Ru-Shi

Smaranda Zografu's page

354 posts. Alias of Kittenmancer.


Full Name

Smaranda Zografu

Race

Dhampir

Classes/Levels

Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Age

19

Alignment

LN

Deity

Pharasma

About Smaranda Zografu

Smaranda Zografu
Female nosferatu-born dhampir (ancient-born) unchained monk (spirit master) 8 (Pathfinder Player Companion: Blood of the Night 21, Pathfinder Player Companion: Undead Slayer's Handbook, Pathfinder RPG Bestiary 2 89, Pathfinder Unchained 14)
LN Medium humanoid (dhampir)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +15
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Defense
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AC 22, touch 22, flat-footed 18 (+1 deflection, +3 Dex, +1 dodge, +1 insight, +2 monk, +4 Wis)
hp 68 (8d10+16)
Fort +9, Ref +10, Will +9; +2 vs. necromancy spells and effects., +2 vs. disease and mind-affecting effects, -1 vs. effects that damage, drain, or reduce physical ability scores
Defensive Abilities evasion, negative energy affinity; Resist undead resistance
Weaknesses weakness to ability damage
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Offense
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Speed 50 ft.
Melee unarmed strike +16/+16/+11 (1d10+8 plus 2d6 vs. Undead) or
. . silversheen dagger +15/+10 (1d4+6/19-20) or
. . wooden stake +10/+5 (1d4+6)
Ranged mwk cold iron shuriken +12/+12/+7 (1d2+6) or
. . sling +11 (1d4+6)
Special Attacks flurry of blows (unchained), stunning fist (8/day, DC 18), style strike
Spell-Like Abilities (CL 1st; concentration -1)
. . 3/day—doom (DC 9)
Monk (Unchained) Spell-Like Abilities (CL 8th; concentration +6)
. . —barkskin (self only, 1 ki)[UM]
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Statistics
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Str 22, Dex 16, Con 14, Int 8, Wis 18, Cha 7
Base Atk +8; CMB +15 (+17 grapple); CMD 36 (38 vs. grapple)
Feats Dodge, Dragon Ferocity[UC], Dragon Style[UC], Improved Grapple, Improved Unarmed Strike, Iron Will, Mobility, Stunning Fist, Weapon Focus (unarmed strike)
Traits chance savior, quain martial artist, undead slayer
Skills Acrobatics +14 (+22 to jump), Climb +12, Diplomacy -4, Escape Artist +7, Knowledge (history) +6, Knowledge (religion) +3, Linguistics +1, Lore (Varisian legends) +10, Perception +15, Sense Motive +8, Sleight of Hand +5 (+9 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +9, Survival +6 (+8 to avoid becoming lost), Swim +10; Racial Modifiers +2 Climb, +2 Survival
Languages Common, Hallit, Varisian
SQ diamond spirit, fast movement (unchained), ki pool (9 points, cold iron, magic, silver), ki powers (elemental fury, qinggong power, wholeness of body), monk vow (vow of truth[UM]), resilient soul, resist level drain, spirit burst, spirit combat, style strike (flying kick)
Combat Gear silversheen, wand of inflict light wounds (50 charges), wand of mage armor (50 charges), holy water (5); Other Gear mwk cold iron shuriken (10), silversheen dagger, sling, wooden stake[APG] (4), +1 bodywrap of mighty strikes[UE], belt of physical might +2 (Str, Dex), cloak of resistance +1, dusty rose prism ioun stone, headband of inspired wisdom +2, ring of protection +1, undead-bane amulet of mighty fists, wayfinder[ISWG], backpack, bandolier[UE], bedroll, belt pouch, blanket[APG], garlic tablets (5), grappling hook, hammer, masterwork holy symbol, pocketed scarf[UE], regents and powders used for treating wounds and making wards, salves, and other concoctions, reinforced scarf[UE], silk rope (50 ft.), silvered mirror, soap, torch (2), trail rations (5), waterskin, weapon cord[APG], 43 pp, 2,443 gp
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Darkvision (60 feet) You can see in the dark (black and white only).
Diamond Spirit (1/day) (Ex) May ignore the effects of negative levels, and auto. suc. to remove.
Dragon Ferocity +3, 1d4+6 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Elemental Fury (1d6 acid, 4 rounds) (Su) As a swift action, use 1 ki to add 1d6 elemental dam to natural attacks for several rounds.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Flying Kick (max 20 ft.) Before kick attack, move up to fast move bonus as part of flurry.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resilient Soul (Ex) +2 bonus on saving throws against necromancy spells and effects.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Spirit Burst (Su) Undead destroyed by melee, free act: 2 ki pts, dmg undead in 15' equal to HD of destroyed und.
Spirit Combat (7/day) Charge unarmed strike to damage incorporeal creatures.
Stunning Fist (8/day, DC 18) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Vow of Truth (+1 ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where
Weakness to Ability Damage -1 to save vs. effects that damage, drain, or reduce physical ability scores.
Wholeness of Body (1d8+8 hp) (Su) As a standard action, use 2 ki to heal damage to self.

Background:
Born in the city of Ardis in Ardeal, and raised on its streets, Smaranda learned some tough lessons from a very early age. The mob who killed her mother and almost killed her delivered the first of those lessons - you are different than us and we will forever hate you for that. And Smaranda could not deny that she was, indeed, different. The heritage of her vampiric sire was evident in her chalky complexion and emaciated frame. The second lesson she learned from the children (and sometimes the adults as well) living in the slum where she took refuge once she found herself all alone in the world - endure or die. At first, their barbed words, their rocks, their kicks made her burst into tears and pitiful wailing - which excited her attackers into a frenzy of even greater hatred and hurt. Little by little, she learned to grit her teeth over the pain. She stopped speaking, stopped asking them to please, stop, why are you doing this, and instead she would stare at them evenly, her face an expressionless mask. This unnerved them, so one by one they ceased harassing her. All but the worst of them, who became even more creative in their violence towards her. Thus, her third lesson. Do unto others as they do unto you. She had learned their patterns well by now, who liked to kick and who liked to punch, who favoured sticks and clubs, who was good at throwing rocks. She ambushed the weakest of them, at first getting much worse than she was giving, but little by little she grew stronger and faster, until they feared her. Such a menace she had become that the adults mobbed again, swarmed the streets baying for her blood, the abomination, the monster, the witch-spawn. Oh well, she'd always hated this city anyway.

Having narrowly made her escape from Ardis, Smaranda found herself on the road, at the age of 14. For the next few years she roamed the country, avoiding the more rural communities and hiring herself out for whatever work she could find. Aimless at first, she found her calling when a group of foreigners hired her as a local guide. The strangers were some sort of wandering mercenaries, taking jobs that usually involved ridding local communities of problems they couldn't deal with themselves - usually monstrous critters, bandits, and in one memorable occasion for Smaranda, a fledgling vampire. She vividly remembers the mixture of fascination and revulsion she felt as she watched the captured creature. Cold hatred for their kind washed through her; not only was this unnatural, a desecration of the cycle of life and death, but their predatory ways were directly responsible for her mother's death and her own life of strife and pain. Noticing her reaction, the foreigners offered to let her drive the stake through the vampire's heart. They were quite taken aback when she managed this with a single open-handed blow, driving it so deep that its tip bit into the ground.

After that, she spent some time travelling with a Varisian caravan, learning tumbling and fortune-telling and seeing more of the country. It was in their company that she met the Professor, although at the time she didn't know what a professor was, nor how the man was going to impact her life. They came across Petros Lorrimor at a rest stop on the road to Tamrivena. He seemed to know the caravan's leader, a wizened Varisian woman by the name of Trandafira, and the two spent several hours closeted in her wagon. The Professor joined them for dinner and entertained the company with stories well into the evening, although it didn't escape Smaranda that he seemed preoccupied. Later that night, Smaranda awoke to muffled sounds and a sense of dread. Rolling out from her sleeping place underneath a wagon, she stumbled on a scene of chaos and carnage, their camp under attack. Even as she watched, Vasil, the knife-thrower, shambled to his feet, his head lolling to one side on an obviously broken neck. For a moment Smaranda couldn't understand what she was seeing, then as he moved towards Tamara, the dog-tamer, she shouted out a warning. Too late. The poor woman was ripped apart before her eyes. Panicking, Smaranda started running, until she came across the professor, fending off the attacks of several ghouls who seemed about to overwhelm him. Her fear and despair suddenly finding a channel, she barreled into the creatures like a bolt of pure rage, battering them with her feet and fists. The rest of the night passed in a blur, Smaranda staying by the professor's side and fighting, fighting, incessantly, hopelessly. The first rays of the sun cast their unforgiving light on the ruin and desolation was left behind by the attackers, the shattered remains of Smaranda's world. She vaguely remembers the professor speaking to her, apologizing for something, but mostly she remembers feeling numb.

Goals and motivations:
Her hatred and loathing of vampires, and by extension of all undead, is a powerful motivator for Smaranda. Once she learned that she can fight back, she has made it her personal mission to rid the world of as many of the abominations as she can. This also plays a large part in her dedication to Pharasma.

She views the accumulation of personal power as a kind of insurance against being badly treated by others. For now, she is focusing on the physical aspects of such power, constantly honing her abilities and fighting skills, but perhaps she will discover other kinds of power in the future.

Her most recent lesson included the discovery that home is not a place, but people. With the Varisian caravan, she had felt at home for the first time in her life. Now that they are gone, she is seeking for another group of people who can accept her and support her.

Appearance and personality:
Smaranda is quite small for her age, looking stunted and frail, her body painfully thin. Her dark eyes are sunken into her emaciated face, the contrast with her very pale skin making them look like holes. She wears her black hair hacked short, mostly for convenience than for any consideration of fashion or aesthetics. Her skin bears a haphazard pattern of scars, bruises and premature wrinkles, which she tries to conceal with long sleeves, gloves and generally swaddling herself in fabric from head to toe. Her movements have a furtive, twitchy quality about them, and her eyes frequently dart around, observing, measuring, analyzing.

She is a very lonely girl, in part due to her obvious strangeness, but also because she never learned how to just be around other people. She rarely speaks, and when she does it's slow and quiet, her raspy voice barely above a whisper, her words measured out one by one. She feels most comfortable when she knows the rules, and as such changes and new situations are difficult for her. But she has a hunger in her, a hunger for learning, and for human contact, and for belonging. This is what drives her to try and try and try to change herself, to be better, to fit in.

Dissembling and deception are alien concepts to her. Not only is she truthful, even painfully blunt at times, but she tends to take at face value whatever it is that others tell her, at least until she sees evidence to the contrary. She is quite literal-minded and has trouble grasping metaphor, sarcasm and even humour.