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About WassilissaWassilissa is a strong minded woman. She was born to two average people from Irrisen in some unnamed hamlet at the Rimeflow River. She liked the land, with the cold and the snow, but her mother did not. The long nights, the scarce vegetation, her mother always longed for warmer and sunnier realms. Her mother often argued with Wassilissa's father about how miserable her life was. Which made the father's life miserable. One day as he again numbed out his frustration with a bottle, Wassilissa's mother packed what little possesions she had and her daughter and simply left. Without looking back she travelled down the river through the Land of the Linnorm Kings to the sea and from there onwards with a ship to the Inner Sea. She ended up in southern Taldor in a small village named Heldren. There she married a farmer son and got a lot more children which all became small farmers. Only Wassilissa wouldn't fit in. The weather was always too warm for her clothes, and not wearing clothes as she called the thin rags her siblings wore, was not an option. And food had to be hunted and not reaped from a field. Wassilissa was rather excited when there was suddenly snow in the woods. It smelled like home. Trapper(1) / Sage(1) - HP: 16 | AC: 14 T: 14 FF: 10 (+4 MA) | Fort: +4 | Ref: +6 | Will: +3 | Init: +4 | CMD: 15 | Perc +6 Wassilissa
Melee dagger +1 (1d4/19-20)
Sorcerer Spells Known (CL 1st; concentration +4)
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Journal:
The journal details Dryden's obsessive pursuit of the giant weasel, and mentions that he also set some bear traps at the trail head of the Somir Valley to try and capture the beast. It also mentions that he found a strange hut that is propped up on four stilts or tree trunks that resemble chicken legs. Inside, the hut, Dryden thought he saw a doll sitting just inside the door frame..but was too busy hunting the weasel to investigate further... note if any portion of the journal is read aloud or given to Newmark, he turns ghostly white at the mention of the "hut and doll". =================================================
Arcane Bloodline ~ Bonus Spells Arcane Bolt (Sp) You can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage. This damage is treated as a spell of level, and is a force effect. You can use this ability 5 times per day. This bloodline power replaces arcane bond. Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. 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. Bloodline Powers Your preferred focus is a bolt of mindspun magic. Bonus Feat Humans select one extra feat at 1st level. 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. Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures. Magical Knack (Sorcerer) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Sorcerer gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. No Racial Subtype You have chosen no racial subtype. Northern Ancestry One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you've always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source. No Spellcasting Resistance to Cold (Ex) You may ignore 2 points of Cold damage each time you take cold damage. Sage Scholars of the arcane are always creating new means to use magic. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Sorcerer Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 12 + the spell level. Track (Ex) You gain +1 to Survival checks made to follow tracks. Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. 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. Wild Empathy Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check. |