Iggwilv

Zalamandra's page

387 posts. Alias of Dragoncat.


Full Name

Zalamandra

Race

Human

Classes/Levels

Sorceress 5|HP: 25/25|AC: 11/11/10(15/11/14 when Shielded)|Saves: +3 Fort, +3 Ref, +7 Will|Spell Slots: 2/5 2nd, 4/7 1st|Perc: +4|Initiative: +1|Action Pts: 0/7|Ammo: 22/24

Gender

Female

Size

Medium (5'7, 155 lbs)

Age

29

Special Abilities

Magic

Alignment

Chaotic Neutral

Location

Diamond Lake

Languages

Common, Infernal, Undercommon

Occupation

Proprietor of the Emporium

Strength 8
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 14
Charisma 18

About Zalamandra

Statblock:
ZALAMANDRA

Female human sorcerer (Rakshasa Bloodline) 5
CN Medium humanoid (human)
Init +1; Senses Perception +4
Favoured Class Bonuses 2 HP, 3 Spells (1 Level 0, 2 Level 1)

DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 25 (4d6+6)
Fort +3, Ref +3, Will +7

OFFENSE
Speed 30 ft.
Ranged +1 crossbow (light) +4 (1d8+1/19-20), within 30 ft. +5 (1d8+2)
Melee quarterstaff (darkwood) (two handed) +2 ((two handed) 1d6-1)

Known Sorcerer Spells (CL 4th, concentration +8):
2nd (5/day)—web (DC 16), invisibility, scorching ray
1st (7/day)—burning hands (DC 15), disguise self, magic missile, shield, charm person (DC 15), identify
0 (at will)—read magic, detect magic, ghost sound (DC 14), light, message, prestidigitation (DC 14), resistance

STATISTICS

Str 8, Dex 12, Con 12, Int 14, Wis 14, Cha 18

Base Atk +2; CMB +1; CMD 12

Feats Combat Casting, Eschew Materials, Point-Blank Shot, Precise Shot, Extend Spell

Skills Acrobatics +1, Appraise +6, Bluff +9, Bluff (Potentially Sexually Attracted) +10, Climb -1, Craft (Untrained) +2, Diplomacy +7, Diplomacy (Potentially Sexually Attracted) +8, Disguise +8, Escape Artist +1, Fly +1, Heal +2, Intimidate +4, Knowledge (Arcana) +8, Knowledge (Local) +10, Knowledge (Planes) +5, Perception +4, Perform (Untrained) +4, Ride +1, Sense Motive +2, Spellcraft +8, Stealth +1, Survival +2, Swim -1, Use Magic Device +10

Languages Common, Infernal, Undercommon

SQ bloodline arcana, bonus feat, bonus sorcerer spell (2x), cantrips, mind reader (Detect thoughts for 1 round, 1/day), rakshasa bloodline, silver tongue (Convincing lies, DC 14, 7/day), skilled, weapon and armor proficiency, ,

Gear cloak of resistance +1; crossbow bolts (10) (x2); wand of cure light wounds; quarterstaff (darkwood); Crossbow +1 (Light) ; Backpack, Masterwork [ Bedroll; Flint and Steel; Mess Kit; Soap (per lb.); Waterskin; Rations (Trail/Per Day) (x5); Pouch (Belt); ]; Waterskin ; Pouch (Belt) ; Pouch (Belt) ; approx. 764 gp, wand of magic missiles (37 charges remaining; CL 1st)

SPECIAL ABILITIES

Bloodline Arcana Add 2 to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).

Bonus Feat Humans select one extra feat at 1st level.

Bonus Sorcerer Spell (2x) Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Eschew Materials

Mind Reader (Sp) You can read minds as a spell-like ability. This ability acts like detect thoughts, except it lasts only 1 round, you use it on a single target as a standard action, and if the target fails its Will save, you gain information as if you had concentrated on it for 3 rounds. You may use this ability 1 times per day.

Rakshasa Bloodline At some point in your family's history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birthright is a secret you may be forced to keep from societies that would never deal with you if your heritage were known.

Silver Tongue (Su) You can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 14) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability 7 times per day.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.

World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Knowledge (Local), and it is always a class skill for you.


Years ago, Zalamandra seduced a professor named Montague Marat and elevated her gambling den—then just called "Zalamandra's"—to a place of great prestige with his menagerie. Marat left shortly thereafter.

Since then, the sorceress has run the Emporium with the keen eye of a skilled businesswoman—and, where that eye has failed, with a charm person or two.

Although Zalamandra has a memory like a steel trap and keeps a perfect mental log of all clients of the Veiled Corridor (and their personal tastes), she strictly prohibits blackmail—perhaps because she has a few secrets of her own she'd rather never get out.

Dirty Secrets!:
-Zalamandra dropped one charm too many, and someone noticed. Specifically, Governor-Mayor Lanod Neff, whose brother, Allustan, detected the enchantment instantly. And now that Neff's found out, the mine managers have started asking all sorts of questions. It's looking like the Emporium is going to turn into a warzone. She's hoping she can find something in the Cathedral that will give her just enough leverage to get out of Diamond Lake and to the Free City before things go up in flames.

-Zalamandra has grown up surrounded by suspicion and hatred for her fiendish ancestry. Like so many others, she came to Diamond Lake seeking a fresh start. Until Carina showed up, she'd never met anybody else with connections to the Lower Planes, and she is sincerely fascinated with the tiefling. She hopes that her personal assistance in this matter might finally win Carina's trust.