Thias

Šeherzada's page

63 posts. Alias of cynarion.


Full Name

Šeherzada

Race

sylph

Classes/Levels

transmuter 1

Gender

female

Size

Medium

Age

97

Alignment

Chaotic Good

Deity

empyreal lords; Arshea, Sinashakti, Valani

Location

Port Peril

Languages

Taldane (Common), Auran, Aquan, Gnome, Ignan, Terran

Occupation

itinerant deck hand

Strength 10
Dexterity 16
Constitution 10
Intelligence 18
Wisdom 10
Charisma 14

About Šeherzada

Tracking:

Hit Points: 6/6

Wealth: 9 gp, 8 sp, 9 cp

Memorised Spells
Level 1 (2+1): mage armor, touch of the sea, gravity bow (specialised spell)

Cantrips (3, at will): acid splash, ghost sound, prestidigitation

Background:
Born in Quent, Šeherzada never knew her father, but her mother was a human sacred prostitute of Calistria from the city's temple. Her mother fell for a djinn ship's captain who was a regular visitor to the temple, and in a misguided attempt to win him over to her side permanently, she deliberately neglected to take her usual precautions against conception. Šeherzada was the result of their union.

Unfortunately, news of the the child's conception had the opposite result to what her mother intended. The djinn abandoned both Šeherzada and her mother, saying he never wished to see either of them again. Whilst she initially resented the unborn child she carried, Šeherzada's mother eventually came to love her child, and when Šeherzada was born, she had the child baptised into the faith of Besmara in a ceremony in Quent before they left the town forever (trait: Besmara's blessing).

Šeherzada and her mother spent the next twenty years moving from port to port, gaining work on ships where they could (trait: Shackles seafarer; skill ranks in Knowledge (geography), Knowledge (local), Knowledge (nature), Profession (sailor); alternate racial trait: weather savvy). Šeherzada quickly learned to avoid some of the men on the ships (alternate racial trait: like the wind), but her mother also kept playing her old trade when ship work grew scarce.

As a young child, Šeherzada grew to love the stories told by the sailors to while away the days when ships might be becalmed. Over the years, she grew skilled in telling her own stories, and soon she and her mother both became well-known in several ports as a pair--her mother was a hard worker and not averse to the occasional tryst with a randy sailor, and she was able to spin a tale that kept the men captivated when required (skill rank: Perform (oratory)).

Sadly for Šeherzada, she was always destined to outlive her mother. Not yet old enough to be an adult by sylph standards, she found herself in need of a mentor. Fortunately, on one of the last voyages she and her mother took together, she got to know a travelling wizard who needed an apprentice. After her mother died, she sought him out, learning the basics of magic and unlocking her innate ability to see through cloud banks and fog (class: wizard; feat: Cloud Gazer).

After another two decades of travel, serving in various capacities aboard ship, Šeherzada is finally ready to embrace her own destiny. She has travelled to Port Peril in search of a permanent berth on a ship rather than the temporary work she has gained so far. She heads to the Formidably Maid to see what she can find.

Character Sheet:

ŠEHERZADA CR 1/2
Female sylph wizard 1
CG Medium Outsider (Native)
Init +3; Senses darkvision; Perception +3 (+1 when familiar is not within arm's reach)

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DEFENSE
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AC 14, touch 13, flat-footed 11. . (+3 Dex, +1 natural)
hp 6 (1d6)
Fort +0, Ref +3, Will +2

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OFFENSE
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Spd 35 ft.
Melee dagger +0 (1d4/19-20/×2)
. . bite +0 (battleshaping) (1d6/20/×2)
. . claw +0 (battleshaping) (1d4/20/×2)
. . gore +0 (battleshaping) (1d6/20/×2)
. . unarmed strike +0 (1d3/20/×2)
Ranged light crossbow +3 (1d8/19-20/×2)
Special Attacks battleshaping +0 (7/day)

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ŠEHERZADA'S SPELLBOOK
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Pages left: 84½

Opposition Schools: Enchantment, Necromancy

Cantrips
acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, resistance, read magic, scrivener's chant, spark

1st Level
7 spells: 3 (starting) + 4 (INT bonus)
alter winds, gravity bow, mage armor, obscuring mist, shield, touch of the sea, windy escape

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STATISTICS
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Str 10, Dex 15/16 (physical enhancement), Con 10, Int 18, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats Cloud Gazer, Scribe Scroll, Wizard Weapon Proficiencies
Traits Besmara's Blessing (1/week), Shackles Seafarer

Skills

    Acrobatics +3
    Appraise +4
    Bluff +2
    Climb +0
    Diplomacy +2
    Knowledge (geography) +8
    Knowledge (local) +8
    Knowledge (nature) +8
    Perception +3 (+1 when familiar not within arm's reach)
    Perform (oratory) +3
    Profession (sailor) +5
    Sense Motive +2 (+0 when familiar not within arm's reach)
    Spellcraft +8
    Swim +5

Languages Aquan, Auran, Common, Gnome, Ignan, Terran
SQ +1 natural armor bonus (when familiar within one mile), Air Insight, Empathic Link with Familiar (Su), Enchantment, Necromancy, Physical Enhancement +1: Dexterity (Su), Shapechange, Share Spells with Familiar, Weather Savvy

Combat Gear

    20 crossbow bolts (quiver on right hip)
    light crossbow (on a sash, usually carried on her left hip)
    dagger (in wrist sheath on left wrist)

Other Gear
In backpack

    bedroll
    winter blanket
    common perfume
    2 × waterskins
    waterproof bag
    5 × iron vials
    soap

In belt pouch #1

    charcoal stick

In belt pouch #2

    3 × small wooden statuettes of Arshea, Sinashakti and Valani (count as wooden holy symbols)

In scroll case

    10 × sheets of parchment

In spell component pouch

    spell components

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SPECIAL ABILITIES
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+1 natural armor bonus You gain the Alertness feat while your familiar is within arm's reach.
Air Insight +2 rounds duration when summoning air subtype creature.
Battleshaping +0 (7/day) (Su) Temporarily gain natural attacks
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Cloud Gazer See through fog, mist, and clouds without penalty. Triple sight distance if cloud is magical.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1: Dexterity (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Shackles Seafarer +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.
Shapechange Associated School: Transmutation
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Weather Savvy You can predict the weather for the next 24 hours.