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About ZarenaAasimar 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]
BAB +1 | Move Speed 30
=== Resistances ===
=== 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)
OFFENSE Speed 50 ft.
STATISTICS Str 13 | Dex 15 | Con 15 | Int 2 | Wis 12 | Cha 6
__________ 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
=== Weapons === [Don't forget: Carrying the Hemlock Banner, which gives +1 morale to attack rolls within 30 feet] Melee:
+1 Hemlock Banner (if within 30 feet) Longknife (Dagger) (2) | 19-20 x2 Critical | P or S | Range 10
+1 Hemlock Banner (if within 30 feet) Fangs (grow as free action)
+1 Hemlock Banner (if within 30 feet)
5th level: fangs count as magical, damage increases to 1d2 Con
Ranged:
+1 Hemlock Banner (if within 30 feet) Longknife (Dagger) (2) | 19-20 x2 Critical | P or S | Range 10
+1 Hemlock Banner (if within 30 feet) Sling | x2 Critical | B | Range 30 feet
+1 Hemlock Banner (if within 30 feet) === Armor === None. === Traits ===
=== Feats ===
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
Skills:
24 skill points [2 base + 3 int +1 Fast Learner +2 background = 8 per level] Acrobatics +2 |+2 Dex
Spells:
Spells Known: 9/4 (includes favored class and bloodline bonuses) Wands:
=== Zero Level=== (DC 13)
--Open/Close?
=== First Level === (DC 14)
Adhesive Spittle
--Expeditious Excavation?
=== Second Level === (DC 15)
5th Level -- Delay Poison
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
--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.
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