Shoanti Tribeswoman

Tauni "Rabbit" Desba's page

720 posts. Alias of markofbane.

Full Name

Tauni Desba, nicknamed Rabbit




Wizard 6 [HP: 49/49; AC 12|T12|FF10; CMD 15; Fort +4 Ref +4 Will +6; Init: +13, Percep +13]








Lawful Good






Common, Draconic, Celestial, Abyssal, Infernal, Terran, Auran, Aquan, Ignan, Elven, Dwarven, Orcish


Scribe, Shopkeeper, Guardsman

About Tauni "Rabbit" Desba

Tauni Desba (Rabbit)
Female Human Wizard (Diviner, Foresight) 6
LG Medium humanoid (human)
Init+13, Senses Perception +13
AC 12, touch 12, flat-footed 10 (+2 Dex)
Armor Check Penalty: 0
hp 49 (6 at 1st, 5 at 2nd, 5 at 3rd, 5 at 4th, 5 at 5th, 6 at 6th+ 12 Con, +5 Blessing)
Fort+4 Ref+4 Will+6
Speed 30 ft
Melee dagger +3 (1d4+0/19-20) or whip -2 (1d3+0 nonlethal)
Ranged light crossbow +5 (1d8+0/19-20)
Reach 5 ft or 15 ft whip
Special Attacks
Spells Prepared (CL 6th; concentration +17)
3rdHaste, Slow, See Invisible.
2ndSee Invisible,Glitterdust (DC 16), Create Pit (DC 16), Web (DC 16).
1st Enlarge Person, Grease (DC 15), True Strike, Vanish, Mage Armor
0 (at will)Detect Magic, Ray of Frost (DC 14), Presdigitation, Light.
Opposition Schools Enchantment, Necromancy

Str 11 Dex 14 Con 14 Int 21 Wis 12 Cha 12
Base Atk +2 CMB +2 CMD 14
Feats Improved Initiative, Combat Casting, Scribe Scroll, Spell Penetration, Greater Spell Penetration, Craft Wondrous Items.
Traits Riftwarden Orphan, Eyes and Ears of the City

Feats, Traits:

Improved Initiative +4 bonus to Initiative
Combat Casting +4 on concentration checks to cast defensively
Scribe Scroll Can craft scrolls
Spell Penetration +2 bonus to CL to overcome spell resistance
Greater Spell Penetration +2 bonus to CL to overcome spell resistance
Craft Wondrous Items can craft wondrous items
Riftwarden Orphan +2 bonus on concentration checks
Eyes and Ears of the City +1 bonus on perception rolls and it is a class skill

Skills Appraise +9, Craft (alchemy) +9, Knowledge (arcana) +14, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +12, Knowledge (religion) +11, Linguistics +14, Perception +13, Spellcraft +16, Stealth +2.

Languages Common, Draconic, Celestial, Abyssal, Infernal, Terran, Sign Language, Auran, Aquan, Ignan, Elven, Dwarven, Orcish
SQ Familiar (arctic hare), Forewarned, Prescience (7/day)
Combat Gear MW Whip, Cold Iron MW Dagger, MW Light Crossbow, MW Cold Iron Bolts (19)
Other Gear Belt Pouch, Wooden Holy Symbol of Abadar, Ink, Parchment (5), Scrivener’s Kit, Scroll Case, Waterproof Bag, Waterskin, Spell Component Pouch, Artisan’s outfit, Scarf, Rations (6), sunrod (2), Spellbook (see below for contents), 15 sp

Mythic Stats:

Mythic Tier
Mythic Path: Archmage.
Archmage Arcana: Wild Arcana. Swift action, one use of mythic power to cast any one arcane spell without using a spell slot. Must be on class list and a level she can cast. Treat CL as two levels higher for effects.
Path Ability: Eldritch Breach. When dispelling, check vs. SR or contesting spell effect, roll twice and take higher result.
Mythic Feat: Mythic Spell Lore: Haste.
Mythic Ability: Hard to Kill. Automatically stabilize below 0 hit points, don’t die until twice Con score.
Mythic Power: 5 per day
Mythic Surge. Expend one use of mythic power to increase a d20 roll by 1d6. Immediate action, after the roll is revealed.

For having been raised in Kenabres, a city literally on the edge of a perpetual demonic war, Tauni had actually had a reasonably pleasant upbringing. When she asked her father how they came to be at the brink of the Worldwound, this is what he told her.

”Your mother and I” (though they were her foster parents, neither Tauni nor her foster parents ever noted the distinction, for their bond was so strong, they may as well have been true parents) ”came from Varisia. We were part of a trade caravan, bringing goods to the Crusaders here. As we approached, our caravan was assaulted by bandits. Before they could get past the caravan guards, a troop from the Church of Abadar intervened, saving us all. In gratitude, we asked the Abadaran priest leading the troop what we could do to help. I think he could see that your mother and I were in no state to be warriors, so he asked if we’d be willing to take on a foster child. Saying ‘yes’ was the best thing we have ever done.”

Tauni’s foster parents settled into Kenabres and took on Tauni as their own daughter. Her father opened up a small dry good shop and his mother set up as a scribe. Growing up, Tauni spent some time helping her father in the shop, but spend even more time helping her mother. She learned to read and write very young, and had nimble fingers that made for excellent scribing. Over the years she learned a great deal from what she scribed, absorbing lore from countless books and scrolls she copied for clients.

As much as she enjoyed working with her parents, Tauni’s fondest memories are the time she spent with a detachment of Abadaran guards. The guards patrolled parts of Kenabres and took shifts watching for assaults from the Worldwound. Even as a little girl, Tauni would stand with them, keeping a sharp vigil. The soldiers adopted her like a mascot. Eventually they noticed that they never lost a man when Tauni was with them, so they considered her a lucky charm; they called her their rabbit’s foot, and eventually it shortened to the nickname “Rabbit”. One of the guardsmen even went so far as to buy here a rare, imported arctic hare as a pet.

Tauni loved it when they called her by her nickname and took tremendous pride when she noticed something before the soldiers. She carried her pet hare everywhere, and before long more people than just the guardsmen started calling her Rabbit.

One night when she was with a patrol, a wizard with them noticed a strange birthmark on Tauni’s forearm. After he noticed it, he offered to teach her some of the basics of wizardry, to see if she had any aptitude. It was mere days before she showed incredible talent, quickly mastering basic cantrips and eagerly taking on greater challenges. When she asked why he thought she may have a gift for wizardry, he asked if she knew her true parents. She admitted she knew nothing of them. He then took her hand and turned it, exposing the birthmark again. ”This symbol, I believe to be the Sign of the Seeker’s Spiral, a symbol associated with the secretive Riftwardens. I have heard it said that it has shown on children of some of that sect, after they have been exposed to strange energies. That is what led me to think that if your parents were Riftwardens, you may share some of their talent.”

Tauni dwelled on this revelation for days. Being so content with her foster family, she hadn’t given much thought to her true parents. After all, the region around the Worldwound is thick with orphans of slain Crusaders. She didn’t feel she could ask her parents, so instead she asked the cleric that placed her with them. He confirmed for her that her parents were Riftwardens and went on a secret mission only a month after she was born. They left Tauni with the cleric for safekeeping. He tried to convince her parents that it was too soon after her birth for her mother to go on a mission, but they were convinced of its importance. They never returned.

Tauni continued her life as normal, but certainty burned within her. She did not know why, but she felt she knew her parents were certainly slain, and the person or creature responsible still prowled the Worldwound. She started to obsess on the ideal and resolved one day to find out what happened.

Several years passed, and her foster father fell ill. It wasn’t long before he passed away. Tauni kept his shop going for several months, but her foster mother, heartbroken at the death of the love of her life, soon started to have health concerns and followed her husband to the Great Vault.

Tauni took their passing so close together as a sign from Abadar. She sold her parents’ businesses and donated the proceeds to the church of Abadar to help ease their passage to the Great Vault. She then collected her meager belongings and plunged into the heart of Kenabres. She had in mind finding a way to contribute to the Crusades in a more meaningful way than just serving on a watch, and finding a way to learn about her parents. Little did she know that the day she chose to start this quest would be the day life changed for everyone in Kenabres.

Tauni is an attractive woman with long brown hair and warm brown eyes. She is not physically imposing, being merely 5’ 4” and 105 pounds. She wears a simple, practical outfit of brown cotton and a wool apron, both stained in spots with ink. She also wears a satchel with a strap across her body and a crossbow slung over a shoulder. She is very open about her devotion to Abadar, and always wears her holy symbol around her neck and above her blouse. When out and about in Kenabres, she keeps her hare in her satchel, with the seam left open so it can poke its head out; she wouldn’t want an urchin to mistake it for an unattended meal.

For all of her life, Tauni has been surrounded by brave role models. She strives to live up to the example they set. She is not so arrogant as to think she can singlehandedly make a significant difference in the war at the Worldwound, but she feels obligated to try. And in doing so, she hopes to unravel the mystery of her parents. Years of absorbing the stories of her foster parents and guardsmen and how they came to follow Adabar. The personal impacts on the lives of so many people she cares about cemented her faith far more than all of the sermons over all of her life. If she could do something, anything that would end all of this destruction and death.

N Tiny magical beast
Init +3; Senses low-light vision; Perception +11
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 Natural Armor)
hp 24
Fort +2, Ref +5 (Improved Evasion), Will +6
Speed 50 ft.
Melee bite +6 (1d3–4)
Space 2-1/2 ft., Reach 0 ft.
Str 3, Dex 16, Con 9, Int 8, Wis 12, Cha 5
Base Atk +3; CMB +4; CMD 10 (14 vs. trip)
Feats Run
Skills Appraise -1, Craft (alchemy) -1, Knowledge (arcana) +5, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +3, Knowledge (religion) +2, Linguistics =+5, Perception +11, Spellcraft +5, Stealth +15 (+19 in snow); Racial Modifiers +8 Acrobatics when jumping, +4 Stealth in snow
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells: If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

[dice=Initiative]1d20 +11 [dice] Always acts in surprise rounds.

[Dice=Fort]1d20 +4 [dice]
[Dice=Ref]1d20 +4 [dice]
[Dice=Will]1d20 +6 [dice]

[Dice=Primary Melee Attack]1d20 +4 [dice]
[Dice=Primary Ranged Attack]1d20 +5 [dice]
With Gravity Bow spell active, damage becomes [Dice=Damage]2d6+0[dice]

[Dice=Acrobatics]1d20 +2 [dice]
[Dice=Appraise]1d20 +9 [dice]
[Dice=Bluff]1d20 +1 [dice]
[Dice=Climb]1d20 +0 [dice]
[Dice=Craft(alchemy)]1d20 +9 [dice]
[Dice=Diplomacy]1d20 +1 [dice]
[Dice=Disguise]1d20 +1 [dice]
[Dice=Escape Artist]1d20 +2 [dice]
[Dice=Fly]1d20 +2 [dice]
[Dice=Heal]1d20 +1 [dice]
[Dice=Intimidate]1d20 +1 [dice]
[Dice=Knowledge(Arcana)]1d20 +14[dice]
[Dice=Knowledge(Dungeoneering)]1d20 +11 [dice]
[Dice=Knowledge(Engineering)]1d20 +11 [dice]
[Dice=Knowledge(Geography)]1d20 +11[dice]
[Dice=Knowledge(History)]1d20 +11[dice]
[Dice=Knowledge(Local)]1d20 +11[dice]
[Dice=Knowledge(Nobility)]1d20 +11 [dice]
[Dice=Knowledge(Planes)]1d20 +12[dice]
[Dice=Knowledge(Religion)]1d20 +11[dice]
[Dice=Linguistics]1d20 +14[dice]
[Dice=Perception]1d20 +13[dice]
[Dice=Perform]1d20 +1 dice]
[Dice=Ride]1d20 +2 [dice]
[Dice=Sense Motive]1d20 +3[dice]
[Dice=Spellcraft]1d20 +16[dice]
[Dice=Stealth]1d20 +2[dice]
[Dice=Survival]1d20 +1[dice]
[Dice=Swim]1d20 +0[dice]
Please Note: Sense Motive and Perception assume Cobblepaw is within arm’s reach. Reduce each by 2 if the familiar is further away.

[dice=Str]1d20 +0 [dice]
[dice=Dex]1d20 +2 [dice]
[dice=Con]1d20 +2 [dice]
[dice=Int]1d20 +5 [dice]
[dice=Wis]1d20 +1 [dice]
[dice=Cha]1d20 +1 [dice]

Alternative Stat Block:

Lawful Good Female Human Wizard (Diviner, Foresight) 6
Medium Size (5’ 4”, 105 pounds, Brown Eyes, Brown Hair)
Age: 22
Move: 30’
Languages: Common, Draconic, Celestial, Abyssal, Infernal, Terran, Auran, Aquan, Ignan, Elven, Dwarven, Orcish. 1 base, 5 Intelligence, 6 Linguistics

11 Strength 11 base
14 Dexterity 14 base
14 Constitution 14 base
21 Intelligence 16 base, +2 racial modifier, +1 at 4th level, +2 blessing
12 Wisdom 12 base
12 Charisma 12 base

Initiative: +13 +2 Dexterity, +4 Feat, +4 Familiar, +3 class feature
AC: 12 +2 Dexterity
Club (+3, 1d6+0, x2, B)
Acid Splash (+5, 1d3+0, 30’ range)
CMB: +3
CMD: 15
Fort: +4 +2 Base, +2 Constitution
Ref: +4 +2 Base, +2 Dexterity
Will: +6 +5 Base, +1 Wisdom
Hit Points: 49 +32 d6 base (6+5+5+5+5+6), +12 Constitution, +5 blessing

[bTraits and Feats[/b]
Trait: Riftward Orphan. +2 trait bonus to concentration checks
Trait: Eyes and Eyes of the City. +1 trait bonus to Perception and it is a class skill
Level 1 Feat: Improved Initiative. +4 bonus to initiative
Level 1 Feat (class bonus): Scribe Scroll. Can craft arcane scrolls
Level 1 Feat (racial bonus): Combat Casting. +4 on concentration checks to cast defensively
Level 1 Feat (familiar bonus): Alertness. +2 to perception and sense motive when familiar is within arm’s reach
Level 3 Feat: Spell Penetration. +2 bonus to caster level to overcome spell resistance
Level 5 Feat: Greater Spell Penetration. +2 bonus to caster level to overcome spell resistance
Level 5 Feat (class bonus): Craft Wondrous Items Can craft wondrous items
Level 6 Feat (blessing bonus): Extend Spell For +1 level spell slot, spell lasts twice as long

54 Skill Points: 12 Class, 6 Race, 30 Intelligence Modifier, 6 Favored Class

+9 - Appraise (1 rank +3 class skill +5 attribute modifier +0 other modifiers)
+9 - Craft (alchemy) (1+3+5+0)
+14 - Knowledge (arcana) (6+3+5+0)
+11 – Knowledge (dungeoneering) (3+3+5+0)
+11 – Knowledge (engineering) (3+3+5+0)
+11 - Knowledge (geography) (3+3+5+0)
+11 – Knowledge (history) (3+3+5+0)
+11 – Knowledge (local) (3+3+5+0)
+11 – Knowledge (nature) (3+3+5+0)
+11 – Knowledge (nobility) (3+3+5+0)
+12 – Knowledge (planes) (4+3+5+0)
+11 – Knowledge (religion) (3+3+5+0)
+14 – Linguistics (6+3+5+0)
+13 - Perception (6+3+1+3) +1 is trait, +2 is Alertness feat
+16 - Spellcraft (6+3+5+2) +2 is Blessing
+2 - Stealth (0+0+2+0)

Race/Class Abilities
Favored Class: Wizard (6 used for skill points)
Human Abilities:
+2 to any attribute, applied to Intelligence above.
Medium size, Normal speed, Humanoid (human).
Bonus Feat at 1st level, Bonus skill point at every level.
Wizard Abilities:
Proficiencies. club, dagger, heavy crossbow, light crossbow, quarterstaff.
Arcane Bond. Familiar.
Bonus Feats. Scribe Scroll (1st)
Arcane School, Forewarned. Always act in surprise round, but flatfooted until take an action. Initiative bonus +3
Arcane School, Prescience. Free action, roll a d20. Substitute roll for another d20 roll before next turn. Eight times per day.