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Demon

Sejanus Corvus's page

32 posts. Alias of Tanner Nielsen.


Full Name

Sejanus Corvus

Race

Ifrit

Classes/Levels

Sorcerer (Elemental) 1 -- HP 8 : AC 13 CMD 12 TAC 13 FAC 10 : dagger-1; 1d4-1 : F+2 R+3 W+2 : INIT+7 Perc+0 CMB-1

Gender

Male

Age

25

Alignment

LE

Deity

Druidic

Location

Brandescar Prison

Languages

Common, Ignan

Strength 8
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Sejanus Corvus

Description:

Hair: Red
Eyes: Yellow
Height: 5'10"
Weight: 120lb

You see a well-groomed man with fiery red hair growing in unruly wisps. His eyes are an opaque yellow, with no visible iris or pupil. His skin is likewise flame-red, and tightly stretched over his frame. He is dressed in a courtier's outfit - a black three-quarter length coat trimmed with silver. He is medium-height, with a lanky frame and straight posture.


Personality:

No one would ever call Sejanus a friendly person. Or nice, or caring, or warm, or anything of that sort. He has a tendency of scaring children and the elderly who cross his path, and a disconcerting disregard for people around him. Professional? Of course. Competent? Very much. Meticulous? Sometimes tediously so. But never friendly. It is difficult to know whether or not Sejanus cares for or approves any person or thing in particular - most of the time he is quick to recognize faults, especially his own, and is terse with praise. He is the sort of person you want tackling a tough project, but would never invite to a dinner party. Not that it would have bothered him, of course.

Background:

Sejanus Corvus was born a bastard in the capital. His mother was a minor noblewoman of House Indevan, who conceived him after a brief tryst with a shadowy merchant envoy from faraway lands. Unfortunately for her, that envoy was an efreet in disguise, and nine months later her baby was born with red skin and yellow eyes.
As you can guess, this was received poorly. She was stripped of her babe and sworn to secrecy, relocated to another part of the kingdom. The word was spread that her baby had died in childbirth, and young Sejanus was abandoned anonymously at a church. Had he been found by a wise and kind cleric, he might have been taught in the ways of righteousness and honor. But fate intervened in the form of a hooded figure who passed by the church, saw the deformed child, and took it away in the darkness of the night.
Instead, Sejanus was raised by a witch of Asmodeus, who saw potential in the young ifrit. She adopted him, named him, and raised him. He spent his childhood in a small village on the outskirts of the capital. Early in his upbringing, the witch sensed the capacity for great skill in the boy, and through hours of meditation and rigorous mental exercise was able to bring his abilities to fruition. He burned with an inferno inside, and set animals and objects aflame when angry or scared. He kept his skills well-hidden, and practiced them away from the suspicious eyes of the local villagers.
In time, he became a man, and bid farewell to the only mother he ever knew. He came to the capital, initially with the intention of signing on as a sword-coin to make some money before moving on to politics, where his abilities and skills might be put to their best use. However, one night after an evening of drinking in a tavern, he got in a fight with several thugs in a nearby alley. He used his magical abilities, and collateral damage resulted in several apartment buildings burning to the ground along with their occupants. He was quickly found guilty of arson and manslaughter, and sent to Brandescar Prison.

Racial Abilities:

Fire resistance 5
Spell-Like Ability (Sp) - Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level).
Fire Affinity - Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Darkvision 60 feet

Equipment and Money:

, chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), whetstone (2cp, --lb), signal whistle (8sp, --lb), iron holy symbol (5sp, 0.5lb)

Weight: .5lb
Load: Light


Combat Statistics:

HP 8 (6+2)
Spd 30ft
Initiative +7
CMB -1 (+0 BAB, -1 Str)
Base Attack +0

Melee
dagger -1, 1d4-1/19-20x2

Ranged
elemental ray +3, 1d6/x2

AC 13, touch 13, flat-footed 10 (+3 Dex)
CMD 12 (10 base, +0 BAB, -1 Str, +3 Dex, +0 Size)
Fortitude +2 (+0 base, +2 Con)
Reflex +3 (+0 base, +3 Dex)
Will +2 (+2 base, +0 Wis)


Skills:

[2 class, 0 Int, 1 favored]

Bluff +8 (1 ranks, 3 class, 4 Cha)
Spellcraft +6 (1 ranks, 3 class, 0 Int)
Use Magic Device +8 (1 ranks, 3 class, 4 Cha)


Class Abilities:

Eschew Materials - A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Bloodline Arcana - Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Elemental Ray (Sp) - Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. [1d6, 8/day]


Spells:

Sorcerer Spells per Day (--, 4)
Sorcerer Spells Known (4, 2)

0 (DC14) - detect magic, ghost sound, message, prestidigitation
1 (DC15) - charm, sleep

* +1 DC


Traits:

RESERVED FOR CAMPAIGN TRAIT

Desperate Focus - You gain a +2 trait bonus on concentration checks.


Feats:

1 - Improved Initiative
Class - Eschew Materials


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