Repral

Shekla Stygg's page

45 posts. Alias of Zaboom!.


Full Name

Shekla Stygg

Race

Uriak

Classes/Levels

Sorcerer 3 | HP: 14/24

Gender

Female

Size

Medium

Age

23

Alignment

NG

Location

Dunwich

Languages

Keolan, Orc, Saurian, Hin

Occupation

Night watch

Strength 10
Dexterity 16
Constitution 17
Intelligence 15
Wisdom 14
Charisma 17

About Shekla Stygg

Shekla Stygg
Female Uriak Sorcerer
NG Medium humanoid (orc, human)
Init +5; Senses low light vision, darkvision 60', blindsight 10'; Perception +11

DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 24 (3d4+15)
Fort +5, Ref +5, Will +6

OFFENSE
Speed 30'
Melee +1; Ranged +4
Falchion +1 (2d4, 18-20x2)
Ray of Frost +4 (1d3+2), 30'

STATISTICS
Str 10, Dex 16, Con 17, Int 14, Wis 15, Cha 17
Base Atk +1; CMB +1; CMD 14

FEATS/TRAITS
Feat lvl 1: Chaos Blood sorcerer bloodline
Bonus: Eschew Materials
Feat lvl 3: Spell Focus: Evocation

Trait 1: Seeker (social)
Trait 2: Reactionary (combat)
Drawback: Foul Brand (face, Luthic)
Trait 3: Volatile Conduit (magic)

Having discovered a secret source within that enhances the energy of some spells. They can, as a Free Action, when casting a spell that deals Acid, Cold, Electricity, Fire, or Void damage, enhance that spell with volatile energy. When they do, the spell deals 1d4 points of extra damage of the same energy type. They can use this ability a number of times per day equal to Charisma modifier (minimum of 1).

Languages: Keolan, Orc, Saurian, Hin

Favored Class Bonus: half-orc sorcerer alt; +1/2 damage to fire spells. Times taken x3 (+1)

SKILLS:

(X) = Class Skill; 2+Int, +2 background = 6/lvl

Adventuring Skills:
()Acrobatics +3; 0 ranks, + 3 Dex, + Class, + Misc
(X)Bluff +1; 0 ranks, + 3 Cha, + Class, + -2 drawback
()Climb +0; 0 ranks, + Str, + Class, + Misc
()Diplomacy -1; 0 ranks, + 3 Cha, + Class, + -2 race -2 drawback
()Disable Device n/a; 0 ranks, + 3 Dex, + Class, + Misc
()Disguise +1; 0 ranks, + 3 Cha, + Class, + -2 drawback
()Escape Artist +3; 0 ranks, + 3 Dex, + Class, + Misc
(X)Fly n/a; 0 ranks, + (Var.), + Class, + Misc
()Heal +2; 0 ranks, + 2 Wis, + Class, + Misc
(X)Intimidate +9; 1 ranks, + 3 Cha, + 3 Class, + 2 race
(X)Knowledge (arcana) +6; 1 ranks, + 2 Int, + 3 Class, + Misc
()Knowledge (local) +3; 1 ranks, + 2 Int, + Class, + Misc
()Knowledge (nature) +3; 1 ranks, + 2 Int, + Class, + Misc
()Knowledge (planes) +0; 0 ranks, + Int, + Class, + Misc
()Knowledge (religion) +0; 0 ranks, + Int, + Class, + Misc
()Knowledge (underdark) +0; 0 ranks, + Int, + Class, + Misc
(X)Perception +11; 3 ranks, + 2 Wis, + 3 Class, + 2 race + 1 trait
()Ride +3; 0 ranks, + 3 Dex, + Class, + Misc
()Sense Motive +2; 0 ranks, + 2 Wis, + Class, + Misc
(X)Spellcraft +2; 0 ranks, + 2 Wis, + 0 Class, + Misc
()Stealth +3; 0 ranks, + 3 Dex, + Class, + Misc
(X)Survival +6; 1 ranks, + 2 Wis, + 3 Class, + Misc
()Swim +3; 3 ranks, + Str, + Class, + Misc
(X)Use Magic Device +7; 1 ranks, + 3 Cha, + 3 Class, + Misc

Background Skills:
()Animals +0; 0 ranks, + Cha, + Class, + Misc
(X)Appraise +0; 0 ranks, + Int, + Class, + Misc
(X)Craft: carpentry +6; 1 ranks, + 2 Wis, + 3 Class, + Misc
()Knowledge (engineering) +0; 0 ranks, + Int, + Class, + Misc
()Knowledge (geography) +3; 1 ranks, + 2 Int, + Class, + Misc
()Knowledge (history) +0; 0 ranks, + Int, + Class, + Misc
()Knowledge (nobility) +0; 0 ranks, + Int, + Class, + Misc
()Legerdemain +0; 0 ranks, + 3 Dex, + Class, + Misc
()Linguistics +2; 0 ranks, + 2 Int, + Class, + Misc
()Perform +3; 0 ranks, + 3 Cha, + Class, + Misc
(X)Profession: Soldier +8; 3 ranks, + 2 Int, + 3 Class, + Misc
(X)Profession: Fisher +6; 1 ranks, + 2 Int, + 3 Class, + Misc

SPELLS:

Spells/day:
1 2 3 4 5 6 7 8 9
Class: 5 - - - - - - - -
Bonus: 1 1 1
Total: 6

Spells Known (CL 3, concentration +6)
1st: Keep Watch; Shield; Magic Missile (2 @ 1d4+2); Burning Hands (bloodline; DC 15, 3d4+4)
0 (at will): Ray of Frost (1d3+1); Prestidigitation; Dedect Magic; Spark; Mage Hand.

EQUIPMENT:

Traveler's clothes, 5 lbs. (free outfit)
Falchion, 75gp, 8 lbs.
Wand of Mage Armor CL 1, 750gp | Charges: 49/50
Signal whistle, 8sp

Belt pouch, 1gp, 1/2 lb.
-Flint & Steel, 1gp
-Earplugs, 3cp
-Charcoal sticks x3, 1.5gp
-Chalk x3, 3cp

Hip Flask, 1gp, 1/2 lb.
-Whisky, 1sp, 1/2 lb.

Masterwork Backpack +2 (Lighten load, storage; 2gpx25), 50gp, 5? lbs.
-Potion Ant Haul CL 1, x4 200gp
-Potion Cure Light Wounds CL 1 x4, 200gp
-Potion Bull's Strength CL 3, 300gp
-Potion Remove Sickness CL 1, 50 gp.
-Potion Invigorate CL 1, 50 gp.
-Potion Endure Elements CL 1, 50 gp.
-Poncho, 5sp, 2 lb.
-Everburning Torch, 110gp, 1 lb (if allowed)

Masterwork Potion Belt, 5gp, 1 lb.
-Potion Cure Light Wounds CL 1 x4, 200gp
-Potion Ant Haul CL 1 50gp
-Potion Bull's Strength CL 3, 300gp
-Potion Remove Sickness CL 1, 50gp
-Potion Invigorate CL 1, 50gp
-Potion Cure Moderate Wounds CL 3, 300gp
-Potion Endure Elements CL 1, 50gp

At home until needed
-Fishing Kit 5sp, 3 lbs.
-Survival kit (common), 5gp, 4 lbs.
-Climber's kit, 80gp, 5 lbs.
-50' Silk rope, 10gp, 5 lbs.
-Masterwork Atrisan's tools (carpentry), 55gp, 5 lbs.
-Bedroll, 1sp, 5 lbs.
-Trail rations x10, 5gp, 10 lbs.
-Efficient tent, 150gp, 15 lbs.
-Badger Plush, 45gp, 2 lbs.

Total: 3110.56gp, 21 lbs.
Starting: 3,120

Remaining:
9gp
4sp
4cp

RACE:

Attributes: Str +2, Con +2
Size: Medium
Speed: 30ft
Senses: Low-Light Vision
Keen Senses: Gain a +2 Racial Bonus to Perception checks
Intimidating: Gain +2 Racial Bonus on Intimidation checks
Off-Putting: Receive a -2 Racial Penalty on Diplomacy checks
Orc Blood: They count as both Human and Orc for any effect related to race.
Weapon Familiarity: Gain proficiency with Bow (Short and Long), Great Axe, and Falchion. If already proficient with Martial Weapons due to their 1st-level class they gain the Feat Weapon Focus with one of these weapons. They treat any weapon with the word Orc in its name as a Martial Weapon.
Sacred Tattoo: Many Uriak decorate themselves with tattoos, piercings, and ritual scarring, which they consider sacred markings. Uriak with this racial trait gain a +1 Luck Bonus on all Saves. This replaced Orc Ferocity.

CLASS:

Accursed (Story Feat)
A curse weighs upon one's soul like a millstone around one's neck.
Prequisite: When the character was born, a powerful chaos entity tainted their blood in some way and cursed them as an agent of chaotic prophecy. They gain access to the Chaos Blood Bloodline.

Benefits: The character gains Spell Resistance equal to 5 + Character Level, as the curse interferes with all magic. Unlike most spell resistance, this cannot voluntarily be lowered, though their own spells and magic items still automatically affect them.

Goal: Lift the curse or purge the corruption of their chaos blood (the circumstances of either vary widely based on the nature of the curse, and is up to the player and GM to determine the details).

Completion Benefit: The character loses the Spell Resistance described under Benefit. They instead gain Spell Resistance equal to 11 + their character level, but only against harmful Enchantment, Necromancy, and Transmutation spells and spell-like abilities. Their aura now resists further attempts to be cursed. Harmless spells automatically bypass this Spell Resistance whether they desire it or not. This Spell Resistance can be voluntarily lowered.

Chaos Blood Bloodline:

Prerequisite: Consumes the Generic 1st Level Feat
Note: This Bloodline cannot be alterred in anyway.

Bonus Spells: Burning Hands (at 3rd), Glitter Dust (at 5th), Chaotic Aura (at 7th), Tentacles of Tindalos (at 9th), Lightning Arc (at 11th), Cold Ice Strike (at 13th), Banshee Scream (at 15th), Storm Bolts (at 17th), Winds of Vengeance (at 19th)

Bonus Feats: Chaos Blood Conduit, Combat Casting, Furious Spell, Great Fortitude, Improved Initiative, Intensified Spell, Lightning Reflexes, Toughness

Blood Havoc (1st-Level)
Whenever you cast a Sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are Bloodline Spells that you know. The damage per die increases by
1 up to a maximum of the Sorcerer's Charisma modifier when Sorcerer levels: 5th, 9th, 13th, and 17th are reached. They also Gain Dark Vision 30 feet and Light Blindness.

Blood Morph (3rd-Level)
The Sorcerer as a spell-like ability that as a Swift Action can cast Morph. They can use this ability a number of times per day equal to 3 + Charisma modifier. Further their Dark Vision increases to 60 feet and they gain Blind Sight 10 feet

Blood Piercing (9th-Level)
Whenever they cast a Sorcerer spell that deals damage, any creature affected by the spell has their Energy Resistance and Spell Resistance reduced for that spell's effect by an amount equal to the caster's Charisma modifier. This can be used once per day for each 4 full Sorcerer levels possessed. It does not stake with itself.

Abberrant Blood (Su) (15th-Level)
Gain Spell Resistance equal to Sorcerer Level + 10 unless still cursed in which case raise the Cursed Spell Resistance by 5. Their Dark Vision increases to 90 feet, their Blind Sight increases to 20 feet, and they gain the Abberrant Type.

Alien Blood (20th-Level)
Your body becomes truly unnatural. You are immune to Critical Hits and Sneak Attacks. In addition, your Dark Vision increases to 120 feet and your Blind Sight increases to 30 feet, gain Damage Reduction 5/—, and they gain the Outsider Type

Background:

Shekla rarely says much about her upbringing; most in Dunwich only remember the scrawny teenager that wandered into town seven years ago, malnourished, dressed in ragged furs, and practically dragging a crude falchion in the dirt. She spoke broken Keolan back then and had no real education to speak of, but was willing to do odd jobs for a bit of bread or a place to sleep. Shekla was tough and knew her orcish combat drills well, but was hardly a great combatant. Armor never quite fit her right, and always made her clumsy. She was barely strong enough to lift a heavy orcish blade, much less fight with it. She may have been uriak, but it seemed her blood was thin. Her orcish bloodline, however, had run quite deep.

Among her clan, an extension of the larger Dripping Blades tribe, Shekla had been the daughter of a shaman and a prized slave. Her birth offered her no privilege; only expectations. She was hardly fit for the life of a warrior but had attended the drills regularly, even if it only earned her spite, beatings, and failure. Shekla may have been weak and scrawny, but she was tough and took what she had to... Branded with the mark of Luthic by her own mother, Shekla might have earned herself a more comfortable life if she had resigned herself to a domestic role -- but her orc blood ran deep, and a powerful range had been buried inside her.

What Shekla lacked in physical might, she made up for in magical. The first time her blood surged she set sheets of flame spewing from her hands; none were killed, but a few of her clanmates were hurt. Some thought she was a curse, too dangerous to let live; others a blessing, a sign from gods themselves. Shekla didn’t wait around to find out what her kin would decide; she ran.

Now, Shekla lives in Dunwich, a regular fixture among the village. By night she keeps watch over the road and the village, and by day she sleeps, drinks, and does odd jobs here and there. She has done her time as a fisher, and even taken on a few bounties, caravan jobs, and other well-paying adventures. Hardly rich, Shekla lives modestly and most of the locals know what she’s capable of; nonetheless, she tries not to wield her magic around outsiders.

Appearance/Personality:

Shekla has gray-hued skin and dark eyes, with short tusks and stringy, black hair. Her skin is marked with tattoos and riddled with scars and piercings, with an orcish rune branded on her cheek -- “home,” to any who can read it, but also the holy symbol of the goddess Luthic for those educated in orc religion. She would be of average build for a human, perhaps even athletic; but for an Uriak, she is quite scrawny. Though she carries a falchion she wears no armor, favoring loose shirts and breeches, often adorned with her pack and potion belt. When she speaks, Shekla’s voice is typically a dry rasp.

Shekla might seem quiet and unassuming at first blush; but when her orc blood boils she develops a clear sense of presence that can catch people off-guard.