Shoanti Tribeswoman

Amira Ravenheart's page

97 posts. Alias of Archae.


Full Name

Amira Ravenheart

Race

Ifrit

Classes/Levels

Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

Gender

Female

Size

Medium

Alignment

Chaotic Neutral Leaning toward good

Deity

Pharasma

Languages

Common,

Occupation

"Genie", Wishgranter...for actual money making? She sings i guess.

Strength 12
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 10
Charisma 17

About Amira Ravenheart

Special abilities:

Controlled Bloodrage

When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects.

This ability alters bloodrage.

Fast Movement (Ex)

A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.

Wishbound Arcana (Su)

At 1st level, the wishcrafter can use the wishes of non-genie creatures other than herself in place of the normal verbal components of her spells. A creature can make a wish as a free action at any time, even during the wishcrafter's turn. The wishcrafter must be able to hear and understand a wish in order to use it as a spell component. A spell that doesn't normally have a verbal component gains one when cast using this ability. A wish doesn't need to mention the name of a specific spell, but must describe an outcome that can be accomplished by casting a spell the wishcrafter knows (for example, wishing to be bigger could supply the verbal component for enlarge person). A wishcrafter gains a +1 bonus to her caster level when using a creature's wish as a verbal component in this manner, but cannot include herself as a target of such spells. She can be affected by such a spell if it affects an area rather than a target or targets. A wishcrafter is under no compulsion to grant a creature's wish. Once the wishcrafter grants a creature's wish using this ability, she cannot use this ability to grant that creature any further wishes for 24 hours.

This ability replaces bloodline arcana.

Bloodline Powers

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item. Familiar-Ioun Wyrd Link to Ioun Wyrd

Familiar bonuses

intelligence - 6

Natural armor bonus +1

Spells:

Level 0

Detect Magic, read magic, prestidigitation, Mending

Level 1

Summon monster 1, Enlarge person

Traits and Feats:

Outcast's Intuition

Source Ultimate Campaign pg. 58
You are able to sense the motives of others and use that sense to bolster your magic against dispelling.

You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

Chance Savior

Source Carrion Crown Player's Guide pg. 12
Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise.

Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.

Darkvision: Ifrits can see perfectly in the dark up to 60
feet.

Mostly Human: A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin's type, subtype, and languages.

Brazen Flame: Ifrits sometimes flames infuse their weapons in mortal combat, rather than protect them or grant spells. An ifrit with this racial trait deals 1 point of fire damage with its melee attacks. This racial trait replaces the energy resistance and spell-like ability traits.

Fire in the Blood Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.

Spell Focus-Conjuration

Character Fluff:

Concept

1) Amira has a large family consisting of her mother and father, her 3 brothers and 2 other sisters, Of which she was the eldest child, though she is adopted. She was most attached to Her youngest brother Faust, to whom she was a mentor.

2) She is lively and energetic, as well as manipulative and cunning. She enjoys "Granting wishes" her version of helping people, even if only temporary granting someone greater strength or size for even a short time she believes could make them happier.

3) Though she looks mostly human as she grew up her parent's told her the story of how she was left on their doorstep. When she discover her heritage was not human despite looking like one she left not out of malicious intent or anger but solely to satiate her curiosity of who her birth parents are.

4) Amira's reasoning for want to become a genie is because she wants to be able to grant people's deepest desires and make the world a happier place, though this goal is a generally kind one she enjoy's playing part and being the center of attention something she is very good at drawing.

5) Amira and her family are Nobles who are generally high up in the gem cutting and jewelry business. Though her family is rich Amira herself is often out of money and sometimes resorts to stealing food from the rich to get buy

6) Amira carries around a Dagger given to her by Faust before she left. It is something she cherishes and uses to fight.

Campaign connection

Amira being from a noble family with connections knew of the Professor in passing. while on the search for her birth parents, she had the thought that some Genie are evil and decided to go and question the professor to see if he knew anything about them, this led to her accidentally saving his life. Though at the time he knew nothing, so Amira went back to her travels for a time, eventually being called back...

Personality and appearance:

To describe Amira in a few words : Energetic, Cunning and Brave. She tries to play the part of hero, giving people hope no matter how dark or evil a threat. She almost always has a smile on her face, though sometimes a mischievous smirk.

Amira has long violet hair and crimson flame like eyes, being more an outside person she has a tan and often wears light silken clothing.

Picture of Amira

Gear:

Backpack

Bedroll, 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.

22 GP