Queen Abrogail II

Zalnia's page

7 posts. Alias of Tin Foil Yamakah.


Full Name

Zalnia

Race

HP: 57 | AC: 14 | T: 14 | FF: 10 | Fort: 13 | Ref: 13 | Will: 12 | Init: 9 | Move 30

Classes/Levels

CMB: 1 | CMD: 5

Alignment

FCB: +1 Spell Known

Strength 7
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 10
Charisma 28

About Zalnia

Background:
Zalnia's parents were frequently worried about their daughter- she always suffered from nightmares growing up. They weren't particularly well-off nor poor, but had an average, comfortable life. However, while perhaps a little on the bright side as a baby, Zalnia didn't seem particularly special, except for an occasional moment where she knew something she apparently shouldn't or acted much older than she should. But by the age of three, she started experiencing very, very vivid dreams every night. They were often nightmares, of terrible monsters chasing her, of dragons burning towns, or corpses lurching forward to attack… Her parents took her to the clerics of Desna, but there was nothing they could do.
From Zalnia's perspective, she understood, though her parents didn't believe her, that her dreams weren't nightmares- they were visions of other places, other times. During the day, she studied when possible, played with other children on occasion. But at night, she met with herself. Well, herself from the future at least. While she had no idea how it was happening (nor did she care to ask, figuring she'd find out in time), she did learn many lskills and facts from herself. It was in this manner that she managed to become a sorcerer at such an absurdly young age- having already gone through the process herself, her older persona knew exactly what to say to guide young-her through her first cantrips. By the time she was eight, she cast her first cantrips. While her parents were concerned for her well-being and confused at her studiousness, she *somehow* knew just what to say to put them at ease. After her magical abilities came in, though, the visions and dreams stopped occurring with such regularity, and now she only briefly experiences her time-displacement. It's still enough for her to occasionally sense something happening before it does, though. She's getting the sense that she should be moving on soon, though, but doesn't have a clear motivation or goal as where to go. For now, she's just living her life, occasionally getting herself into trouble, but that comes from her desire to experience whatever old-her experienced to make her so powerful.

Human:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Industrious: Humans are known in the Inner Sea for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Skills: 4/Level:

Acrobatics(Dex): 4
Appraise(Int): 5
Bluff(Chr): 14
Climb(Str.): -2
Craft()(Int): 5
Diplomacy(Chr.): 22
Disable Device(Dex):
Disguise(Chr): 11
Escape Artist(Dex): 4
Fly(Dex): 7
Handle Animal(Chr): 11
Heal(Wis): 2
Intimidate(Chr): 11
Knowledge (Arcana)(Int):6
(Dungeoneering)(Int):
(Engineering)(Int):
(Geography)(Int):
(History)(Int):
(Local)(Int):
(Nature)(Int):
(Nobility)(Int):
(Planes)(Int):
(Religion)(Int):
Linguistics(Int):
Perception(Wis): 18
Perform(Chr): 11
Profession(Wis): 5
Ride(Dex): 4
Sense Motive(Wis): 2
Sleight of Hand(Dex): 4
Spellcraft(Chr): 25
Stealth(Dex): 4
Survival(Wis): 5
Swim(Str): -2
UMD(Chr): 25

Orc Bloodline:
Class Skill: Survival.

Bonus Spells: burning hands (3rd), bull’s strength (5th), rage (7th), wall of fire (9th), cloudkill (11th), transformation (13th), delayed blast fireball (15th), iron body (17th), meteor swarm (19th).

Bonus Feats: Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness, Widen Spell.

Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Bloodline Powers: You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you.

Blood Havok: Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.

This ability replaces the sorcerer’s 1st-level bloodline power.

Blood Intensity: Whenever you cast a sorcerer spell that deals damage, you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier, whichever is higher. This otherwise functions as —and does not stack with—the Intensified Spell feat. You can use this ability once per day at 3rd level and one additional time per day for every 4 caster levels you have beyond 3rd, up to five times per day at 19th level.

This ability replaces the sorcerer’s 3rd-level bloodline power.

Blood Piercing: When you cast a bloodrager or sorcerer spell that deals damage, creatures affected by the spell reduce their energy resistance and spell resistance against the spell’s effects by an amount equal to your Strength or Charisma modifier, whichever is higher. You can use this ability once per day at 4th level and one additional time per day for every 5 caster levels you have beyond 3rd, up to four times per day at 18th level.

This ability replaces the sorcerer’s 9th-level bloodline power.

Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.

Warlord Reborn (Su): At 20th level, you become a true orc warlord of legend. You gain immunity to fire and DR 5/—. Once per day, you can cast transformation as a spell-like ability using your sorcerer level as your caster level.

Gold/XP:
7

Equipment:
MWK Tools(Diplomacy, Perception, Spellcraft, UMD)

Magic Items:
Belt: Dex +4
Body: Robe of Arcane Heritage
Chest:
Eyes: Eagle
Feet:
Hands:
Head: Circlet of Persuasion
Headband: Chr. +6
Ring 1:
Ring 2:
Ring 3:
Ring 4:
Shield:
Shoulders: Cloak +5
Weapons: Dueling Dagger
Armor:
Shield:
Wrist: Spellguard Bracers
None: Ioun Stone Cracked Dusty Rose (+1 init),Pale Green Ioun Stone(+1 Saves) Wand CLW(50)(50), Handy Haversack

Knowledge:
1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
2. Elemental resistances and immunities
3. Special attacks
4. Special defenses
5. Do they have combat reflexes or any other ability that will let them make attacks of opportunity on me even though I beat their initiative.

Magic Items:
Beads of Karma, Otherwordly Kimono