Seoni

Aja.'s page

152 posts. Alias of Ellioti.


Race

Human Sorceress 5 / Soul Warden 7 | HP: 94/108 | AC: 26 (16 T, 23 FF) | CMD: 20 | Fort: +10, Ref: +9, Will: +11 | Init: +10 | Perception +15 |

Classes/Levels

| Channel 9/10| Active conditions: none |

Spells:
1st: 4/8, 2nd: 4/8, 3rd 2/8:, 4th: 4/7, 5th: 3/6, 6th: 2/4
Buffs:
Flight, Heroism, Mage Armor, PfE, 2 Mirrors

About Aja.

Female Human (Keleshite) Sorcerer 5 / Soul Warden 7
NG Medium humanoid (human)
Init +10, Senses Perception +15
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DEFENSE
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AC 26, touch 16, flat-footed 23 (+4 armor, +2 deflection, +3 Dex, +1 insight, +2 natural, +4 shield)
hp 108 ((5d6)+(7d8) +36 con +12 tough +3 fcb), Fast Healing 1
Fort +10, Ref +9, Will +11
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OFFENSE
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Speed 30 ft., fly 40 ft.
Innate Spell-Like Abilities dancing lights (3/day), daylight (1/day, CL 6th)

Sorcerer Spells Known CL 12th (+1 for evocation); concentration +19
6th (4/day)-chain lightning (DC 24)
5th (6/day)-overland flight, wall of stone
4th (7/day)-Communal Protection from Energy, dimension door, wall of fire
3rd (8/day)-dispel magic, fireball (DC 21), haste, heroism
2nd (8/day)-mirror image, command undead (DC 19), darkvision, communal protection from evil (DC 19), scorching ray, fury of the sun* (DC 19)
1st (8/day)-air bubble, feather fall, liberating command, grease (DC 18), mage armor, sure casting, vanish, searing light*
0th (at will)-detect magic, disrupt undead, ghost sound (DC 17), light, mage hand, message, prestidigitation, ray of frost, read magic
*Bloodline spell

Blasting Spells:
6th: chain lightning (DC 24, 13d6+13), Quickened Empowered Searing Light ((10d6)*1.5+15), Quickened Scorching Ray (3 rays, 4d6+8)
5th: Empowered Fireball (DC 21, (10d6)*1.5+30)
4th: Empowered Scorching Ray (3 rays, (4d6)*1.5+12), Wall of Fire (2d6+17), Quickened Searing Light (10d6+10)
3rd: Empowered Ectoplasmic Searing Light ((10d6)*1.5+15), Fireball (DC 21, 10d6+20)
2nd: Empowered Searing Light ((10d6)*1.5+15), Scorching Ray (3 rays, 4d6+8)
1st: Searing Light (10d6+10), Ectoplasmic Searing Light (10d6+10)

Soul Warden Channel Casting CL 12th (+1 for evocation); concentration +19
3rd -disrupting weapon (DC 20), halt undead (DC 20), searing light
2nd -command undead (DC 19), necromantic burden (DC 19)
1st -decompose corpse° (DC 18), detect undead°, hide from undead (DC 18), sanctify corpse
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STATISTICS
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Str 8, Dex 16, Con 16, Int 12, Wis 10, Cha 25
Base Atk +5; CMB +4; CMD 20
Feats
1st: Noble Scion of War, Toughness, Eschew Materials
3rd: Spell Focus (Evocation)
5th: Spell Penetration
7th: Varisian Tattoo
8th: Ectoplasmic Spell
9th: Empower Spell
11th: Quicken Spell, Quick Channel
Skills Bluff +11, Fly +13, Intimidate +11, Knowledge (Arcana) +11, Knowledge (Religion) +17, Perception +15, Sense Motive +4, Spellcraft +5, Use Magic Device +22
Background Skills Lore (The Whispering Way) +15, Knowledge (Nobility) +3, Linguistics +7, Profession (Midwife) +9
Traits Child of the Temple (Knowledge (Religion)), Magical Lineage (Searing Light)
Languages Celestial, Common (Kelish), Draconic, Skald, Abyssal, Hallit
SQ Blood Intensity (3/day), Cleansing Flame (2/day, 2d8+12), Channel Energy (10/day, 4d6), Channel Casting (10/day)
Gear golden Holy Symbol of Sarenrae (2x), headband of alluring charisma +4, amulet of natural armor +2, ring of protection +2, sleeves of many garments, boots of the earth, robe of arcane heritage, belt of physical might +2 (dex, con), cloak of resistance +3, sandals of quick reaction, +3 radiant mithral buckler, bag of holding (type I), sorcerer's kit, scroll case, 2x spring loaded scroll case, dusty rose prism ioun stone, 1551.0 gp
Magic Gear lesser Rod of Elemental (Cold), Scroll of Remove Paralysis, Scroll of Remove Blindness/Deafness, Scroll of Remove Curse, Scroll of Break Enchantment, 3x Scroll of Heal, Xx Scroll of Teleport, Staff of Souls (10/10 charges)
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SPECIAL ABILITIES
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Solar Sorcerer
Bloodline Arcana Whenever you cast a spell with the fire descriptor, if it deals damage, it deals +1 point of damage per die rolled.
Blood Havoc Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline. This ability replaces the sorcerer’s 1st-level bloodline power.
Blood Intensity Whenever you cast a bloodrager or sorcerer spell that deals damage, you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier, whichever is higher. This otherwise functions as -and does not stack with- the Intensified Spell feat. You can use this ability once per day at 3rd level and one additional time per day for every 4 caster levels you have beyond 3rd, up to five times per day at 19th level. This ability replaces the sorcerer’s 3rd-level bloodline power.
Cleansing Flame At 9th level, twice per day, you can use fire to restore the health of yourself or your allies. As a standard action, you can wreathe your hand in a halo of flame and touch yourself or another creature. The touch heals 2d8 + your character level points of damage. You can also remove one of the following conditions affecting the target: 1d6 points of ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, or sickened.

Soul Warden
Focus Item A soul warden focuses his powers through an object called a focus item. A soul warden must be able to present his focus item to channel damage or to cast spells that require a divine focus. Common focus items include amulets, bells, holy symbols, and staves.
Channel Damage A soul warden gains the power to harm undead with positive energy. This ability functions exactly like a cleric's ability to channel positive energy to deal damage to undead (but not to heal living creatures), and counts as channel energy for the purposes of qualifying for feats or determining effects that rely on channel energy. A soul warden uses his class level as his effective cleric level when channeling damage. He can channel damage 10 times per day. Soul warden levels stack with levels in any class that grants channel energy for the purpose of determining the number of damage dice his channel energy ability deals to undead (if any).
Corpse Whisperer (Ex) A soul warden adds +3 on Charisma checks and Charisma-based skill checks against undead creatures, including checks to assume control of undead creatures via feats like Command Undead or spells like control undead.
Bonus Feats At 3rd level and every 3 levels thereafter, a soul warden gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be chosen from the following: Channel Smite, Ectoplasmic Spell, Greater Channel Smiteuc, Quick Channel, Threnodic Spell, Turn Undead, and Undead Master. The soul warden must meet the prerequisites of the selected bonus feat.
Channel Casting A soul warden can expend a use of his channel damage ability to spontaneously cast from a select group of spells. The spells he can cast in this manner are: Decompose Corpse, Detect Undead, Hide from Undead, Sanctify Corpse , Command Undead, Necromantic Burden , Disrupting Weapon, Halt Undead, Searing Light. A soul warden adds his channel casting spells to the class spell list of a class he belonged to before adding the prestige class. 1st level spells - Decompose Corpse, Detect Undead, Hide from Undead, Sanctify Corpse 2nd level spells - Command Undead, Necromantic Burden 3rd level spells - Disrupting Weapon, Halt Undead, Searing Light
Harvest (Su) Whenever a soul warden destroys an undead creature using channel positive energy, channel damage, or a spell with an instantaneous duration, he regains a use of channel damage. A soul warden can regain only one use of channel damage per round, and can regain 7 uses of channel damage per day. A soul warden cannot use this to exceed his maximum number of uses of channel damage per day.
Undead Imposition (Su) As a standard action a soul warden may expend one use of channel damage to control an undead creature within 30 feet. The target can negate this effect with a successful Will save (DC 20). Failure means the creature falls under the soul warden's control, obeying his commands to the best of its ability for 7 rounds. This ability is otherwise identical to control undead.
Negative Energy Ward (Su) Once per day a soul warden can ward a 15-foot-radius area centered on himself to protect it against undead incursions. Any undead creatures with fewer than 12 Hit Dice cannot enter the warded area. Undead with Hit Dice greater than or equal to 12 must attempt a Will save (DC 17) when entering the area. An undead that succeeds at its save is unharmed, and is immune to the soul warden's negative energy ward for 24 hours. Failure means the creature takes 3d6 points of positive energy damage when it enters the area and it becomes staggered for 1d4 rounds. Once placed, a negative energy ward cannot be moved. The ward lasts 7 minutes.

Misc
Favored Class Bonus 3x 1hp, 2x 1st level spell known
Varisian Tattoo You cast spells from the evocation school at +1 caster level. Additionally, you gain dancing lights as a spell-like ability usable 3/day.
Child of the Temple (Knowledge (Religion)) You have long served at a temple in a city, where you picked up on many of the nobility's customs in addition to spending much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
Magical Lineage (Searing Light) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Searing Light, treat its actual level as 1 lower for determining the spell's final adjusted level.

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BACKGROUND
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Aja looks like a middle-aged peaceful scholar, almost like a monk of sorts. Her hair is golden blonde, usually strict with the back ending in a long ponytail, and her eyes have a hint of orange to them that could only be tied to an outsider. She usually keeps her clothes well aligned and clean. Humble and with an easy smile, the solar-blooded sorcerer enjoys painting and peaceful walks through nature, but transpires a sense of maturity that would be better described by imagining her as a mother-figure for her companions.

Her usual behavior contrasts with the power in her - born in the temple of Sarenrae, offspring of an Angelkin Aasimar, the solar bloodline burns strong in her veins and guides her sorcery - and as much as fire harms, it's also an element of life, of good and healing, and that balance is what works as a north for the blessed human. Aja was raised by the temple. Her father fell during the Mendevian crusade and her mother died during child-birth of Aja's brother Kain, two years after Aja's birth. Her father was a Paladin of the temple, a shining beacon of Sarenrae against the demon hoardes and he fought many battles successfully, while her mother was a priestess within the temple, who tended to the wounded crusaders that had to retreat. Their temple was near Gundrun on the border from the Worldwound and Ustalav and was both a shelter for those seeking it, as well as a fortress against both demons and undead.

Raised by the temple, the young girl adopted the common profession of a midwife as the temple area was also a refuge for women who's men went to war. Simultaneously Aja learned the teachings of the faith with the officials secretly hoping, Aja would follow her parents footsteps. Sarenrae's teachings were those of peace, redemption, honesty and healing and yes, Aja embraced them. Yet she never found the divine calling that her parents had. Instead she embraced the fiery arcane blood within for she was meant to redeem the lost and burn the undead.

Thanking Sarenrae for the blessing of her own life, the young girl wasn't even a teenager when the might of her bloodline first revealed itself: as for her arcane energies were empowered by the sun itself, the same who would give life to nature, the same which would guide her on the mornings as she would open her eyes to go to work. She practiced on her free time, let her sorcery evolve, and by the time she came of age he was already a capable arcanist.

Yet every dawn she would sit cross legged in a quiet place and contemplate on those who could have harmed her or her loved ones, and seek forgiveness in her heart. Such balance was in truth the very key to her essence, the core of her powers; for her hands could burn enemies in flames, and yet she'd keep the greater good in her heart and mind.

Aja inhereted her parents courage. She would not stay a simple midwife forever, that the temple authorities knew. When the poor people of Ardagh just across the Moutra River sent for help. Aja joined the Sarenrae forces and waded into battle. She had never seen battle before, but she knew instinctively how to respond to hordes of undead. With an outfit of paladins in front of her, she shot spells left and right and they managed to drive the undead army back, deeper into Ustalav.

They decided not to halt here and return, because times were dark and Ustalav was in desparate need for forces of good. For several months the Sarenrae squad roamed around and put undead to rest. They fullfilled many worthy deeds, like putting an end to some of Ustalav’s most infamous criminals for a second time near Harrowstone prison. In Lepidstadt they tracked down a mad scientist who crafted blasphemous creations and brought him to justice. They offered him the gift of redemption, yet he refused. A few weeks later the squad battled with werewolves who longed for recognition. Tensions were high among the Ustalav people who wanted to rid the land of the deadly shape-shifters. Sadly this conflict was not solved diplomatically entirely and way too much unneccssary blood was spilled. This felt more like a defeat than a victory and the team began to question itself. Some of them returned home to their families and original duties. Eventually, the squad became smaller, until Aja, who had no familiy at home (her brother was in Kenabres), was the only one left.

Except she wasn't alone for long. Word was traveling fast of other likeminded individuals that fought for a similar righteous cause. And since she still believed in bringing the light to this dark country, she sought them out.