Anwa of the Soft Step

Zelani Tanith's page

357 posts. Alias of D_Var_Stars.


Full Name

Zelani Tanith

Race

Varisian Aasimar

Classes/Levels

Lunar Guardian Druid / Burglar Rogue Gestalt 6 | HP: 57/57 | AC: 21 T: 15 FF: 20 | Fort +10, Ref +10, Will +9 | Base Atk +4; CMB +8; CMD 20 | Init: +4 Per: +11 | SP: 8/8

Gender

Femme

Size

Medium

Strength 11
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 16
Charisma 17

About Zelani Tanith

Zelani Tanith:

Zelani Tanith
Female Muse-Touched Aasimar Lunar Guardian Druid 6 - Burglar Unchained Rogue 6 - Gestalt 6
Neutral Good Medium Humanoid (Native Outsider)

Initiative; +4 Perception +11

Daily Abilities
Spell Points - 8

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Defense
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AC 21 touch 15 flat-footed 20 - Base (10), Armour (4), Protection Shield (2), Protection Deflection (1), Prescient Dodge (CHA+1).
hp 57
Fort +10, Ref +10, Will +9

Celestial Resistance - +5 against, acid, cold and electric.

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Offence
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Speed 30 ft.
Melee - Kapenia - 1d20+9 to hit - 1d6+4 damage - x20 crit - trip, disarm.

Sneak Attack - 3d6

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Magic
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Casting Tradition Heavenly Caster
- Magical Signs - Glowing tattoos.
- Vocal Casting - A short song and while casting.
- Focus Companion - Spells are difficult to cast without the focus present.
- Lycanthropic - Alteration Talents cannot be used on others.
- Bonded Companion - Call on the services of a permanent companion that serves as a Focus, gaining Conjuration as a Sphere.
Caster Level 6
Spell Points 9
Difficulty Check 16
Magic Skill Bonus 6
Magic Skill Defence 16
Ranged - Close (30ft) - Medium (110ft) - Long (440ft)

Alteration Sphere - Uses magic to transform the body.
Shapeshift - Transform into another shape, either as long as concentration holds or by spending 1 spell point to make the change last 1 minute per caster level. You may take one trait from the form or other sources allowed, and an additional one for every five caster levels. Currently can have two traits.
Blank Form - Either on their own or as part of another Form, you can add Darkvision, Lowlight Vision, 2 claw attacks, 1 bite attack, 1 gore attack, 2 pincer attacks or change appearance, but enough to copy another being.
- Animalistic Transformation - Change into an animal shape granting the following abilities - 40ft landspeed, increasing by 20ft for every 5 caster levels, a bite attack, Scent and a +2 to Natural Armour, increasing by 1 every 5 caster levels. They also gain access to the following optional traits: 2 hoof attacks per pair of legs.
- Serpentine Transformation - You may grant the form of a serpent with your shapeshift.
-- Constrictor: You gain the grab ability and can automatically attempt to grapple a target after making a successful bite attack and gain the constrict special attack. Grapple has bonuses.

Life Sphere - Magics that can heal and reinforce injures.
Invigorate - Grant temporary hit points equal to your caster level. These cannot take you above your usual maximum, and last 1 hour.
Cure - Heal 1d8 points of damage plus caster level.
Restore - Heal 1d4 ability damage, and remove a number of conditions.
- Restore Health - Add an additional 1d8 to cure, and heal Poison.

Protection Sphere - Protective spells and charms.
Ward - Creates a barrier that can block certain attacks and movement.
- Barrier: Creates a mostly transparent wall at its perimeter stopping attacks, movements, breath weapons, and any spell or sphere effect that requires travel to target.
Aegis - Creates a personal protection as a standard action.
- Deflection - Gain a +1 bonus to deflection, plus 1 every 5 caster levels.

Conjuration Sphere - Call upon the services of a companion creature.
- Armoured Companion - Gain +2 AC, plus 1 every odd hit dice.

Warp Sphere - The power to warp space.
Teleportation - As a standard action teleport to anywhere within sight and up to Close distance. Can also teleport a willing participant, or for a spell point teleport up to medium distance instead.

Destruction Sphere - the power to destroy.
Destruction Blast - 3d6 - As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.
+ Energy Blade (shape) talent: As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. Any creature damaged by the attack is also struck by the destructive blast.
+ Focused Blast: When making a destructive blast unaltered by a (blast shape) talent, your destructive blast damage increases by +1 damage per die.

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Statistics
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Str 11 Dex 16, Con 12, Int 12, Wis 16, Cha, 17
Base Atk +4; CMB +8; CMD 20

Feats
Overwhelming Beauty, Extra Magic Talent
Agile Maneuvers You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.

Traits Innocent

Racial Traits Celestial Resistance, Darkvision (60ft), Spell-Like Ability, Skilled

Skills Acrobatics: +7, Appraise: +6, Bluff: +12, Climb: +5, Diplomacy: +12, Disable Device: +13, Disguise: +3, Escape Artist: +8, Fly: +3, Handle Animal: +9, Heal: +9, Intimidate: +4, Knowledge (Arcana): +3, Knowledge (Dunguneering): +1, Knowledge (Engineering): +1, Knowledge (Geography): +1, Knowledge (History): +1, Knowledge (Local): +5, Knowledge (Nature): +8, Knowledge (Nobility): +2, Knowledge (Planes): +1, Knowledge (Religion): +1, Linguistics: +5, Perception: +11, Perform (Dance): +11, Ride: +3, Sense Motive: +10, Sleight of Hand: +10, Spellcraft: +5, Stealth: +10, Survival: +10, Swim: +5
Languages Common, Celestial, Druidic, Sylvan, Aklo

Combat Gear
Masterwork Kapenia Scarf, Darkleaf Cloth Armoured Coat.
Other Gear Adventurer's Clothes x 3, Courtier’s Clothes, Jewelry,
Perfume Kit x 10, Grooming Kit pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder. , Courtesan’s Kit including razor, scented oils, salves, fragrances, warming pot, a variety of appealing outfits, books of poetry, literature, and plays full of salacious topics and double entendres.
Gear Maintenance with metal polish, small file, leather paring knife, conditioning oil for leather, two soft clothes, extra leather traps, a sewing needle and a few buttons , Survival Kit with flint and steel, a mess kit, two water skins, very basic map, and a small utility knife
Masterwork Backpack, Masterwork Thieves Tools, Thieves’s Ring.
Cup, false bottom
Charcoal Sticks [10]
Signal Whistle
Feed, Carnivore for Snake [4 days worth]
4 Torches
2 Bundles of Kindling
2 vials of antiplague

Money 1171 gp, 7sp 6cp.

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Special Abilities
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Careful Disarm : whenever a burglar attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.
Celestial Resistance - +5 against, acid, cold and electric.
Danger Sense - Gain a +1 to reflex and AC against traps, and a +1 to Perception to avoid being surprised.
Darkvision - See in non-magical darkness up to sixty feet, with an additional thirty feet from Night Sight.
Debilitating Injury a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round...
Evasion - When hit with an attack that allows a reflex save for half damage, instead take no damage at all.
Finesse Training - Gain Weapon Finesse as a bonus feat, and at level 3 learn to do dexterity to damage with a Light or Finessable weapon.
Innocent - Gain a +5 bonus to lie using Bluff.
Nature Bond - Gain a venomous snake animal companion.
Nature Sense - Add +2 to Knowledge (Nature) and Survival.
Night Sight - Add an additional 30ft to Darkvision.
Rogue Talents - Special tricks and tactics a rogue can acquire.
- Combat Trick - Gain Proficiency (Kapenia Scarf) as a bonus feat.
- Esoteric Scholar: A rogue with this talent can attempt any Knowledge skill check, even when she is not trained in that Knowledge skill.
- Prescient Dodger (Ex): The rogue has developed a sort of sixth sense where it can divine where blows will hit. The source of this foresight may be calculative, inborn luck or insightful. When unarmored and unencumbered and not using a shield, the rogue adds their highest mental ability modifier (Int, Wis, or Cha) to their AC and CMD. These bonuses apply even against touch attacks or when the rogue is caught flat-footed and increases by +1 for every 4 rogue levels. The rogue loses this bonus when they are immobilized or helpless, when they wear any armor or use a shield, or when they carry a medium or heavy load. This does not stack with the monk’s AC bonus or similar class features.
Resist Darkness: gains a +4 bonus on saving throws against spells with the [light], [darkness], or [shadow descriptor] or spells of the shadow subschool.
Serpent Domain - Gain serpent related abilities and bonus spheres from the Alteration domain every 5 levels.
- Familiar - Gain a viper familiar.
- Slither - As a free action, you can distend and stretch your body to fit easily through narrow spaces for 1 round. You can move freely through a tight space that would normally require a creature of your size to squeeze through.
Sneak Attack - Add additional precision damage when flanking or denying an enemy there dexterity modifier.
Spell-Like Ability - Cast Glitterdust once per day as a spell-like ability.
Skilled - Muse-Touched gain a +2 to both Diplomacy and Perform.
Trackless Step - Do not leave tracks in natural surroundings.
Trapfinding - Add half of the Rogue’s levels to Perception for finding Traps and Disable Device. Allows the disabling of magical traps.
Wild Empathy - Influence animals to improve their disposition towards the Druid.

Favoured Class Bonus +4 HP.

Planning progress -
Feats:
Combat Casting feat followed by Melee Blaster Sphere feat for more up close blasting.
Treat Injury, Studied

Spheres: Goal - Balance destruction and life/protection, maybe add nature?

Destruction:
Explosive Orb (Shape) - Fire a blast that explodes in a ten foot +5ft per 5 caster levels. Reflex halves, cost 1 spell point.
Energy Blade, Improved - Makes activating Energy Blade a swift action.
Energy Satellite (Shape) - Form blast into a sphere that orbits our body that lasts for one minute per caster level, may discharge the sphere against any creature within 5ft.
Energy Wall (Shape) - Use a point to shape a destructive blast as a wall.
Energy Tether (Shape) - sends out a tendil of energy to bind to a foe. Would be good for fleeing enemies?

Life (Healing):
Greater Healing - heal 2 points per caster level instead of 1.
Healing Aegis - dismiss one or more aegis, healing that target for an amount equal to casting ability modifier + caster level

Rogue Talents:
Bleeding Attack (adding bleed damage to sneak attack)
Weapons Training (gain weapon focus so +1 to hit with the kapenia)
Umbral Gear which means she could make a small shadow item. Because shadow items.
Energy Satellite (Lunar Guardian with little destructive moons around her is a delightful image), Energy Leap, Energy Wall
Greater Barrier, the Ward Talents
Boost healing including Greater Healing, Greater Invigorate, Fount

Zelani's Background:
Zelani Tanith is the daughter of an Azata and a Varisian that died many years ago who the aasimar does not like talking about. Born with a long dark curling birth tattoo on her back, Zelani spent most of her childhood tagging along with various Varisian family members on trips trading and helping among various Varisian communities and beyond. During what Zelani calls her extended childhood, she saw great beauty and people and wonders and came to think of all peoples of Varisia as her people for better or worse to defend, to protect, to right wrongs for when they cannot. She also saw the powerful take from the people, each other, and the world itself in destructive ways that hurt and angered Zelani.
As an Aasimar, she had already outlived most of the human kin of her generation before reaching maturity. To protect her, her Varisian family kept her traveling, changing trade groups every few years, and often hiding the beautiful child to ensure she did fall in with the Sczarni or worse. Zelani got the message that because she was pretty and special she needed extra protection and care, but because she is pretty and special that care came at arms length and her protection was ever changing faces that only saw that she was pretty and special, not a lonely little girl who spent years watching a world that seemed rather pretty and special to the aasimar that got little care and protection itself. Years later she has many fond memories of her travels, but many sad ones as well. The only item she really has left from that time is her kapenia scarf, bladed and finely crafted expressly to show to the trained Varisian eye the pretty and special heritage that Zelani never asked for.

In her extended adolescence, Zelani often snuck out when the trade groups were in villages and towns with oversized cloaks. With a lot of trial and troublesome error that she most often got out with a smile, Zelani picked up tricks and habit to retrieve what had been taken and defend small groups under the cover of darkness. What was far more troublesome for her kin was when she would wander off by day and end up in less than safe locations singing and dancing for much craved praise and more useful gems and information. Over time, compromises were made to give the growing young woman some freedom and allow her to contribute as any other member until eventually as she reached maturity those compromises and the stretching of them snapped.

Finally an adult, she walked away from the traveling trading life one night after a long and bitter fight with some of her kin. She doesn’t want to remember all the details, it was mostly her being upset about not being able to do more for all the people she sees and from them it was mostly about how much the family had done for her, the risks they had put up with because of her, her lack of gratitude and real usefulness, and how ‘out there’, away from her protective kin, to those people who are not her family she’s only a pretty face that people will only keep around if she’s ‘pleasing’ or powerful. Zelani walked thinking that it didn’t matter if she proved them wrong or right, she had to do something to protect and care for this pretty and special world and the every day who deserve just as much.

It was during her long and lonely walk that Zelani came across and saved a black snake though from what changes depending on how she feels like telling the tale but she always comments on how it reminded her of her birth tattoo. What Zelani doesn’t usually tell is how she ended up following the black snake purely because she felt like she should and did so for several nights until she walked into a Druidic Grove near Sandpoint. Feeling the strong call of nature surround her, the aasimar began training as a Lunar Guardian there a few years ago. Visiting the town for information and connection by day and working on her new skills to try to help people by night, Zelani knows she has a long way to go before she can really help the people and nature in the way she has long dreamed.

Zelani's Appearance:
Zelani is most often seen smiling while biting her lips. She works to carry herself as someone who knows she is the most divine beauty in a room -- and knows everyone else knows that too. With warm medium brown skin covered in freckles, moles, long swirling tattoos, and often glitter as well as shoulder length jewel red slightly curly hair, this aasimar is rather flashy for a druid or a rogue in her colourful coats and dresses by day. By night she may attempt to wear more subtle clothes, but would almost always have her sparkling fingernails and grin.
Zelani was born with a this spiralling birth tattoo on her right shoulder blade and has ensured that the other tattoos she has earned and chosen are of similar design. Her most noticeable tattoos include a swirling tattoo that begins at her chin and loops its way down her neck and a large spiraling tattoo that begins midway up her right arm and curls its way up to the shoulder. Her tattoos glow gently when Zelani uses her magic spheres and sometimes people mistake her viper resting on her for another tattoo.

She watches the world with sparkling brown eyes and marches through it with a finely crafted strut in her fine embroidered draping clothes that hide many things, including her armour, her bladed kapenia scarf, and a small black viper, under the folds.

Zelani's Personality:
She is a fierce femme. Zelani knows she is a celestially-blessed beauty and works it to her advantage with a smile -- and turns those beautifully sparkling pointed nails and sharp tongue in a heartbeat to defend herself and others. She smiles and dances and brings light to people by day and fights to get back what is right with bared glimmering teeth and a shadow by night.
She has built a sugar-sweet giant oak tree thick wall between herself and others. In Zelani’s experience, most people like her and treat her well -- because she’s a particularly pretty aasimar woman rather than because she’s a good or helpful or likeable person that she tries to be. Most people expect her to be good and sweetness and light because she is an aasimar and some expect her to always be...pleasing because she is beautiful woman. Her thick veneer of glamour and sweetness helps her cope with the pain of craving affection, validation and acknowledgement of her work and efforts to be and do good as being her own rather than ‘what pretty aasimars do’, and longing for good and healthy relationships of equals with others that Zelani no longer thinks she will be able to get with the people around her. While putting herself in situations to be surrounded by people to help, she hides her loneliness with a smile and innuendo.

Zelani cares for people a lot even when they only see her as a pretty angelic face. She has spent years traveling around the area and has seen people at their best and worst. She wants to connect with and protect the general public and since she can’t seem to do the former in the way she longs to, Zelani will do the latter with all of being. She becomes enraged by the theft of resources and needs from the masses and destruction of the world for profit and use her gifts and skills to try to rectify the problem preferably without causing the people more. So far she has mainly done this on a small scale - individuals and families where she is the right place and the right time and generally trying to make people happier - though she dreams of larger systemic changes that she cannot yet figure out how to accomplish.

Şenay the Snake:

Şenay the Snake

Companion
Initiative; +3 Perception +4
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Defense
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AC 23 touch 14 flat-footed 18
hp 45
Fort +4, Ref +7, Will +3
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Offence
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Speed 20ft.
Melee
Bite - +7 to hit - 1d6+2 damage - x20 crit

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Statistics
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Str 12 Dex 16, Con 14, Int 7, Wis 10, Cha, 11
Base Atk +4; CMB +4; CMD 14

Feats - Weapon Finesse, Weapon Focus (Bite)

Skills Climb +6, Perception +4, Stealth +8, Swim +6
Languages Sylvan

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Special Abilities
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Armoured Companion - Gain +2 natural AC, and another +1 AC every odd hit dice.
Evasion - On a successful reflex throw against an attack that deals damage, damage is negated instead of half.