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An-Nara's page

1 post. Alias of Stoned In Zion.


Full Name

An-Nara

Race

Ifrit

Classes/Levels

Illusionist (Shadow) 1 / Knife Master 1

Gender

Female

Size

Medium

Age

88

Special Abilities

Fire in the Blood, Fire Resistance 5, Burning Hands 1/Day, Sneak Stab (+1d8 dagger),

Alignment

CN

Deity

---

Languages

Common, Ignan, Aquan, Elven, Halfling

Homepage URL

http://www.myth-weavers.com/sheet.html#id=184129

Strength 12
Dexterity 20
Constitution 15
Intelligence 16
Wisdom 10
Charisma 11

About An-Nara

DEFENSE:

AC 15, touch 15, flat-footed 10 (+5 Dex), CMD 19
hp 10 (1d8+2)
Fort +2, Ref +7 , Will +2;

OFFENSE:

Init +7
Speed 30 ft.
Base Atk +3; CMB +4;
Melee +1 Dagger (Bond) +9 (1d4,19-20)
Ranged Dagger +9 (1d4, 19-20) or Comp.Shortbow (+1) +8 (1d6,x3)

TRAITS/FEATS/SKILLS:

Feats Weapon Finesse
Traits Arcane Temper, Ambush Training
Skills Acrobatics +9, Bluff +4, Disable Device +9 , Escape Artist +9, Knowledge (Arcana) +7, Knowledge (Local) +7, Perception +4, Sense Motive +4, Sleight of Hands +10, Spellcraft +7, Stealth +9

SPELLS:

Spells Known:
(0, Cantrips-3/day)[DC13]: All Cantrips available in sorcer/wizard list except for Enchantment and Necromantic School
(1st-3/day)[DC14]: Conjuration: Obscuring Mist, Illusion: Color Spray, Disguise Self, Silent Image, Vanish, Ventriloquism

SPECIAL ABILITIES:

- Arcane Bond (Ex or Sp): A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared.
- Arcane School: Illusion
- Opposing Schools: Enchantment, Necromancy
- Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
- Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
- Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.
- Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
- 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.
- Energy Resistance: Ifrits have 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).

EQUIPMENT:

Composite Shortbow +1, +1 Dagger (Bounded), Rogue Kit, Ink, Inkpen, Spell Component Pouch, Scroll of Disguise Self [crafted](25gp), Scroll of Color Spray [crafted](25gp), 50 gp

BACKGROUND:

An-Nara was born in a noble Ifrit family. Since her young age she was taught the art of magic, and the history of her family. Her ancestors were Ifrit fighters who fought the Second Elemental War, and maybe already in the First one. Though to the Fire Elemental the Ifrit were always seen as mere flesh to burn, or better, mere fire to extinguish. They were exiled and called, "Failed Soldiers", her family name was thrown away as slaves or worse, as nothing. Since then the majority of the Ifrits in the world went over, didn't care about their honor, didn't care about nothing anymore. But not for An-Nara's Father, Grand-Father and further. Her family promised vengeance and so it will be.
Her feelings grew everyday stronger, but she felt as it ,with the years passing, this revenge feeling was part of the family but no one ever did something. When se tried to act her Father always stopped her "You are not ready my little Match, no one is. We'll wait the next war to prove ourselves and venue ourselves" .
Unfortunately he could never see it. He died, poisoned some say, probably just a disease, others say cursed by his own thirst of revenge, before he could reach it. That night An-Nara decided it was time to go and avenge is father for good. She decided to travel the world and find a contact with the Aquan Force, maybe one day becoming part of their army, and prove everyone she and her family were not Failed Soldiers . She crossed multiple city and had to survive at her best in those. There she learned how to steal, how to manage knives, ho to throw them. She started focusing her magic studies on Illusion while managing her live with daggers. Through the streets she learned how to fight in the shadows. She wanted to be the Shadow Flame that would extinguish the Flames.