Svendack

So'ren Al'gith's page

92 posts. Alias of Reckless.


Race

Image female sublime drow noble scaled fist monk/sorcerer gestalt 7

Classes/Levels

FormalAC 36, T 35, FF 27; HP 180; F +24, R +27, W +24; Fast Healing 11, Resist Negative 10 Cold 10, Electricity 10; Immune magic aging, disease, positive energy damage

Gender

Speed 90ft

About So'ren Al'gith

So'ren Al'gith (Xander Lychcroft)
Image

Female sublime drow noble unchained monk (scaled fist) 7/sorcerer 7/gestalt 7 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder RPG Bestiary 115, Pathfinder Unchained 14) Champion/Archemage MT 1
LN Medium humanoid (elf)

Init +8; Senses darkvision 120 ft.; Perception +17

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Defense
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AC 36, touch 35, flat-footed 27 (+13 Cha, +2 deflection, +8 Dex, +1 dodge, +1 monk, +1 natural)
hp 180 (7d10+35+97+7+5); fast healing 12
Fort +24, Ref +27, Will +24; +2 vs. enchantments, +2 bonus vs. fear, paralysis, and sleep effects, +1 trait bonus vs. transmutation spells and effects; +4 bonus on saving throws against blindness effects.
Defensive Abilities evasion, divine grace; Immune sleep, dazzled, disease, magic aging, positive energy damage; Resist Cold 10, Electricity 10, Fire 10, and Negative Energy 10; SR 18
Weaknesses light blindness

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Offense
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Speed 90 ft.(100 ft with impossible speed surge for 1 hour)

Melee +1 agile living steel scorpion whip +16/+11 (1d4+9) or
. . +1 agile living steel scorpion whip flurry of blows +14/+14/+9 (1d4+9) or
. . unarmed strike +15/+15/+10 (1d8+3 plus 1d4 bleed)

Ranged mithral heavy wrist launcher +16 (1d4/19-20)

Space 5 ft.; Reach 5 ft. (10 ft. with +1 agile living steel scorpion whip)

Special Attacks flurry of blows (unchained), stunning fist (7/day, DC 24), style strike

Spell-Like Abilities (CL 7th; concentration +18)
. . Constant—detect magic, comprehend languages
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 3/day—dancing lights
. . 1/day—dispel magic, divine favor, suggestion (DC 24)
Channel Positive Energy
1d6 12/day

Sorcerer (Tattooed Sorcerer) Spells Known (CL 7th; concentration +18)
. . 3rd (7/day)—daylight, fly, haste
. . 2nd (9/day)—flaming sphere (DC 23), fury of the sun[ARG] (DC 23), mirror image, molten orb[ACG]
. . 1st (10/day)—burning disarm (DC 22), comprehend languages, ear-piercing scream[UM] (DC 22), endure elements, searing light, true strike
. . 0 (at will)—arcane mark, detect magic, detect poison, ghost sound (DC 21), mage hand, mending, read magic

. . Bloodline Solar

Super Power

Life Daggers
May conjure a dagger-shaped blast directly from the positive material plane. This blast damages living creatures as well as undead. Against living creatures, it does an amount of damage equal to So'ren's Charisma modifier. Against undead creatures, it does and additional 1d6 points of positive damage, plus 1d6 points per 2 levels past 1st level (to a maximum of 10d6.) For undead creatures vulnerable to sunlight, the dice change to d8s.
This blast is a ranged touch attack with a range of 60 feet.
The blasts have no effect on objects, nor on non-living, non-undead creatures such as animated objects or constructs.
When So'ren uses this ability, her Fast Healing is temporarily shut down for 1d4 rounds, during which time she may not use Life Daggers.

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Statistics
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Str 17, Dex 26, Con 20, Int 22, Wis 20, Cha 36

Base Atk +7; CMB +10; CMD 42

Feats Alertness, Belier's Bite, Combat Reflexes, Craft Wondrous Items, Deflect Arrows, Dodge, Exotic Weapon Proficiency (scorpion whip), Improved Unarmed Strike, Stunning Fist, Toughness, Varisian Tattoo, Weapon Finesse, Wyvern Fury Style

Traits fate's favored, fleshwarp exposure, varisian wanderer

Skills
Acrobatics +18 (+30 to jump),
Bluff +21,
Climb +7,
Craft (poison) +16,
Deception +13
Diplomacy +22,
Disguise +14,
Fly +12,
Heal +6,
Intimidate +21,
Knowledge (arcana) +16,
Perception +19,
Ride +12,
Sense Motive +17,
Sleight of Hand +19,
Spellcraft +16,
Stealth +18,
Survival +12,
Swim +7,
Use Magic Device +21;

Racial Modifiers +2 Perception, +4 Diplomacy

Languages Abyssal, Aklo, Common, Draconic, Elven, Necril, Sylvan, Undercommon

SQ ageless, bloodline arcana (fire spells deal +1 damage per die), draconic fury, draconic mettle, fast movement (unchained), fleet charge, impossible speed, ki pool (14 points, cold iron, magic, silver), ki power (adder strike), living steel, mythic power, mythic surge 1d6, poison use, positive energy affinity, strong life force, style strike (flying kick), sunsight, wild arcana

Mythic
Champion Path/Archmage Path
Fleet Charge Champion's Strike
Wild Arcana Archmage Arcana
Impossible Speed Path Ability
Dual Path Mythic Feat
+5 Hit Points
Hard to Kill
Mythic Power
Surge 1d6

Combat Gear bloodbrain venom, blue whinnis (4), drow poison (4), giant wasp poison, gray justice; Other Gear +1 agile living steel scorpion whip[UC], mithral heavy wrist launcher[UI], amulet of natural armor +1, boots of striding and springing, cloak of resistance +1, Mon'umen's gift (ring of protection +2), ring of sustenance, backpack, bedroll, belt pouch, cold weather outfit, colored ink, drow quill, flint and steel, hot weather outfit[APG], ink, mess kit[UE], pot, royal outfit, soap, torch (10), trail rations (5), traveler's outfit, waterskin, 406 gp, headband of alluring charisma +2
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Special Abilities
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Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.
Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.
Sunsight At 1st level, you gain low-light vision and cannot be dazzled. If you already have low-light vision, you instead gain a +4 bonus on saving throws against blindness effects.
Adder Strike Costs 1 ki point to activate.
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Bloodline Arcana: Solar (Ex) +1 damage per die for fire spells.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (120 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Draconic Fury (1d6 Fire, 3 rounds, Fire) (Su) As a swift action, use 1 ki to grant natural att 1d6 extra dam for duration.
Draconic Mettle (Su) +2 bonus on saves vs. fear, paralysis, and sleep effects.
Drow Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks. See friend of Fire, below.
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.
Friend of Fire (Su) At 3rd level, you gain fire resistance 10. At 5th level, when in contact with flame or a burning object (including a flaming weapon, lantern, or torch), add 1 per die to any healing effect of which you are the target. At 9th level, your fire resistance increases to 20. At 20th level, you gain immunity to fire.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (14/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Resistance (18) You have Spell Resistance.
Stunning Fist (7/day, DC 24) 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.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Wyvern Fury Style When active, can use flurry with certain weapons. Only 1 flurry att can be with whip.

So'ren's Mount
Image

Breaking Dawn
Advanced agile pegasus (Pathfinder RPG Bestiary 225, 288, Pathfinder RPG Mythic Adventures 224)
CG Large magical beast
Init +27/+7, dual initiative; Senses darkvision 60 ft., detect evil (60-ft. radius), detect good (60-ft. radius), low-light vision, scent; Perception +16
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Defense
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AC 23, touch 18, flat-footed 14 (+7 Dex, +2 dodge, +5 natural, -1 size)
hp 56 (4d10+34)
Fort +10, Ref +11, Will +8
Defensive Abilities evasion
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Offense
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Speed 90 ft., fly 150 ft. (average)
Melee bite +8 (1d3+5), 2 hooves +3 (1d6+2)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 4th; concentration +7)
. . Constant—detect evil (60-ft. radius), detect good (60-ft. radius)
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Statistics
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Str 20, Dex 24, Con 22, Int 18, Wis 20, Cha 17
Base Atk +4; CMB +10; CMD 29 (33 vs. trip)
Feats Flyby Attack, Iron Will
Skills Acrobatics +14 (+38 to jump), Fly +12, Perception +16, Sense Motive +9, Stealth +10, Swim +12; Racial Modifiers +4 Perception
Languages Common, Sylvan, Undercommon (can't speak)
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fly (150 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Background

Xander Lychcroft was always a little too smart, a little too soft, and a little too fat to be popular. By middle school, his playground days were spent with his nose in a book and his head down to avoid bullying as much as possible.

His parents always insisted his homework done by suppertime, but Xander didn't mind. Homework was easy, it was something he was good at. And he didn't have any friends he'd rather be hanging out with anyway. Math, reading, science, computer programming, these things he could figure out. People, not so much.

By the time he entered high school, he realized his parents were among those who didn't care for his presence so much. His father, a failed jock turned construction worker didn't get him at all, and constantly blamed his mother for "the boy's weakness". For her part, his mother, an exotic dancer at the local gentleman's club, much preferred the company of alcohol.

Xander spent most of his time in his room, playing video games with a noise cancelling headset on, escaping into the world of fantasy he longed were his real life. Here, he could be a strong warrior, a soldier, a powerful spellcaster, or even the kind of woman who would never look twice at him.

Xander reveled in the role-play aspects of games, even going so far as creating his own voice modulating program that would give him appropriate sound immersion in the games he loved. He found he especially loved the attention he got playing beautiful females from guys online who had no idea who he was,

Eventually, he left his parents' homes, studying computer sciences at the local community college before dropping out upon realizing he knew more about computer programming than his teachers.

Not much luck in the business world comes to a socially awkward, overweight, somewhat admittedly lazy young man, so Xander found himself flipping burgers at the local fast food joint. Much like his early life, he let his twenties pass him by in a tiny apartment, studying, programming, and playing video games.

When he turned 25, he decided to turn his life around. He began applying for more serious positions, submitting samples of his programming work with local engineering firms. He joined a gym, and even started going to it five days a week. He lost 80 pounds and gained muscle to replace the flab.

He got back in touch with his parents and mended fences. His mom was working as a night nurse, but his dad had thrown out his back on the job and was on disability. Xander and his mom grew close, and his dad, although proud of "what he'd made of himself finally" was in truth jealous.

This jealousy along with many other factors led to his father taking his own life the night before Xander's 30th birthday. Xander didn't take the news very well, and fell into old habits, skipping the gym, and picking up his mother's old booze addiction.

When his mother passed away almost two years later of a disease she picked up in the hospital, it took the authorities two weeks to find Xander and inform him. Her living will had asked to be cremated, and because of the difficulty locating him, the county had carried out her will before he got a chance to see the body to pay his respects. They gave him his mother in an urn.

It took Xander almost three years to come to terms with all this enough to get sober, clean up his life, and get back in decent physical shape. Far too busy with the work involved in all that, he still never had time to date seriously.

On his 35th birthday, after a disappointing first/last date with a woman named Jessica, he was passing a mall shop when he saw Yggdrasil. It had been over a decade since he last played a video game. Technology had moved so far. They were even using a version of the voice modulator he had sold for beer money.

What the hell, he thought, might as well pick it up. It was good. It was real good. The joy of getting into a role, loosing himself in the game, becoming part of something different, something better, all came back to him. This time, though, he possessed enough social skill to actually make friends over the comms, and build something with these friends.

Some things never change, though, and Xander still plays a woman hotter than he could ever even hope to talk to in real life. He created So'ren in accordance to the rules of the guild he joined. Having to pick a monstrous race, he decided to go with a Drow Noble.

Zander began crafting a backstory to help him get into the character of So'ren Al'gith. He drew some parallels to his own upbringing, but as he imagined them being much worse for a drow noble. He wanted to diverge a bit, after all, this was not himself, but a character in the world of Yggdrasil.

So'ren Al'gith, the third daughter of Duchess Ad'morae Al'gith, seventeenth in line of succession to the throne of Ne'er Di'ith, home of the dark elves, was not well loved by her esteemed mother, and was sold off to the local monastery at the age of three. The monastery she was sold to, however, was a front for a cult of the dark gods.

It was there she underwent numerous experiments in fleshcrafting, attempts to alter her into a more perfect physical specimen. She underwent rigorous training and strict tutelage, forging her mind and body into the perfect weapon. The goal, they always reminded her, was to remove her obvious and onerous flaws, and provide relief for the shame her family felt upon her birth.

The final experiment performed on her by the monastery masters was an infusion from a gateway linked directly to the positive material plane. The resulting explosion wiped out the monastery and a twelve block radius, but left So'ren infused with a direct link to the plane of life itself. She found herself perfected after all, so, in that sense, perhaps the experiments were a success.

She escaped to the surface and spent the rest of her youth wandering the streets of Ne'er Dev, a frontier coastal city famous for its strange arch left over from an ancient empire. She found the searing light of the sun on her skin strangely comforting, its link to the heart of life stirring the sorcerous power within her veins. Soon, she combined her inherited solar power with her rigorous training to become one of the mightiest warriors on Yggdrasil.

During her early adulthood, she became a member of the adventurer's guild of Ne'er Dev, rising to mithril rank. It is here that she met Saphron and Peoni, two ghoran warriors who pledged their lives and love to her for all eternity. These plant-men Xander statted out to be great bodyguards wholly devoted to So'ren and a bit in love with her, as well as rivalling each other in that dedication.

So'ren, Saphron, and Peoni adventured for years together as the Untouched Trio, gaining fame and accumulating wealth. It is in this manner that they attracted the attention of the Seeds of Slaughter. Sensing a kinship, So'ren immediately joined, with Peoni and Saffron acting as her lieutenants.

As members of Seeds of Slaughter they participated in the liberation of Mon'momu from a horde of ogres naming themselves the Skulldrinker Clan. The Skulldrinkers had captured the village and killed half the population for food, enslaving the rest. The Seeds of Slaughter mounted a cleverly planned attack against the Skulldrinkers while So'rens spies sneaked in and directed the townsfolk to safety.

Afterwards, they helped the villagers relocate closer to the guild headquarters so that they could provide a more watchful eye. A dozen of these survivors fell immediately in love with So'ren and promised to become soldiers under her banner. So'ren has named these men and women the Mon'umen, and they form the core of her lower rank followers.

In the guild war between Seeds of Slaughter and rival guild Broken Rebus Ornate Shields (condescendingly acronym-ed to BROS by So'ren), Soren scored a major victory when Xander was able to hack into the team's voice channel and scramble their voice codes, causing them to sound like the wrong team member and sowing confusion at a crucial moment in the pivotal battle between the two guilds.

Some of the guild members did not like Zander's hacktivities and Zander/So'ren was almost suspended by the guild, but he apologized profusely and promised never to pull such a stunt again. The trust was hard to win back, but in most cases, Zander was forgiven. True to his word, he performed no further hacking activities.

Someone monitoring the world seemed to have approved, however, and Zander found a new item in his inventory when he logged back into Yggdrassil. A wish. He considered long and hard how to use this precious boon, finally settling on "I wish to have any class levels I now possess and any class levels I gain in the future to count as racial hit dice for features and abilities of any templates I now possess and any templates I gain in the future."

A blue screen would popped up before her and it asked:

Are you sure you wish to change your racial qualities?
You will gain no more class levels by selecting this choice.
Yes / No
*Note: if you select yes the wish will be used, if you select no the wish will not be used but you only get one more prompt.

"Frack!" Zander said. "I wonder if I could gain more racial hit dice instead. Dammit, worst comes to worst, I can always roll a new character. But do I really want to have wasted all this time with So'ren? And do I risk making a different wish with unknown consequences.?" He pondered for awhile. Then, he gnashed his teeth and pressed NO.

So'ren casts comprehend languages and then the wish, stating "I wish to use this wish spell for the standard wish spell function of duplicating a wizard or sorcerer spell of 8th level or less to replicate the 5th level sorcerer spell permanency."

It's boring, but hopefully it's safe."

After their victory at the Battle of Cho'dir, in which So'ren saved the lives of seven of the twelve Mon'umen at great cost to her own health, they awarded her a gift of the Mon'umen Ring, a ring of protection designed to further her defenses. So'ren promoted a select few of their number to a group called the Four Elements, sending them to the four corners of the Kingdom to learn elemental martial arts. The Four Elements each became adepts at using a different element to enhance their martial prowess.

So'ren helped promoting the guild among the citizenry of Yggdrasil, her natural charisma drawing many to their cause, allowing the guild to bump up the number of NPCs following the SOS banner. From among these, Zander chose a number to upgrade to personal followers for So'ren, statting them out as Stalkers, Arcanists, Clerics, Warders, and Monks. These followers took upon themselves the monkier of Mon'umen, in honor of their forebearer agents.

As the Seeds of Slaughter grew and prospered, So'renn took up the role of primary protector and tank with her bodyguards at her side, felling foes and clearing levels while those with more finessed power stats dealt with scouting, healing, and the like. Still, her versatility meant that she would occassionally fill in another role, depending on the party make-up.

She was probably one of the more argumentative members of SOS, as Zander was often of the opinion that Desseer was too bossy. Often overconfident, So'ren felt they could handle things Desseer was more cautious about, and she was proved correct as often, if not more so, than she was proven wrong. Still, Zander admired Sanders' tactical senses, although he was reluctant to admit such a thing. Planning is all well and good, but Zander played So'ren to avoid the humdrum and embrace boldness.

Follower Acquisition
Saffron 5th level cohort
Peoni 5th level cohort
[/i] Mar'Ikosh -5th level follower
[i]Midnight
-4th level follower
[/i] -3rd level follower
[i]
-3rd level follower
Troas Soul Freezer of the Whispering Frozen Way -2nd level follower, one of the Four Elements
[/i] -2nd level follower, one of the Four Elements
[i]
-2nd level follower, one of the Four Elements
[i][/i] -2nd level follower, one of the Four Elements

For each 3 paragraphs of background you gain additional perks: 1 - extra trait, 2 - extra feat, 3 - extra +2 to an ability score, 4 - gain a mount CR 3 or below, 5 - gain a crafting feat, 6 - gain a wish, 7 - gain a magical ring no more than 8,000 gp (You must write the description, abilities, and background of the ring in your crunch as well), 8 - gain a familiar or animal companion, 9 - gain a super power, 10 - gain another 'Special' from another class, it cannot be a Special above 5th level.

Backstory Bonuses
1 - extra trait, Varisian Wanderer (Sleight of Hand)
2 - extra feat, Leadership (Score 7+12-2(familiar)+2(base)=19) 13th5th 40x1 4x2 2x3 1x4 1x5
3 - extra +2 to an ability score, Charisma
4 - gain a mount CR 3 or below, Breaking Dawn
5 - gain a crafting feat, Craft Wondrous Item
6 - gain a wish, see backstory
7 - gain a magic ring, Mon'umen's gift
8 - gain an cohort, Peoni
9 - gain a super power
10 - gain a special, divine grace