Isabella

Ahyoka's page

105 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Race

Female Human Sorceress (Tattooed Sorceror/Destined bloodline) 9 |65/65 HP | AC 17 T 13 FF 15 | Fort +9 Ref +8 Will +10 (+17 mind affecting/+19 Ench) (+2 all during surprise round) | Initiative +6 | Perception +7| Acid splash 3/3, Acid arrow 1/1

About Ahyoka

Female Human (Tattooed Sorceress: Destined Bloodline) 9
NG Medium humanoid (human)

Init +6; Senses low-light vision; Perception +7
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Defense
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AC 17 (19 during surprise round), touch 13, flat-footed 15 (+2 Dex, +4 Mage Armor +1 Ring)
hp 65 (8d6+18+9) Current: 65
Fort +9, Ref +8 Will +10 (+17 vs Mind affecting) (+2 to all saves when surprised)
Defensive Abilities
Luck bonus to all saves equal to spell level for 1 round when casting spell with Personal range
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Offense
Initiative +6
Melee Dagger +4 1d4
Ranged: Light Crossbow +6 1d6 /x2 Piercing 120ft
Ranged: Spell +6 (Varies)
Concentration: +14 (+16 casting defensively)
Special Attacks

Spell Like Abilities: Acid splash 3/day CL 9, Acid Arrow 1/day CL 12
Sorceror spells Known (CL 9, aLL Conjuration CL 10)
cantrips: (8) Resistance*, Arcane Mark, Penumbra, Dancing Lights, Disrupt Undead, Mage Hand, Message, Prestidigitation.
1st:(5 known,6/day +2=8. Cast ) Magic missile, Endure Elements, Mage Armor*, Identify, Ray of Enfeeblement.
2nd:(3 known, 6/day+1=7. Cast 1) Acid Arrow*, See Invisibility, Touch of Idiocy, Mirror Image
3rd:(6/day+1=7. Cast 1) Fly, Haste, Gloomblind bolts
4th: (4/day +1=5. Cast ) Bestow Curse, Symbol of Revelation

Bloodline Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell’s level on all your saving throws for 1 round.
Bloodline spells/Spell tattoos: All CL 10
alarm (3rd), blur (5th), protection from energy (7th), Freedom of Movement(9th)
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Statistics
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Str10 , Dex 14 , Con 15, Int12 , Wis10 , Cha20
Base Atk +4; CMB + 4; CMD 16
Feats Extend spell, Toughness, Ancient Tradition (Thassilon), Spell focus (Conjuration), Steadfast Personality, Signature spell (Acid Arrow) +1 CL

Ancient Tradition details:
Daily Ritual: Meditate on an action you performed the previous day that particularly corresponds with one of the seven sins celebrated by Thassilonian rune magic. If you cannot think of any sinful actions you performed the previous day, you are unable to complete the ritual. Once your meditation is complete, draw the rune corresponding to the chosen sin in a prominent place on your body, such as the palm, the back of the hand, the forehead, or the chest. Choose a school of magic from the following list: abjuration, conjuration, enchantment, evocation, illusion, necromancy, or transmutation. Once you choose a school of magic, it cannot be changed. You gain a +2 bonus on saves against spells of the chosen school.

Boons: 1: explosive runes; 2: symbol of stunning; 3: symbol of vulnerability.


Traits
Intrigued by Thassilon
The rediscovery of Thassilon’s legacy several years ago was an eye-opener for many, including you. After living so long in the shadow of these enormous ruins, you were intrigued to find out that they were much older than anyone could have guessed and that the runelords who built them may still exist. You’ve made a promise to yourself to uncover all that you can about Thassilon, its runelords, and the mysterious history of that ancient civilization.
You gain Thassilonian as a bonus language, and at 1st level and every 2 levels thereafter, you gain a bonus skill rank that can only be applied to Knowledge (arcana), Knowledge (history), Linguistics, or Use Magic Device.
Twice per adventure, you may either take 20 on a Use Magic Device check or activate a charged magic item without expending any charges.

Artifact Hunter
You know the legends and the places where great treasures were rumored to have fallen.
Benefit: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.

Skills 2+1 Int + 1 FCB =4/level (+ bonus every odd level)
Acrobatics +6, Bluff (Cha) +8, Craft (Tattoos)(Int) +3, Fly (Dex) +11, Intimidate (Cha)+12, Knowledge (arcana) +12, (Int), Perception (Wis)* +7, Ride +4, Spellcraft (Int) +11, Stealth +4 and Use Magic Device (Cha)+14
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Background Skills
Appraise (Int) +6, Knowledge Geography* +6, Knowledge History *+12, Lore (Runelords) +11
Racial Modifiers
• Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS
• Bonus Feat: Humans select one extra feat at 1st level.
• Heart of the Fey You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled. Source PZO9480

Languages Common, Draconic, Thassilonian

Gear/ Possessions:

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
Magical Gear
Belt
Body Guardian Tattoo
Chest
Eyes
Feet:
Hands:
Head:
Headband Headband of alluring charisma +2
Neck:
Rings Ring of Protection +1
Shoulders: Cloak of Resistance +3
Wrists: Spellguard Bracers (+2 Concentration; 3/day roll twice, take better result)

Slotless

Wands/Scrolls/Potions
Scroll: Protection from Arrows
Scroll: Hideous Laughter
Scroll: Mount, Communal
Scroll: Shadow Trap

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Special Abilities
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Familiar Tattoo (Su)
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
Mage’s Tattoo (Ex)
At 1st level, the tattooed sorcerer gains Mage’s Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage’s Tattoo enhances (Conjuration).
This ability replaces her Eschew Materials bonus feat.

Bloodline Power: Fated (Su):
Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

Bloodline Tattoos (Ex)
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage’s Tattoo feat, even if they don’t match the school to which her Mage’s Tattoo belongs.

Create Spell Tattoo (Su)
At 7th level, a tattooed sorcerer can create a spell tattoo once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level.
This ability replaces the bloodline feat gained at 7th level.

Enhanced Magical Tattoo (Su): Acid Arrow
At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Mage’s Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Mage’s Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell

Appearance:

Ahyoka
Blending the best qualities of her Shoanti and Azlanti-blooded Taldan heritage, Ahyoka is quite stunning, her tanned skin and long wavy dark hair, serving to highlight blue eyes that often flicker with a hint of violet in the right light. Her natural noble, almost imperious bearing seems at odds with her generally friendly, often flirtatious or playful nature, drawing people to her despite being seen as intimidating by many.
Quite aware of her physical attractiveness, Ahyoka dresses to emphasize this, a fact enhanced by her preference for clothing that leaves large expanses of skin, displaying her intricate arcane tattoos on display.

Background:

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Wealth:
120gp 7sp 10cp

Akasha: Greensting Scorpion:

XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 23, touch 15, flat-footed 20 (+3 Dex, +8 natural, +2 size)
hp 28 (Half Ahyoha’s) 9Hit Dice
Fort +3, Ref +6, Will +6
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee sting +8 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str 3, Dex 16, Con 10, Int 10 Wis 10, Cha 2
Base Atk +4; CMB +4; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
Familiar
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.
Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

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.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
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.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Tattoo Guardian:

This beautiful, impossibly intricate tattoo appears to swirl and move along its wearer’s skin.

Tattoo GuardianCR 3 (XP 800)
N Medium construct
Init +9; Senses darkvision 60 ft., low-light vision; Perception +1

DEFENSE

AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 42 (4d10+20)
Fort +1, Ref +6, Will +2
Defensive Abilities worn form, fluid form, hypervigilant; Immune construct traits

OFFENSE

Speed 30 ft., fly 10 ft.
Melee 2 ink blades +6 (1d6+2)

STATISTICS

Str 14, Dex 17, Con —, Int —, Wis 12, Cha 13
Base Atk +4; CMB +6; CMD 19
Feats Improved InitiativeB
SQ bodyguard

SPECIAL ABILITIES

Bodyguard (Su)
Whenever the tattoo guardian’s wearer takes damage, half of the damage is transferred to the guardian (as shield other).

Additionally, the tattoo guardian gains a +2 bonus on attack and damage rolls against any creatures that damaged its wearer in the previous round.

Fluid Form (Su)
A tattoo guardian does not provoke attacks of opportunity because of movement.

It is immune to critical hits and sneak attacks, and it cannot be knocked prone or grappled.

Hypervigilant (Su)
A tattoo guardian gains a +2 bonus on initiative checks and Reflex saves, and it always acts on the surprise round.

Worn Form (Su)
While being worn, a tattoo guardian occupies the same space as its wearer and moves with its wearer.

In this state, the wearer and the tattoo guardian use the higher of the wearer’s and the tattoo guardian’s AC and saving throws, but the tattoo guardian loses access to its fluid form ability.

[spoiler=Intimacies (Triel/Ahyoka, NSFW)] Ahyoka lest out little gasps as the magic imbued in her body reacts to the drow's sensual touch and kisses. [smaller][b]"MMMnn.. yesss. I do it myself, but....