Female Fighter

Zarina Malora's page

280 posts. Alias of Gerald.


Race

HP 134/134; AC 25/14/24

Classes/Levels

Init+1, Perc+12; F+14,R+7,W+13

About Zarina Malora

Zaria Malora
Elf Divination School Specialist 1

Appearance:

Spoiler:
:

Zarina is an attractive, tall, slender, half elf. Her most distinguishing characteristic is her deep blue eyes, that almost blaze with energy when she gets angry. Her hair is pale as is her skin. Although difficult to notice, Zarina has extremely long and sturdy nails on her hands, almost claw like in nature. She is exceptionally strong for her lithe body build. She typically wears her favorite explorer's outfit. She only has a couple visible weapons and chooses to not wear armor, preferring to keep her mobility.

Backstory:

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Since she was a child, Zarina has known of the Ruby Phoenix tournament. She was too young to participate in the last tourney, but accompanied her father, as he chose to participate. He was also strong with his gold draconic heritage, as a sorcerer. He was a worthy competitor and indeed, made the semifinals. He was a victim of the rampant cheating that marred that year's tourney, and lost for that very reason. Zarina has made it her goal since that day to avenge her father's honor and to take home the championship trophy. It has been her all-encompassing thought since that time. Her heritage has blossomed in the decade since the last tourney. She feels as if this is her year to win it all, using her combination of claw and spell.
.

Defense

Spoiler:

Hero Points: 1
Initiative: +8
AC , touch, flat footed (+2 Dex, )
HP: 8/8 (1d6 +1 Con + 1 FC)
Fort +1, Ref +2, Will +3
Concentration: 1d20+5

Offense

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Speed 30 feet
Melee
Dagger +0 (1d4/ 19-20x2)
Ranged
Shortbow +2 (1d6/x3, range 60’)
Dagger +2 (1d4/19-20x2, range 10’)

Statistics:

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Str 10, Dex 14, Con 12, Int 18, Wis 13, Cha 10
BAB +0, CMB +0, CMD 12

Feats

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1. Improved Initiative, B. Scribe Scroll.

Traits

Spoiler:

Reactionary: +2 to Initiative.

Unhappy Childhood: You spent a period of time as one of Lamm’s orphans. Religious: +2 Trait Bonus on Concentration checks and +2 on Oncstitution checks to stabilize at negative hit points.

Languages: Abyssal (Linguistics), Aklo (Linguistics), Aquan (Linguistics), Auran (Linguistics), Celestial (Linguistics), Common, Draconic, Dwarven, Elven, Giant, Gnome, Infernal (Trait), Orc, Sylvan, Terran, Varisian.

Low Light Vision

Skills:

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(2 + 5 Int + 1 Favored Class/level)=109 total not counting the skill ranks from magical Headband. Did not take FC at level 12 and 13 and 14.

Appraise +11 (1 rank + 7 Int + 3 Class)
Bluff +8 (6 ranks + 1 Cha + 1 Racial)
Diplomacy +3 (1 ranks + 1 Cha + 1 Racial)
Disguise +6 (5 ranks + 1 Cha)
Fly +15 (8 ranks + 3 Dex + 3 Class)
Intimidate +1 (0 ranks + 1 Cha)
Know. Arcana +26(14 ranks + 7 Int + 3 Class +2 Racial)
Know. Dungeoneering +16 (6 ranks + 7 Int + 3 Class)
Know. Engineering +24 (14 ranks + 7 Int + 3 Class)*
--associated with magical headband
Know. History +16 (6 ranks + 7 Int + 3 Class)
Know. Local +14 (4 ranks+ 7 Int + 3 Class)
Know. Nature +19 (9 ranks + 7 Int + 3 Class)
Know. Planes +24 (14 ranks + 7 Int + 3 Class)
Know. Religion +22 (12 ranks + 7 Int + 3 Class)
Linguistics +12 (2 ranks + 7 Int + 3 Class + 1 Trait)
Perception +17 (14 ranks + 1 Wis + 2 Racial)
--associated with headband
Spellcraft +24 (14 ranks + 7 Int + 3 Class)
Stealth +12 (5 ranks + 3 Dex + 4 Size)

Traits:

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* Unhappy Childhood--You spent a period of time as one of Gaedren’s enslaved orphans. Religious: You found a holy symbol of the god you worship today while on a job for Gaedren and, intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 bonus on Concentration checks.

Spells in Spellbook:[spoiler]
0 level spells-All except Enchantment and Evocation spells
1 level spells-Cause Fear+, Chill Touch+, Color Spray*, Disguise Self*, Feather Fall, Grease, Mage Armor, Magic Missile (opposition school), Ray of Enfeeblement+, Ray of Sickening+, Shield, Shocking Grasp (opposition school), Silent Image*, Sleep (opposition school), Snap Dragon Fireworks, Vanish*
2 level spells-Bear's Endurance, Blindness/Deafness+, Command Undead+, Create Pit, Darkness (opposition school), False Life+, Ghoul Touch+, Glitterdust, Invisibility*, Mirror Image*, Scare+, Scorching Ray (opposition school), Spectral Hand+, Spider Climb, Touch of Idiocy (opposition school), Web
3 level spells-Dispel Magic, Fly, Gentle Repose+, Hold Person (opposition school), Invisibility Sphere*, Lightning Bolt (opposition school), Magic Circle against Evil, Nondetection, Ray of Exhaustion+, Resist Energy (Communal), Slow, Stinking Cloud, Summon Monster III, Vampiric Touch+, Water Breathing
4 level spells-Animate Dead+, Black Tentacles, Boneshatter+, Dimension Door, Enervation+, Fear, Greater Invisibility, Illusory Wall, Phantasmal Killer*, Shadow Conjuration*, Stoneskin
5 level spells-Cloudkill, Cone of Cold (Opposition school), Feeblemind (Opposition school), Hungry Pit, Overland Flight, Shadow Evocation*, Suffocation+, Telekenesis, Teleport, Wall of Stone
6 level spells-Disintegrate, Greater Dispel Magic, Mislead*, Summon Monster VI, Undeath Ward
7 level spells- Form of the Dragon II, Greater Shadow Conjuration*, Limited Wish, Prismatic Spray, Project Image, Reverse Gravity

Spells Typically Memorized:

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Save DCs for 0 level = 17 (20 for Illusion) (18 for Necromancy)
Save DCs for 1 level = 18 (21 for Illusion) (19 for Necromancy)
Save DCs for 2 level = 19 (22 for Illusion) (20 for Necromancy)
Save DCs for 3 level = 20 (23 for Illusion) (21 for Necromancy)
Save DCs for 4 level = 21 (24 for Illusion) (22 for Necromancy)
Save DCs for 5 level = 22 (25 for Illusion) (23 for Necromancy)
Save DCs for 6 level = 23 (26 for Illusion) (24 for Necromancy)
Save DCs for 7 level = 24 (27 for Illusion) (25 for Necromancy)

0-Acid Splash, Detect Magic, Message, Read Magic
1-Color Spray*(DC 21), Feather Fall, Grease (DC 18), Mage Armor, Ray of Sickening (DC 19)+, Silent Image*(DC 21)
2-Bear's Endurance, Blindness/Deafness (DC 20)+, Create Pit (DC 19), False Life+, Glitterdust (DC 19), Mirror Image*, Web
3-Dispel Magic, Fly, Invisibility Sphere*, Resist Energy (Communal), Slow (DC 20), Stinking Cloud
4-Black Tentacles (DC 21), Boneshatter (DC 22)+ (x2), Dimension Door, Shadow Conjuration(DC 24)*, Stoneskin
5-Overland Flight, Shadow Evocation* (DC 25), Suffocation (DC 23), Teleport, Wall of Stone
6-Disintigrate (DC 23), Greater Dispel Magic (x2), Mislead*, Summon Monster 6
7-Greater Shadow Conjuration (DC 26), Limited Wish (DC 24) (x2), Reverse Gravity (DC 24)
* means Illusion Spell
+ means Necromancy Spell
^ means spell used for the day.

Class Abilities:

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*Proficiencies: Select weapons, no armor or shields.
*Arcane Bond: Ring.
*Arcane School: Illusion (Enchantment and Evocation)
-Extended Illusions (Su)--Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
-Blinding Ray (Sp)--As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
-Invisibility Field (Sp)--At 8th level, you can make yourself Invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.
*Cantrips.
*Bonus Feat: Scribe Scroll, Improved Initiative, Ectoplasmic Spell

Racial Abilities:

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*Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
*Type: Gnomes are Humanoid creatures with the gnome subtype.
*Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
*Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
*Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
*Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
*Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
*Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
*Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
*Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
*Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
*Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Equipment:

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500 gold 8 silver, 3 copper

Staff of Evocation (32 charges):
Fireball (1 charge)
Magic Missile (1 charge)
Shatter (1 charge)
Ice Storm (2charges)
Wall of Force (2 charges)
Chain Lightning (3 charges)

Headband of Intellect +4, with associated skills Perception and Knowledge Engineering,
Wand of 3rd level Magic Missiles (3rd level), (20 charges)
Wand of Invisibility, 10 charges.
Boots of Escape,
Sleeves of Many Garments, 200 gp.
Gloves of Dexterity +2
Cloak of Resistance +4 16000
Wand of Magic Missile (x14),
Unguent of Timelessness (6 doses)
Amulet of Natural Armor +1
Potion of Cure Moderate Wounds
Potion of Cure Serious Wounds,
Lesser Metamagic Rod of Bouncing

1st level scrolls
Scroll of Color Spray (DC 16) -, 12.5 gp
Scroll of Grease -, 12.5 gp
Scroll of Mage Armor, 12.5 gp
Scroll of Identify, found

3rd level scroll
Scroll of Command Undead, found

4th level scrolls
Ray of Enfeeblement, 50 gp
Vanish (x2), 100 gp
Invisibility (x2), 200 gp
False Life, 100 gp
Mirror Image, 100 gp

10th level scrolls
Dispel Magic, 375 gp
Dispel Magic, 375 gp

Dagger, 2 gp.
Traveler's Outfit 10 gp.
Backpack, 2 gp.
Waterskin, 1 gp.
Belt Pouch, 1 gp.
Ink vial, 8 gp.
Parchment (x5), 1 gp.
Ink Pen, 1 sp.
Scroll case, 1 gp.
Spellbook, 15 gp.
Spell Component Pouch, 5 gp
Caltrops, 1 gp.
Tanglefoot bag, 50 gp
Smokestick, 20 gp.

Appearance:

Spoiler:
Pai is a pretty gnome female with long green hair and brown eyes. She normally keeps her hair put in a tight bun, allowing her to not worry about having to keep it brushed out of her eyes. She is average height and slightly thin for a gnome. She is quiet and professional in her outlook, very unlike most gnomes. Since she was 'flipped' by the guard, she has become quite fond of her job, and doesn't want to do anything to lose it. It keeps a few gold in her pocket at all times.

Background:

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Pai was raised in Korvosa. From an extremely young age, she knew what she wanted to do...get accepted into the Acadamae. Unfortunately, not being raised of any real means, that was impossible for her, as she could not begin to afford the tuition. She decided on the next best thing, using what small amount of knowledge she had to take from others and earn a living. She eeked out enough gold to survive, perhaps not as well as she would have liked, by using her skills with Illusion and blending in with the very people she was robbing. Eventually, she fell in with Gaedrin Lamm's crew.

Pai was a bit too clever for her own good, however. She was not a fan of doing any real violence to her victims, just wanting to take a few coins and quickly get away. Lamm didn't appreciate the vibes he received from his "littlest recruit", and set her up to get arrested on a particular mission, to teach her a lesson. When the guard caught Pai, she received a merciless beating at the hands of Lamm's loyalist guard, before being arrested. She did a short jail stent, and it was there that her greatest moment in life occurred. Whether it was an after effect of a concussion, or a an actual missive from her goddess, Pai believes while in the jail, she spoke to Sivanah. She received a warning that Korvosa needed her talents in the future.

After waking up in her cell post the beating, Pai reevaluated her circumstances, wanting to stay unnoticed and perfect her talents to prove her worth to Sivanah. After being released, Pai has attempted to avoid going back to a life of petty crime. She has made herself available as a consultant to the guard, helping use her magic to help with certain delicate jobs.