Ranger

Zoisa the Magnificent's page

415 posts. Alias of Archpaladin Zousha.


Race

Female Gnome Sorcerer of Sleep 2/Unchained Rogue 2 | HP 23/32 | Pesh Touch 7/7

Stats:
AC 13, T 13, FF 11; Fort +2, Ref +5, Will +1; Init +2; Perception +6

About Zoisa the Magnificent

Advancement Choices:
1st: Sorcerer (Sorcerer of Sleep); Bloodline (Dreamspun), Pesh Expert, Pesh Touch, Cantrips, Sahir-Afiyun (Bonus Feat); Favored Class (Sorcerer), +1 skill point
2nd: Rogue (Unchained); Finesse Training, Sneak Attack +1d6, Trapfinding, Weapon Finesse (Bonus Feat)

F Gnome Sorcerer (Sorcerer of Sleep) 2/Rogue (Unchained) 2 Age 51

CG Small Humanoid (Gnome)

Patron Deity: The Lantern King

Init +2; Senses Low-Light; Perception +6

Experience: 200

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DEFENSE
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AC 13, touch 13, flat-footed 11

Hit Points 32

Fort +2, Ref +5, Will +1

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OFFENSE
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Speed 20 ft. (20 ft. base)

Melee Scimitar +4 (1d4+0 18-20/x2); Dagger +5 (1d3 19-20x2)

Ranged Dagger +5 (1d3+2 19-20x2) 10' range increments

Space 5 ft., Reach 5 ft.

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STATISTICS
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Str 10, Dex 14, Con 14, Int 13, Wis 8, Cha 19

Base Atk +2; CMB +0; CMD 12

Traits:
Magical Knack - Even before Haleen inspired her to take up sorcery, Zoisa's late parents surrounded her with magic. With a little pesh and a lot of imagination, she can keep up with much more focused spellcasters.

Finding Haleen - When Zoisa's parents died, it was Haleen who prevented her from being taken by slavers. She was devistated when she disappeared, and is desperate to find her, even though all she has to go on is a pesh-induced dream.

Feats:
Sahir-Afiyun
Toughness
Weapon Finesse
Martial Weapon Proficiency (Scimitar)
Weapon Focus (Scimitar)

Skills (6 points; 2 sorcerer, 1 Int, 2 background, 2 favored class+trait/11 points; 8 rogue, 1 Int, 2 background):

Adventuring Skills
Acrobatics +6 (1 rank, 2 Dex, 3 class)
Bluff +9 (2 ranks, 4 Cha, 3 class)
Climb +4 (1 rank, 0 Str, 3 class)
Diplomacy (Cha)
Disable Device +9 (3 ranks, 2 Dex, 3 class, 1 trapfinding)
Disguise (Cha)
Escape Artist +8 (3 ranks, 2 Dex, 3 class)
Fly (Dex)
Intimidate (Cha)
Knowledge (Arcana) +8 (4 ranks, 1 Int, 3 class)
Knowledge (Dungeoneering) (Int)
Knowledge (Local) (Int)
Perception +6 (3 ranks, -2 Wis, 3 class)
Spellcraft +8 (4 ranks, 1 Int, 3 class)
Sense Motive +2 (1 rank, -2 Wis, 3 class)
Stealth +7 (2 ranks, 2 Dex, 3 class)
Swim +4 (1 rank, 0 Str, 3 class)
Use Magic Device +9 (2 ranks, 4 Cha, 3 class)

Background Skills
Artistry (Int)
Craft (Alchemy) +9 (3 ranks, 1 Int, 3 class, 2 racial)
Appraise +5 (1 rank, 1 Int, 3 class)
Lore (Int)
Linguistics +5 (1 rank, 1 Int, 3 class)
Perform (Cha)
Profession (Wis)
Sleight of Hand +8 (3 ranks, 2 Dex, 3 class)

Racial Modifiers: +2 Constitution, +2 Charisma, –2 Strength, Slow Speed, Low-Light Vision, Defensive Training, Gnome Magic (dancing lights, ghost sound, prestidigitation & speak with animals 1/day), Hatred, Illusion Resistance, Keen Senses, Obsessive, Weapon Familiarity

Languages: Common, Draconic, Gnome, Kelish, Sylvan
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GEAR/POSSESSIONS
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Location: On Person
Carrying Capacity Light:33 lbs. Medium:34-66 lbs. Heavy:67-100 lbs.

Money: 190 GP 0 SP 0 CP

Dilletante Outfit 8 lbs. - 20 GP
Hot Weather Outfit 4 lbs. - 8 GP

Scimitar 4 lbs. - 15 GP
Dagger 1 lb. - 2 GP

Sorcerer's Kit 19 lbs. - 8 GP
Backpack
Bedroll
Belt Pouch
Flint and Steel
Iron Pot
Mess Kit
Soap
Torches (10)
Trail Rations (5 days)
Waterskin

Alchemy Crafting Kit 5 lbs. - 25 GP
Obsession Log (Alchemy) 1 lb. - 25 GP
Spell Component Pouch 2 lbs. - 5 GP
Thieves' Tools (common) 1 lb. - 30 GP

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SPECIAL ABILITIES
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Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Dreamspun Bloodline: Your family is a long line of dreamers, who dream not as ordinary mortals do but rather as those who reach through and touch the supernal realm of dreams and the farthest shores of night. Whether it is a gift or curse is not always clear, but your visions of the past and future call you ineluctably to a life of adventure.

Class Skill: Sense Motive.

Bonus Spells: sleep (3rd), augury (5th), deep slumber (7th), divination (9th), dream (11th), shadow walk (13th), vision (15th), moment of prescience (17th), astral projection (19th).

Bonus Feats: Alertness, Blind-Fight, Combat Expertise, Deceitful, Heighten Spell, Improved Feint, Persuasive, Skill Focus (Sense Motive).

Pesh Expert: A sorcerer of sleep adds 1/2 her sorcerer level (minimum 1) on Appraise, Craft (alchemy), Heal, and Knowledge (local) checks related to pesh and other drugs. This ability replaces bloodline arcana.

Bloodline Powers: You reach out into and through the world of dreams to touch the minds and destinies of those around you.

Pesh Touch (Su): As a standard action, a sorcerer of sleep can make a melee touch attack against a living creature to cause one of the following effects (sorcerer’s choice): the target gains a +2 enhancement bonus to Strength, the target is fatigued, or the target takes a –2 penalty on saving throws against illusion and mind-affecting effects. The effects of pesh touch last a number of rounds equal to 1/2 the sorcerer of sleep’s sorcerer level. The effects of pesh touch are not cumulative, and cannot make the target exhausted. A sorcerer of sleep can use pesh touch a number of times per day equal to 3 + her Charisma modifier. This ability replaces the 1st-level bloodline power.

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Sahir-Afiyun: A sorcerer of sleep gains Sahir-Afiyun as a bonus feat at 1st level, even if she does not meet the prerequisites. A sorcerer of sleep adds Pesh Euphoria, Pesh Healing, Pesh Rejuvenation, and Sahir-Afiyun to her list of bloodline feats. This ability replaces eschew materials.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Weapon Training: A rogue who selects this talent gains Weapon Focus as a bonus feat.

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SPELLCASTING
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Spells Per Day/Bonus Spells

0 (Save DC 15) - See Cantrips
1st (Save DC 16) - 4/1

Spells Known

0: Acid Splash, Dancing Lights, Detect Magic, Mage Hand, Prestidigitation

1st: Alleviate Addiction, Shield, Vanish

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Background:
Zoisa has lived in Katapesh all her life, the only child of a pair of gnomes who ran a small business selling magical trinkets to gullible tourists in the city. While they were never really wealthy in any sense of the word, they provided their daughter with the comfort and security to explore the strange city they called home without fear. Her favorite game was to chase her father's familiar around the rooftops of the bazaar near her family's apartment, occasionally crashing through the awning of their stall, much to her parents' surprise.

Unfortunately, this happy life became tragic all too quickly as a strange plague swept through the city, claiming the life of her father. Her mother tried as best she could to carry on, but the spark had died with him, and much to Zoisa's horror, her mother began to succumb to the Bleaching, and one night she simply walked off into the moonlight to never return. Zoisa was thus cast into an unforgiving city that didn't much care for what she'd suffered, but only for what they could gain from her. Unscrupulous merchants bullied her into giving up her parents' stall, and were about to try and wring more profit from her by selling her to a slaver.

Before such a terrible thing could happen, however, Zoisa was saved by a young human named Haleen, who brazenly spoke out against the unfairness of Zoisa's situation to all who would listen. She took the orphaned gnome in, and eventually turned enough ears that the merchants eased off on Zoisa. She was intensely grateful for Haleen's generosity and the two pursued work in various places together to eke out a tolerable existence in Katapesh, which led Zoisa to regard Haleen as the big sister she'd never had (despite being older than Zoisa by about 20 or more years). Over the years, Zoisa became an expert on herbal remedies and all things alchemical, but the path of an actual alchemist didn't interest her. She still remembered the wonders of her parents' magical trinkets, and she desperately wanted to recapture those moments.

Zoisa tried as time went by to emulate the magic of her parents, but kept finding herself getting distracted and running into mental barriers that she couldn't quite push past. She'd wave her fingers and intone words of arcane power and only succeed in making herself look foolish. But she kept getting strange and fantastical dreams that showed her manipulating the world as if it were but illusion, and somehow knew that the dreams were trying to tell her something, even if her waking mind couldn't quite process it. Haleen helped Zoisa contact a number of other arcanists in the city, until one named Hakeus offered an unusual solution.

Hakeus was a sahir-afiyun, a mage who used pesh to amplify his spells, and while he was little more than an amateur, he convinced Zoisa to try the drug and see if it did anything. Haleen vociferously protested, claiming that pesh had done nothing but ruin the lives of others, citing Hakeus himself as a prime example. Hakeus countered that as a gnome, Zoisa had nothing to fear from the drug's negative effects. Zoisa ended the debate by grabbing Hakeus' pesh pipe from his mouth and inhaling a large breath of smoke. When she did, something seemed to finally fall into place in her mind, and she saw what had previously held her back falling away, as she rocketed forward through a field of stars that brought her back to reality. Coughing and sputtering, she joyfully replied that it had worked.

Hakeus was no teacher, but Zoisa was a sharp young woman, whose alchemy sales allowed her to finance her "studies" into altered states of consciousness through pesh. Things began to settle down for a bit, Zoisa's pesh habit giving her just enough of a sense of exploration and wonder to keep the Bleaching at bay, but then troubles began anew. Haleen had become distant and terse with Zoisa. She wondered if it was the pesh, or that a bum like Hakeus provided the breakthrough she couldn't, but as time went by it became clear it was more than that. Finally, Zoisa found a note one morning that seemed to be from Haleen, telling her to forget her and get on with her life.

Zoisa could barely believe what she'd read. For a few days, she could barely work, pondering how Haleen could just up and disappear like her mother had. Humans didn't Bleach, there was no way something like that could have happened to Haleen. Zoisa read the letter again, and again, and again, sometimes sober, sometimes in a pesh-induced haze, to try and figure out if there was something she missed. Some secret code or hidden message. Then one night, during a particularly hard pesh binge, she experienced a vision similar to the one she'd had the first time she ever took pesh. She saw fire and felt cold winds. She saw a pale mountain and a ruined village in its shadow. She heard chilling, animal-like laughter, and then a word, one word in Haleen's voice: Kelmarane. Then Zoisa blacked out.

When Zoisa came to the next morning, she sprang into action, finding out what Kelmarane was through local gossip and formulating a scheme to find Haleen. She sold the alchemy business, packed her bags and rushed to where the expedition was organizing, volunteering her spells to aid in it. She'd find Haleen in Katapesh, and there they could do whatever they wanted, starting a new business or helping other kids at risk of becoming slaves, her mind bounced wildly from possibility to possibility.

Personality:
Ambitious; Zoisa's wild imagination prompts her to dream big, seeing Kelmarane as more than just an opportunity to find her adoptive sister, but as a base of operations for future enterprises, legal or otherwise.

Brash; Irreverent and energetic, Zoisa rarely reins herself in, openly delighting in getting in trouble whether she's caught or not and throwing the same amount of passion into each project she undertakes, no matter how many there are at any given time.

Charming; In spite of, or maybe because of, Zoisa's fiery personality, she likes to make it impossible for others to outright hate her, and enjoys talking her way out of situations as much as she enjoys using magic to get out of them.

Freedom-Loving; Zoiza may seem self-absorbed, but she's very sympathetic to the plight of slaves in Katapesh, having narrowly avoided becoming one herself after her parents died thanks to Haleen's intervention. One of her many dreams is to sneak slaves out of the city to freedom. She's well aware that with enough power and money she could just BUY them and free them right away, but she hates the idea of rewarding the slavers with money and feels that daring escapes are more fun anyway.

Slippery; Living in a city of thieves, liars and mages has given Zoisa an appreciation for cleverness and deception. To her, deception is a game and education for good people and justice for oppressors and bullies, though her definition of what constitutes which is rather fluid.

Sybaritic; Having grown up just above the poverty line in Katapesh, Zoisa never wants to live that life again. She enjoys pesh not just as an aid for her magic, but also recreationally, and actively seeks other fine luxuries like fine wines, comfy pillows and stylish clothes.

Description:
Ht: 3'4"
Wt: 70 lbs
Age: 51
Hair: Bright Yellow with Deep Red Streaks
Eyes: Royal Purple
Skin: Earthy Olive

Zoisa maintains a compact but athletic frame, rather than that of a sedentary wizard. Her hair is the colors of the pesh flower, which she keeps relatively short to avoid lab accidents and even then bound up in a purple and gray turban. These colors are found in her clothes as well, short robes that'd complement a suit of leathers very well, if she had one. She has an exaggerated, expressive face, whether smirking at some private joke or joyfully yelling as she runs from someone she's tricked. She shifts from foot to foot, as if ready to dash or tiptoe at a moment's notice.