Elessia

Syretia's page

526 posts. Alias of Losonti.


Full Name

Syretia Rambeau

Race

| 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | [ooc]Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8,

Classes/Levels

Spellcraft +17[/ooc] | Spells: 3rd 5/5 2nd 7/7 1st 7/8 | Conditions: Mount

Gender

Female Changeling Sorcerer (Sage) 7

Size

Medium

Age

23

Alignment

CG

Deity

Shelyn

Location

The Stolen Lands

Languages

Common, Skald, Draconic, Giant, Aklo, Elven, Dwarven

Occupation

Scholar

Strength 9
Dexterity 14
Constitution 10
Intelligence 21
Wisdom 14
Charisma 12

About Syretia

Syretia Rambeau
Female changeling sorcerer 7
CG Medium humanoid (changeling)
Init +3; Senses Darkvision 60ft, Perception +9

Defenses
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 armor, +1 Deflection)
hp 37 (7d6)
SR 13
Saves Fort +3, Ref +5, Will +8 (+2 racial bonus on all saving throws vs gaze attacks)

Offense
Speed 30 ft.
Melee dagger +6 (1d4-1) or +5 (1d4+1) 19-20x2
Spell-Like Abilities (CL 7th, concentration +8)
1/day—dancing lights, detect magic, disguise self (DC 12), pass without trace
Known Sorcerer Spells (CL 7th, concentration +13):
3rd (5/day)—dispel magic, fireball (DC 19), haste
2nd (7/day)—burning arc (DC 18), hideous laughter (DC 18), invisibility, lipstitch (DC 17)
1st (8/day)—burning disarm (DC 16), enlarge person, grease (DC 16), heightened awareness, identify, mage armor, mount, snowball
0 (at will)—acid splash, detect magic, mage hand, mending, message, prestidigitation, read magic

Statistics
Core Stats: Str 9, Dex 14, Con 10, Int 21, Wis 14, Cha 12
Base Atk +3; CMB +2; CMD 15
Feats Craft Wondrous Item, Elemental Spell (Acid), Eschew Materials, Mother's Gift (Uncanny Resistance), Spell Focus (Evocation)
Skills Knowledge (Arcana) +17, Knowledge (Dungeoneering) +15, Knowledge (History, Background) +13, Knowledge (Local) +11, Knowledge (Planes) +16, Knowledge (Religion) +12, Perception +9, Perform (Sing, Background) +8, Spellcraft +17
Languages Common, Skald, Elven, Draconic, Giant, Aklo, Dwarven
SQ arcane (sage) bloodline, bloodline arcana, blood intensity, cantrips, darkvision, hag magic, mute-born, spells, weapon and armor proficiency
Combat Gear masterwork cold iron dagger, djezet skin
Other Gear +1 ring of protection, +1 cloak of resistance, +2 headband of vast intelligence (Knowledge Religion), outfit (explorer's), bedroll, mess kit, 5 trail rations, 2 pages of spell knowledge (mage armor, mount), potion of cure moderate wounds, 10 soap, masterwork backpack, belt pouch
Currency 429 gp, 6 sp (Booker owes me 37gp and 5sp!)

Feats
Craft Wondrous Item
You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Elemental Spell (Acid)
You may replace a spell’s normal damage with Acid or split the spell’s damage, so that half is of Acid and half is of its normal type. Level increase +1

Mother's Gift (Uncanny Resistance (Su))
You gain spell resistance equal to 6 + your character level.

Spell Focus (Evocation)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special Abilities
Arcane (Sage) Bloodline Scholars of the arcane are always creating new means to use magic. Knowledge (Dungeoneering) is a class skill.
Arcane Bloodline ~ Bonus Spells Identify, Invisibility, Dispel Magic
Arcane Temper (Trait) You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Blood Havoc Whenever you cast a bloodrager or 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 for your bloodline. This ability replaces the sorcerer’s 1st-level bloodline power or the bloodrager’s 4th-level bloodline power.
Blood Intensity Whenever you cast a bloodrager or sorcerer spell that deals damage, you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier, whichever is higher. This otherwise functions as—and does not stack with—the Intensified Spell feat. You can use this ability once per day at 3rd level and one additional time per day for every 4 caster levels you have beyond 3rd, up to five times per day at 19th level. This ability replaces the sorcerer’s 3rd-level bloodline power or the bloodrager’s 8th-level bloodline power.
Bloodline Arcana Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Hag Magic (Racial Trait) Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities.
Metamagic Adept (Ex) At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
Mute-born (Sorrow May) Unique among their kind, sorrow mays manifest spontaneously without the need for hag mothers, and likewise hold the potential to corrupt themselves, transforming into hags should their hearts grow cold.
Ancestry Mute hag
Ability Modifiers +2 Int, +2 Wis, -2 Con
Hag Racial Trait Mute-born changelings gain a +2 racial bonus on saving throws against gaze attacks.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.
Scholar of the Great Beyond (Trait) Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (Planes) is always a class skill for you.

Background:
Syretia always loved stories. Growing up an only child in the home of a widowed Shelynite composer in Port Ice, she spent her early winters in one of two ways: curled up by the fireplace with one of the many novels she had begged her father Lepio to buy for her, or studying the works that his patrons, House Surtova, had commissioned from him. She'd have happily continued in this fashion, absorbing countless tales of ancient heroes and studying music to her heart's content, if not for two events.

First was the Vanishing, when Syretia was only a toddler. While her middle-class upbringing made possible by House Surtova's patronage certainly insulated Syretia more than most, the upheaval and panic caused by the sudden disappearance of House Rogarvia found its way into everyone's lives. Many of her family's friends vanished, either because of some distant ancestor or simply fleeing the turmoil Brevoy found itself plunged into. With bigger and more immediate concerns than entertainment, her father's (and therefore, Syretia's own) place of favor in the eyes of Surtova came into question. Lepio could hardly spare the time or resources to ensure his daughter had new books to read if they might lose their very home.

Potentially as a result of cosmic coincidence, or perhaps brought on by these new stresses, the second event was the awakening of Syretia's innate magical abilities. As a child, Syretia didn't understand the full weight of what was happening around her. What she knew is that her father no longer doted on her as he once had, she couldn't play with her friends anymore, and everyone she did see seemed angry all the time and wouldn't tell her what was going on. So she acted out, as children do. Of course, most children act out by, say, throwing toys or refusing to do chores. Syretia chose to throw toys across the room...from across the room. She also developed a habit of redecorating the house with dizzying displays of colors. She didn't understand how she was doing these things, and, at the time, didn't particularly care.

Lepio had not a lick of magical skill or talent, so he had no understanding of how to deal with this new brand of childish rebellion. At his wits' end, he finally asked his patron for help. In no time at all, Syretia found herself being bundled up and sent to an academy in New Stetven, where she was expected to study the arcane arts so as to repay the generosity of her lords as a house wizard. But here, presented with a seemingly infinite array of knowledge and without the ever looming threat of winter, Syretia instead threw himself into studying history, culture, monsters, and, most of all, legends and fairy tales. She became quite skilled at understanding the nature of magic, to be sure, but Syretia had no interest in poring over spellbooks when that came so easily and there were so many other ways to challenge herself. And there were so many stories. Heroic tales of fearless knights striking down huge dragons and evil witches, all in the name of love and justice. She knew, someday, she'd get her chance to one of those heroes.

A decade passed. Syretia read more stories, and studied more history. Despite her best efforts, she became an ever more powerful spellcaster. Every day, she wondered when she'd get her call to adventure. Then, it happened. As if right out of her books, there was a literal call for heroes, asking them to slay a bandit lord and pacify the Stolen Lands for the good of all Brevoy. Leaping at the chance, Syretia put her name forward immediately...and was rejected. Returning to the academy, she fumed for months about the rejection, before coming to a realization. None of the heroes in her stories had waited for permission. They knew what needed to be done, and they just went out and did it. Over the next week, Syretia went about researching and then purchasing the equipment and supplies she would need. Word had already arrived of the new kingdom the adventurers had created, she simply needed to get out there and find them, because they would obviously immediately welcome her into their band. And so, in the dead of night, she gathered up her belongings and set out on the road, seeking her destiny.

Appearance:
Syretia is a slight woman, standing at 5'5" and just over 120 pounds. She likes to keep her long, black hair in a single braid over one shoulder, and her eyes move constantly, trying to take in everything around her. While her hair has an unusual white streak running down it, it's her eyes that usually catch and hold the attention of those who meet her. Instead of two perfectly normal (if intense) blue eyes, her left iris is completely colorless, a nearly total white.

While up until recently she would most often wear the scholarly robes of her academy, she has traded them in for attire she hopes is more practical: leather boots, gloves, and so on, plus a lot of pouches. Her favorite article, though, is a symbol of her faith: a bright, multicolored scarf with a beautifully embroidered sigil of a songbird. Syretia may not be a priest, but she guards this above all her other possessions, not least of which because it was a gift from her father.

Personality:
Syretia is a very animated person, constantly fidgeting with something and peppering her companions (or passersby) with questions. She's quick to offer a smile and a reassuring word to those who need it, and is determined to be the sort of hero she's always read about. Despite her seemingly flighty personality, Syretia is quite capable of bringing all of that energy to bear on a problem that needs solving.