were warm, welcoming, and helpful. A short conversation later and Senna found herself riding in a swaying wagon and trying to comprehend the controlled chaos that is a caravan full of entertainers and extended family.

She spent six months with Circul Haosului. In that time, she learned about Desna – a revelation for a woman taught that only the mercurial patrons of witches truly matter. She practiced her social skills, since the caravan stopped in nearly every town along their trail. And she learned about the practical skills and mystical art of Varisian tattooing. She now had a trade that could keep her fed. Finally, while her rages had lessened, they still weren’t under control. But she’d learned there was an order of monks that allegedly learned from dragons the secrets of harnessing and controlling their primal emotions. And that was her next destination. With many regrets, she left her friends of Circul Haosului when their paths had to diverge. [Craft: Tattoo, Prof: Tattooist, Feat: Varisian Tattoo]

Many more miles and time passed as Senna sought, found, and joined the monastery to begin her training. Nearly two years later she emerged, better trained and more confident in her ability to moderate the singing of her dragon’s blood. More importantly, she learned that she can’t suppress her nature, only control and direct it. [2nd Class: Monk (Scaled Fist)]

Senna took to the open road plying her trade as a tattooist, criss-crossing the lands she passed through, seeing new vistas and meeting new people. It was a simple life. But the winds of fate were determined to complicate matters. In towns or the wilds, situations would arise requiring Senna’s sorcerous abilities. She couldn’t blame fate entirely because sometimes she made an unnecessary choice to intercede. She was a fool for good people or good causes… and chose to step in.

Almost without conscious thought, like a salmon returning to the river of its birth, Senna’s course has slowly wound its way east. By the time she realized where her course was leading, she was halfway through Numeria. Having left Brevoy nearly 6 years before, she decided it was time to see home again with fresh eyes. Whether the River Kingdoms and Brevoy has grown more dangerous or fate has blown especially hard, Senna has frequently found her occult skills being in more demand than her tattoo needles. Around every bend in the road there seems to be a gang of bandits, a cabal of undead, or a horde of monstrous humanoids of one sort or another threatening a village. Senna has incinerated several of these recent problems earning the nickname – in fear or hope – the ‘Dragon’s Daughter’. Trying to avoid the aristocracy’s attention which could expose her secret and their machinations where she would likely be played as a pawn, Senna raced through Brevoy towards the Stolen Lands hoping to stay three steps ahead of her reputation. In the Stolen Lands, she plans to lay low and create tattoos while the furor around the Dragon’s Daughter dies down. Now, if Fate will just cooperate…

Appearance and Personality:

Female Human (Taldan)
Age: 25 (Adult), 5'4", 140 lbs

Senna is a slightly built, olive-skinned Taldan woman with a tangled mane of dark brown hair and curious, brown eyes. Her boots are mud-spattered and worn. Her clothes are utilitarian and typical of an experienced traveler. In holsters on her belt are a folded three-sectional-staff and a rod. Beneath all that - if one were given the opportunity to see - Senna is decorated with tattoos liberally sprinkled across her body. They are bands of linked runes - each one a phrase of power. The largest tattoo is purely artistic - a dragon going down her back. Rumors say that it is more than just a tattoo, that the outlining in parts was done with gold wires inserted into her skin.

Though she is small, the sorceress is hardy and tough - physically and mentally. She considers herself the equal of any warrior and where she might not be able to beat a man physically, she is ready to out-magic or outsmart one at every turn. Due to her strange up-bringing, she has limited experience with tact and diplomacy. She speaks her mind, sometimes colorfully, and a bit too candidly. But she is generally well-intentioned, kind, and helpful. Senna is loyal to her friends and fierce in battle. She has the tenacity of a war wolf.