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About ValkyrjaValkyrja
FAMILIAR:
Fafnir (alertness, improved evasion, share spells, empathic link) Compsognathus N Tiny animal Init +6; Senses low-light vision, scent; Perception +4 DEFENSE
OFFENSE
STATISTICS
The master of a compsognathus familiar gains a +4 bonus on Initiative checks. Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
SPECIAL ABILITIES:
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed.
BACKGROUND:
An Ulfen woman has been listening intently. Her beauty is primal and almost god-like, having the best features of her race and gender. She is in her early thirties, and has hair almost the color of burnished bronze. She looks up in the sky as if looking for something, or perhaps she is listening. One of her slender, bare arms is dominated by a realistic, bronze and black tattoo of a dragon. It seems almost too real, as if it were moving or watching. She speaks to the others, and a small spark of electricity races across her teeth. "I am Valkyrja," she says. "I am a master of the primal elements, and will use them against any adversaries we might encounter. I can also help with any diplomatic interactions, and am skilled in the use of magical devices. I am confident we will accomplish this mission." She follows a religious sect called The Ancients. These, she believes, are the eldest and most powerful of all the spirits. They are the spirits that give life to dragons and giants. Though she is a sorceress, in her sect the females are the religious leaders, and she considers men to be beneath her. Valkyrja can stop others in their tracks with just a look. Valkyria’s mother, Haela, was also a priestess of The Ancients. When Valkyrja was born, Haela prophesied that Valkyrja would someday play an important role in keeping The Ancients at rest. However, those prophesies, which were written, were later lost. Valkyria does not know what they said, and her mother disappeared mysteriously over a decade ago after stopping the activities of an evil cult. Valkyrja feels that The Ancients are disturbed, and is tied to them through some binding contract. Something is waking them, and they are restless. Though she can innately feel something is wrong, the restlessness of The Ancients manifests in Valkyrja with uncontrollable powers. When The Ancients are the most disturbed, a flicker of fire might be seen in her eyes, or perhaps a spark of electricity might run across her teeth. She is having an increasingly difficult time controlling these elemental manifestations. Though they do not harm her, she is worried about what she might do to others if she can’t learn to control this. Her primary objective is to learn what disturbs The Ancients and stop it. While near a river after a mighty storm has passed through, Valkyrja discovered a waterlogged old chest, sealed and weighted with stones. Upon opening the chest, she discovered the limp, bedraggled, and apparently drowned form of a young creature. The chest looked as if it had been underwater for years, yet the animal was but recently dead. Moments later, the creature's eyes opened and it began to calmly and casually clean and preen itself. Valkyrja had acquired an unusual pet, which became her familiar. When Valkyrja was 17, a bolt of lightning struck the top of a hillside where members of her sect worshiped at a cairn. This lightning struck her and several others, killing all of them but her. After the lightning passed, she saw writing on the cairn, and was able to interpret what it meant. It was in a language she did not speak or write, but she was able to understand it. PFS:
Boons and Vanities: Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1). Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name-such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item-would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet. Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. Draw from the Deck: You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it of your Chronicle sheet. Impressive Find: A representative from the Pathinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav and invites you to join the Society as a ield agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost. Well-Earned Reward: Dr. Quolorum’s principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5,000 gp), necklace of fireballs (300 gp), and robe of useful items (2,500 gp). PFS# 132,076-14
[/ooc] Level Progression:
Level 1: Class Taken: Sorcerer Class Feature Gained: bloodline power, cantrips, eschew materials Hit points Gained: 1d6, + 2 Con, +1 favored Skill Points (2+1+1): bluff (1), perception (1), spellcraft (1), use magic device (1) Feats: spell focus (evocation), mage's tattoo (evocation)*, spell specialization (burning hands) Level 2:
Level 3:
Dice:
[dice=ranged touch]1d20+3[/dice] [dice=Jolt, ranged touch]1d20+3;1d3+1[/dice] |