Sarita Senbi

Zahra al Asmar's page

592 posts. Alias of Shari.


Full Name

Zahra al Asmar

Race

Human

Classes/Levels

Draconic Sorcerer/3 | HP 20/20 | Init +2 | AC14/F12/T13 | Mage armor AC18 | F+2 R+3 W+3 | Perc +4 SM +0 | Active Conditions: Mage Armor, Claws | Spells per day: 1st 4/6 | Claws: 6/7rounds | SMB 7; SMD 17

Age

17

Strength 13
Dexterity 14
Constitution 13
Intelligence 9
Wisdom 10
Charisma 18

About Zahra al Asmar

Female human Sorcerer/3; Draconic bloodline (silver)
CG humanoid
Init +2 Senses Perception +4 Sense Motive +0
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Defense
AC 14(18 Mage Armor), touch 13, flat-footed 12 (+2dex)
HP 20 (1d6, +1 Con, Toughness)
Fort +2, Ref +3, Will +3
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Offense
Speed 20ft
Melee Melee +2
Claws +2/+2 (1d4+1; x2)
Quarterstaff +2 (1d4+1/1d4+1; x2)
Ranged Ranged +3
Light Crossbow +3 (1d6; 19-20/x2)
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Statistics
Str 13 Dex 14 Con 13 Int 9 Wis 10 Cha 18
BAB +1 CMB 2 CMD 14

Feats
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Silent Spell: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.
Eschew Material (bonus feat): You can cast any spell with a material component costing 1 gp or less without needing that component.
Still Spell: A stilled spell can be cast with no somatic components. A stilled spell uses up a spell slot one level higher than the spell’s actual level.

Traits
Affable (social) - You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you.
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.

Unseen but not Undone (magic) - Without a single gesture, you can unleash a bloodline spell.
Benefit: Once per day, you can cast a bloodline spell as if you had the Still Spell feat. Using this trait does not modify the spell’s level.

Skills (2 per level)
Bluff +8 (1rank, +3class skill, +4cha)
Diplomacy +8/+10 (1rank, +3class skill, +4cha, +2trait) - +10 to gather info
Intimidate +4 (0rank, class skill, +4cha)
Knowledge(arcana) +3 (1rank, +3class skill, -1int)
Knowledge(local) +3 (1rank, +3class skill, -1int, trait)
Perception +4 (1rank, +0wis, +3bloodline class skill)
Sense Motive +0 (0rank, +0wis)
Spellcraft +3 (1rank, +3class skill, -1Int)
Stealth +2 (0rank, +2dex)
Use Magic Device +4 (0rank, class skill, +4cha)
Background Skills (2per level)
Appraise +5 (3rank, +3class skill, -1int)
Profession, seamstress +6 (3rank, +3class skill, +0wis)

Languages Common(Aerthane), Limaninite

Gear Sorcerer Kit ( backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin) 8gp, Haramaki (3gp), Quarterstaff/Walking Stick(0gp), Light Crossbow (35gp), 9 crossbow bolts (1gp), Chalk (1cp), Mirror (10gp), filter scarf (5gp), scroll case (1gp), belt pouch (1gp), sewing kit (2gp?), minor bag of holding
Wealth 0 gp
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Racial Abilities = Human
Bonus feat
+1 skill point per level
+2 to one ability score

Special Abilities = Sorcerer
Bloodline = Draconic
Class Skill: Perception

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.

Bloodline Power: Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage. At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Cantrips

Eschew Materials – bonus feat
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Spells Known
0 level = 5; DC=14
Detect Magic
Light
Mending
Prestidigitation
Ray of Frost

1 level = 3; DC=15
Mage Armor (bonus spell from bloodline)
Magic Missile
Snowball
Grease

Spells per Day
1st = 6

Background:
Zahra’s Background
Zhayalammar was an amazing city. Zahra always volunteered to go to the market for her family because she loved all the different types of people that could be seen mulling about. Most people hated the crowds but her natural agility and slender frame helped her move easily through the throngs of people. She made a point of befriending someone new each time she went whether it was helping a stranger that seemed lost or introducing herself to one of the many vendors. Some were wary of being approached by a stranger but her genuine smile and lovely appearance would wear down even the most reluctant of people.

Her family consists of just her and her parents, Faheem and Nisma. Zahra had never wanted for anything growing up and her parents were well-off enough for her to have her own bedroom. Being a spice merchant, her father always had a steady stream of income. Her mother was a seamstress and passed along her skill to her daughter. She was also allowed the prviliedge of having hobbies and being involved in sport. One of the things that she enjoyed doing with her father was archery - where Faheem preferred using a bow, Zahra preferred a crossbow. Even though Zahra didn’t have to work to make money for her family's survival, it was encouraged by her parents to do so once she was old enough. She made some extra money cleaning houses and helping her mother with mending clothing.

One day, Zahra discovered that she could mend clothing with words rather than needle and thread. A client had come to her mother with a particularly difficult fix for a delicate material. As her mother worried about how she would mend the garment, Zahra fixated on it and somehow willed it back together. This both pleased her mother as well as scared her. Zahra was old enough to know the conflicting opinions about magic within society and took her mother’s warning about using in front of people to heart. Shortly afterwards, her mother arranged to have Zahra clean the home of an elderly woman named Haseena. While Zahra was there to clean, Haseena began to teach her how to control and channel her innate magic. She taught her the importance of being able to use her magic either silently or without moving so that others wouldn’t realize what she was doing. Most importantly it was taught to always use magic with purpose and to never use it frivolously.

Nisma made Zahra promise to not mention her new abilities to her father. Her mother made it very clear that Faheem’s business would become blacklisted by the local magic guilds. If the guilds learned his daughter wielded magic they might use any underhanded tactic, like driving him into debt, to obtain her. As hard as it was to hide that part of her life from her father, Zahra did so to protect him. Any time she was elusive, her father chalked it up to her being a moody teenager.

However, Faheem was keeping his own secret. Yes he made a nice living for his family but he also had a propensity for gambling. Sadly it was because of his gambling and a string of bad luck that Zahra had wound up in her present predicament. To cover an enormous debt and in fear for his own life, Faheem used his daughter to cover his debt. His only stipulation was that she seemingly be randomly taken from the streets of Zhayalammar so that Nisma never knows the truth.

Description:
Being a native of Zhayalammar, Zahra is a Limaninite. She has lustrous, long black hair and blue eyes. She stands at 5’5” with a natural grace. Even though she is slender, she is sturdier and tougher than she appears. She has a favourite orange silk scarf interwoven with metal plates that she always wears tied around her abdomen and she has chosen linens for the rest of her clothes to help keep herself as cool as possible, large legged pants that look like a long skirt along with a tunic. She wears a wide silver bangle around each wrist and simple silver bands on each of her fingers that are connected by slender chains to the bangles. Zahra is stunningly beautiful and makes friends easily. She’s been sheltered all her life and is very naïve.

Friend: Haseena who has helped her channel her magic
Enemy: Khata – a girl who had hung around the market frequented by Zahra whom Zahra had observed stealing a scarf from one of the vendors that she had befriended. She told the vendor who had Khata arrested. Ironically, Khata has wound up in the same predicament as Zahra with the slavers. Of course, Zahra had thought she was doing the right thing by helping the vendor and doesn’t realize how angry Khata is with her
Goal: To be like her mother, get married, have a family
Fear: Her magic will put her parents in danger
Secret: Her mother also has natural magical abilities but decided when she was young to never use it – she knows more about magic than she lets on