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Name: Nivirea Varelys
Race: Human
Sex: Female
Age: 21
Class: Sorceress (Fey Bloodline)
Hair: Black / Shoulder Length
Eyes: Green
Height: 5'7 (170 cm)
Weight: 132 lb (60 kg)
Languages: Abyssal, Common, Celestial, Elven, Infernal, Sylvan
Alignment: Chaotic Neutral
Level: 9
Str: 11 (+0)
Dex: 14 (+2)
Con: 12 (+1)
Int: 16 (+3)
Wis: 12 (+1)
Cha: 21 (+5)
Initiative: +6
Speed: 35'
Size: Medium
Hit Points: 57 (1d6)
Armor Class: 18
- Amulet of Natural Protection (+2)- Ring of Deflection (+2)- Ring of Force Shield (+2)
BAB: +4
CM Bonus: +4
CM Defense: +16
Fortitude Save: +5
- Cloak of Resistance (+1)
Reflex Save: +6
- Cloak of Resistance (+1)
Willpower Save: +8
- Cloak of Resistance (+1)
Action Points: 8
Bonus Action Points: 3
Diamond of Fate: Yes
Signature Ability: Nymph-Blooded
Like the very nymphs she claims heritage to, Nivirea radiates a permanent aura of sexual affinity toward all creatures with a natural sexual attraction toward creatures like her. This effect provides her with a +1 Skill bonus toward social rolls of all kinds concerning such creatures (whether or not she is aware of it).
- Gain 1d6 HP
- Gain 2 + Int (+1 bonus) Skill Ranks
- Gain 1 bonus Skill Rank or 1 bonus HP
- Gain 1 bonus feat (at levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19)
- Gain 1 Ability Point (at levels 4, 8, 12, 16, 20)
- Check Sorcerer page to update skills and features
Skill Total Ability Modifier Ranks Class Bonus Other Bonuses Acrobatics +2 +2 (Dex) 0 Appraise* +7 +3 (Int) 1 +3 Bluff* +18 +5 (Cha) 10 +3 Climb +0 +0 (Str) 0 Craft (Alchemy)* +7 +3 (Int) 1 +3 Diplomacy +8 +5 (Cha) 3 Disable Device +2 +2 (Dex) 0 Disguise +5 +5 (Cha) 0 Escape Artist +2 +2 (Dex) 0 Fly* +10 +2 (Dex) 5 +3 Handle Animal +5 +5 (Cha) 5 Heal +1 +1 (Wis) 0 Intimidate* +10 +5 (Cha) 2 +3 Knowledge (Arcana)* +12 +3 (Int) 6 +3 Knowledge (Nature)* +10 +3 (Int) 1 +3 +3 (Skill Focus) Knowledge (History) +5 +3 (Int) 2 Knowledge (Nobility) +5 +3 (Int) 2 Linguistics +5 +3 (Int) 2 Perception +5 +1 (Wis) 4 Perform (Sing) +5 +5 (Cha) 0 Profession (Herbalist)* +5 +1 (Wis) 1 +3 Ride +2 +2 (Dex) 0 Sense Motive +6 +1 (Wis) 5 Sleight of Hand +2 +2 (Dex) 0 Spellcraft* +12 +3 (Int) 6 +3 Stealth +7 +2 (Dex) 5 Survival +1 +1 (Wis) 0 Swim +0 +0 (Str) 0 Use Magic Device* +10 +5 (Cha) 2 +3
Weapon and Armor Proficiency
Proficient with all simple weapons. Not proficient with any type of armor or shield.
Bloodline Arcana
Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Bloodline Powers
- Laughing Touch (Sp) -Cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by Laughing Touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + Cha modifier. This is a mind-affecting effect.- Woodland Stride (Ex) -You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Such areas that have been magically manipulated to impede motion, however, still affect you.- Fleeting Glance (Sp) -Turn invisible for a number of rounds per day equal to caster level (rounds need not be consecutive). Functions as Greater Invisibility.
Eschew Materials
You can cast any spell with a material component costing 1 gp or less without needing that component.
Prerequisites: None
Improved Initiative
You get a +4 bonus on initiative checks.
Prerequisites: None
Spell Penetration
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
Prerequisites: None
Spell Focus (Evocation)
Add +1 to the DC of all saving throws against evocation spells.
Prerequisites: None
Heighten Spell (Metamagic)
You can cast a spell as if it were of a higher level (max 9th). All level-dependent effects of the spell are calculated according to the heightened level.
Prerequisites: None
Craft Wondrous Item
You can create magic wondrous items, as well as mend broken ones that you are capable of making (see magic item creation page).
Prerequisites: Caster level 3rd
Skill Focus (Knowledge: Nature)
You get a +3 bonus on all Knowledge (Nature) checks. If you have 10 or more ranks in it, the bonus increases to +6.
Prerequisites: None
Fleet
Your base speed is increased by 5 feet while carrying a light load and wearing light or no armour.
Prerequisites: None
- Eschew Materials (bonus class feat)
- Improved Initiative (bonus racial feat)
- Spell Penetration (chosen lvl 1 feat)
- Spell Focus: Evocation (chosen lvl 3 feat)
- Heighten Spell: Metamagic (chosen lvl 5 feat)
- Craft Wondrous Item (chosen lvl 7 feat)
- Skill Focus: Knowledge Nature (bonus lvl 7 bloodline feat)
- Fleet (chosen lvl 9 feat)
8 lvl 1 7lvl 2 6 lvl 3 4 lvl 4 1lvl 5
LEVEL 0 Name School Effect Source Arcane Mark Universal Inscribe your personal mark. (link) Dancing Lights Evocation [Light] Create up to four movable light sources in a small area. (link) Detect Magic Divination Detect magical auras. (link) Ghost Sound Illusion (Figment) Create an illusory sound. (link) Light Evocation [Light] Cause an object to glow like a torch. (link) Mage Hand Transmutation Move a light object from distance. (link) Prestidigitation Universal Perform simple magical effects for an hour. (link) Spark Evocation [Fire] Set an unattended fine object on fire. (link) LEVEL 1 Name School Effect Source Burning Hands Evocation [Fire] Shoot a cone of searing flame from your fingertips. (link) Entangle Transmutation Cause undergrowth to wrap around creatures in an area. (link) Grease Conjuration (Creation) Cover a surface or item in slippery grease. (link) Mage Armor Conjuration (Creation) Envelop the subject in a field of force armor. (link) Mount Conjuration (Summon) Summon an equipped light horse. (link) Silent Image Illusion (Figment) Create an illusionary object, creature, or force. (link) LEVEL 2 Name School Effect Source Alter Self Transmutation (Polymorph) Assume the form of a Small or Medium humanoid creature. (link) Arcane Lock Abjuration Magically lock a door, chest, or portal. (link) Glitterdust Conjuration (Creation) Cover an area in a cloud of blinding golden particles. (link) Hideous Laughter Enchantment (Compulsion)[Mind] Afflict the subject with uncontrollable laughter. (link) Invisibility Illusion (Glamer) Render a creature or object invisible. (link) LEVEL 3 Name School Effect Source Deep Slumber Ench. (Compulsion)[Mind] Force a magical slumber upon 10 HD creatures. (link) Dispel Magic Abjuration Dispel or suppress a magic effect, or counter a spell. (link) Lightning Bolt Evocation [Electricity] Release a lightning strike against creatures in an area. (link) Scorching Ray Evocation [Fire] Blast your enemies with searing beams of fire. (link) LEVEL 4 Name School Effect Source Poison Necromancy Infect the subject with a poison through a touch attack. (link) Shout Evocation [Sonic] Emit a shout that deafens and damages creatures in its path. (link) Wall of Fire Evocation [Fire][Mind] Create an immobile wall of violet fire. (link)
Wealth: 500 gp
Equipped Slots
- Amulet of Natural Protection +2
A wooden charm on a thin leather cord. Depicts a large beech tree with the Sun in the background. Provides a +2 Natural Armor to AC.
- Ring of Deflection +2
A simple silver band to ward against harm. Sylvan runes adorn its outer edge: "What wizards seek, faeries never lose." Provides +2 Deflection to AC.
- Ring of Force Shield
An ornate silver ring with a bright emerald stone. Can be used at will to generate a shield-sized wall of force that provides +2 AC. No penalty or spell failure chance.
- Varelys Family Ring
A simple gold ring bearing the Varelys family insignia.
- Cloak of Resistance +1
A sturdy black cloak with a folding hood. Provides +1 to all saving throws.
- Nivirea's Outfit
Black robes that fit tightly to the upper body and fall loosely around the legs, leaving the shoulders exposed. Adorned with woven dark green leaf patterns.
- Nivirea's Boots
A pair of sturdy and comfortable boots with leaf-shaped buckles.
Backpack
- Weapons
- Kunai of Illumination +2
- Dagger
- Apparel
- Consumables
- Potion of Cure Moderate Wounds
- Good Rations 14d
- Waterskin (full) x2
- Other
- Comfy Bedroll
- Chime of Opening (10/10)
- Hooded Lantern
- Oil Flask x3
- Hemp Rope 50 ft
- Small Sack x2
- Tinderbox
- Tindertwig x6
Bag of Holding Type I
- Weapons
- Apparel
- Consumables
- Other
- Amulet of Natural Protection +2
Also known as Shalin of the Broken River and The Silent Sorcerer, is a world-renowned master mage best known for facing off against the evil goddess Loviatar, the Maiden of Pain, with his adventuring party in an effort to stop her from establishing a permanent bridge between her own hellish dimension and Sharseya. After an epic battle of cosmic proportions that reportedly claimed the lives of his whole team, Shalin won the day and quite literally saved the world. However, before being banished, Loviatar succeeded in placing a curse upon the mage; he has not spoken since.
A powerful, awe-inspiring artifact with an ever-present glow whose incredibly complex runes make clear its immense arcane value at first glance. It is the very embodiment of mortal magic with creative and destructive powers of ancient legend, only wielded by true wizards and sorcerers.
The Temple of the God of the Hunt was defiled and vandalized by the evil goddess Loviatar and her minions, but it was not destroyed - despite the common belief. The temple actually remains in the same place where it always was, only blocked from functioning by some kind of "ice bridge" deployed by Loviatar, as told to Nivirea by a brownie who had witnessed the event.
Large, mindless constructs created through arcane means, usually by a wizard or sorcerer. Very costly to create. Stone Golems are only capable of obeying simple commands from their master, such as: stop, go, attack, etc. They are often used as guardians, and are not only immune to attacks by normal weapons but also to most spells.
None yet!
Nivirea is the second-born child of the Varelys family; an old, well-known and respected noble house from Summerset that first rose to fame some generations back through what started out as a small trading venture. Today the Varelys Trading Company is a relatively large and successful business operating between the cities of Summerset, Highwind, and Glimmerdawn. In addition to trading, the family has also managed a medium-sized smithy in Summerset for the last decade. Typically there were always one or two family members per generation serving in the army, which has led to some renown of the Varelys name in military circles as well. The current head of the family is Marcus Varelys (45) with his wife Sienna (44). Aside from Nivirea (21), they have two other children: a son Deyan (14) and a daughter Niara (24).
Nivirea grew up in the awkward position of a middle child that left her constantly grasping for attention out of fear that, between her younger brother and older sister, she'd be forgotten. But Marcus and Sienna loved all their children equally and so did everything they could to combat their daughter's misplaced paranoia by making sure she was never feeling neglected or left out. They tried too hard, in fact, for the end result was a spoiled Nivirea used to being the center of attention and having her way with things. The girl shaped up to be stubborn, temperamental, arrogant - and as she explored more of her unfolding Fey bloodline - increasingly curious and ambitious. Her incredible beauty and natural charisma only quickened the process.
The girl's education spanned different fields and several languages, all of it meant to prepare her for her role as a noblewoman of house Varelys. Yet she became less and less interested in what her parents had envisioned for her as she delved deeper into sorcery. More and more often she would find ways around her assigned tasks in order to pursue her alternative studies. If Nivirea had had the wise and patient temper of her older sister Niara, she might have approached her parents for counsel - but this was not the case. By her late teens she was in trouble more often than not, and in the end, the wild call of her Fey origins in combination with her personality clearly overcame her sense of duty.
Their daughter's nettlesome behavior pushed Marcus and Sienna to the end of their wits. They were just about to enforce the most severe lesson in discipline for Nivirea yet, when one morning they discovered that she had disappeared. Runaway, perhaps even anticipating what was to come, and leaving behind only a short letter of explanation. Shocked and worried, her mother insisted that she be found and brought back home immediately - but her father had another idea. Marcus saw in this the chance for the lesson he believed Nivirea desperately needed, and persuaded his wife to let their daughter have her way one last time. Perhaps the real world would succeed where all of the girl's mentors had failed. Perhaps she would bring herself back in line. Just in case, though, Marcus and Sienna would use their connections to try and keep an eye on her from afar, without her knowledge.
But though the harshness of reality was quick to dawn on the rebellious daughter, she was not, as her parents expected, about to come crawling back home just yet. In fact, for all they perceived, things were going fairly well for Nivirea. Until she disappeared into Shandra's Evergreen, her tracks lost at least for the time being.
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