Aquatic Elf

Tsia Troian Malynova's page

6 posts. Alias of Qunnessaa.


Full Name

Tsia Troian Malynova

Race

Elf (Ilverani)

Classes/Levels

Occultist (silksworn) 1

Gender

Female

Size

Medium (6' 3")

Age

133

Alignment

Chaotic good

Deity

Sovyrian pantheon (especially Findeladlara and Calistria)

Location

Almas, Andoran

Languages

Celestial, Draconic, Iobarian, Elven, Sylvan, Taldane

Occupation

Antiquarian, embroiderer, fairy godsmother/witch

Strength 10
Dexterity 15
Constitution 12
Intelligence 17
Wisdom 8
Charisma 14

About Tsia Troian Malynova

Known aliases/AKA: Silver Dawn, Needleberry, Bittertree
Elf Occultist (Silksworn) 1
CG Medium Humanoid (Elf)
Init +2 Senses low-light vision; Perception +1

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+ 1)
Fort +3 , Ref +2 , Will +1 (Blightborn: +2 to saves vs. necromancy, [curse] spells and effects, and to remove temp. negative levels)
Defensive Abilities:

OFFENSE
Speed 30 ft.
Melee rapier +2 (1d6/18-20 piercing), dagger +2 (1d4/19-20 piercing or slashing), cold iron travelling kettle +2 (1d6, bludgeoning)
Ranged shortbow +2 (1d6/x3 piercing, 60’ range increment), duelling dagger +2 (1d4/19-20 piercing or slashing, 10’ range increment)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 10, Dex 15, Con 12, Int 17, Wis 8, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Weapon Finesse
Skills Bluff +6, Diplomacy +6, Disable Device + 6, Knowledge (arcana) +7, Knowledge (history) +7, Linguistics +7, Spellcraft +7, Use Magic Device +6 Background skills Craft (embroidery) +8, Profession (herbalist) +3
Languages Celestial, Draconic, Elven, Iobarian, Sylvan, Taldane
Traits Nature’s Mimic: +1 trait bonus to Knowledge (nature) checks, now a class skill. Can make (nature) checks pertaining to animals corresponding to her style feats untrained.
Resourceful: +1 trait bonus to Craft (embroidery). She requires only 8 hours for every 1 500 gp in a magic item’s base price; potions and scrolls whose base price is 375 gp in just 2 hours, while those up to 1 500 gp take 8 hours.
FCB (occultist) +1 skill point

Spells Known (2/day; CL 1; concentration +4)

1st- burning hands, cure light wounds, enlarge person, heightened awareness
0 (at will)- create water, light, mending, read magic

Spellbook:

1st-
0 -

Equipment:
Combat Gear Silken ceremonial armour, armoured kilt, shortbow and 20 arrows, rapier, dagger, cold iron travelling kettle; Alchemical tricks ; Other Gear Backpack, scholar’s outfit, belt pouch, spellbook, spell component pouch, bedroll, mess kit, iron pot, 5 days' trail rations, flint and steel, whetstone, soap, scroll case, potion vial, 1 oz. ink and pen, 3 pieces of chalk, 5 sheets parchment, waterskin, 10 torches, rope (50 ft.), thieves’ tools, artisan’s (embroiderer’s/dressmaker's) tools, 10 sewing needles, 2 gp, 9 sp, 5 cp
Treasure Signet ring, her implements (shoulder, eyes, feet, hands slots): finest muslin veil, with leafy border, boots with additional decoration inside reversible lace-up flap, embellishments to her usual dress and armour, black gloves absolutely covered with multicolour stylized florals (less realist than her veil)

Party resources, pooled or to be divided:

SPECIAL ABILITIES

Implements (Su): Mental focus: 6 points
Summary of focus powers beyond base: Shape mastery (evocation)

Conjuration:
Resonant Power: Casting Focus (Su): Can add implement as an additional focus component to any conjuration spell with duration in rounds/level. For purposes of duration (add after any other effects), adds 1 to CL for every 2 points of mental focus stored in the implement (to a max equal to occultist level).
Servitor (Sp): As standard action, expend 1 point of mental focus to summon a servitor, as summon monster I, but only a single creature, for 1 minute. At 4th level and every 3 levels thereafter, level increases by 1, to a maximum of summon monster VII at 19th level. Only one servitor at a time. Can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.
Focus: points
Divination:
Resonant Power: Third Eye (Su): Implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to max. of occultist’s level. At 3rd + level, and 3+ focus in it, also lowlight vision; at 5th+ level and 6+ focus, also darkvision 60’; at 7th+ level and 9+ focus also see invisibility, at 13th+ level and 12+ focus, also blindsense 60’, . at 19th+ level and 15+ focus, also blindsight 30’.
Sudden Insight (Sp): Can expend 1 point of mental focus as a free action before any ability check, attack roll, or skill check to gain an insight bonus equal to 1/2 occultist level (min. +1). Only once per turn, and if it’s not used by the end of turn, lose benefit.
Focus: points
Evocation:
Resonant Power: Intense Focus (Su): Can add the implement as an additional focus component for damaging instantaneous evocation spells or focus powers. Spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels.
Energy Ray (Sp): As standard action (provokes AoO), expend 1 point of mental focus for an energy ray as a ranged touch attack. Range of 30’, deals damage of 1d6 + 1d6 points / 2 occultist levels you possess beyond 1st. Choose from: acid, cold, electricity, or fire.
Shape Mastery (Su): As part of casting an evocation spell with an area of effect, expend mental focus points up to Int mod to exclude equal number of squares from the area.
Focus: points
Transmutation:
Resonant Power: Physical Enhancement (Su): Select a physical ability score. Implement grants a +2 temp enhancement bonus for every 3 points of mental focus invested in the implement (to a max of +2 at 1st level, plus an additional 2 / 6 occultist levels).
Legacy Weapon (Su): As a standard action, expend 1 point of mental focus, touch a weapon to grant it an enhancement bonus equal to 1 + 1 / 6 occultist levels (to a max of +4 at 18th level). Stacks with those of the weapon, to a max of +5. Can also imbue any one weapon special ability with an equivalent enhancement bonus up to max bonus by reducing proportionate amount. (Item must have an enhancement bonus of at least +1.) These bonuses last for 1 minute.
Focus: points

10-minute background:

5 key concept elements:
Embroiderer and dressmaker: Tsia is never without at least one project somewhere about her person, and almost always has one in hand when one sees her, so her dedication shows in her work: seeing what she’s able to do with her needle rather clarifies why some bards talk about spell-binding, or weaving a dweomer, or other textile metaphors for magic. She is happy to talk about both for hours, and if she ever meets a mage with as much enthusiasm for the craft, hapless non-initiates might need to turn to one another for conversation. Fortunately, she does have other interests, and she tries not to bore anyone with her personal obsessions.
Disarmingly demure: In fact, Tsia is remarkably unobtrusive for a very tall elf with a taste for finery and a gentlewoman’s confidence (her family is of knightly rank) in her own worth. Maybe it’s her preference for dark colours and ability to work quietly for long stretches of time, but then again, the next day she might opt for an ensemble worked in an eye-catching array of brilliant silks, or keep another part of her mind occupied while at her stitching by singing, so the truth is probably closer to a carefully cultivated talent for not intruding on anyone’s attention.
Fashionista: If one does notice the elven lady, for whatever reason, not only will she be impeccably dressed, but she will never be, for example, simply sitting correctly. Tsia doesn’t so much strike an attitude so much as drapes herself elegantly wherever she settles, as if to quietly announce how one might best live in a given space.
Dangerously sharp: Occasionally the mask slips, and Tsia will comment on a discussion in her vicinity that reveals the depth of her reflection on the subject, if it’s one that interests her, and more than one careless historian or pompous wizard has been nonplussed by a mild, timely observation from the young woman happily stitching away in the corner. She doesn’t see it herself, since she’s a dilettante by her people’s standards when it comes to magic. So far was she from stressing her talents in that vein in applying to the Bountiful Venture, that it only became clear how much magic she had after the Peregrine set sail, and word probably hasn’t gone round all the colonists yet, except as the sort of rumour that tends to follow elves generally.
Hidden depths: It doesn’t help that Tsia isn’t the sort of elf that one often sees around the Inner Sea, but an ilverani, from the elven lands within Iobaria, no less, at the far south of the snowcaster elves’ range. How she got to the Inner Sea and on the way to Azlant is a long story only partially explained by her interest not only in the history of non-elven cultures in the troubled neighbourhood of her homeland as far back as the Age of Darkness and beyond, but across Avistan too. There’s also a less edifying tale of a series of misunderstandings about the value of an embroiderer’s work, or how Tsia comes from a place where haggling, or just outright naming a price for her labour rather than acknowledging an obligation of patronal support, would be terribly gauche. It hasn’t always been easy to maintain the standards she does, and she manages by intelligence, creativity, and a potentially alarming capacity to consider the limits of respectable magic.

Important people:
Belenis Charanna: Strictly speaking, Lady Belenis is Tsia’s liege, on the next level up in court society among the elves of the Fangard forest, but they are quite close in age and magical interests, so they became closer to friends than a lady and her servant or underling in her circle. Unfailingly kind and very clever, Belenis has very much shaped what Tsia thinks an elven lady should be.
Lexa Crovefa: Tsia has a few exes, but Lexa is the one with whom things ended the most badly, with the latter’s exile. They were never a particularly good match, but when things were beginning to unravel, Tsia badly let her down, and in the mess that followed, Tsia wasn’t able to recognize that Lexa was falling into the clutches of the lunatics haunting the ruins of Hvorsuli. Since she wasn’t exactly blameless, Tsia doesn’t like to think about how it all ended, but it does cross her mind occasionally. It has certainly shaped her attitude to cults, and the dangers of mind-affecting magic.
Lyra Heatherly: Lyra is the person on the expedition to Talmandor’s Bounty that Tsia has best hit it off with, despite herself. The surveyor is far more adventurous than she is, but at least she’s an aiuvarin and a freer spirit than several of the other travellers on the Peregrine, who tend more orderly than Tsia is altogether happy with. Between that and Tsia’s interest in gathering some of her own dyes for her thread, even if she’s less outdoorsy than her new friend, they have enough in common to get on quite well.
Goals:
(IC): Learn as much as she can about Azlant, for the sake of her art, and her own curiosity. The precise connections between the various disasters ushered in by Earthfall must be able to reveal how things might still be connected across long distances and times, even as great empires come and go.
(IC): Continue to develop her skill with magic, as well as the mundane arts. She’ll never be a wizard, but what can she learn?
(OOC): Get her as much magic that can more easily be imagined as fitting the theme of needlework while pushing the limits of the occultist as possible, even while figuring out how they work. (It’s my first time playing one.)
(OOC): On a related note, get her hands on the fanciest (naturally) ring of spell knowledge possible as soon as, and, later, perhaps a custom staff for a handful of higher-level spells. In the meantime, collect arcane magical writings, probably. Maybe one of the other colonists can help, or a spellbook somehow made its way onto the Peregrine? Ditto, some more elf-y gear, once she can acquire proficiency.
Secrets:
1) To an extent that even she isn’t fully aware of, Tsia hasn’t quite gotten over the fact that she’s not a full mage, partly by inclination and partly by unintended social pressure: she’s just a hanger-on to folks like the true nobility, so why would she think she has it in her to do real magic? This is not a helpful attitude, and it might lead her to some messy experiments.
2) Something she definitely isn’t aware of is that her liege Belenis is carrying a torch for her, having seen her at her worst as well as her best and not been put off. That said, Belenis hasn’t quite worked out how to approach courting her vassal while making sure that there isn’t even the faintest fear of the abuse of power. As matters turned out, opportunities came up to effectively release Tsia from her duties for the foreseeable as she gallivants across the Arcadian, but eventually, once more regular communication with the old country might be established… (Cue some angst, not least because ilverani seem really not keen on relationships with outsiders, and Tsia is very far from home, possibly for years.)
3) Likewise, but also conversely, someone among the colonists on the Peregrine has really taken a disliking to Tsia. Who is this outlandish foreigner, with her fine airs and strange habits, and her fancy and frivolous stitchery? Does Talmandor’s Bounty really need a seamstress who insists on unnecessary adornment when there’s a settlement to clear? It may not be someone with whom she’s clashed openly already, but it might cause problems if the situation festers.
Quirks:
Morbid: Maybe it’s growing up somewhere regularly harrowed by devastating plagues and full of the remains of old kingdoms, but Tsia has a decided morbid streak to her, even if she hides it fairly well. Mostly it comes out in the prominence of ruins in her pictorial work, but it might come out in darker ways if she’s put under a lot of pressure. (Necromancy, for example.)
Maximalist: Tsia’s taste is impeccable, but it is also elaborate. Part of her joining this expedition to Azlant, as she understands it, is contributing to keeping everyone healthy and decent, as far as garments go, but she is constitutionally incapable of just sewing something practical and leaving it at that. Unless stopped by the ruthless demands of time, she’ll put in at least a bit of decoration gratis, even if her client can’t afford to commission her most intricate work.
Multiple warrants: Since not everyone respects her work, Tsia has had a few adventures that ultimately led her to embarking for Azlant. This has been compounded by southerners’ unfamiliarity with the ilverani belief that it is ill-omened and thus rude not to offer one’s own name before asking another’s, such that she has acquired a collection of soubriquets, all of which she will answer to. Aboard the Peregrine, that’s most often “Silver,” an erroneous abbreviation presumably from the idea that it’s a nickname derived from her hair. Only Lyra managed (possibly inadvertently) to introduce herself properly, and even she mostly uses another of Tsia’s by-names, the affectionate "Needleberry." (And for all that, Troian is Tsia’s family name. Ilverani customs, not least in Iobaria, are different from those of the aiudeen.)

Physical appearance:

Tsia is remarkably tall, even for an elf, and lean: her general aspect is rather like that of a northern dryad glimpsed across a darkling glade, though without vegetal features. Instead, she is pale as alabaster, with the radiant white hair common to her people, and eyes as midnight blue as the depths beneath the transparent ice of a lake frozen in the depths of the northern winter. She dresses her hair simply, usually loose, though sometimes with the addition of a few long braids for variety. She is pretty, but self-effacing enough that most people only briefly notice her face before their attention moves on.
As one might expect from an embroiderer and seamstress, Tsia dresses beautifully and thoughtfully as an absolute rule, in clothes of her own design and construction that show her every inch a knight’s daughter, richly embroidered in the traditional motifs of her people, but with twists that innovate while keeping true to the roots that denote true artistry. In particular, her designs work not only between realism and abstraction, but also between the fanciful and practical in simply breathtaking ways. Accordingly, dripping in jewels and precious metals is unnecessary, though she’ll take any silk and precious wire that comes her way gratefully, and would hardly object if some rich gems did so as well. She prefers dark colours, and some of her favourite pieces go beyond the ilverani’s favoured blues to midnight black brightened somewhat unexpectedly by fiery embroidery in reds and – tastefully – a hint of gold here and there. She would be all too happy to discuss individual design elements in lavish detail with anyone interested, and to swap ideas.
She has absolutely not been trained to get stuck into the press of battle, but her ingenuity has managed to put together some very light armour, drawing metal wire and scattering tiny studs in protective density over a set of silk robes, reinforced by some pleating (that is to say, plating) at the skirt. The results are more decorative than they are strictly protective.