Perelir

Sizara's page

406 posts. Alias of SCKnightHero1.


Full Name

Sizara

Race

Elf

Classes/Levels

Female Elf Barbarian 1

Gender

Female

Age

117

Alignment

Neutral Good

Deity

Shimye-Magalla, Shelyn, and Ketephys

Occupation

Honorable Elven Barbarian, Touched by the Cheetah Spirit, and Seeker of Glory and New Adventures

Strength 16
Dexterity 15
Constitution 12
Intelligence 12
Wisdom 10
Charisma 12

About Sizara

Stats:

Sizara
Female Elf barbarian 1
NG Medium humanoid (elf)
Init +2, Senses low-light vision; Perception +6
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex, )
hp 16 ((1d12)+4)
Fort +3, Ref +2, Will +0, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft., Fast Movement
Melee greatsword +4 (2d6+4/19-20)
Melee axe, throwing +4 (1d6+3)
Ranged axe, throwing (thrown) +3 (1d6+3)
Melee handaxe +4 (1d6+3/x3)
Ranged javelin +3 (1d6+3)
Melee dagger +4 (1d4+3/19-20)
Ranged dagger (thrown) +3 (1d4+3/19-20)
Innate Spell-Like Abilities comprehend languages (DC ,1/day), detect magic (1/day), detect poison (1/day), read magic (DC ,1/day),

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TACTICS
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STATISTICS
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Str 16, Dex 15, Con 12, Int 12, Wis 10, Cha 12,
Base Atk +1; CMB +4; CMD 16
Feats Toughness
Skills Acrobatics +3, Climb +4, Knowledge (Nature) +5, Knowledge (Nature/Jungle) +6, Perception +6, Survival +4, Swim +4
Traits Boarded in the Mwangi Expanse, Jungle Fighter,
Languages Common, Elven, Polyglot, Sylvan
SQ elven immunities, envoy, fast movement, keen senses, low-light vision, rage, weapon familiarity,
Combat Gear elven trail rations (2), rations, trail (4), sunrod,
Other Gear greatsword, hot weather outfit, hide armor, backpack, common, bedroll, flint and steel, whetstone, pouch, belt, waterskin, filled, weapon cord, axe, throwing (2), handaxe, javelin (2), dagger, 0.78 gp
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SPECIAL ABILITIES
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Barbarian ~ Uncanny Dodge Tracker

Boarded in the Mwangi Expanse You boarded the Jenivere in the Mwangi Expanse, where you've lived or recently traveled through. You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Envoy (Ex) Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf 's level.

Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Jungle Fighter You are sure-footed in jungle environments, and your speed may not be reduced to less than 10 feet by difficult terrain in jungles (meaning you may take a 5-foot step in difficult terrain and not provoke an attack of opportunity).

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

No Racial Subtype You have chosen no racial subtype.

Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 5 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 5 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Standard Rage

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Background:

Sizara grew up in the western parts of the Mwangi Expanse among the elves living there, the Ekujae. However, on the day she was born, a band of charau-ka attacked her people. Her mother had just given birth to her and was very weak and thus couldn’t move very quickly while carrying Sizara. When the charau-ka attacked, a sudden storm appeared out of nowhere. Suddenly, a ghostly cheetah appeared at the same time as the storm. In moments, the elves watched as the spirit animal slaughtered the charau-ka, leaving no alive. The cheetah spirit then disappeared along with the storm. The tribe’s shaman took this as a sign that the newborn elven girl had a strong bond with the cheetah, thus the newborn was named Sizara, which means ‘Cheetah of the Storms’ in Elven. A few of the tribe began to wonder if Shimye-Magalla and Ketephys had blessed the child that day.

Sizara learned about how to survive in the jungle, as well as training to fight and hunt. The fiery haired elf enjoyed running through the jungles, the wind racing through her hair. She felt alive running, like the cheetah she was named after. She also enjoyed storms, and while other children trembled in fear when lightning flashed and thunder boomed, Sizara marveled at it and was comforted by it. Later on in life, the barbaric elf soon encountered strangers to her people’s lands. Sizara was intrigued by these foreign visitors, especially the ones called Pathfinders. While she couldn’t understand their need to explore lost ruins, especially those that were better off lost she was amazed by their tales of other lands. She assisted the Pathfinders by guiding them through the jungle in exchange for stories of other lands along with money and equipment.

Like others of her tribe, Sizara worshiped the deity Shimye-Magalla, goddess of the seas, stars, and travel, but she also worshiped Ketephys, the elven god of the hunt and the animals, hoping her faith to the two deities would bring her closer to her animal spirit, since the cheetah was basically a travelling hunter. Many of her fellow tribal members would often say that she had a hunter's spirit and a love of travel, reflecting aspects from both deities. She would often count the stars at night, while also using them to help guide her way through the jungles.

Eventually, wanderlust took hold of Sizara, and after saying goodbye to her people, she journeyed in the hopes of seeing other lands, but the thing she hoped to do during her adventures was to strengthen the bond between her and her animal spirit, the cheetah. She hoped to deepen the connection. Sizara eventually made her way to Senghor, and it was there she discovered a ship that was willing to take her to new lands and the adventures that awaited her. This ship was called the Jenivere.

Description:

Sizara is a tall, athletic, ambidextrous, not to mention busty, female elf with striking green eyes and long red hair that looks like flames. She prefers to go barefoot as she enjoys feeling the earth beneath her feet. She usually keeps her hair braided. The elven barbarian has a few scars from both battles and explorations. She also wears a fang necklace and bone jewelry. She hopes that once her bond with her spirit animal is deepened, she plans on getting tattoos to symbolize her connection with the cheetah.

Personality:

Sizara is a friendly elf, filled with a fascination for new things and experiences. Living in a harsh jungle, she believes strongly in comradeship and friendship between companions and tries to act as mediator between arguing friends. She is quick with a laugh and is willing to join in any carousing that happens. However, she is no fool and knows that not everyone is friendly. Sizara is ready to stand up to those who try to harm others, especially her friends and loved ones. She also has great respect for nature and the jungle spirits, especially animal spirits. She has a strong love of traveling, thanking and praying to Shimye-Magalla. Sizara also prays to Ketephys, asking his assistance in protecting both her and her comrades in battle. The elf is open-minded and longs for adventures that will not only leave her mark in the world but also experience new things.