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Firenzabella "Fenza" Sendarine, Artillerist and Alchemist


Sundust

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STATUS: 100% COMPLETE

 

Fenza
(Firenzabella Sendarine)

 

South Wesvanian AndaroniFenza hails from the southern coast of Wesvan, on the island of Andar.

Chaotic GoodFenza is chaotic at heart, but lawful in behavior - precisely the opposite of her familiar, Zette. Both are thoroughly good. Fire ElfFire Elves at sea are a willful, hardy bunch - whether seeking riches, the bombard, or the Misty Isle. To a Fire Elf like Fenza, the sea gives birth to life and drowns it away just as fire brings warmth and pain, light and destruction.

Artillerist

WizomancerWizard + Geomancer (CD p.41) / Cleric for the Misty IsleCleric of Corellon Larethian + Seeker of the Misty Isle (CD p.61)

shanty

 

"Angle up... rotate the base....
... steady over the wave...
... five more degrees... FIRE!"

 

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Zette

Fenza's
Familiar

"Go, go, Fenza!"

Zette's Summary and Statblock

Zette is playful, but smart. Though she looks and acts young, she insists she is a Lady. She is skilled with her tiny bow and magical devices, and excels at detecting danger, sneaking, airborne surveillance, and keeping watch at night. She also serves as Fenza's interpreter and messenger, and is almost as skilled at diplomacy as her Mistress.

 

Zette
Chaotic Good Coure Eladrin Familiar
Init 7, HP 41/41, Speed 20' / Fly 60' (perfect)
AC 32, Touch AC 19, Flat-footed AC 25
Fort 10, Ref 11, Will 7
Base Attack Bonus +6/+1   
Masterwork Longbow +16/+11 (1d4, x3)
Masterwork Dagger +16/+11 (1d2, 19-20/x2)
Greater Luminous Armor (+8 Armor, +7 Dex, +2 Size, +5 Natural)
Abilities Str 10, Dex 24, Con 10, Int 10, Wis 9, Cha 18
Condition None

 

 

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Upon Close Inspection

Light green eyes, dark green eyebrows, ginger hair luminesces (slowly)

 

Fenza's Personality, Portfolio, and Roles

Practically Academic: "Geometry. That now decides our fate."

Proud: "Round ears, yes - but I am Elven. One hundred percent."

Reliable: "I gave you my word. Did you not trust I would keep it?"

Merciful: "There was no need for you to die this day. You will be granted quarter, and well fed."

 

Portfolio:

  • siege engines, alchemy, craftsmanship, devices
  • war, history, lore, seafaring, ships
  • Elves, the Elven pantheon, Eladrin, archery, painting
  • diplomacy, mercy, healing, survival

 

Roles: siege engineering specialist, encyclopedia, offensive mage, archer, healer

Possible Offices Beyond Artillerist: alchemist, doctor, boatswain

Fenza's Statblock and Level Progression

Statblock

Firenzabella "Fenza" Sendarine
Chaotic Good Andaroni Elf Wizard/Geomancer // Cleric/Seeker of the Misty Isle
Init 3, HP 83/83, Speed 15' / Swim 10' / Climb 10'
AC 24, Touch AC 16, Flat-footed AC 21
Fort 10, Ref 8, Will 11
Base Attack Bonus +6/+1   
Masterwork Composite (+2) Greatbow +11/+6 (1d10+2, x3)
Masterwork Longsword +10/+5 (1d8+2, 19-20/x2)
Masterwork Dagger +9/+4  or  +10/+5 thrown (1d4+2, 19-20/x2)
Greater Luminous Armor, Monk's Belt (+8 Armor, +3 Dex, +3 Misc)
Abilities Str 14, Dex 16, Con 12, Int 20, Wis 16, Cha 6
Condition None

Level Progression

Lv. Classes HD BAB Fort Ref Will Skills Abilities Feats
1

CombatReplaces Scribe Scroll and Wizard bonus feats with Fighter feats

[Unearthed Arcana, p.57]
Wizard 1 /

CloisteredReplaces d8 with d6, 3/4 BAB with 1/2 BAB, 2+int with 6+int class skills, and grants Knowledge domain, bonus spells to list, and Lore ability

[Unearthed Arcana, p.50]
Cleric 1
Deity = Corellon LarethianGod of War, Craftsmanship, and Magic, and leader of the Elven pantheon.

d6 0.5 2 0.5 2 10+intCampaign special: Cloistered cleric's 6 base skill ranks become 10

Familiar

 Lore, Turn Undead
War, Elf, Knowledge Domains

Extraordinary Skill Groups:
Intelligence + Wisdom

Flaws: Meager Fortitude
and Vulnerable

Point-blank ShotElf domain (SpC 273)
Ship's MageStormwrack Feat
Ballista ProficiencyCombat Wizard variant's fighter feat

[Unearthed Arcana, p.57]

Nymph's KissFrom Meager Fortitude flaw
Improved ToughnessFrom Vulnerability flaw

Skill Knowledge
(search, disable device,
and use magic device)

2 Wizard 2 / Cleric 2 d6 0.5 0.75 0.5 0.75 10+int  

Rapid Shot, Precise Shot
Weapon Finesse
Power Attack

3 Wizard 3 / Cleric 3 d6 0.5 0.75 0.5 0.75 10+int   Sunlight Eyes
4 GeomancerAll Geomancer levels advance Wizard spellcasting

Requirements:
- Knowledge (arcana) 6 ranks
- Knowledge (nature) 6 ranks
- 2nd-level arcane spells
- 2nd-level divine spells

[Complete Divine, p. 41]
1 / Cleric 4
d6 0.75 2 0.5 2 10+int

Spell VersatilityFor all spells up to level of Spell Versatility:
- can spontaneously cure with wizard slots
- can use intelligence for cleric DCs
- can cast arcane spells in armor
- can use holy symbol or components for any spell
- can mix and match other arcane and divine parameters (subject to DM approval - no requests at this time)


FULL TEXT:
Spell Versatility: At 1st level, the geomancer learns to blend divine and arcane magic. He still acquires and prepares his spells in the normal manner for his individual spellcasting classes. When he casts them, however, he can mix or match spellcasting parameters from any of his classes to gain the maximum possible advantage for any spell with a spell level equal to or less than his spell versatility score. Thus, as a 4th-level geomancer, he can cast any of his 3rd-level or lower sorcerer/wizard spells with no chance of arcane spell failure from armor. (The druidic prohibition against metal armor still applies to druid/geomancers, however, since this stricture stems from a spiritual oath rather than a practical limitation.) The geomancer may use his Wisdom modifier to set the save DC for arcane spells, or his Charisma or Intelligence modifier (whichever he would normally use for arcane spells) to set the save DC for divine spells. If a spell requires either an arcane material component or a divine focus, he may use either. A cleric/geomancer who also has levels of wizard, sorcerer, or bard can spontaneously convert any prepared arcane or divine spell (except a domain spell) of an appropriate level into a cure or inflict spell of equal or lower level, though he must be capable of casting the latter as a cleric.
0

Drift 1: wilting touchMy touch wilts flowers!

Knowledge Devotion
5 Geomancer 2 / Cleric 5 d6 0.75 0.75 0.5 0.75 10+int

Spell Versatility 1
Drift 1: browsI have bushy, green eyebrows!
Ley Line+1 caster level in the chosen environment (aquatic)

Expert Siege Engineer
6 Geomancer 3 / Cleric 6 d6 0.75 0.75 0.5 0.75 10+int

Spell Versatility 2
Drift 2: comelyI am as comely as a dryad! I get +4 to diplomacy.

Blade of Force
7 Geomancer 4 / Cleric 7 d6 0.75 0.75 0.5 0.75 10+int

Spell Versatility 3
Drift 2: gracefulI am as graceful as a cat! I get +4 to balance.

Celestial Familiar
(Coure Eladrin)
8 Geomancer 5 / Cleric 8 d6 0.75 0.75 0.5 0.75 10+int

Spell Versatility 4
Drift 3: gillsI can breath underwater!

Holy Warrior
9

Wizard 4 / Seeker of the Misty IsleComplete Divine, p. 61
All Seek of the Misty Isle levels advance cleric spellcasting

Requirements:
- Elf or Half-elf
- knowledge (religion) 4 ranks
- survival 8 ranks
- 2nd-level divine spells
- inducted by another
1

d8 0.75 2 0.75 0.5 10+int

Travel Domain

Dimensional Jaunt
Summon Elemental
Borne Aloft
Minor Shapeshift

Character Creation Point expenditure:

  • 15 for casting through level 5 spells
  • 2 for Intelligence and Wisdom Extraordinary Skill Groups
  • 1 for 3 extra feats, at level 9
  • 1 for +5 point-buy points

Everything is from allowed sources, except two feats: Ballista Proficiency and Expert Siege Engineer, from Heroes of Battle pages 96 and 97, respectively. These feats were mentioned in a game page, so perhaps they are allowed? If not, I can swap them out.

Backstory, Contacts, and Plot Hooks

A Shipwright and Her Blacksmith

My mother, Alfiva Sendarine, has owned and operated the Sendarine Shipyard of south Wesvan all her life. A shipwright and businesswoman, she had many trysts - until the last, with my father: Beleg Tedorion, an indentured servant working the shipyard's forge. After he fulfilled the terms of his indenture, the two remained together. They never married, but had me and, two years later, my brother Saevel. Three years after that, they had my sister Sulana.

I enjoyed a charmed childhood. With our successful business, my family never wanted for funds - or for time with each other. Every night, we prayed to Corellon LarethianCorellon Larethian is the Elven god of warfare, craftsmanship, and magic, and the leader of the Elven pantheon. It was he who put out Gruumsh's eye, leading to Gruumsh's revenge of hiding away the Misty Isle. Elves of the Misty Isle remain trapped to this day, praying for rescue.

Many Elves know the story, but for me it is true. One day, if another does not find it first, I shall find the Misty Isle and set my long-lost brethren free.
, Deep SashelasDeep Sashelas is the Elven god of creation, knowledge, and the ocean. Hailing from Arborea, he sometimes appears as a dolphin, an underwater vent, or a twinkle of light, and is the patron deity of Sea Elves. As I am a Fire Elf and often work with fire (and alchemicals that must be kept dry), my worship of him sometimes has Sea Elves raise an eyebrow.

I pray for Deep Sashelas to keep our ship safe and for triumph at sea. I love and respect the sea, as much as I appreciate the creative and destructive aspects of fire.

[Stormwrack p.49]
, and EhlenestraEhlenestra, known to non-Elves as Ehlonna, is the goddess of the forest and the plants, animals, and good magical beasts therein. She espouses the art of archery, is a friend to fey, and is worshipped by many non-Elves.. Every day, I attended school, worked the yard, and ran off to play. I befriended the labor at our yard, especially our baker, a Halfing woman we children called "Rama." During off hours, our parents let us roam the yard, town, docks, and forest - though we knew not to go too far into the latter. Our father taught us woodwork, metalwork, and operating the forge. Something about melding two things into a third greater than its parts impressed me. I saw the power in knowledge - the hard, real, effect of secrets found in books and lore.

Wesvan Academy of Wizardry

I excelled at school - but that was a double-edged sword. I was invited to the Wesvan Academy of Wizardry, which meant leaving family. I studied hard and gained a reputation for wanting to put learning into action, sometimes in explosive ways. Arcane Engineering, Alchemy, and History were my favorite subjects, and I was often told not to perform major magic or concoct dangerous alchemicals without approval. I never did, but my teachers eyed me with suspicion.

My friends from the Academy were:

  • Jareth Cooper, human, whose father also worked - and still works - at my mother's shipyard. Jareth and I knew each other before the Academy. He was always pressured to achieve, and we competed with each other.
  • Celandril "Cil" Therafliel, half-Elven, from the forest and talented with mixing Druidic mysticism with arcane studies. She admired my Divine abilities, too. She was the most mischievous, transforming into dogs and birds to spy on others.
  • Sarak Dormar, human, who liked to show off how easily he could cast any spell in full plate. He was not the type I normally befriended, but we grew on each other. He was a softy inside and often needed my and Maya's support.
  • Mayahunea "Maya" Qi (pronounced "shee"), human, who was the glue. Sweet, kind, self-sacrificing, and humble, she embodied friendship. She dreamt of becoming a Master Healer, but was studying arcane magic... After the Academy, she left to a faraway land on a ship of exotic design, and we lost touch.
     

War and the Commerce Protection Guild

Five years ago, I applied to the Andaroni Navy and the Commerce Protection Guild, a Wesvan militia self-tasked with protecting commerce through Wesvan by land and sea. The Andaroni Navy never returned my letter, but the Guild accepted me on the day I showed up! The Academy allowed for absences to support the Guild, so I started immediately.

In combat at sea, I earned the reputation of a reliable mage skilled with siege weaponry, engineering, alchemicals, and healing. Two years in, the Guild began paying me and assigned me to the Destiny's Hound, a small Navy ship sold to the Guild. Aboard, I have made new friends:

  • Taylor Tannerson, human, an often drunken sailor who cannot stand to man the crow's nest, and whose purpose seems little more than to entertain and inspire us all - but whom we all love for it! He stays aboard only because we all just wouldn't have it any other way.
  • Sheena Littlefoot, halfling, a bitter, sour quartermaster rumored to spit in the soup of anybody who looks at her the wrong way. She rushes into combat with the frenzy of a rabid badger. She hates - hates - anything to do with Inverina. Nobody dares ask why.
  • Feyrith Caican, half-elf, who is both First Mate and Navigator of the Destiny's Hound. Attuned with the sway of the waves, he is a gentle soul with faith in our mission. His uncle was recently killed by Inverinans, and he has been quiet lately. He took up painting - and taught me to paint, too. He gifted me a set of magical paintsNolzur's Marvelous Pigments (DMG p.263)
    4 pots of differently colored paint.
    What you paint becomes reality.
    Paint any mundane object up to 2,000 gp.


    Full Description:
    These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair or fur. The emulsion flows from the application to form the desired objects as the artist concentrates on the desired image. One pot of Nolzur's marvelous pigments is sufficient to create a 1,000-cubic-feet object by depicting it two-dimensionally over a 100-square foot surface. Thus a 10-foot-by-10 foot rendition of pit would result in an actual 10-foot-by-10-foot pit. A 10-foot-by-10-foot depiction of a room would result in a 10-foot-by-10-foot room, and so on.

    Only-normal, inanimate objects can be created - doors, pits. flowers, trees, cells and so on. Creatures can't be created. The pigments must he applied to surface (a floor, wall, ceiling, door, or the like). It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments, Nolzur’s marvelous pigments cannot create magic items. Objects of value depicted by the pigments - precious metals, gems, jewelry, ivory, and so on - appear to be valuable, but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any-other mundane item (including foodstuffs) whose value does not exceed 2,000 gp.

    Items created are not magical; the effect is instantaneous.

    Strong conjuration; CL 18th; Graft Wondrous Item, major creation; Price 4,000 gp.
    more powerful than he understands. (I refused, but he insisted.) Feyrith takes the helm often, because Captain Serona can sometimes... forget... where he is, and what he is doing.
  • Captain Nikthar Serona, human, an Andoroni Navy veteran made to retire due to age, but who refuses to leave the sea. He comes from a military family, and his teachings on tactics, sailing, and the history of war are invaluable. He told me that one day I shall be a great heroine - far surpassing his own legacy, and that it is his honor to sail with me. He's no legend, and a bit creaky and forgetful... He knows of my interest in the Swift Vengeance and offered to write a Letter of Commendation, but apparently forgot.
     

Magecraft University of Andar

While employed by the Commerce Protection Guild, I completed my Academy studies and was invited to a new institution: the Magecraft University of Andar. The Magecraft University specializes in creation, conjuration, transmutation and repair. I accepted, to the pride of my parents (and a few rolling eyes from the Destiny's Hound).

Busy with studies, the Guild, and family, I made no University friends, save one: Assistant Professor of Alchemical Magineering Fria Dashwood. She encouraged my independent study into alchemically adaptive siege missile fletching design - including extradimensional storage for release upon impact. Our research was aimed at reducing collateral damage, and she is slotted to present it to the War College. With luck, I will not be joining her - because I will be aboard the Swift Vengeance!

Apprentice to Master Moran

iel

I met Elspeth Moraniel during a trip home. In my hometown, she was visiting her sister. At first, I did not know who she was. I offered a tour of the shipyard, and showed her marshaling, hull assembly, and the stockyards. At the forge, I detailed what we mixed, how, why, and designs for superior performance. I also told her of work aboard the Destiny's Hound, and she told me who she was.

Master Moraniel was a legend - a retired, decorated Andaroni Naval Captain, an Archmage of the Arcane Order, and a Master of Masters in alchemy. She first gained fame for her role aboard The Sentinel - a ship that had been punctured throughout, all masts and its captain downed. As the ship started to founder, amidst screams to abandon, Moraniel mixed all manner of substances into alchemist's fire, acid, and oils, magecrafted launchers and obscuring clouds, and rallied remaining crew to fight. She turned the tide, capturing the pirate frigate Crimson Dawn. Later, she quit the Navy for research and academia. She invented alchemical neutralizers and healing substances. Her treatises on arcana are foundational and her book, "Siege Warfare," is a staple military desk reference.

Master Moraniel requested I assist in her siege engineering alchemical research, and spoke the Word of FriendshipAn Elven word bestowed upon the Ruathar: individuals who have earned the special friendship of Elvenkind

[Races of the Wild, p.122]
. In one year under her tutelage, I learned more warfare-related alchemy and engineering than I did in ten years in the classroom. Master Moraniel supported my warrior ambitions and wrote me a Letter of CommendationTo the Esteemed Captain Zentaru of the Swift Vengeance :



I commend to you - with enthusiasm and sadness at her leaving - my fine apprentice, Miss Firenzabella Sendarine.

Fenza, as I am sure she introduced herself to you, is not just a student, but a hardworking and productive member of the Commerce Protection Guild. She came to me with a commendation from the Magecraft University, where this week she graduated with Highest Honors and the Applied Engineering Award. I would like to emphasize that she has worked for the Guild, completed her studies, tended to her family, and proved invaluable to my research all at once. It is a rare individual who can excel in one sphere of life, let alone so many.

Her skill in alchemy, engineering, and the arcane arts is beyond reproach. She is extraordinarily knowledgeable, and has a rare ability to bolster her abilities with divine magic from her Elven worship. Most recently, she designed an extradimensional adaptive fletching compartment for ballistic missiles that my Assistant Professor and I plan to present to the War College for practical review.

I have known Fenza to be a warrior both in practice and at heart. While I cannot speak to her combat prowess at sea, I presume it to be sufficient for her consistent promotion at the Guild - and I can speak to her fighting spirit. She does not give up, unless she has quite cleverly calculated a better path forward. Persistence, tempered by rationality, is her hallmark. Relatedly, she has been a fiercely loyal ally of mine, both personally and politically.

I admit my sadness in watching Fenza go. She has become dear to me, as I hope I have to her, but I know her heart is set to the sea and to continuing her warrior's path. I hope she finds what she seeks.



Unreservedly,

Elspeth Moraniel
for office aboard the Swift Vengeance.

Sadly, Master Moraniel died last month from an explosion at her workshop laboratory. She had been obsessing over a "revolutionary" innovation. A rumor is that her work was not, strictly speaking, legal. I was briefly questioned, but know only of the alchemical siege engineering research we did together - which is all public and above-board.

 

 

Edited by Sundust (see edit history)
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  • 2 weeks later...

I added a lore tag. Please feel free to use, expand upon, change, kill, or otherwise manipulate anybody (or any thing) I name anywhere in my backstory - as a plot hook, to generate an enemy or ally, or really for any purpose.

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  • 2 weeks later...
Posted (edited)

I am making a few changes after throwing the dagger IC, so that throw might now be inaccurate.

Example: one change I made was reduced point-buy to free up a character point to gain access to the Intelligence Extraordinary Skill group. Reducing point-buy, coupled with not buying Gloves of Dexterity (as I also figure out equipment), resulted in dexterity dropping from 20 to 16. That drop would affect the dagger throw and perhaps some other details in the pre-game IC thread.

One critical assumption I'm making along the way is that the max spell level "castable" in an extraordinary skill group is set by ranks in that particular skill. For example, having zero ranks in Listen means I cannot cast Listen "spells," but I can still cast Spot spells up to level 3 (because I have max Spot ranks). If this is an improper interpretation of how Extraordinary Skill abilities are intended to work, I will likely go back to buying an addition 5 points of point-buy, raising dex (and reshuffling skill "spells" as appropriate).

Edited by Sundust (see edit history)
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Posted (edited)

Update:

  • Removed Domain Wizard variant (and kept "Combat WizardThis package of alternate class features is listed as a variant at UA p.57, but does not have a name. I am naming it Combat Wizard for ease of communication." variant), as we cannot double-up on class variants
  • Removed Champion ClericThis package of alternate class features is listed as a variant at UA p.58, but does not have a name. I am naming it Champion Cleric for ease of communication. variant (and kept Cloistered Cleric), as we cannot double-up on class variants - and this also meant gaining Turn Undead
  • Added 3 flaws for 3 feats, as on character sheet (notably to help with Turn Undead)
  • Updated gear, which is nearly complete
  • Rearranged skills, with the assumption that Extraordinary Skill spell abilities spell levels are capped by the particular skill in question (e.g., having 12 ranks in Spot and only 3 ranks in Listen is enough for me to cast up to my bard level of Spot "spells," even if I can't cast Listen "spells")
  • Updated spell selection, which I think is done (but I plan to double check)
  • Started Familiar character sheet, which I hope to finish soon (but which I save for last because it depends on Fenza's sheet)

No changes to background, classes (apart from variants), flavor, etc.

Edited by Sundust (see edit history)
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