Iggwilv

Zarena's page

183 posts. Alias of Zanbabe.


Full Name

Zarena

Race

Aasimar Serpentine Sorcerer 3 | HP 17/17 | AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +5 | CMB 2 / CMD 14 | Initiative +2 | Perception +10/+12 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Gender

Map | Loot | NG Female

Size

Medium

Age

25

Special Abilities

Once per day (full round) heal con mod +1 per hit die

Alignment

Neutral Good

Languages

Common, Draconic, Elven, Goblin, Sylvan

Strength 13
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 12
Charisma 16

About Zarena

Aasimar Serpentine Sorcerer 3 | HP 17/17 | AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +5 | CMB 2 / CMD 14 | Initiative +2 | Perception +10/+12 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 5/5

=== Basics ===

Str 13 +1 [3 points]
Dex 14 +2 [5 points]
Con 12 +1 [2 points]
Int 16 +3 [5 points, +2 race (rolled variant)]
Wis 12 +1 [0 points, +2 race]
Cha 16 +3 [5 points, +2 race]

BAB +1 | Move Speed 30
HP: Max at 1st and roll or half thereafter
CMB 2 (BAB + Str mod) / CMD 14 (10 +BAB +Str mod +Dex mod)

=== Resistances ===
Acid Resistance 5
Cold Resistance 5
Electricity Resistance 5
Cloak of Resistance (+1 to saves)

=== Companions (Pet and Familiar) ===

Sitka the wolf cub | HP 13 | AC 14 / T 12 / FF 12 | Fort +5 / Ref +5 / Will +1 | CMB +2 | CMD 14 (18 versus trip) | Init +2 | Perception +8 | Low-light vision | Scent

Wolf Details:

{These are default wolf, not a cub)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE

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

OFFENSE

Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)

STATISTICS

Str 13 | Dex 15 | Con 15 | Int 2 | Wis 12 | Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feat: Skill Focus (Perception)
Skills: Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

__________

3rd Level -- Viper (+3 to Bluff)

Verity The Viper | HP 7 | AC 17 / T 16 / FF 14 | Fort +1 / Ref +5 / Will +1 | CMB 1 | CMD 8 (can’t be tripped) | Init +3 | Perception +9 | Low-light vision | Scent

Familiar Details:

N Tiny Animal (Magical Beast) | Space 2-1/2 feet | Reach 0 feet
Str 4 | Dex 17 | Con 8 | Int 6 | Wis 13 | Cha 2
BAB +0 | Move Speed 20 | Climb 20 | Swim 20
HP 7 (1d8–1)
Bite Attack 1d20+5 | Damage 1d2–2 plus poison [Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.]
Feat: Weapon Finesse [use dex instead of str for attacks with natural weapons]
Skills: Climb +11 | Perception +9 | Stealth +15 | Swim +11 (Racial Modifiers: +4 Perception, +4 Stealth)
AC 17 / T 16 / FF 14 (+3 Dex, +2 natural, +2 size)
Special Abilities: Empathic link | Improved evasion |Poison (Ex) [Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.] | Share spells

=== Weapons ===

[Don't forget: Carrying the Hemlock Banner, which gives +1 morale to attack rolls within 30 feet]

Melee:
Cold Iron Morningstar | x2 Critical | B & P
Attack +1 | Damage 1d8+1

+1 Hemlock Banner (if within 30 feet)

Longknife (Dagger) (2) | 19-20 x2 Critical | P or S | Range 10
Attack +2 | Damage 1d4+1

+1 Hemlock Banner (if within 30 feet)

Fangs (grow as free action)
Attack +2 Damage 1d4+1 +poison (Fort Save DC 12)

+1 Hemlock Banner (if within 30 feet)
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).

5th level: fangs count as magical, damage increases to 1d2 Con
7th level: poison requires 2 saves to cure
11th level: poison damage goes up to 1d4 Con.

Ranged:
Acid Splash (Ranged Touch) | Acid | Range 25 feet
Attack 1d20+3 | Damage 1d3+1

+1 Hemlock Banner (if within 30 feet)

Longknife (Dagger) (2) | 19-20 x2 Critical | P or S | Range 10
Attack +2 | Damage 1d4+1

+1 Hemlock Banner (if within 30 feet)

Sling | x2 Critical | B | Range 30 feet
Attack 1d20+3 | Damage 1d4

+1 Hemlock Banner (if within 30 feet)

=== Armor ===

None.

=== Traits ===
Betrayed (Drawback) [Must roll twice and take the lower result on Sense Motive]
Seeker (social) [You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.]
Innocent (race) [People always want to believe me; +5 on bluff if my lie is believable or unlikely] ]
Unbreakable Survivor (campaign) [Once per day as a full round action, you may immediately heal a number of hit points equal to your Constitution modifier +1 per Hit Die. +1 trait bonus whenever you attempt to influence residents of Phaendar with Diplomacy or Intimidate
checks. At 6th level, your reputation spreads further across the nation, and you may apply your trait bonus on Diplomacy and Intimidate checks to influence all humanoids in Nirmathas.]

=== Feats ===
Alertness (bonus: when familiar is within arm's reach) [+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.]
Eschew Materials (bonus class feat)
Fast Learner [Gain both +1 hit point and +1 skill rank instead of choosing either one or the other. (Or an alternate class reward.)]
Martial Weapon Proficiency (Longbow)

Special Abilities:

Alternate Favored Class Bonus: Human [Add one spell known at least one level below the highest spell level the sorcerer can cast.]
Bloodline Arcana (Serpentine) [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.]
Celestial Resistance [Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.]
Empathic Link (Su) [The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Only general emotions can be shared. The master has the same connection to an item or place that his familiar does.]
Scion of Humanity (race) [Counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. Can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.]
Serpent’s Fang (Ex) [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 plus poison. (Level increases)]
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.
Share Spells [May cast a spell with a target of “You” on familiar (as a touch spell)].

9th Level -- Snakeskin
15th Level -- Den of Vipers
20th Level -- Scaled Soul

Skills:

24 skill points [2 base + 3 int +1 Fast Learner +2 background = 8 per level]

Acrobatics +2 |+2 Dex
+Appraise +3 |+3 Int
Artistry +3 |+3 Int
+Bluff +9/+14 |+3 Cha +3 rank +3 class skill [+5 Innocent (if believable or unlikely)]
Climb +3 |+1 Str +2 Climber's Kit
+Craft: Drugs/Potions +3 |+3 Int
+Diplomacy +11/+12 |+3 Cha +3 rank +3 class skill +2 Aasimar [+1 unbreakable survivor <Phaendarians only>. Goes up at 6th]
Disable Device* --/+12 |+2 Dex [+10 Skeleton Key (on standard doors)]
Disguise +3 |+3 Cha
Escape Artist +2 |+2 Dex
+Fly +2 |+2 Dex
Handle Animal* +6 |+3 Cha +3 rank
Heal +3/+5 |+1 Wis +2 Healer's Kit [+2 Leeching Kit (poison)]
+Intimidate +3/+4 |+3 Cha [+1 unbreakable survivor <Phaendarians only>. Goes up at 6th]
+Knowledge: Arcana* +9 |+3 Int +3 rank +3 class skill
Knowledge (Dungeoneering)* +4 |+3 Int +1 rank
Knowledge (Engineering)* -- |+3 Int
Knowledge Geography* +4 |+3 Int +1 rank
Knowledge History* -- |+3 Int
Knowledge Local* -- |+3 Int
Knowledge Nature* +4 |+3 Int +1 rank
Knowledge Nobility* -- |+3 Int
Knowledge Planes* -- |+3 Int
Knowledge: Religion* -- |+3 Int
Linguistics* +4 |+3 Int +1 rank
+Perception +10/+12 |+1 Wis +3 rank +3 class skill +1 Seeker +2 Aasimar +2 Alertness (when familiar is within arm's reach)
Perform +3 |+3 Cha
+Profession: Apothecary +5 |+1 Wis +1 rank +3 class skill
Ride +2 |+2 Dex
Sense Motive +1/+3 |+1 Wis +2 Alertness (when familiar is within arm's reach) [Betrayed Drawback: Must always roll twice and take the *lower* result.]
Sleight of Hand* -- |+2 Dex
+Spellcraft* +9 |+3 Int +3 rank +3 class skill
Stealth +2 |+2 Dex
Survival +1 |+1 Wis
Swim +1 |+1 Str
+Use Magic Device* +7 |+3 Cha +1 rank +3 class skill

Spells:

Spells Known: 9/4 (includes favored class and bloodline bonuses)

Wands:
wand of magic missile (11)
wand of grease (11)
wand of magic missile (12)
wand of mage armor (28 charges)

=== Zero Level=== (DC 13)
Acid Splash
Detect Magic
Prestidigitation
Light
Mage Hand
Mending
Message
Spark
Speak with Animals (bonus: at will, reptilian only)

--Open/Close?
--Read Magic?

=== First Level === (DC 14)
Spells per day: 6 (includes ability score bonus of +1)

Adhesive Spittle
Burning Hands
Expeditious Construction
Hypnotism (bonus)

--Expeditious Excavation?
--Magic Missile?
--Mage Armor?

=== Second Level === (DC 15)
Spells per day: 0 (includes ability score bonus of +1)

5th Level -- Delay Poison
7th Level -- Summon Monster III (reptiles only)
9th Level -- Poison
11th Level -- Hold Monster
13th Level -- Mass Suggestion
15th Level -- Summon Monster VII (reptiles only)
17th Level -- Irresistible dance
19th Level -- Dominate Monster

Equipment:

Antitoxin (2) [100 gold]
Backpack (masterwork) [50 gold]
Bandolier (2) [1 gold]
Bedroll [.1 gold]
Belt Pouch [1 gold]
Blanket (2) [1 gold]
Canteen (2) [4 gold]
Chalk (10) [.1 gold]
Climber's Kit [80 gold]
Cold Iron Morningstar [16 gold]
Dagger (2) [4 gold]
Empty Vials (10) [10 gold]
Explorer's Outfit [Free starting outfit]
Fake Footprint Shoes [5 gold]
Grappling Hook [1 gold]
Grooming Kit [1 gold]
Hammock [.1 gold]
Healer's Kit [50 gold]
Ink [8 gold]
Inkpen [.1 gold]
Ioun Torch [75 gold]
Journal [10 gold]
Leeching Kit [5 gold]
Mess Kit [.2 gold]
Potions: 4 Stabilize [100 gold]
Rations (6) [3 gold]
Reversible Cloak [1 gold]
Silk rope (100 feet) [20 gold]
Skeleton Key (+10 to Disable Device on standard doors, can use unskilled) [85 gold]
Sling [0 gold]
Snakebite Kit [20 gold]
Traveler's Any-Tool [250 gold]
Vest [1 gold]
Waterproof Bag (2) [1 gold]
Wooden Stake (1) [0 gold]
Wrist sheath (2) [2 gold]

Current Wealth: 94.4 gold

Starting Wealth: 1000 gold
Starting Equipment: 905.6.6 gold

--Versatile Vest??

Background:

The oldest of seven, and an unusual child from the beginning, Zarena's parents realized that she would need training that they could not provide, and when she was old enough, they sent her to live with her aunt Amanda, who had also been blessed/cursed with magic, and who worked as a potion maker in a small town. The town she moved to at a young age was Phaendar. She grew to love her aunt perhaps more than her own parents, who were busy with their other children and were not often in her life.

She studied with her aunt and learned the little magic she knew, as well as how to mix different substances together in order to make healing potions, poisons for rats, and a lot of types of placebo substances that people would ask for. It wasn't alchemy, certainly, and rarely magical, though her aunt did some of that too. As she observed, Zarena realized that a lot of the power in the potions and powders that they came up with was purely in the mind. Even if she gave the same potion to different people who wanted different things, it usually seemed to help them... perhaps it made one person more confident in talking to someone else, and became a self-fulfilling love potion, or it helped another person not to worry so much that they were dying, and the lessened anxiety gave them a chance to heal, so a cure of sorts.

So it wasn't exactly lying, but it wasn't exactly telling the truth either. Walking that middle ground felt strange at first, but it became easier and easier as time went on, and her internal struggle between truth and lies lessened as she realized that sometimes fictions were helpful, and perhaps there were ways to find internal peace without pulling herself apart.

A little over 10 years ago, while she was traveling from Phaendar back to her aunt's house in the forest, she was accosted by bandits who took the money she was bringing back for her aunt, and everything she had, and left her for dead. Her aunt went looking for her, and brought her back home, caring for her for months as she slowly recovered.

While she was recovering, her aunt asked around, and with her connections and an abundant use of truth spells, discovered that one of Zarena's friends, who she had a young crush on, was the source of information for the bandits. The young man wasn't a hardened criminal, and was sorry for what he had done, but Amanda told his father that if they stayed she would kill his son. She may or may not have gone through with the threat, but the father believed her, and they were gone within weeks.

Her aunt's business suffered because of the lost money and because of the threat, but Zarena, and the business, eventually recovered, and Zarena was back to work, stronger, wiser, and infinitely more careful, though some might call it paranoid.

Unfortunately, everything tangible that she had really cared about... her green, intricately embroidered cloak that her mother had made her, the longknife that her father had taught her to use, the protection charm that her aunt had given her (whether it worked or not, Zarena wasn't sure)... all the things that had been symbolic of people's love for her... they were all gone, now with the bandits. And even though Zarena knows that the people are more important than the items, she still nurtures a grudge, and she keeps an eye out, much more confident 10 years later that she could do some real damage to an attacker, but only if she is very careful and not surrounded.

Recently, because of the trouble from the Ironfang Legion, even though her aunt urges her to stay home, Zarena has been going out and helping looking for refugees, trying to help in her small way, even though she could never go it alone against those brutes.