Samaritha Beldusk

Tirkala Wren's page

92 posts. Alias of MagusJanus.


About Tirkala Wren

Stat Block:
Tirkala Wren
Sorcerer/5; AC: 13; HP: 22/22; F: +1, R: +2, W: +4; Init: +1; Perc: +10
CN Medium Humanoid (Half-elf)
Deity: None
Init +1; Senses Low-Light Vision; Perception +10 (racial +2)
XP:
Fame: 29
Prestige: 22
Hero Points: 2
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DEFENSE
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AC 13, touch 12, flat-footed 12 (+1 Dexterity, +1 deflection, +1 natural armor)
hp 22 Current: 22/22
Fort +1, Ref +2, Will +4
Defensive Abilities Energy Resistance (fire) 5
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OFFENSE
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Speed 30 ft.
Melee Dagger +1 (1d4-1)
Ranged Masterwork light crossbow +3 (1d8)
Special Attacks Claws +1 (1d4-1, 7 rounds per day max, magic vs. DR)
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STATISTICS
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Str 8 (-1), Dex 12 (+1), Con 10 (+0), Int 16 (+3), Wis 10 (+0), Cha 19 (+4)
Base Attack +2; CMB +1; CMD +12
Feats Eschew Materials, Skill Focus (Diplomacy), Combat Casting, Silent Spell, Still Spell
Traits Classically Schooled, Fast-Talker
Prestige titles: Intense Student (Title, 2 PP) (Diplomacy), Sage (Title, 5 PP) (Knowledge (arcana))
Skills Bluff [5] +13, Diplomacy [5] +14, Knowledge (arcana) [5] +11, Perception [5] +10 (racial +2, draconic bloodline class skill), Profession (innkeeper) [5] +8, Spellcraft [5] +12
Languages Common, Elven, Kellish, Draconic, Dwarven
Combat Gear Dagger, Masterwork Light Crossbow, 30 bolts, Ring of Protection (+1), Ring of Sustenance, lesser metamagic want of Extend Spell
Other Gear Explorer's Outfit, Cold Weather Outfit, Courtier Outfit, Traveler's Outfit

Coin:
PP:
GP: 121
SP:
CP:
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SPECIAL ABILITIES
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Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against
enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they
take a level in either one of those classes.
Spells: Sorcerers cast arcane spells.
Cantrips: Sorcerers learn a number of cantrips, or
0-level spells. These spells are cast like any other spell, but they
do not consume any slots and may be used again.
Eschew Materials: A sorcerer gains Eschew Materials as
a bonus feat at 1st level.
Draconic Bloodline: Grants Perception as a class skill, certain other bloodline abilities, certain spells. Draconic ancestor is a brass dragon.
Bonus Spells: mage armor (3rd), resist energy (5th)
Claws (Su): Starting at 1st level, you can grow claws as
a free action. These claws are treated as natural weapons,
allowing you to make two claw attacks as a full attack
action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5
against your energy type and a +1 natural armor bonus.
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SPELLS
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Spells Per Day
1: 7
2: 5

Spells Known
0: Detect magic, read magic, light, flare, resistance, mending
1: Comprehend languages, identify, magic missile, shield, mage armor (bloodline spell)
2: Acid arrow, scorching ray, resist energy (bloodline spell)

Background:
Tirkala was born in Absalom, and lived there for most of her life. Her family had a long tradition of magic, and from the first inkling of magical talent she was enrolled in apprenticeship after apprenticeship in hopes of teaching her to follow in the family footsteps and be another wizard.
Sadly, despite their attempts, her talent increasingly proved to inborn, reflecting an ancient bit of dragon blood that had given the family its arcane power. As she grew older, more and more of her draconic heritage manifested in her personality; in particular, she likes to talk and sleeps on top of coins layered on her bed. She also learned how to talk her way out of trouble when, inevitably, the actual owners of those coins came looking for them.

Eventually, Tirkala grew distant from her family, in no small part to the fact her power revealed what was an old family shame and deeply guarded secret. She took to adventuring just to get away from them and their constant efforts to suppress her natural talent and teach her a wizard's methods. She also has grown to love stories, and adventuring has given her access to both the treasure she loves to sleep on and the tales she loves to hear.

Adventuring has also given Tirkala something unexpected: A life she could settle into. Her talkative nature and lust for gold brought her into contact with Maeltheron, and when he settled down to a partnership owning an inn she followed. Now she serves as an innkeeper there, keeping travelers entertained and keeping up with the conversation she dearly loves.

These same personality traits also have pushed her to work as an innkeeper between adventures, with her never-ending conversation and generally friendly personality serving her quite well in engaging customers. Those who try to cause trouble quickly learn just how rapidly she can shift from just a simple barmaid to launching destructive arcane power. Though, many note that, from certain angles, her features seem to have a draconic tint to them, and some whisper the tint is only growing.

Appearance:
Tirkala is a half-elf, and typically makes no effort to hide her ears. Her honey-brown hair comes down to her lower back, though she normally tries to keep it on top of her head in a complicated bun that changes styles every time she does it. Her nails are kept long, and appear claw-like from certain angles. Her form is curvy and generally in shape, but lacking the muscles of other adventurers.

Despite that, there are several oddities about her appearance. From certain angles, her face has draconic overtones, and at times her hands appear a bit scaly. Her movements are also sometimes serpentine, though such only happens when she's surprised.

She prefers to wear a sleeveless ankle-length red dress, which has an open back, when not adventuring. She typically also wears red leather walking boots, though the only jewelry she wears are her two magical rings.