Desert Giant

Senva's page

76 posts. Alias of Sedoriku.


Full Name

Senva

Race

Luddian (Fetchling)

Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |

Classes/Levels

Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Gender

F

Size

Medium

Age

?

Alignment

CN

Location

Underground...

Languages

Eridian Common

Strength 10
Dexterity 19
Constitution 12
Intelligence 10
Wisdom 10
Charisma 20

About Senva

Female Fecthling

Character sheet:
Void Touched Sorcerer/Heavens Oracle 4
NG Medium outsider(native)
Init: +4; Senses: Dark vision 60’, Low-Light Vision, Perception +6
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 11 (+4 Dex, +1 dodge, +1 Armor) 20 vs. AoO to move
AC (with Coat of many stars active) 19, T: 15, FF: 14 (+4 armor, +4 Dex, +1 Dodge) 23 vs. AoO to move
hp 29 (4d8+4+4[FCB])
Fort +4, Ref +6, Will +5
Cold, Fire, and Electricity resistance: 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee -1 (1d6 Sickle)
Melee Touch +3
Ranged +3 (1d8 Crossbow)
--------------------
Statistics
--------------------
Str 10,
Dex 18,
Con 12,
Int 10,
Wis 10,
Cha 20

Base Atk +3; CMB +3; CMD 17
Feats: Dodge, Mobility, Eschew materials

Traits: Magic in the Blood, Two-World Magic (Unwitting ally), Born on Pandora.

--------------------
Skills (16):
--------------------
Linguistics (1 rank +0 int):+1
Diplomacy (2 ranks, +5 Cha, +3 class): +10
Bluff (1 rank, +5 Cha, +3 class): +9
Use magic Device (2 Ranks, +5 Cha, +3 class): +10
Fly (1 rank, +4 Dex, +3 class): +8
Acrobatics (1 rank, +4 Dex): +5
Knowledge (Arcana) (1 rank +3 class): +4
Stealth (1 rank, +4 dex, +2 Racial):+7
Spellcraft (2 ranks, +3 class, +5 Cha (Magic in the blood): +10
Intimidate (1 rank, +5 cha, +3 class):+9
Perception (3 ranks, +0 wis, +3 class): +6

Languages: Common, Alko

--------------------
Possessions:
--------------------
Cloak of resistance, +1
Page of Spell Knowledge (1st level) Shocking Grasp
Cracked Magenta Prism
Dull Gray Rhomboid
Silken Ceremonial Armor
Sickle
Crossbow, light
Bolts (40)
Bedroll
Blanket, winter
Backpack
Hourglass
Mirror, small
Rope (silk)
Compass
(17.4 gp left)
--------------------
Race Abilities:
--------------------
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.
Dark vision: 60’
Low-Light Vision:
--------------------
Class Abilities, Oracle:
--------------------
Mystery: Heavens.
Curse: Blackened
Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.
Effect:
You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
At 5th level, add scorching ray and flaming sphere to your list of spells known.
At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add delayed blast fireball to your list of spells known.
Revelation: Coat of Many Stars: (1st level) You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.
Awesome Display: (3rd level) Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).
Mystery Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).
Spells:*snip*In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.*snip*
Orisons
--------------------
Class Abilities, Sorcerer:
--------------------
Bloodline: Wildblooded- Void-touched (Starsoul)
Bloodline Arcana: Whenever you cast an evocation spell, you may select one affected target that fails its save to suffer the choking airlessness of the void, silencing it (as silence, but affecting only the target) for 1 round. This is a supernatural ability.
Bloodline Powers: Black Motes (Sp): (1st level) This ability works exactly like (and replaces) minute meteors, except it deals cold damage. (Minute Meteors: At 1st level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of fire damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.)
Voidwalker (Ex): (3rd level) At 3rd level, you gain low-light vision and resist cold and fire 5. At 9th level, you no longer need to breathe, as if wearing a necklace of adaptation.
Bonus Spells: unseen servant (3rd), glitterdust (5th), blink (7th), call lightning storm (9th; dealing fire damage, damage increased outdoors at night), overland flight (11th), repulsion (13th), reverse gravity (15th), greater prying eyes (17th), meteor swarm (19th).
Orisons
--------------------
Spells:
--------------------
Known
6 (Oracle) and 6 (Sorcerer)– Orisons and Cantrips
3 and 3 – 1st level spells
1 and 1 - 2nd level spells
1st level Bloodline and 1st and 2nd Mystery Spells, all cure spells and curse spells.

Sorcerer spells:
Cantrips- Ray of Frost, Detect magic, Message, Bleed, Arcane Mark
1st level- Unseeen Servant (Bloodline), Magic missile, Stumble gap, Touch of gracelessness
2nd level-Spontaneous Immolation

Oracle Spells
Cantrips- Read magic, Guidance, Enhanced diplomacy, Create water, Light
1st level- Burning hands (Curse), Cure light wounds (Oracle Bonus), Color spray (Mystery), Forbid Action, Summon monster I, Shield of faith
2nd level- Hypnotic pattern (Mystery), Cure moderate wounds (Oracle Bonus), Resist Energy

Other source spells
Unwitting ally (trait)
Disguise Self (1/day, Race, no slot)

Slots:
1st level: 8 and 8
2nd level: 4 and 4

--------------------
Senva spoilers:

--------------------
Description
--------------------
Senva has next to no understanding of mechanics; some parts of it even scare her, such as the Claptraps (living metal? Shudder) and some mundane technology, though guns and other weapons intrigue her. However, Senva understands magic, she understands it well. Senva is also very naive about how negative people can be and has little understanding why someone would do something bad. Character wise I’m trying for a naïve Kaylee (from Firefly) who will hopefully sober up somewhat about human, and what not, nature but still keep her rose-colored glasses. However unlike Kaylee, she has a temper and is perfectly fine with hurting bad people.

The young woman stands about six feet tall and has an elongated downward sloping neck so her head is in front of her body. She bears a striking resemblance to guardians but is more compact and a dark grey overall.
--------------------
Background
--------------------
The Eridians were technologically gifted, but not every Eridian trusted it. A small but sizable part of the population found technology to be abbherant and something to be avoided. These Luddians abandoned the technology of their society and instead moved deep underground (Grew up on Pandora) or to new worlds. On Pandora they went deep, deep underground and completely avoided the surface. The subsequent collapse of Eridian society affected the Luddians little. In fact the Guardians were even more reason to avoid technology altogether. Instead they focused on developing and using magic to survive and make life more enjoyable (Two-World Magic.)

When the corporations came to Pandora, the Luddians were faced with a problem and, instead of facing it head on, decided to ignore or avoid the newcomers as much as possible. They would abandon and destroy caves and even whole villages when mining came too close. This was the environment that Senva grew up in, being forced to avoid machines and the people who wielded them with an almost religious fervor and moving on a somewhat regular basis. But, unlike her family and others, Senva didn’t completely fear Technology, in fact she found it and the ancient horror stories about flying through nothingness with only thin layers of metal around you appealing.

One day Senva found a tunnel with some of the alien invaders. She would visit this tunnel regularly, even getting as far as being able to talk with the people there. However, her family did find out about her tunnel and erased much of the guards’ memory of Senva and them. As punishment for her behavior the arbiters decided to burn her hands (Blackened Curse) to squash her and possible other’s behavior. Instead this had the opposite effect, it caused Senva to feel even more righteous about her actions. Thus she fled the Luddians and instead tried to seek the ‘kind’ workers she meet earlier…

--------------------
Luddians:
--------------------
Luddians are a reclusive but highly magical race. Thousands if not tens of thousands of years ago they split from the technologically adept Eridians in an attempt to avoid the evils of such machines. The separation was not very successful until the group moved into the massive underground cave systems of Pandora and completely sealed themselves in. Originally part of a religious sect and biologically the same as the Eridians, Luddians have over the millenia come to be their own species.

Luddians have, like most other races, two arms and two legs but in comparison they have a generally stooped appearance about them. This appearance comes from how their heads and necks extend about six inches forward from their shoulders instead of up. Luddians generally run about the same height as humans do, but if it weren’t for their seeming fragility they might be seen as overbearing (their height being measured from their shoulders not their head.) Differentiation between male and female Luddians can be next to impossible with clothes on, but the males generally run a little more bulky and generally have a lighter more “colorful” appearance than females, whereas females typically give off more heat. After being in underground for so long the Luddians have developed colorations that run from grey to almost black, men sometimes have a slight hint of color.
Luddians have tightknit societies, but, due to the nature of the caves they live in, these have split into three semi distinctive groups. The three largest cave systems rarely intersect, and for a long time the different groups living in them rarely encountered each other, but more recently the three societies have found each other and started to expand and develop cities where the three societies often mingle. Magic is of utmost importance to the average Luddian, only a small percentage of the populations do not have some ability in it. In fact, magic is the only reason the race has been able to survive much less thrive undgeround. The three groups have developed their own methods and forms of magic, the Luddians from the northern hemisphere’s semi-seismically active caves have developed a very thinking and rote memorization based magic. Int based casters. Those who hail from the southern hemisphere’s more volcanically active zones have a more inspiration based magic and seem able to pull spells out of the thin air. Wis based casters. Finally the smaller cave system around the equator has given rise to Luddians who work with magic solely by their force of personality, but seem to have access to less spells than the other groups.

Luddians shun relations with other races, sealing holes and erasing memories when the aliens delve too deep or break into the Luddians’ caves. But sometimes the Luddians have to abandon sections of a cave, a corridor, or even, occasionally, a whole city. Originally content to be left alone, many Luddians are starting to feel it might be best to retaliate. With every abandoned area, these feelings spread.

Luddians are often highly indoctrinated and taught from a very young age to follow their elders. Most Luddians are lawful and follow a religion of self-purification and a complete avoidance of technology. Instead they often worship magic itself.