What is your Name?
Teresa (Not sure on family name)
Are you Male, Female or Gender Neutral? - Female
Are you a Citizen of Irrisen? - Yes
If yes, please use a short description of your life in Irrisen.
Grew up in the town of Badelund. Grew up hearing the stories of the retrieval companies. Grew up on the tales of the the companies retrieval of children stolen by the fey. Also influenced by the merchants passing through the town.
Are you a Natural Talent at what you do or are you trained or are you both? - Both
If trained, who trained you and where? - Mother
If Natural, when did you discovered this? How did you improve and expand on your Natural Talent. - When I was young. Mother trained me.
If Both, Include the above information - See above
Are you a Noble of Irrisen or elsewhere? - Noble, Jadwiga
Are you a Descendant of Baba Yaga? - Distantly. Aka a Jadwiga
Would you steal an apple from a child to feed yourself in hunger? No
If no what would you have done? Taken in the child to work as my servant
Given a choice Which would you pick first?
- Sword
- Shield
- Staff <---
- Book
- Blood
- Axe
- Pen
And Why? Use it both as a tool and to defend myself
Are you generally rich or poor? - rich
In a crowd,
- Do you live it up? <---
- Hide
- Observe your surroundings? <---
- Seek out familar faces?
- Make Trouble?
Are you Good, Evil, Neutral or whatever you feel ike it? Neutral
Arrange in any order the following;
Wind
Flames
Water
Time
Memories
Rock
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A lively lady with the pale eyes and complexion of a native Jadwiga stands before you. Her eyes and hair is a brilliant shade of silvery white. Perch on her shoulder is a bird with deep blue feathers, chirping away merrily.
Teresa Pavlina is the daughter of the Baroness Pavlina and her Ulfen husband Oddvar Pavelsson. The baroness’s love for a peasant and her kindness to servants and slaves marked her as the worst sort of black sheep in Algidheart, and she was sent to Badelund as a punishment. For the last 22 years, however, Lady Pavlina has done her best to make life bearable for her subjects. It is also well known that the baroness has paid from her own purse to send mercenary groups north to retrieve stolen children from the fey. Indeed, there are several thriving retrieval companies in town that specialize in the task.
Teresa grew up in Badelund with the adventuring tales of the retrieval companies and travelling merchants and learn to socialize with the many of them. After all, the Jadwiga that passes through the town seems all too cold. Her mother the Baroness Pavlina tries to shield Teresa from the hate thrown on the family by other Jadwiga, but the young Teresa learn early on that her family not well like by the other nobles.
Growing up, Teresa was taught by her mother in the arcane arts as befitting a Jadwiga. While no one can question that Teresa has magic in her blood and was even able to obtain a familiar like any other Jadwiga witch. Teresa's magic was clearly weird. Her spells seem to come from within and no patron would answer her call.
Now a young woman, Teresa's mother has set her off to travel the world and maybe learn more about both herself and the world.
Teresa PavlinaFemale Aasimar Sorcerer 3 (Arcana Blooded)
N Medium outsider (native), Humanoid (Human)
Init +3;
Senses Perception +5
Darkvision: Aasimars can see in the dark up to 60 feet.
Defence
---------------------------------
AC 13 (17),
touch 13,
flat-footed 10 (14) ((+4 mage armor), +3 Dex)
HP 17 (3 HD; 3d6+3+3)
Fort +3,
Ref +5,
Will +5,
Resist acid 5, cold 5, electricity 5
Offence
---------------------------------
Speed 30 ft.
Melee cold iron dagger -1 (1d4-2/x2)
Melee quarterstaff -1 (1d6-2/x2)
Ranged Masterwork Heavy Crossbow +5 (1d8/19-20/x2)
Ranged cold iron dagger +4 (1d4+1/19–20)
Spell-Like Abilities (CL 3nd; concentration +9)
1/day—daylight
Sorcerer Spells Known (CL 4nd; concentration +9)
1st (7/day)— mage armor, burning hands (DC 17), identify, vanish, hydraulic push (CMB +11)
0 (at will)—detect magic, prestidigitation, acid splash, read magic, disrupt undead, dancing lights, mage hand, mending
Bloodline Arcane
Statistic
---------------------------------
STR: 7
DEX: 16
CON: 12
INT: 14
WIS: 12
CHA: 20
Base Atk +1;
CMB +0;
CMD +13
Feats Eschew Materials, Spell Focus (Evocation), Spell Specialization (Evocation)
Traits - Affable (Bonus) - You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
Warded against Witchery (Campaign) - “Mom (N) is a Goody Winter Witch, so you know their tricks”. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
Magical Lineage (Magic) - One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. (No spell chosen yet.)
Skills: Diplomacy +16, Bluff +9, Perception +5, + Use Magic Device +11, Linguistics +2, +6 Knowledge (Arcana), +6 Knowledge (local)
Racial Modifiers: +2 Diplomacy, +2 Perception
Familiar Modifiers: +3 Diplomacy
Special Modifiers: +2 Diplomacy, Bluff to Non Jadwiga NPCs, +2 to all checks with Fey, -4 to all Jadwiga and affiliated
Favored Class Bonus +3 Human (lvls 1,2,3)(extra spell, 1 slot lower then highest)
Languages Common, Sylvan (Fey), Hallit, Skald, Draconic, Dwarven, Ignan
Age: 22
Gear - Str 7 (8 MW Backpack 0-26, 27–53, 54–80.)
- Cold Weather Outfit - Price — gp; Weight 7 lbs.
- Sorcerer's kit - Price 8 gp; Weight 19 lbs.
backpack(Extra, using MW backpack), a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail
rations (5 days), and a waterskin(Extra. Using Canteen).
- Cold Iron Dagger (4) - Price (16) gp; Weight (4) lbs
- Quarterstaff - Price 0; Weight 4 lbs
- Masterwork Backpack (Treat Str +1 for Carry) - Price 50 gp (masterwork); Weight 4 lbs. (masterwork)
- Canteen - Price 2 gp; Weight 1 lb.
- Compass - Price 10 gp; Weight 1/2 lb.
- Medium tent - 15 gp (medium) Weight 30 lbs. (medium)
- blanket - Price 0.5 gp; Weight 3 lbs.
- Maple syrup (jar) - Price 1 gp; Weight 1/2 lb.
- Wrist sheath (2) - Price (2) gp; Weight (2) lb.
- sack (4) - Price (0.4) gp; Weight (2) lb.
- Rope (silk, 50 ft.) - Price 10 gp; Weight 5 lbs.
- Mirror - Price 10 gp; Weight 1/2 lb.
- Parasol (umbrella) - Price 2 gp (umbrella); Weight 3 lbs. (umbrella)
- Signet ring - Price 5 gp; Weight —
- Snow goggles - Price 10 gp; Weight —
- Earplugs (8) - Price (0.24) gp; Weight —
- Chalk (6) - Price (0.6) gp; Weight —
- Waterproof bag - Price 0.5 gp; Weight 1/2 lb
- Weapon cord (2) - Price (0.2) gp; Weight —
- Candle (10) - Price (0.1) gp; Weight —
- Ice skates - Price 1 gp; Weight 2 lbs.
144 gp ; 58 lbs; 52 lbs (Without extra backpack and waterskin) (+30 lbs with tent)
Found Weapons- Masterwork Heavy Crossbow x 1 - 8 lbs.
- Crossbow bolts x 20 - 2 lbs
Alchemical Items- Acid (Flask) (2) - Price (20) gp; Weight 2 lb.
+ Acid (Flask) (1)
- Alchemist's fire (2) - Price (40) gp; Weight 2 lb.
+ Alchemist's fire (1)
- Alchemical grease (4) - Price (20) gp; Weight 4 lb.
- Alchemist's kindness (10) - Price (10) gp; Weight —
- Antiplague - Price 50 gp; Weight —
- Antitoxin - Price 50 gp; Weight —
- Meditation tea - Price 30 gp; Weight —
- Smelling salts - Price 25 gp; Weight —
- Vermin repellent (2) - Price (10) gp; Weight —
255 gp; 8 lbs
+300 gp
= 500 gp
Magic Items- Sleeves of Many Garments - Price 200 gp; Weight 1 lb.
- Traveler's Any-Tool - Price 250; Weight 2 lb - *Dad's going away present. A good tool for the road
- Ring of Protection +1
- Cloak of Resistance +1
450 gp ; 3 lbs
Familiar Items
- Familiar Satchel - Price 25 gp; Weight 6 lbs
This armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water.
- Wing oil (10) - Price (10) gp; Weight —
35 gp ; 6 lbs
Total carry weight on adventurer75 lbs
69 lbs (Without extra backpack and waterskin)
(+10 with MW Crossbow and 20 bolts)
(+30 lbs With tent) - Passed to Dwarf
Gold: 1060 - 884 = 176 gp
Special Abilities
---------------------------------
Arcane Bloodline - Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Class Skill: Knowledge (any one) - Arcana
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. - Familiar
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
ALTERNATE RACIAL TRAITS
Scion of Humanity - Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
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Familiar
ClareThrush
N Diminutive magical beast
Init +2;
Senses low-light vision;
Perception +12
Defense
---------------------------------
AC 18,
touch 16,
flat-footed 16 (+2 Dex, +4 size, +2 Natural)
hp 8
(3hd)
Fort +0,
Ref +4,
Will +5
Offense
---------------------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +2 (1d2–5)
Space 1 ft.,
Reach 0 ft.
Statistics
---------------------------------
Str 1,
Dex 15,
Con 6,
Int 7,
Wis 15,
Cha 6
Base Atk +1;
CMB –1;
CMD 4
Feats Skill Focus (Perception), Alertness, Improved Evasion
- Skill Focus (Perception) - +3 bonus on one skill (+6 at 10 ranks)
- Alertness
- +2 bonus on Perception and Sense Motive (+4 at 10 ranks)
- Improved Evasion - When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Skills
Fly +12 (+6 size, +3 Class, +1 Rank (Own), +2 Dex)
Diplomacy 1
Perception +12 (+3 Class, +2 Rank (Master), +3 Skill Focus (Feat), +2 Alertness (Feat), +2 Wis)
Bluff -1
Use Magic Device 1
Linguistics -1
Knowledge Arcana -1
Knowledge Local -1
Languages Common
Special Abilities
---------------------------------
Share Spells: 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).
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. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.