Snowcaster Sentry

Xenobia's page

27 posts. Alias of Tiessa.


Full Name

Xenobia

Race

Elf

Classes/Levels

Wizard (Clockwork/Exploiter) 1

Gender

Female

Size

Medium

Alignment

Neutral Good

Deity

Brigh

Location

Traveling to Sandpoint

Languages

Common, Elven, Draconic, Thassilonian, Varisian, (+2)

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 10
Charisma 10

About Xenobia

Description:
Xenobia is a tall, thin elf with golden eyes and a mane of long blonde hair streaked with brass and copper highlights. She wears a well-made, richly embroidered dress, with symbols of time, clockwork, and Brigh's mask. Around her neck is a clockwork pendent of unknown function and sitting on her shoulder is a clockwork winged lizard.

Background Summary:
Xenobia is an elf. Her biological father was an elven sorcerer tinged with madness from some aberrant blood far back in the family's past. Her mother is an elven wizard from Alkenstar. They met in the wilderness, he avoiding civilization because of the growing madness within him, she seeking for knowledge and lost civilizations. They stayed together, wandering all over and having many adventures together. That all came to an end with her mother's pregnancy. They settled in a glade far from civilization, built a small cabin, and lived there as their daughter, Xenobia, was born in the cabin. When Xenobia was a few years old, her father 'went away forever' and her mother refuses to tell her any specifics.

They returned to Alkenstar, to live with her mother's parents. A few years later, her mother met a wealthy merchant from Magnimar, they were married, and moved to Magnimar. Xenobia grew up in her step-father's house. She began tinkering with clockwork like so many of her mother's side of the family and her abilities with magic quickly manifested as well. Recently, like her mother, she's been investigating Thassilon and heard of the festival in Sandpoint. She is traveling there to attend and look into a number of the local monuments.

Background Story:
"Come here my precious little jewel, and snuggle in my lap, while I tell you how papa and I met," mama said in a soothing voice as she wrapped her arms around me, lifted me off the floor, and sank back into the deep, comfy chair near the roaring fireplace. The storm rattled the windows and the wind whistled through the cracks, giving the room a cold, clammy feel. The fire toasted me on one side and I looked up briefly into mama's dark, mysterious eyes framed with long, wavy black hair before I nestled in her lap, my cheek resting on the cool metal of her necklace's pendant.

Wreathed in the comforting lavender smell of mama's perfume, I smiled as my eyes closed and I murmured, "I love this story mama. Especially the part where you and papa fought the..."

"Hush child," mama admonished, "we have a long way to go before that part..."

The coach hit a particularly nasty rut and bounced me out of my drowsing reverie, eliciting yelps of surprise and pain from the other passengers. Outside, the stormy winds howled and the rain lashed the coach, while I again wished I was snuggled up in that big, comfy chair near the fire back home, rather than being slowly shaken apart in this cold, drafty coach hurtling along the road to Sandpoint. I fingered the clockwork pendant now hanging around my neck and wondered if mother was right and I'd find what I was looking for in Sandpoint.

My brown, leather bag sat on the marble floor in the entrancway of my house, mother was fussing over me, brushing my long blond hair away from my face as we waited for the coach to pull up. A few raindrops splattered down on the road, small puffs of gray dust flew into the air with every drop.

"I have something for you my precious jewel," mother looked up at me, took the clockwork necklace from around her neck, reached behind my neck, and fastened it. We both looked at it for a moment and a small sigh escaped her lips.

"I can't take this, it's yours mother. Grams gave it to you."

"Nonsense!" mother reproached me, "When I was your age and setting off to look for what I knew was out there for me, my mother gave it to me. And I too didn't want to accept it, but she told me it was tradition for the oldest daughter to take it with her as she went out seeking. Now, it's your turn. I've seen it when I look into the future, you'll find it by going to Sandpoint."

A sudden, nearby lightning strike shook me out of my day-dream and briefly illuminated the interior of the coach in stark, lurid detail. The long, taciturn face of the merchant sitting across from me was outlined in deep, dark shadows and bright, white relief. His dark eyes were barely visible except as tiny glimmers in the inky, black hollows. It made his face look lke a skeleton's, A skeleton, however, looked happier than this man, whose long, glum face reminded me of my father.

Father was taciturn and dark, a stark contrast to my vague memories of papa, a tall, blond, eternally laughing elf. Father's eyes were inky black with a glimmer, while papa's were like mine, golden and sarkling. I didn't have too many memories of him, he was gone while I was little. After that mother and I moved back to the city, with grams and pop-pop, wandering in the wilds was no longer a place to raise a small child.

Mother married Father and we moved from Alkenstar to Magnimar into his large, stone house with the tree-filled grounds surrounded by the high stone walls. The day I went through the large, wrought-iron gates for the first time, mother announced we were home. I didn't speak to her for days, angry that she betrayed papa by marrying. I was angry at father for trying to replace papa and I refused to call him father for a long time. Dark clothes, morbid poetry, and rebellion at every turn, anger was my constant companion. I even tried to dye my blond hair black, but for some reason, it quickly turned blond again. Once, I purchased a minor potion to change hair color from a merchant in the market, and that failed as well.

The coach hit another mountain disguised as a bump in the road, we all cried out in surprise again. Across from me, the woman in the expensive blue dress dropped her bag on the floor, its contents spilling all over the floor and in the dark, unseen valuables rolled noisily into every nook and cranny.

She muttered a few choice expletives a woman of her evident breeding shouldn't even know and began to feel around on the floor, gathering her valuables back into her bag.

"Here, let me help with that," I volunteered. I blew into my cupped palm and a ball of light welled up in it, Hanging it in the air, I could see the other passenger's eyes go slightly wide as they took in the glittering form of my clockwork companion sitting on my shoulder pointing where objects had rolled and whispering in my ear.

"Thank you so much, I appreciate all the help and I can't imagine we would have found everything without your light," she smiled at me as we put the last bauble from the floor back into her bag while she glanced nervously at my shoulder.

The first time I did that, I ran throughout the house calling to mother excited to show her what I could do. When I showed her, I almost missed the look in her eyes I was so happy I could do magic. Fear, concern, and finally sadness flickered across her face before she regained control and smiled at me, "It seems you have quite the talent, I should start teaching you how to harness and channel it. We start tomorrow."

After that, every day mother and I worked together, she teaching and I avidly trying to soak up every last word. My magic was the best thing that happened to our family, or rather to me. Mother and I grew very close, all my anger at her over papa drained away as she told me I'd inherited his natural talent for magic and she would help me control it. Father too was very happy for me and asked everyday to see what new trick I'd learned. The first time I saw him smile, it was tinged with pride as he saw me cast that first spell for him. Slowly, we grew closer as I came to realize he wasn't a horrible man preying on my mother and that he didn't want to replace papa. He just cared about us.

When my powers continued to grow, mother told me about papa's powers and his natural talent. Stories I'd never heard before about him and mother, their adventures, and eventually the incidents. I learned that his talents came tinged with problems - his family was incredibly talented with magic, but the magic came tainted with madness.

She was also adept at clockwork from her youth in Alkenstar and she taught me everything she could, channeling whatever turmoil my father's ancestry had into the rigid world of gears. One day I felt almost as if a spirit possessed me and I worked feverishly for the next few weeks to make Whisper, my clockwork companion. I could see the worry in moother's eyes when I spoke that I felt almost possessed by Brigh's inspiration and that my new companion spoke with me.

Mother told me she started to teach me her form of magic in the hopes that the control it provided would counterbalance the turmoil that papa's magic would cause. Since then, I've tried to keep to the carefully learned powers of my mother but I have manifested differences from her, like my ability to rapidly shift between spells with a quick glance in my book.

My journey to Sandpoint, my mother assured me, would provide the last keys to fully awaken the powers she'd been teaching me.

Crunch:
Xenobia
Elf wizard (clocksmith, exploiter wizard) 1 (Pathfinder Campaign Setting: Construct Handbook 10, Pathfinder RPG Advanced Class Guide 133, Ultimate Wilderness 210, 213)
CG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +2
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +2; +2 vs. enchantments, +2 bonus vs. effects created by clockwork creatures.
Defensive Abilities share will; Immune sleep
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Offense
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Speed 30 ft.
Melee longsword +0 (1d8/19-20) or
. . unarmed strike +0 (1d3 nonlethal)
Ranged longbow +3 (1d8/×3)
Special Attacks arcane reservoir (1/4)
Wizard (Clocksmith, Exploiter Wizard) Spells Prepared (CL 1st; concentration +5)
. . 1st—mage armor, sleep (DC 15)
. . 0 (at will)—acid splash, daze (DC 14), detect magic
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Statistics
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Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Craft Construct, Extra Arcanist Exploit[ACG]
Traits scholar of the ancients, spark of creation
Skills Appraise +8, Craft (clockwork) +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (history) +9, Knowledge (planes) +8, Perception +2, Spellcraft +8 (+10 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Goblin, Thassilonian, Varisian
SQ clockwork expertise, craft construct, elven magic
Other Gear arrows (20), longbow, longsword, backpack, ink (2), inkpen (2), journal[UE] (2), measuring cord (10 ft.) (2), my first spellbok, paper (10), powder[APG] (2), scroll case, 17 gp
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Tracked Resources
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Arcane Reservoir +1 DC or CL (4/day) (Su) - 0/4
Arrows - 0/20
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Special Abilities
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Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Clockwork Expertise (+2 saves, +1 CL) (Ex) Gain a bonus on saves vs. effects created by clockworks, and on CL for spells against them.
Craft Construct You gain Craft Construct as a bonus feat, increase non-clockwork cost by 50%.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.

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Whisper CR –
Rhamphorhynchus (sage) (Ultimate Wilderness 204)
NG Tiny construct (clockwork)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +3
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Defense
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AC 17, touch 17, flat-footed 12 (+3 Dex, +2 dodge, +2 size)
hp 3 (1d10)
Fort +0, Ref +5, Will +4
Defensive Abilities evasion, improved evasion; Immune construct traits
Weaknesses vulnerability to electricity
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Offense
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Speed 10 ft., fly 40 ft. (good)
Melee unarmed strike +1 (1 nonlethal) or
. . bite +1 (1d3-2)
Space 2½ ft.; Reach 0 ft.
Special Attacks sudden swoop
Spell-Like Abilities (CL 1st; concentration +1)
. . At will—guidance
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Statistics
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Str 6, Dex 17, Con —, Int 6, Wis 14, Cha 11
Base Atk +1; CMB +2; CMD 12
Feats Improved Initiative, Lightning Reflexes[B]
[b]Skills
Acrobatics +3 (-5 to jump), Fly +11, Knowledge (religion) +2, Perception +3, Sense Motive +6
SQ difficult to create, empathic link, sage’s knowledge, share will, swift reactions, winding
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Tracked Resources
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Divine Guidance (Sp) - 0/0
Guidance (At will) - 0/0
Share Will (1/day) (Su) - 0/1
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Special Abilities
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Construct Traits (+0 HP) Constructs have many immunities.
Darkvision (60 feet) You can see in the dark (black and white only).
Difficult to Create Increase the time and gp cost required to create a clockwork construct by 50% over normal.
Divine Guidance (Sp) An emissary can cast guidance at will.
Empathic Link (Su) You have an empathic link with your master.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fly (40 feet, Good) You can fly!
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sage’s Knowledge (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Sudden Swoop (Ex) Do not provoke an AoO when making a charge whil flying. Gain +2 damage with bite when making a sudden swoop.
Swift Reactions Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Vulnerability to Electricity You are vulnerable (+50% damage) to Electricity damage.
Winding Active for 1 day/HD, can be recharged with a special key.