Shavauna looks very much a halfling, a little under three feet in height. While the young woman does appear to be a halfling, many would first notice her small dark colored wings that seem to sprout from her back.

When a person can stop staring at the small woman with wings, they might notice her long black hair flowing down past her shoulders that has a slight shimmer to it. She has a light colored complexion and amber colored eyes that can be rather disturbing if she focus her gaze upon you. Another oddity others come to find of the winged woman is her tail that can be seen waving back and forth, much more so when she is agitated. At times it is almost as if the appendage acts upon it's own accord.

She is quite fond of wearing blue colored dresses with silver trim. She carries a small satchel that she carriers many of her belongings in. Several small pouches are her side. She carries several small daggers and has a dark-wooded crossbow of except make.

Shavauna is often found in the company of small blue-gray coated feline. The creature has an eerie feel about it and the piecing blue eyes show that there is an intelligence where one would not be found.

Basic Information  
Race : Tiefling (Halfling)
Class : Wizard
: 4
Total Level : 4
Alignment : Chaotic Good
: Abyssal, Auran, Celestial, Common, Draconic, Halfling, Infernal, Sylvan, Undercommon.
  (Goblin and Orc)
: Nethys

Ability Scores    
+2 racial  
+2 racial +1 level 4  
-2 racial  

Hit Points 26 = +6 1st level +12 other levels +8 con (max-2) (4 HD)
Armor Class 16 = 10 +0 armor +4 dex +1 size +1 deflection
Armor Class (Touch) 16 = 10 +4 dex +1 size +1 deflection
Armor Class (Flatfooted) 12 = 10 +0 armor +1 size +1 deflection
+4 = +4 dex
Base Attack Bonus +2 = +2 wizard
Combat Maneuver Bonus +1 = +2 bab +0 str -1 size
Combat Maneuver De fence 15 = 10 +2 bab +0 str +4 dex -1 size
Fortitude +3 = +1 base +2 con
Reflex +5 = +1 base +4 dex
Will +5 = +4 base +0 wis +1 headband
Speed 30 ft
Damage Reduction n/a
Spell Resistance : Cold resistance 5, Electricity resistance 5, and Fire resistance 5

Dagger (melee) +2 = +2 bab (1d3, 19-20/x2)
Dagger (ranged) +6 = +2 bab +4 dex (1d3, 19-20/x2)
Darkwood Light Crossbow +1 +7= +2 bab +4 dex +1 enhancement (1d6+1, 19-20/x2)
Acid Dart (7 times per day) (ranged touch attack) +6 = +2 bab +4 dex (1d6+2, /x2)

Racial Traits:

• Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.

• Tieflings are outsiders with the native subtype.

• Size: Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

• Speed: Tieflings have a base speed of 30 feet.

• Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

• Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

• Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks.

• Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

• Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

• Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.


Class Features

• Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

• Spells
Known: 0-level - All (save opposition); 1st 7 spells, 2 spells
Spells per day 4 0-level, 3+1 1st-level, 2+1 2nd-level

• Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character.

• Arcane Bond (Familiar)

Conjuration (Opposed schools: Necromancy and Enchantment)

• Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

• Acid Dart (Sp) As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

• Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

• Bonus Feats: 5th, 10th, and 15th

Spells Concentration Check 1d20+10 (4 level +4 int +2 trait)
  +1 DC on Conjuration spells
0-level (DC 14 - All spells known except opposition - 4 per day)
  Acid Splash, Arcane Mark, Breeze, Dancing Lights, Detect Magic, Detect Poison, Drench, Flare, Ghost Sound, Haunted Fey Aspect, Jolt, Light, Mage Hand, Mending, Message, Open/Close, Penumbra, Prestidigitation, Ray of Frost, Read Magic, Resistance, Root, Scoop, Spark
1st level (DC 15 - 9 spells known - 3+1+1)
  Color spray, Enlarge Person, Feather Fall, Gravity Bow, Grease(c), Mage Armor(c), Mount(c), Protection from Chaos/Evil/Good/Law, Silent Image, Snapdragon Fireworks, Vanish, Unseen Servant.
2nd level (DC 16 - 2 spells known - 2+1+1)
  Glitterdust(c), Leviate, Mirror Image, Pilfering Hand, Rope Trick, Summon Monster II(c), Web(c).
  (c) - notes conjuration spells


Trustworthy: People find it easy to put their faith in you.
Benefits: You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

  Focused Mind: Your childhood was dominated either by lessons of some sort that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

  Scribe Scroll (Wizard-Free) You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
  Spell Focus (Conjuration) (1st-Level): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
  Improved Familiar: This feat allows you to acquire a powerful familiar.

Skill Points: 21 (+2 wizard +4 Int +1 favored) x3
Max Ranks: 3 ACP: 0
= +0 ranks +4 int
= +0 ranks -1 cha +1 trait
= +0 ranks +0 str
= +4 ranks -1 cha +3 cs +1 trait
= +0 ranks -1 cha
Escape Artist
= +0 ranks +4 dex
= +1 ranks +4 dex +3 class +4 racial
= +0 ranks +0 wis
= +0 ranks -1 cha
Knowledge (Arcana)
= +4 ranks +4 int +3 class
Knowledge (Dungeoneering)
= +1 ranks +4 int +3 class
Knowledge (Geography)
= +1 ranks +4 int +3 class
Knowledge (History)
= +1 ranks +4 int +3 class
Knowledge (Local)
= +1 ranks +4 int +3 class
Knowledge (Nature)
= +1 ranks +4 int +3 class
Knowledge (Planes)
= +1 ranks +4 int +3 class
Knowledge (Religion)
= +1 ranks +4 int +3 class
= +3 ranks +4 int +3 class
= +4 ranks +0 wis (+2 w/familiar)
= +0 ranks +4 dex
Sense Motive
= +0 ranks +0 wis (+2 w/familiar)
= +4 ranks +4 int + 3 class
= +0 ranks +4 dex +4 size
= +0 ranks +0 wis
= +0 ranks +0 str


  Weight (lbs) Cost (in gold)
explorer's outfit worn -- --
cloak of griffon mane   0.5 50
full length leather jacket (front / back)   1.0 25
ring of protection +1   -- 2000
darkwood light crossbow +1 (small)
  1.0 2355
- bolts (10) bolt case, left side 1.5 1
dagger sheathed left thigh 0.5 2
dagger sheathed right side at belt 0.5 2
dagger   0.5 2
dagger   0.5 2
masterwork backpack worn 1 50
spell components pouch worn 0.5 5
belt, pouch worn 0.125 1
scroll case worn 0.5 1
waterskin (x3) pack 3 6
flint and steel pack -- 1
rations (4 days) pack 1 2
chalk (x10) pack -- 0.1
Headband of Stout Heart (+1 Will saves) worn    
Ring of Translation (Golbin & Orc) worn    
Pearl of Power (1st level)      
spellbook (compact - 75 pages) pack 1 50
(spells purchased: gravity bow, unseen servant, feather fall, leviate, web, rope trick) 525
Treasure: 297 gp, 4sp, 0 cp   (started 5377.5gp)
Gems: n/a    
Total weight carried: 13.125    
Maximum weight possible: 0-24.75 light, 25-49.5 medium, 50-75 heavy    

Size: small
Gender: female
Age: 102
Height: ft 2'10
Weight: lbs 27
Hair Color: black, long
Eye Color: amber
Skin Color: light

Shavauna Surefoot grew up under the care of Holtuss the Great, a power wizard and knowledge sage of the region around Theissia. She was left as a baby on the doorstep of the Holtuss the Great as the parents must have been fearful or embarrassed of the child's demonic appearance, most notably her small wings and tail. Holtuss took the child and raised her as his own.

Much of Shavauna's childhood was lonely. Anytime she tried to play or approach other children they, or their parents, were afraid and left, or would bully and make fun of the small tiefling child. She was looked after mostly by one of Holtuss' apprentices, Kiren. Kiren would teach her on an array of subjects and was more often than not her only play partner.

Holtuss the Great
(GM Information)

Holtuss the Great is a Halfling of some note in Theissia. He is well respected by the small Halfling community and by the government of the sea-side port. Holtuss is a powerful Wizard and known to be one of the more learned Sages in the area. He is also is rumored to be well over two hundred years old.

Holtuss lives in an old stone tower a few miles outside of Theissia with his current wife Sirin, adopted daughter Shavauna, and two apprentices Gorlin and Tasida.

Almost 40 years ago Holtuss married a young woman, Sirin Surefoot. She too is a wizard of some note. She came to love and care for Shavauna as her own. She took the young woman on as apprentice and taught her of arcane magics. The young tiefling child excelled at the magic and found her own way to fight off those who would now try to bully her.

As she grew into her own Shavauna would venture out into Theeissia on her own more and more. She came to wear her uniqueness as a badge of honor rather than run away and hide. She still would run into trouble now and again, but she would face down bullies rather than let them continue to bully.

She found the Wayfinder's Society, known from running messages to and from as a child and came to them offering her services as they might need.

One of the first missions was to aid a small hamlet to the east. They seemed to have an issue with foodstocks and other implements going missing in the night.

Shavauna and the others who were sent along on the mission discovered that the enemy was a pack of dozen or so kobolds. After cornering many of them in an old mine near the hamlet a conflict in the group broke out. Two of the group wanted to kill the kobolds outright while the two others wanted to give them option to leave and never came back. Each looked to Shavauna to see what she would decide. After a moment of thought she recalled that the creatures were usually of an evil bent, but on the other hand all they had done thus far was steal food and a few implements that made it easier for them to look after themselves. She turned to the kobolds and asked them how they wished the matter to go, the group could not let them go and do this to others but they had not acted wholly evil either. It took some time but kobolds decided that they would work for the villagers to repay their debt to them and after that they would choose their own path.

To this day there is a small clan of kobolds working side by side with those of the village. In payment for giving them a chance, the kobold leader gave Shavauna a magical crossbow that was just her size.

Shavauna has taken on several more small tasks over the years and has become her own person. She no longer lives with Holtuss and her mother at the tower, but within Theissia itself.

Her most recent of adventures resulted in throwing the group into some sort of demi-plane. Shavauna first thought it was the Shadow Plane, but after several, encounters of more pleasant residents revised her theory. While trying to find her way back she came across a small feline creature and it seemed to tag along as they continued through the strange realm. The group came upon a creature who claimed to know the way out, but they would have to trade for the information. Unfortunately for the creature the feline was able to show them the way, enraging the beast. The small party ran and was able to escape… just before leaving the cat jumped into Shavauna's arms and the two escaped the strange plane.


Entropic Cat
N Tiny magical beast
Init +2; Senses darkvision 60 ft, low-light vision, scent; Perception +7

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size +2 natural)
hp 10 (3 HD)
Fort +1, Ref +4, Will +4
Damage Reduction: Acid 5, Fire 5
Spell Resistance: 8 (5+ 3 HD)

Speed 30 ft.
Melee 2 claws +5 (1d2–4), bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse

Skills Climb +6, Perception +7, Stealth +14 (Racial Modifiers +4 Climb, +4 Stealth)
Fly +6, Knowledge (Arcana) +1, Knowledge (Dungeoneering) -1, Knowledge (Geography) -1, Knowledge (History) -1,
Knowledge (Local) -1, Knowledge (Nature) -1, Knowledge (Planes) -1, Knowledge (Religion) -1, Lingusitics +1,
Spellcraft +1

Familiar Basics:
• Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.|
• Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
• Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
• Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
• Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
• Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.
• Int: The familiar's Intelligence score.
• Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
• Improved Evasion (Ex): 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.
• 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.

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