Madame Ivanja

Zalanda's page

238 posts. Organized Play character for Cyrus9553.


Full Name

Zalanda Geitus

Race

Special Abilities/Skills:
Spells (1) 6/6 (2) .. Mage Tattoo: Daze DC 16 3/3 day .. Speak with Reptiles at Will .. Bluff +12, Diplom +9, Know(arcana) +9, Linguistics +9, Perform(dance) +11, Spellcraft +12, Use Magic Device +10

Gender

Female Human (Varisian) Tattooed Sorceress 3 | HP 14/14 | AC: 11 /T: 11 /FF: 10 | Init. +1 | F: +2 / R: +3 /W: +5 | CMB -1 | CMD +10 | Perception +3, Sense Motive +3 | Speed 20

Age

36

Alignment

CN

About Zalanda

Stats:


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Abilities
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Str 7 (-2) Dex 12 (+1) Con 10 (0) Int 16 (+3) Wis 12 (+1) Cha 18 (+4)


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Defense
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AC: 11, touch 11, flat-footed 10 (+1 Dex)

HP: 14 (3d6)

Saving Throws: Fort +2, Ref +3, Will +5


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Offense
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Base Atk +1; CMB -1 ; CMD 10; Init +1

Melee:
... Dagger -1 1d4-2 (19-20x2)
... Club -1 1d6-2 (20x2)

Ranged:
... Dagger +2 1d4-2 (19-20x2)
... Club +2 1d6-2 (20x2)
... Light Crossbow +2 1d8 (19-20x2)

Magic:

Bloodline: Serpentine

Sorcerer Spells Known (CL 2nd; concentration +6)

1st (5/day) — Charm Person (DC 17), Color Spray (DC 15), Hypnotism (DC 17), Vanish (DC 15)

0 (at will) — Dancing Lights, Acid Splash, Detect Magic, Ghost Sound (DC 14), Prestidigitation (DC 14), Read Magic


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Special Abilities
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Feats:

... Alertness (Familar within 1 mile): You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

... Skill Focus (Spellcraft): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

... Spell Focus (Enchantment): Spells from one school of magic have +1 to their save DC.

... Greater Spell Focus (Enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

... Mage's Tattoo: Select a school of magic (Enchantment) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability ( Daze DC 16 ) usable up to three times per day.

Traits:

... Self-taught Scholar: You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.

... Talented: You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.

Skills: Bluff +12, Diplomacy +9, Intimidate +8, Knowledge (arcana) +9, Linguistics +9 (+10 to decipher unfamiliar language), Perform(dance) +11, Spellcraft +12 (+13 to decipher scrolls), Use Magic Device +10

Languages: Celestial, Common, Draconic, Dwarven, Elven, Varisian, Orc, Sylvan

Racial Traits:

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

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


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Equipment
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Combat Gear: Crossbow bolts (15), Dagger, Light crossbow, Club, Potion of Invisibility, Wand of Burning Hand, Wand of Cure Light Wounds, Wand of Summon Monster I, Scrolls - Endure Elements x2, Mount x2, Comprehend Languages, Silent Image x2, Cause Fear x2, Feather Fall x2, Reduce Person

Other Gear: Backpack , Bedroll, Belt pouch, Blanket, Mirror, Pathfinder Chronicle (Knowledge [arcana] +2), Silk Rope, Spell Component Pouch, Waterskin, Cloak of Resistance +1

....... Tracked Resources .......

Potion of Invisibility
Wand of Burning Hand (CL3 4 charges)
Wand of Cure Light Wounds (40 Charges)
Wand of Summon Monster I (49 Charges)
Wand of Mage Armor (50 Charges)

Scrolls - Endure Elements x2, Mount x2, Comperhend Languages, Silent Image x3, Cause Fear x2, Feather Fall x2, Reduce Person

Crossbow Bolts (15)

..... Encumbrance .....

Current Encumbrance: 40 lbs. Medium Load

Light Load: 23 lbs. or less
Medium Load: 24–46 lbs.
Heavy Load: 47–70 lbs.

Bloodline:

Serpentine

Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young; your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may struggle for truth in spite of your heritage.

... Class Skill: Diplomacy.

... Bonus Spells: hypnotism (3rd), delay poison (5th), summon monster III (reptiles only) (7th), poison (9th), hold monster (11th), mass suggestion (13th), summon monster VII (reptiles only) (15th), irresistible dance (17th), dominate monster (19th).

... Bonus Feats: Combat Casting, Combat Reflexes, Deceitful, Deft Hands, Persuasive, Silent Spell, Skill Focus (Bluff ), Stealthy.

... Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.

... Bloodline Powers: The treacherous and yet hypnotic serpent’s blood that flows through you taints your magic with a sinuous and seductive grace.

Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier. Replaced by Tattoo Sorcerer Familiar Tattoo

Serpentfriend (Ex): At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level –2 as your effective wizard level. May only have one Familiar at a time. Tattooed Sorcerer already gives a stronger Familiar.

Snakeskin (Ex): At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Escape Artist checks. At 13th level and 17th level, these bonuses increase by +1. Replaced by Tattoo Sorcerer Enhanced Magical Tattoo

... Den of Vipers (Sp): At 15th level, you may summon a host of writhing serpents. This power acts as creeping doom, but the swarms’ poison inflicts Con damage and any creature other than you sharing a space with a swarm is entangled. You may use this ability once per day.

... Scaled Soul (Su): At 20th level, you gain the shapechanger subtype, and you can assume the form of a reptilian humanoid (as alter self ) or snake of Diminutive to Huge size (as beast shape III) at will. You retain the power of speech and the ability to use somatic spell components when transformed. You also become immune to poison and paralysis. You may use serpent’s fang as often as desired, and you may choose to inflict damage to any ability score.

Tattooed Sorceress:

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

A tattooed sorcerer has the following class features.

... Familiar Tattoo: 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: 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: 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: 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: 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.

Backstory:

Zalanda was born and raise a Sczarni, traveling gypsy’s that are know as hucksters and con men, in the frontier lands of Varisia. Her family taught her the subtlety of persuasion with her dancing and speaking but she also had a thirst for knowledge. While growing up she could often be seen talking with an elder about ancient languages or reading book relating to the arcane. Her arcane power blossomed late in life. One evening while being beaten by her husband once again she instinctively push him away but as she did a fan of bright colored sand shot from her hands knocking him out cold. She fled to the docks and persuaded a boat captain to let her stow away out of the port of Magnimar. She spent months on the boat entertaining the crew, cleaning and cooking (very badly) until they stopped at Absalom where she jumped ship and lived within the city many years as a scribe during the day and a dancer at night. With enough money and charm to survive comfortably Zalanda craved to explore the world, which lead her to join the Pathfinder Society.

Personality/Appearance:

Zalanda is a tall dusky skinned, black haired Varisia woman with a nearly perfect feminine body, which is lined with turquoise tattoos. She dresses in the flowing, light clothing and has a very beautiful traditional kapenia of the Varisia, which she uses while she dances. She always has a mischievous smile on her face, is very hands on with friends and foe alike (which can change at any moment) and is always willing to try something new. Her intellect is nearly as sharp as her looks are appealing and uses both to resolve conflicts. (She hates violence.)

Purchases/Sold:

... Character Creation: (150 - 94 = 56g) Crossbow bolts (20), Dagger, Light crossbow, Club, Backpack , Bedroll, Belt pouch, Blanket, Mirror, Pathfinder chronicle (Knowledge [arcana]), Silk rope, Spell component pouch, Waterskin

... Library of the Lion - Gold Earned: 510 gp

... The Glass River Rescue - Gold Earned: 526 gp

... The Citadel of Flame - Gold Earned: 603 gp

... The Q for P, Part II: On Hostile Waters - Gold Earned: 1190 gp

Bought: Total 1905 gp

Potion of Invisibility, Wand of Burning Hand (CL3 4 charges), Wand of Summon Monster I (50 Charges), Cloak of Reistance +1

Scrolls - Sleep x2, Endure Elements x2, Mount x2, Obsuring Mist, Comperhend Languages, Silent Image x3, Cause Fear x2, Feather Fall x2, Enlarge Person, Reduce Person

... The Confirmation -Gold Earned 518 gp

Bought:

Wand of Cure Light Wounds (50 charges) 2 PP

... The Q for P, Part III: Defenders of Nesting Hollow - Gold Earned: 1232 gp

Wand of Mage Armor (50 Charges) 2 PP

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... Coins: 2710 gp
... Prestige Points: 8
... Fame: 12
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PFS Info.:

Player Name: Cyrus9553
Character Name: Zalanda
PFS#: 62762-1
Faction: The Exchange
Day Job: Perform (Dance) +10
.... Expanding Trade Network +2 to all Day Job Checks (on Chronicle for The Glass River Rescue)

Summons:

Hawk
N Small animal
Init +2; Senses low-light vision; Perception +10
DEFENSE

AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +2
OFFENSE

Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4), bite +3 (1d4)
STATISTICS

Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +0; CMB –1; CMD 11
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

Scenario Specific Gear: