Keleshite

Jamira Sunblade's page

52 posts. Alias of Threeshades.


Full Name

Jamira Sunblade

Race

Ifrit

Classes/Levels

Fighter (Lore Warden/Martial Master) 1 | HP (13/13) | AC/Touch/Flat 18/14/14 | Fort/Ref/Will +4/+4/+0 | Init +4 | Percep +0

Gender

female

Size

medium

Alignment

Chaotic Good

Deity

Sarenrae

Languages

Ignan, Common, Kelish, Auran

Strength 18
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 10
Charisma 11

About Jamira Sunblade

Female Ifrit Fighter (Lore Warden / Martial Master) 1
CG Medium Outsider (Native)
Init +4; Senses Darkvision 60 ft., Perception +0
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+4 Armor, +4 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +0
Resistances Fire 5
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OFFENSE
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Spd 30 ft.
Melee Greatword +5 (2d6+6; 19-20/x2)
Ranged Chakram +5 (1d8+4)
Special Attacks Scorching Weapons
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STATISTICS
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Str 18, Dex 18, Con 14, Int 14, Wis 10, Cha 11
Base Atk +1; CMB +5; CMD 19
Feats Power Attack, Scorching Weapons
Traits Reckless, Inspired
Skills Acrobatics +7, Climb +6, Knowledge (Dungeoneering) +6, Knowledge (Nature) +6, Knowledge (Planes) +6, Knowledge (Religion) +6, Knowledge (history) +6, Knowledge (nobility) +6
Languages Common, Ignan, Kelish, Auran
SQ Fire In the Blood,
Combat Gear Greatsword, 5 Chakrams, Chain Shirt
Other Gear backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, inkpen, ink (2 wells), Journal, Holy Text (The Birth of Light and Truth), 19 gp, 9 sp

Description:
This relatively short but athletically built woman has the typically crimson skin, incandescent eyes and bright orange fiery, flickering long hair of an Ifrit. She wears vestments reminiscent of a cleric of Sarenrae, with a blue overcoat with golden embroidery and blue and white Keleshite robes under a golden colored chain-shirt. Instead of the typical scimitar of a worshipper of the Dawnflower however, she carries a large straight sword that is taller than her. A small pendant in the shape of Sarenrae's angelic ankh on her neck removes any doubt of her faith.

Although Jamira is not a paladin she tries to hold herself to the ideals and code of a Paladin of Sarenrae, often struggling or outright failing to do so as her own liberal ideals often conflict with the rigorous codes of the paladins. She is always trying to uphold the ideals of the Dawnflower nonetheless.
Having failed both as a cleric and a paladin, Jamira feels she has yet to prove herself to her goddess, although she also considers herself blessed by her touch and called to something greater, due to the elemental fire coursing though her veins. This is a burden on her shoulders, weighing on her self-confidence as well as a driving force motivating her actions and ambition.
Jamira has a temper matching her fiery appearance, though she is friendly to strangers who seem trustworthy and have not done anything to invoke her anger. Despite her somewhat introverted demeanor she enjoys the company of like-minded people and is always on the move.
She likes to share her wide range of knowledge with others as she believes that the best way to preserve knowledge is to spread it.

Backstory:
Abandoned first by her ifrit father and later by her human mother for her heritage, Jamira spent the early years of her childhood as part of a gang of street urchins in the streets of Katapesh. Not particularly talented in pickpocketing or stealth she honed her athleticism to make up for the inevitability of being spotted stealing food from the market stands and run away under tables and over roofs. With her strength and speed she was also relied upon by her fellow gang members to fight if cornered.

At the age of about 14 the gang set their sights on a trader from the north, clearly new to the city, they reasoned that he wouldn't be prepared for the thieves of the city. The heist however went wrong, while most of the children managed to flee, but Jamira was cornered by the trader's guards.
Underestimating the young girl's strength one of the guards allowed her to wrestle a bastard sword from his hands and fire flowing from within her into the blade bringing it to a bright orange glow she proceeded to use her speed to strike down him and two more guards before she herself was cut down.

The blow wasn't fatal and she found herself waking up in the care of the local temple of Sarenrae. Apparently the merchant had taken pity on her being only a child and left her on the temple's doorstep.
The preists adopted Jamira into the temple and offered her redemption from her life of thievery and the killing of the merchant's bodyguards. She never found out how many of them actually succumbed to their wounds and how many survived.

Jamira pledged her life to Sarenrae and the temple's service. The priests saw the girl's fiery heritage as a sign from their goddess that she is worth nurturing into a servant of the faith. Hoewever Jamira's mind lacked the concentration or the force of personality to take receive the divine aid a cleric could access or the power a paladin wields. Instead with her physical prowess she was trained to become a temple guard, while allowing her to study the temple's library to learn more about her new faith and the world at large. Between combat training Jamira curiously absorbed as much knowledge as she could about anything she could find.

As she grew up she served the temple well though her weapon of choice was unusual, with her previous experience with a for her then size oversized straight sword, she preferred swords of similar shape and proportion. But as the girl grew older she became more and more restless. The priests understood that it was her elmental blood calling for her to move on and if she wouldn't heed the call she might flicker out and die. So they gave her a final task to go her own way and carry the faith's flame wherever she would go.

After spending her next few years wandering the Inner Sea as an adventurer, Jamira received a message from the Temple in Katapesh, that something was about to awake the rough beast. For Jamira the course was clear, she would walk in the footsteps of the Dawnflower herself and banish the beast and its followers back to oblivion...

Gear:
Starting wealth 220 gp

Greatsword 50 gp
Chain Shirt 100 gp
5 Chakrams 5 gp
Fighter's Kit 9 gp
Holy Text 10 gp
inkpen 1 sp
Journal 10 gp
2 Inkwells 16 gp

Quick Dice:
[dice=Greatsword]1d20 + 5[/dice]
[dice=Damage]2d6 + 6[/dice]