Elven Wizard

Yandrala Sanderiana's page

9 posts. Alias of Drogeney.


Full Name

Yandrala Sanderiana

Race

elf

Gender

female witch (seduce) 1

About Yandrala Sanderiana

Build:

Yandrala Sanderiana
female elf witch (seducer)
CN medium humanoid (elf)
Init +4; Senses Low-light; Perception +3
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Defense
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AC 12 (16), touch 12, flat-footed 10
hp 7 (1d6+1)
Fort +1.3, Ref +2.3, Will +2.5
immune to magic sleep, +2 saves vs enchantments
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4-2 19-20/x2)
Ranged longbow +2 (1d8 /x3)
Special Attacks
Spells (CL 1; concentration +4):
1st—cure light wounds, ray of enfeeblement (dc 14)
0—dancing lights, detect magic, stabilize
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Statistics
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Str 7, Dex 14, Con 12, Int 12, Wis 10, Cha 17
Base Atk +0.5; CMB -1.5;CMD 10.5
Feats WP: simple, longbow, shortbow, longsword, rapier, ; AP: none; SP: none; Extra Hex: Evil Eye (1st)
Traits eager performer (dance, beguiling gift), reactionary, charming (diplo)
Skills
Diplomacy +7 (8)=+3+1+3+(1)
Know: Arcana +5=+1+1+3
Spellcraft +5=+1+1+3
Perception +3=+0+1+0+2
Background Skills
Perform (dance) +8=+3+1+3+1
Profession: Courtesan +4=+0+1+3
Languages common, elven, sylvan
Combat Gear dagger (1lbs), longbow (3lbs), arrows (20) (3lbs)
Magic Gear
Misc Gear backpack, bedroll, belt pouch, candles (10), chalk (10), a flint and steel, ink, inkpen, mess kit, soap, spell component pouch, trail rations (5 days), waterskin (7lbs), traveler’s outfit (5lbs), 6 gp, 8 sp, 10 cp
Carrying Capacity
Light 23
Med 24-46
Hvy 47-70
Carried: 19
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Special Abilities
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Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Cantrips
Patron (Trickery) 2nd — animate rope, 4th — mirror image, 6th — major image, 8th — hallucinatory terrain, 10th — mirage arcana, 12th — mislead, 14th — reverse gravity, 16th — screen, 18th — time stop.
Witch’s Familiar
Otherworldly Allure A seducer’s power comes from her allure. She uses her Charisma rather than her Intelligence score for the purpose of all class features and effects related to her witch class, such as bonus spells per day, the maximum spell level she can cast, and save DCs of her spells and hexes.
Hex
Fey Charm (Su) A seducer gains the charm hex at 1st level. The save DC of this hex is increased by 1. If the target is (or could be) sexually attracted to the seducer, the save DC is instead increased by 2. If she and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 3.

This ability alters the hex gained at 1st level.
Evil Eye The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.


Spells Known:

0-arcane mark, bleed, dancing lights, daze, detect fiendish presence, detect magic, detect poison, grasp, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue
1-hex vulnerability, cure light wounds, mage armor, snowball, beguiling gift, ray of enfeeblement,
[spoiler=Sintella]
N Tiny magical beast
Init +2; Senses low-light vision; Perception +6
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size, +1 nat arm)
hp 3 (1d8–1)
Fort +1.5, Ref +4.5, Will +4.5
Offense
Speed 10 ft., fly 40 ft. (average)
Melee bite +4.75 (1d3–4)
Space 2-1/2 ft., Reach 0 ft.
Statistics
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0.75; CMB +0.75; CMD 6.75
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
Special Abilities
alertness, improved evasion, share spells, empathic link

Description:
Yandrala is an elven woman of somewhat shorter stature standing only five foot six. She has long, pinkish hair, vivid green eyes, and a figure that is far more filled out than the standard elf hinting at something in her heritage besides that of a pure blooded elf...or maybe she got lucky who knows? She wears clothing of green and white fabric and thigh high white boots that leave most of her thighs exposed where they aren't covered by fabric that comes down in the front and back. She carries a staff and has a raven that is perched on her shoulder or otherwise nearby names Sintella.

Personality:

Background:

Yandrala was born around one hundred thirty years ago in the forests of Kyonin and lived the early part of her life in her homeland in a small village called Fensralla. She had no siblings, at least none close to her in age, but her parents, Similon and Lythsendra raised her the best they could.
It was evident from birth that Yandrala was special, her strange pinkish hair color alone made her stand out as she was visited by a raven the same day she was born, a raven that would not go away and had some kind of mystical power about it. Yandrala grew up as an odd one, both because of her hair and the constant company of the raven she claimed told her its name was Sintella.
Despite being the odd one in the village Yandrala had a few friends, other children who were outcast like herself. One was a half-elf boy named Sendell who was quite athletic and eventually followed the path of the rangers that helped feed and protect the village. Her other friend was Nartella, the daughter of an elf who was seduced by a green hag leading to the girl being born a changeling who came into the care of her father's family. The three provided all the companionship they each needed.
As the trio grew closer to adult hood and began to notice others Yandrala and Nartella started to grow particularly close, Nartella driven by the lusts of her hag ancestry and Yandrala by the lusts of the patron who sent her Sintella. Eventually they became quite intimate with each other, and eventually Sendell as well. This ultimately led to trouble the trio were unprepared for.
When the trio had reached adulthood, and their relations came to be known, Sendell's family, who were quite well off, became more than upset at his "corruption" by Yandrala and Nartella and he accused them of witchcraft and consorting with demons. Having the status and wealth he did the man convinced other villagers to side with him and the pair were forced to flee their home village for their lives. Sendell, disgusted with his father, lead the pair safely out of Kyonin and into the part of Cheliax that would one day become Andoran.
The trio settled in a small town there and married each other there and they lived together quite happily having three children between them, Nirvan and Kellestha were Sendell and Yandrala's son and daughter respectively, and Katya was Nartella and Sendell's daughter, up until the death of the God of Man and the start of the Age of Lost Omens. When the locals revolted against the now devil dominated Cheliax the fighting even reach their town. In the ensuing conflict Sendell died protecting his two wives and their children and the Chelaxian devil binders stole their children as scrifices to their fiendish patrons. Yandrala and Nartella were set to become concubines of the Chelish officers when the rebels managed to strike back and drive the Chelaxian's away. unfortunately, their children had already been killed, their souls consigned to Hell and Nartella could not handle their loss and quickly wasted away from a broken heart leaving Yandrala alone and adrift.
Yandrala developed a deep and abiding hatred for Cheliax as she drifted over the next decade selling herself at times to survive. Eventually Sintella managed to pull Yandrala back from the abyss and convinced her to go somewhere else to start a new life. Yandrala eventually ended up in Varisia just in time for the Swallowtail Festival and had no idea just what she was going to get herself into.

SOAP

Twenty questions to help you create a backstory for your character:

Name: Yandrala Sanderiana
Race: Elf
Class: witch (seducer)
Gender: female
Age: 130
Hair: pink waist length
Eyes: green

What is your character's name? Yandrala
How old is your character? Roughly 130
What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? A very attractive elven woman who accentuates her appearance for her own purposes.
What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Yandrala tends to be a flirt who gives little regard to species or gender and it makes her come across as a bit of a slut. She tries to engage people and has no issue touching an arm or hand if it will help pull someone’ attention to what she is saying.
Where was your character born? In a small village in the forests of Kyonin called Fensralla.
Where were you raised? In the same village.
By who? Her parents Similon and Lythsendra
Who are your parents? Similon and Lythsendra
Are they alive? She does not know but yes, they are.
What do they do for a living? Similon is a carpenter and Lysthendra a mid-wife, at least they were the last Yandrala had contact with them.
Do you have any other family or friends? None that are still alive. She has largely avoided making friends since the revolution that formed Andoran cost her all those she held dear.
What is your character's marital status? Widowed.
Kids? None that still live, their souls were sent to Hell by Chelaxian devil binders during the Andoran Rvolution.
What is your character's alignment? CN
What is your character's moral code? Yandrala has a loose morale code, she doesn’t care about good or evil all that much, though she leans more towards good than evil and she can’t stand to see innocents sacrificed for any reason and she absolutely hates Chelaxians and Devils for what they cost her. Yandrala doesn’t steal from others without good reason and is more than willing to seduce or manipulate someone to get what she wants.
Does your character have goals? Currently no, she is looking for something to give her a reason to keep going.
Is your character religious? She was once, but the loss of her spouses and children turned her away from religion because the gods did nothing to help her then.
What are your character's personal beliefs? Yandrala believes in surviving. She has been alone for a long time and knows that as long as she lives so too do the spirits of her lost family.
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Yandrala tends to be quite social, a rather sizable flirt who enjoys more carnal entertainments.
Why does your character adventure? Yandrala adventures to make ends meet more than for a good cause. She knows it is a way to make money but prefers to rely on other means to make her way.
How does your character view his/her role as an adventurer? Yandrala views her role as one largely of support. She is not very offensively oriented, other than using her longbow, and is far better at manipulation.
Does your character have any distinguishing marks (birth-marks, scars, deformities)? Her hair color is an odd pink-ish color, something more suitable for a gnome than an elf, and her figure is far more curvy than a regular elf.
How does your character get along with others? Yandrala tends to get along with others, performing and flirting with people, and comes across as easy going unless the person is from Cheliax in which case she tends to be very cold towards them.
Is there anything that your character hates? Chelaxians and Devils
Is there anything that your character fears? Losing those she cares for again.


20 Questions for Deep Character Creation:

Concept
These are the fundamentals, the broadest strokes. Every character should have answers to these five, including NPCs. It's the quickest way to give the sense of a full individual instead of a cardboard stereotype.

1. What emotion best describes your character? Find one primary emotion your character expresses. Try to use a colorful, specific word to describe it. For instance, instead of "angry" you might say "vengeful" or "raging," or instead of happy you might say "cheerful" or "exalting."

mourning

2. What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Again try to find the most specific term you can. Is this reaction different between friends and enemies?

In most cases Yandrala evokes desire or lust in those who view her due to her otherworldly beauty.

3. What does your character need most? If your character had everything he or she needed, why go on an adventure? Most people's needs are fairly universal, although they can change over time. Common needs are survival, security, companionship, esteem, romance, family, or wisdom. Consider what your character's starting needs are, and where you want them to be by the end of the adventure or campaign. It helps to establish this need with the GM, to ensure it fits with the themes of the game.

More than anything Yandrala yearns for some way to mend the heartbreak of losing her family all those years ago.

4. What is your character's goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one's self, or gaining some kind of power. When you think of something, ask yourself "why?" to make sure it isn't because of some larger, more important goal.

Yandrala’s current goal on life is to keep the memory of her loves ones alive by surviving. If she were dying knowing the fact that the memories of her family would end would be all she needed to keep hanging on. If she were to lose the memory of the people she had lost but knew she had lost someone that would likely be a living Hell for her.

5. How does your character believe this goal can be accomplished? Because the goal can often be ideological, the method to achieving it is sometimes equally insubstantial. Your character's methods should be strongly tied to beliefs (or lack of beliefs), and primarily be a decision of lifestyle. A character bent on revenge might consider perfecting a fighting discipline, while a character devoted to a cause might consider a religious or philosophical doctrine.

When Yandrala’s family still lived they had always planned to take the kids traveling when they got older. Yandrala could easily keep their memories alive by simply staying safe and surviving but she feels that would be doing them a disservice. She feels she must get out and see the things her kids would have liked, to go places her spouses had wanted to go, and that has kept her traveling as she tried to find a way to move on with her life.

Background
For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight.

6. Where did your character come from? Consider your character's initial roots, before he or she was a teenager. These times are what shape your character the most. Who were your parents? Where did you live? What was your family's economic and social status? How were you educated? What were the three most important lessons you learned?

Yandrala’s parents, Similon and Lythsendra, were elves in the village of Fensralla. Similon was a carpenter for the village while Lythsendra was a midwife. They were of both important people but not the most powerful by any means. Yandrala was raised by them but was often considered odd due to her pink hair and that she talked to a raven that was always around her. She was taught by her parents when they had the time but ultimately her raven, Sintella who was Yandrala’s connection to a mysterious patron who loved trickery. The most important lessons she learned growing up were how use her magic, that what others thought of her was irrelevant, and later on how to trick and seduce others.

7. When did you grow up? Everyone begins taking responsability for their own lives at different times and in different ways. Describe the events related to when your character started taking care of him- or herself.

Yandrala was forced to start taking care of herself when she was exiled from her village, granted she had help from Nartella and Sendell who both joined her in exile so she was not totally on her own. When she lost all of her family to the Andoran Revolution was when she finally had to pick herself up and care for herself all on her own and she has done so ever since that day.

8. What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character.

Yandrala considers her memories of her lost family to be perhaps the most sacred thing to her. The second most important thing is Sintella, the companion on her shoulder since she was little and the connection to her patron and source of her magic. Third most important is seeing the things her family wanted to see or would have enjoyed.

9. How does your character dress? Start generally with an overall statement of the quality of your character's appearance, such as projected social status, trade, common activities, or how groomed or slovenly your character is. Begin to hone in on telling details, especially those things that most people take for granted. How exactly does your character style his or her hair? What decorative articles does your character wear, such as jewelry, decorated buttons or buckles, a belt, gloves, etc.?One especially telling detail is footwear. Describe in detail what your character wears on his or her feet, including cut, tightness or looseness, heel height, sole hardness or softness, lacing/buckling/tying or lack thereof, toe shape (square, round, pointed…?), color, material, shininess, cleanliness, repair or disrepair, and any other details you can think of.

She wears clothing of green and white fabric with a brown corset that has no skirt other than a flap of fabric that comes down in front and back to cover her more intimate regions and leaves her arms largely bare as well as her legs free to move. She wears nice brown leather boots with one inch heels that lace in the front and have a fancy cuff that folds down and leaves an open “V” above the laces. Beneath her boots she wears a pair of white leggings that reach her mid thigh between her legs and continues up on the outer thigh to attach to her corset to hold them up. Just above her right knee she wears a brown garter. She has an earring in each ear, a small gold ring through her ear with a short chain and a lozenge shaped piece of the same gold hanging of the bottom.

10. What are your character's means? Consider all the resources your character has. This should include material resources such as money and property, social resources such as friends and allies, and personal resources such as skill, courage, strength, wits, etc. It might help to make a list of all your character's resources that he or she might use to overcome adversity. Consider challenges like fights, puzzles, traveling, persuading (and being persuaded), and any others.

Yandrala has nothing more than what she carries with her. A standard witch’s kit, though she doesn’t bother with a pot or torches due to her lack of strength. She always has her raven with her and carries a dagger at her hip, though she does not use it very well instead relying on her magic to get her through any fights.

Details
Now we're picking nits. These five are all about texture and color. These answers take your character beyond an adventure serial persona and into reality. Answers to these make your characters memorable for years.

11. What are your character's personal tastes? Name at least three things your character enjoys for no reason other than personal preference. A good place to start is with each of the five senses. Consider a sound, smell, taste, feeling, or sight that is uniquely pleasing to your character. Also consider activities such as hobbies or habits. Name three things your character dislikes, as well.

Yandrala enjoys soft clothing, drawing the eyes of those around her, and the taste of elven wine. She also enjoys seducing the occasional person into her bed, a one night stand or something a bit more significant, and the feeling of power that it gives her.

Above all things Yandrala hates Chelish individuals and devils with a passion and has enjoyed occasionally seducing a Chelaxian only to leave them wanting or in an embarrassing situation. She is somewhat afraid of goblins due to a close encounter with them once where she almost became a tribe’s plaything. She can handle fighting them when she has to but can easily panic if things start to look bad. Yandrala also dislikes being told she needs to let go of the past and forget about what happened before, the past is important to her, her very reason to keep living.

12. What are your character's opinions? Decide upon at least three major aspects of local society and your character's opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character's job. Check with your GM for relevant things in the campaign to have opinions about.

Yandrala sees goblins as vermin that need to be feared and dealt with sharply after a bad encounter with them in her past. Yandrala is not a fan of wealthy people due to the elf that got her and her would be spouses ejected from their homeland as he looked down on her for being of lesser standing and strange. The Swallowtail Festival was something her wife Naretella had always wanted to see and attending one now that she has the chance is something she is eagerly looking forward to.

13. What is your character's comfort zone? What environment, activity, or mindset puts your character at ease? This can add a lot of color to your character during stressful moments, as he or she will have a place to go or a thing to do at these times. It helps to have a comfort zone broken up into the above parts so at least some of it is portable.

Yandrala’s comfort zone is traveling to see things her lost family would have liked to see. She is most at ease when she has a comfortable place to stay where she can find the occasional companion to join her for a night of fun

14. Who has had the biggest impact on your character's life? Name and briefly describe at least one person who had a significant impact on how your character perceives the world today. You can name more than one, but they should each reflect different aspects of your character's beliefs. Use this as a reference point when your character has to make difficult decisions (i.e., "What would so-and-so do?").

Sendell and Nartella are the two most influential people in Yandrala’s life. They were her husband and wife respectively and they left Kyonin together and experienced many things until they settled down and had a family together.

15. What are some of your character's unexpected quirks? Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can't do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects?

Yandrala is not a morning person, she may seem wide awake and functional it is a facade she maintains but she is a grouch first thing in the morning, she doesn’t like getting wet when she isn’t in the tub, and she doesn’t actually wear any makeup to look like she does, it is all supernatural.

Yandrala is a superb dancer, easily able to get a place at a prestigious theater if she wanted to, is a good listener, and is good at convincing those attracted to her into doing as she asks.

Despite being a traveler Yandrala can’t swim at all and has never been a good climber, nor can she carry a tune in a bucket.

Yandrala fears being alone for the rest of her life, forgetting her late family, and goblins.

Player
These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what's expected to give everyone a good time.

16. What kind of story does your character belong in? Who are the characters your character interacts with? What settings does he or she inhabit? What themes are important? What conflicts does your character face? These things are important to understand so your GM can create adventures that will engage your character, and so you will have a better chance at getting along with your fellow players' characters.

Yandrala is more geared towards adventures dealing with people over monsters that can’t be reasoned with. She is capable of combat but it is not necessarily her strongest point. She largely inhabits towns/cities or caravans when she is traveling. Themes of import to her are loss, traveling to see new things and places, and potentially getting into peril for getting in over her head. Yandrala faces conflicts between comfort, survival, and traveling to see new things as they are sometimes mutually exclusive.

17. What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren't stepping on anyone else's toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits.

Yandrala’s roles are as a secondary face, she isn’t as good as a bard or rogue might be socially, and as a debuffer/manipulator via the use of her various hexes, particularly evil eye and charm.

18. What should the other players know about your character? These should be major thematic points, your character's general emotion (if it isn't secret), potential surprises or areas that might be difficult, and any other pertinent information. Also start sketching out potential interactions, such as another character you might go to for help (or who might go to you for help), or someone you'll probably butt heads with. Getting these things out in the open is important to ensure there aren't unpleasant surprises.

The major the PCs would know to start with are that she seems friendly and upbeat, even while she is a bit haughty, while thematically she is seemingly shallow and maybe a bit too sure of her looks as well as being a bit of a slut. Eventually themes of loss and longing for companionship would come more to the forefront as they start to learn more of her past. The latter points aren’t really answerable without knowing who is in the party.

19. What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you're especially goal-oriented? Maybe you're a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character's voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table.

I like immersion in my characters, if I can become attached to them I enjoy myself more and tend to post more frequently, and I can be a bit of a rules lawyer at times, though I am just as likely to harm myself with it as help myself. I do like good descriptions, though I am not always that great at them myself.

20. How do you want your character to die? Your character won't live forever, although you might not play him or her to the end. If you had your choice of deaths for your character, what would it be? Death of old age, having survived through all his or her trials? Perhaps a bloody, violent death? A noble sacrifice? Happenstance? It can also provide an unusual layer of texture to your roleplaying, as you have a better understanding of your character's fate. It will also tell you if your character is a tragic or heroic one. Finally, it can help your GM in resolving conflicts in-game if he or she has an idea of your comfort zone with threats to your character's life.

I like my characters to die naturally of old age however if their death in the adventure has meaning then I am able to accept that. Happenstance, bad luck, deaths are bull and I despise them unless it is something that I brought on myself by being stupid.

Player Questionnaire:
- Fill out the questionnaire below. It's mostly to help me know where redlines are, where you'd like the story to go, and what you are expecting from me, though I do like getting to know people.
1. What time zone are you in?
Eastern Standard (Indiana time)
2. How long have you been playing TTRPGs?
Since around 2001/02 or so I dabbled started playing more heavily around 2003/4.
3. What's your favorite part about playing TTRPGs?
The chance to play characters that I become invested in.
4. What do you expect from this game?
A long-term commitment to try and complete the campaign (made it to the end of book 4 I believe previously). I may be a bit slow at posting at times, but I do commit for the long haul.
5. What do you expect out of your fellow players?
People that are respectful and are willing to work together.
6. What do you expect out of me?
To run a good game, be willing to adapt when needed for the story, and not to poof without word (happens way to often in my experience but I've played with you before ad know you aren't the kind to do that)
7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game?
None in particular that I can think of. Rest assured if we come across anything I will say something.