Woman

Airy Danem's page

53 posts. Alias of Bladecutter.


Full Name

Airy Danem

Race

Spells Per Day:
Level 1 5/5

Classes/Levels

Female Sylph Sorcerer 1

Gender

HP: 5/7 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +0; Ref: +3; Will: +2 | Init: +5; Perc: +0

Size

5'2"

Age

64

Alignment

Neutral

Deity

Gozreh

Location

The Shackles

Languages

Common, Auran

Occupation

Cook, Tattoo Artist

Homepage URL

Character Sheet

Strength 8
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 10
Charisma 17

About Airy Danem

Airy Danem

Appearance

Female Sylph Sorcerer (Tattooed Sorcerer) 1
N Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 13, touch 13, flat-footed 10 (+0 armor, +3 Dex, +0 shield)
HP 7 (6 level / 0 Con / 1 Favored Class)
Fort +0, Ref +3, Will +2
Defensive Abilities resist sonic 5
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Offense
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Speed 30 ft.
Melee Unarmed Strike -1 (1d4 - 1, x2)
Ranged Crossbow, light +3 (1d8, 19-20/x2), 80 ft
- Acid Splash +3 vs Touch (1d3, x2), 25 ft + 5ft/2 levels

Special Attacks None

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Statistics
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STR 8, DEX 16, CON 10, INT 14, WIS 10, CHA 17
Base Atk +0; CMB -1; CMD 12
Feats Cloud Gazer, Mage's Tattoo
Traits Reactionary, Touched by the Sea
Skills Craft (Cooking) +6, Spellcraft +6, *Swim +7, Craft (Tattoo) +6
SQ Weather Savvy, Air Affinity, Familiar Tattoo (Dolphin), Mage's Tattoo (Dancing Lights 3/day, +1 CL Evocation)
Other Gear Bell, Candle x5, Chalk, Charcoal, Fishhook, Flint and Steel, Parchment, Sewing Needle, Signal Whistle Sling, Earplugs, paper (sheet), False-bottomed cup, Rice paper (2 sheets), Stationary (1 sheet), Wandermeal (12 meals), String (50'), Grappling Arrow, Magnet, Compass, Hammock, Soap, Blanket, Bolts x40, Backpack (Masterwork), Spell Component Pouch, Kit (cooking), kit (fishing), Air Bladder, Rope (Hemp, 50ft), Manacles + Lock (Common), Danem family Kapenia (3 sp)
Money 0 GP 0 SP 0 CP

Consumables:

Tindertwig x1
Oil (1 pint) x1
Powder x1
Vermin Repellent x1

Books:

None

Kit, Cooking:

Iron pot
Iron Skillet
Ladle
Skewer
Wooden cutting board
Cutting Knife
Iron Tripod
Packet, tinder x1
Seasonings, local x1

Kit, Fishing:

Fishing Pole (Simple)
Small tackle box (hooks, lines, sinkers, floats, lures)

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Special Abilities
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Bloodline Arcana: Elemental (Air)
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.
Familiar Tattoo (Su) (Dolphin) 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.
Mage's Tattoo (Evocation): (Dancing Lights 3/day, +1 CL for Evocation) 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. Benefit: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level.
Weather Savvy Some sylphs are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This racial trait replaces the sylph's spell-like ability racial trait.
Air Affinity Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.
Cloud Gazer You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty.
Touched by the Sea (+1 Swim, class skill) You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.

Miscellaneous Bonuses:
None

Spells Known:

Level 0
Prestidigitation: Universal Casting Time 1 standard action Duration 1 hour Range 10 ft
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Mending: Transmutation Casting Time 10 minutes Duration Instantaneous Range 10 ft Target one object up to 1 lb./level
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Acid Splash: Conjuration Casting Time 1 standard action Range Close Effect one missile of acid
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.
Detect Magic: Divination Casting Time 1 standard action Duration Concentration, up to 1 min/level Range 60 ft Area cone-shaped emanation
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

Level 1
Obscuring Mist: Conjuration Casting Time 1 standard action Duration 1 min./level Range 20 ft Effect cloud spreads in 20-ft. radius from you, 20 ft. high
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
Grease: Conjuration Casting Time 1 standard action Duration 1 min./level Range Close Target One object or 10 ft. square
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

Familiar:

Dolphin, Popoto
This sleek mammal has a short snout and black, white, and gray markings along its body, with a rounded black dorsal fin.

N Small animal
Init +3; Senses blindsight 60 ft., low-light vision; Perception +5

DEFENSE

AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +1

OFFENSE

Speed swim 60 ft.
Melee slam +4 (1d3–1)

STATISTICS

Str 8, Dex 17, Con 11, Int 2, Wis 13, Cha 6
Base Atk +0; CMB –1; CMD 12
Feats Weapon Finesse
Skills Perception +5, Swim +7
SQ hold breath

SPECIAL ABILITIES:

Hold Breath (Ex)

A popoto can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Tattoos:

Familiar: A small tattoo on the center of her lower back that is the shape of a small popoto dolphin decorated with violet trim, the black, white, and grey of the popoto dolphin itself, and many other highly elaborate colors.

Birth tattoo: A swirling whirlpool encompassing her right thigh with waves flowing down her leg, colored with varying shades of blue, turqiouse, and seafoam white. Detailed with cute little wind gusts in grey.

Faith tattoo: A trident on her left forearm, close to the wrist, with the prongs pointed toward her hand. It's an elaborate symbol of Gozreh, colored with blues, golds, purples, and a lot of green.

Backstory:

Airy was born of a tryst between her mother, a normal Varisian gypsy, and an unkown sailor during one of her mother's brief visits to Riddleport. She did not inherit her mother's dusky skin, but she did get her large violet eyes and platinum blonde hair. She had a faded, pale tattoo at birth on her left thigh that grew brighter and more intricate as she herself did, growing from an awkward spindly young girl to a gorgeous woman - unfortunately in an agonizingly slow span of time, as her mother died a few years after she came of age.

She spent her childhood traveling with her mother's troupe, visiting exciting locales and meeting exciting people, only to scare them off with endless questions that only grew more personal as the conversation advanced. She did tattoos and cooked for her large gypsy family and the people that came in to their camp for trade, taught these skills by her mother, and had flings of her own - typical of their culture. She was ever the romantic, seeking love and failing each and every time, and she had an immense fondness for books and poetry of romantic nature.

She developed her innate magic at a young age and spent many nights with her troupe's "diviner", learning how to harness her elemental blood. Initial lessons began simply controlling her powers and recognizing how the magic moved and felt within her veins, and eventually advanced to the ancient arts of ritualistic tattooing popular among Varisian sorcerers. This grew in to a love of the tattoo art that the woman today holds and spends most of her time practicing.

A few years after her mother passed, Airy grew restless and lustful for the time-honored tradition of adventure and exploration, but she was held back by fears and not knowing where to go. She had already seen all of Varisia that she knew (not that she remembers most of it!), and could think of nowhere else to go; until her group reached Riddleport. She bid them farewell and bought passage on a shady merchant ship with her cooking expertise and found herself in the Shackles, arriving at Port Peril, where she found employ in a tavern as a part-time cook. She spent most of her earned money at the brothel, paying for romantic (non-sexual) dates with a particular male: a green undine that she had no doubt was quite wise, based on the color.

Favorite Quotes
“A dame that knows the ropes isn't likely to get tied up.”
“I cook. My favorite thing to make is love.”
“Tattoos have a power and magic all their own. They decorate the body but they also enhance the soul.”
“You can't lose something you never had.”