
Player character
Zephyra Tides
Zephyra Tides
Water Genasi Sorcerer (Aquatic Bloodline) 1
Alignment: TN
Deity: None (Curious about Umberlee)
Homeland: Great Golden Water, Shining Lands
Attributes
- STR: 8 (-1)
- DEX: 14 (+2)
- CON: 16 (+3)
- INT: 12 (+1)
- WIS: 10 (+0)
- CHA: 17 (+3)
Combat
- HP: 9
- AC: 12 (Dex)
- BAB: +0
- Fort: +3, Ref: +2, Will: +2
Class Features
- Aquatic Bloodline: +2 Swim, Swim speed 15 ft
- Bloodline Arcana: Water spells gain +1 caster level
- Acid Dart: 1d6 acid (6/day)
Feats
- Eschew Materials
- Spell Focus (Conjuration)
Spells (1st Level)
- 0: Detect Magic, Read Magic, Light, Ray of Frost
- 1: Hydraulic Push, Magic Missile, Grease (reflavored as oil-slick)
Skills
- Perception +4
- Knowledge (Arcana) +5
- Swim +9
- Use Magic Device +7
Equipment
- Crossbow (+2 1d8 19-20/x2 80ft)
- Dagger (+2 1d4-1 19-20/x2)
- Swim Kit
Backstory
Zephyra was born on a ship that sailed the Great Golden Water, the daughter of a human captain and a water genasi woman who vanished into the sea when Zephyra was young. She grew up on the decks of trading vessels, learning to read the tides and the stars. When she began to dream of drowning cities and whispering voices, she knew it was her bloodline calling to her. The dreams have grown stronger as the saltwater sickness spreads, and she has come to Gundar to find the source of the corruption.
Adventure Hooks
- The Dreaming City: Zephyra dreams of Var every night, and she can see it more clearly as the campaign progresses. She may be able to navigate the sunken fortress without a map.
- The Bloodline's Curse: Zephyra's mother was a guardian of the underwater reservoirs. Zephyra is the heir to her power—and her enemy.
- The Voice of the Sea: The Far Realm's corruption is speaking to Zephyra, trying to turn her against her allies. She must resist or become the dragon heir's puppet.
Planned Progression
- Levels 1-5: Zephyra focuses on water-based spells and conjuration, taking feats like Spell Penetration and Empower Spell. She becomes the party's primary arcane caster.
- Levels 6-10: She discovers the extent of her heritage and may prestige into Aquatic Sorcerer or Void Mage. She learns the truth about Var's fall and her ancestors' role.
- Levels 11-15: Zephyra must decide whether to destroy the reservoirs or to claim them for her own. She may become a force of nature—or a monster.
Key Items
- Trident of the Deep: A magical trident that grows in power as Zephyra's bloodline awakens.
- Pearl of the Tides: A pearl that allows Zephyra to breathe water and communicate with aquatic creatures.