Isabella

Xenia Fabrenth's page

190 posts. Alias of Tirion Jörðhár.


Full Name

Xenia Fabrenth

Race

Human(Varisian/Shoanti)

Classes/Levels

Sorcerer(Tattooed Sorcerer)(Fey Bloodline)/4 (HP: 22/22; AC12; FF10; T12; F+3, R+4, W+6; Perc: +1, Init +2)

Gender

Female

Size

Female - 5'4", 115lbs

Age

27

Alignment

Neutral Good

Deity

Shelyn

Languages

Talon, Varisian, Shoanti, Chelish

Occupation

Tattoo Artist

Strength 12
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 12
Charisma 18

About Xenia Fabrenth

___________________________________________________________
Offense:
___________________________________________________________
+9 Initiative (+2 Dex,, +2 Reactionary)
+1 BAB

+2 CMB (+1 BAB, 1 Str)
+16 CMD (+1 BAB, 1 Str, +2 Dex, +10)

+2 Dagger (+1 BAB, +1 Str) Damage: (1d4)
+3 Crossbow, Light (+1 BAB, +2 Dex) Damage: (1d8) (Range 80')
+3 Ray vs. Touch (+1 BAB, +2 Dex) (Damage: 1d3)

Spells Available:

Zero Level: Unlimited
First Level: 7/7
Second Level: 4/4
Third Level: 0/0
Fourth Level: 0/0

Special Abilities Available:

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 22
Max hp: 22 (+6+4+4+4, +4 Con)
AC 12 [+2 Dex, +10]
Flatfoot AC 10 [ +10]
Touch AC 12 (+2 Dex, +10)

+3 Fort (+1 base, +1 Con, +1 Resistance)
+4 Ref (+1 base, +2 Dex, +1 Resistance)
+6 Will (+4 base, +1 Wis, +1 Resistance)

Current Status:

AC 12 - (16 w/Mage Armor)
HP: 17/17

Spells:
None Active

Skills:

+5 Acrobatics (Dex +2, Ranks 3)
+1 Appraise (Int +1, Ranks 0, +3 Class Skill),
+9 Bluff (Cha +4, Ranks 2, +3 Class Skill)
+1 Climb (Str +1, Ranks 0)
+* Craft, Alchemy (Int +1, Ranks 0, Class Skill +3)
+9/+11 Diplomacy (Cha +4, Ranks 2, Class(trait) Skill +3) (+2 to gather info)
+4 Disguise (Cha +4, Ranks 0)
+2 Escape Artist (Dex +2, Ranks 0)
+* Fly (Dex +2, Ranks 0, Class Skill +3, Familiar +3)
+1 Heal (Wis +1, Ranks 0)
+8 Intimidate (Cha +4, Ranks 1, Class Skill +3)
+5 Knowledge, Arcana (Int +1, Ranks 1, Class Skill +3)
+* Knowledge, Dungeoneering (Int +1, Ranks 0)
+* Knowledge, Engineering (Int +1, Ranks 0)
+* Knowledge, Geography (Int +1, Ranks 0)
+* Knowledge, History (Int +1, Ranks 0)
+* Knowledge, Local (Int +1, Ranks 0)
+* Knowledge, Nature (Int +1, Ranks 0)
+* Knowledge, Planes (Int +1, Ranks 0)
+* Knowledge, Religion (Int +1, Ranks 0)
+3 Linguistics (Int +1, Ranks 2)
+6 Lore (Tattoos & Insignias) (Int +1, Ranks 2, Class Skill +3)
+4 Perception (Wis +1, Ranks 1, Alertness +2)
+8 Profession(Tattoo Artist) * (Wis +1, Ranks 4, Class Skill +3)
+2 Ride (Dex +2, Ranks 0)
+3 Sense Motive (Wis +1, Ranks 0, Alertness +2)
+8 Spellcraft (Int +1, Ranks 4, Class Skill +3)
+2 Stealth (Dex +2, Ranks 0)
+1 Survival (Wis +1, Ranks 0)
+1 Swim (Str +1, Ranks 0)
+10 Use Magic Device (Cha +4, Ranks 3, Class Skill +3)

Each level skill points gained = 4+2(background)+FC -- (2+1(Int)+1(Race)+2(background))

Traits:

• Reactionary (+2 on Initiative)
• Affable - Benefit(s): You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Feats:

Mage’s Tattoo (Illusion) - (Tattooed Sorcerer Bonus Feat) +1 CL for Illusion spells + Ghost Sound 3x/day
Racial Heritage (Gnome) - (Human Bonus Feat)
Effortless Trickery (Level 1)
Spell Focus (Illusion) - (Level 3)

Racial:

+2 Int
Movement: 30
Size: M

Bonus Feat
Bonus Skill Point/Level

Level Advancement:

Favored Class: Sorcerer
Lvl 1 (hp+1)
Lvl 2 (hp+1)
Lvl 3 (hp+1)
Lvl 4 (Bonus Level 1 Spell) - Armor Attunement (?), Weapon Attunement (Rays) +1
Lvl 5 (Bonus Level X Spell)
Lvl 6 (Bonus Level X Spell)
Lvl 7 (Bonus Level X Spell)
Lvl 8 (Bonus Level X Spell)
Lvl 9 (Bonus Level X Spell)

_________
+1 Cha @ level 4
+X Cha @ level 8
_________
Str: 12(2)
Dex: 14(5)
Con: 12(2)
Int: 12 (2)
Wis: 12 (2)
Cha: 15 (7) (+2 racial) +1 (level 4) = 18

Sorcerer(Fey Bloodline)(Tattooed Sorcerer):

Tattooed Sorcerer
The tattooed sorcerer uses colorful and intricate tattoos to enhance her magical powers.

A tattooed sorcerer has the following class features.

Familiar Tattoo (Su)
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
This ability replaces her 1st-level bloodline power.

Mage's Tattoo (Ex)
At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances.
This ability replaces her Eschew Materials bonus feat.

Bloodline Tattoos (Ex)
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.

Create Spell Tattoo (Su)
At 7th level, a tattooed sorcerer can create a spell tattoo once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level.
This ability replaces the bloodline feat gained at 7th level.

Enhanced Magical Tattoo (Su)
At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Mage's Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Mage's Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell.
This ability replaces the 9th-level bloodline power.

**Fey Bloodline**

Class Skill: Knowledge(nature)

Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th)

Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])

Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.

Laughing Touch (Sp): Replaced - See Tattooed Sorcerer

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): Replaced - See Tattooed Sorcerer

Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.

Spells:

Spells Per Day:
6 - 1st Level

Spells Known
5 Level 0

• Detect Magic: Detects all spells and magic items within 60 ft.
• Mage Hand
• Mending: Makes minor repairs on an object.
• Message: Whisper conversation at distance.
• Read Magic: Read scrolls and spellbooks
• Ray of Frost: Ray deals 1d3 cold damage.
• Prestidigitation

3 Level 1 + Bonus Bloodline Spell +0 Favored Class

• Entangle* - DC14
• Charm Person
• Color Spray
• Silent Image
• Comprehend Languages

0 Level 2 + Bonus Bloodline Spell +0 Favored Class
•Glitterdust

0 Level 3 + Bloodline + 0 Favored Class Bonus

0 Level 4 + Bloodline

*Indicates Bloodline Spell

Familiar(Yieva):

ButterflyBat, Common
Common Butterfly Bat CR 1/8
N Diminutive animal
Init +2; Senses blindsense 20 ft., low-light vision; Perception +6

DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 8 (1/2 Xenias)
Fort +1 (Base +2, Con -2, +1 Resistance)
Ref +5 (Base +2, Dex +2, +1 Resistance)
Will +6 (Base +3, Wis +2, +1 Resistance)

OFFENSE
Speed 5 ft., fly 40 ft. (good)
Melee bite +6 (1d3–5)
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 95
Base Atk +0; CMB –2; CMD 3
Feats Weapon Finesse
Skills Fly +16, Perception +6; Racial Modifier +4 Perception

SPECIAL ABILITIES

Familiar

The master of a batbutterfly familiar gains a +3 bonus on Fly checks.

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 2 lbs.
Dagger, 1 lbs
Crossbow, Light, 4 lbs.
20 Bolts - 2 lbs. (1lb/10)

9 lbs

In Masterwork Backpack

Bedroll, 1.25 lbs
Spell Components Pouch, 2 lbs.
Canvas Cloth, 1 lb.
Climber's Kit, 1.25 lbs.
2 Pitons, 1 lbs.
Oil, Flask, 1 lbs.
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
Lantern, Bulleseye 3 lbs.
12 days of trail rations, 3 lbs.

29 lbs

Belt Pouch

Chalk, 3 pieces
4 p.p.
0 g.p.
11 s.p.
15 c.p.

Carrying Capacity

Current Weight: 38 lbs

Light Load: x < 33 lbs.
Medium Load: 34 < x < 66 lbs.
Heavy Load: 67 < x < 100 lbs

Background:

Xenia never knew her parents. She was found by a caravan of Varisian wanderers when she was not much more than a babe. Ok, they were not your normal Varisians, in fact the majority of the tribe were not much more than the height of a normal Varisian’s knee. The Queck tribe consisted mostly of gnomes who fled Brastlewark in far eastern Cheliax after the Thrune family took control of the former Taldan state. Several dozen of the fleeing gnomes decided that taking up the life of a wandering Varisian band was in their nature, so they copied the bright clothing styles of the Varisians, purchased wagons and ponies, and began to travel the lands selling their goods and wares, and using their innate illusion skills to entertain, and on more than a few occasions to annoy, those they interacted with across the Inner Sea lands.

While the majority of the Queck tribe were short, there were more than a few humans, half elves, half orcs, and even halflings who were part of the tribe at times. Xenia was one of these humans. She was found deserted, unwashed and screaming in hunger when she was not more than a few days old lying on the side of the road as the tribe passed Abken in eastern Varisia. While Xenia never knew her parents or learned why she had been deserted, her physical appearance has left her with little doubt. Although her physical stature is Varisian with the thinner frame and high cheekbones one would expect of a Varisian dancer, her skin is darker and muscling more pronounced, like the Shoanti people who travel the area the lands to the north. In Xenia’s mind she was the result of a Varisian and a Shoanti, whether it was illicit love, or rape, she will likely never know. Just the fact that the Varisian and Shoanti peoples have spent so many years at odds leaves no doubt that her mother did not want to raise a half breed.

Living with the Queck tribe was great fun for the young Xenia. She learned to interact with the illusions that the gnomes were so fond of. Although never becoming an expert, by watching her caravan mates work their magics made her long for their abilities. At the age of fifteen, the caravan passed near the great city of Korvosa with its tall towers and amazing castle set up the tallest hill. Xenia did not leave the tribe, but she learned of the Acadamae and the great magics that it taught. She did not understand that the Acadamae focussed more on evil conjuration than the illusion and similar magics which she found so enthralling.

Two years later, just after turning seventeen, the Quecks again travelled to Korvosa. This time, although it pained her heart, the young lady decided to leave the tribe and enter the Acadamae. Her friends did not doubt that she would be able to qualify as she had always shown a strong inclination toward magic. However, leaving was very tough on her. While she had many gnomes in the tribe she loved, Trig, who had mothered her. Quari, who had been a mentor in the illusion arts, Merari, who had taught her to love art and introduced her to the human deity Shelyn, and Hyara, a follower of Desna and the defacto leader of the tribe who kept the wandering spirit of the caravan alive to stave off potential bleeching.

While she missed all the gnomes who she considered family, it was her “sister”, Tivera, who she would miss the most. As with Xenia, Tivera had joined the caravan at a young age, not much more than two, when the caravan came upon her farm which had been raided by orcs. None of her family was found except the young girl who was found hiding in a small tunnel that she had used as a play site, and undoubtedly had been where she had hidden to survive the raid. Tivera, who was four years Xenia’s junior, copied Xenia in may ways and the two girls were almost inseparable. To allow the girls to stay in touch, Hyara gave Xenia one of his prized possessions, a small tablet on which Xenia could write short messages that would appear on a similar tablet that Hyara would show to Tivera.

For five years Xenia studied in the Acadamae. She became moderately skilled at crafting magic. She was able to perform the simplest of summonings, but found the subjects the conjurers and evokers belittled, illusions and enchantments, to be much more interesting. Although she was able to memorize the spells, eventually the routine of spending hours pouring over her spellbook became a pain and the freedom that the caravan had brought into her heart made it more and more difficult to continue her studies.

During her twenty second year, Xenia finally decided that the ways of the Acadamae were not for her. Fortunately, she did not have to truly make a decision to leave as two other events happened at the same time. First, the headmasters of the school decided that her skills were simply not progressing at the speed they considered necessary for her to qualify as even the most amateur of wizards, and on the same day, she received a message from Tivera that her soul-sister was leaving the caravan to come and join Xenia in Korvosa. Xenia responded back as soon as she could to tell Tivera not to come, that Korvosa was no place for the young girl, but the limitations on the tablet only allowed one message a week, so by the time she responded to warn Hyara, Tivera had already left the tribe.

So, Xenia left the Acadamae and found a small hovel in Old Korvosa where she and Tivera were able to make a home, if the poorly made structure could be charitably referred to as such. Times were very tough. Old Korvosa is not a place where life is easy and with few skills learned in her prior life in the Queck caravan of value in the city, Xenia and Tivera were reduced to begging to survive. While Xenia missed the Acadamae and the interesting, of often excessively compulsive, other students, what she missed the most was her familiar Yieva. Admittedly, Yieva was not your typical familiar, perhaps she was a gift from Desna, as Yieva was a small butterfly. Or, Yieva had been a small butterfly. When Xenia left the Acadamae, the masters had taken Yieva and soon thereafter Xenia had felt her bond with the beautiful creature broken, whether by magic or the death of Yieva, Xenia may never know.

Although she despised doing it, Xenia soon discovered that while she could not recall many of the spells she had learned in the Acadamae, a few she was able to use with great skill. She soon learned that she could charm people with more than her voice. Doing so, she was able to easily befriend people to increase their generosity. Xenia never felt her actions were theft, simply a way of improving the goodwill of those she met to advance their goodwill toward her.

It was not long after Xenia began to use her magic to aid her that she met a tattoo artist, or as he referred to himself a skin artist. Petrivar was an older man. He claimed to have fled Cheliax with his parents decades earlier. Skin art was not something that the gnomes in her caravan had ever been interested in, after all, if your hair changes color every day, who needs to paint your skin. However, perhaps it was her Shoanti blood, Xenia soon took a liking to the skin art and began to apprentice with Petrivar.

Within a month of working for Petrivar, Xenia decided that she wanted to decorate herself and drew a picture of her former familiar, Yieva. Petrivar transferred the picture onto her upper arm. The art was perfect, but when she looked at it, sometimes it appeared different. As though the wings had moved, and occasionally as though the butterfly had an elongated, almost serpentine, neck.

For several years, Xenia would work for Petrivar. First as an assistant, and later as an artist. Xenia discovered that her magic provided several benefits. She could create, and maintain an illusion of the art for her customers which allowed them to see how it would appear when finished. And, when a customer tried to leave without paying, her ability to charm people often was the difference between dinner and going hungry.

While things were improving for Xenia, it was not so good for Tivera. Xenia’s charm and abilities helped her excel at her art, but the same could not be said for her younger soul-sister. Tivera often wandered the streets, but was only able to find work in less than honorable establishments as a dancer. Dancing lead to offers for more lucrative endeavors. Eventually, Tivera, unbeknownst to Xenia, became hooked on shiver and other similar substances.

Approximately six months ago, things changed for better and worse. It was about this time that Xenia discovered Petrivar was paying tribute to some criminal lord named Lamm. Xenia then found that Tivera was also tied in with this particular crime boss. Xenia sought to discover more about this Lamm character and during one stressful attempt to gain information at a tavern, suddenly realized that the tattoo of Yieva had taken physical form and was sitting on her shoulder.

About this time, Tivera began to come to their small home less and less often, and when she did, she was invariably suffering for the after effects of some drug and in need of rest and medical care. The rest Xenia could help with, but the medical was simply too costly, resulting in Xenia forcing Tivera to stay in bed even when she claimed she had to go to “work”. Then, one day approximately three weeks ago, two large men came to Xenia and Tivera’s home. They roughly shoved Xenia to the side and when Xenia sought to use magic, simply knocked her to the ground. The last thing they said was that if Xenia wished to see Tivera again, she would have to come to Eel End to discuss it with Lamm.

Tivera returned to work, not knowing how to go to where Lamm apparently had his center of operations. Petrivar told her that Lamm’s people had visited and that the tribute was increasing and that Petrivar had no idea how he was going to earn enough in the next seven days before the thugs were to return.

To earn money to save the tattoo shop and to save Tivera, Xenia did what she hated the most, using her magic to induce clients to pay more than they should for the art. She had collected almost what she needed when all hell broke loose in the city. When the riots began and the shop was looted and all the earnings stolen.

Now, Xenia stands on the outskirts to one of the most unsavory parts of the city looking toward where this Eel End is supposedly located. What she will do next, she is unsure. All she knows is that she must save Tivera and Petrivar’s shop.