About Arhielhuman racial abilities:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
sorceror abilities:
cantrips aquatic bloodline powers Class Skill: Swim. Bonus Spells: hydraulic push* (3rd), slipstream* (5th), aqueous orb* (7th), geyser* (9th), control water (11th), beast shape IV (13th), summon monster VII (15th), seamantle* (17th), world wave* (19th). Bonus Feats: Athletic, Brew Potion, Defensive Combat Training, Dodge, Mobility, Silent Spell, Skill Focus (Swim), Toughness. Bloodline Arcana: Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls. Bloodline Powers: Your seaborn magical talents awaken changes in you, both mystical and physical, as you develop your powers. (Her 1st lvl bloodline power is replaced with familiar - see tattooed sorceror below: ) Aquatic Adaptation (Ex): At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water. tattooed sorceror
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. This ability replaces her 1st-level bloodline power.
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. This ability replaces her Eschew Materials bonus feat.
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. traits:
arcane temper You gain a +1 trait bonus on concentration and initiative checks. silvertongued +1 knowledge nobility and diplomacy checks. naive(drawback) Effect: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers. Ancient Exporer Benefit You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language. feats:
spell focus: (1st lvl) conjuration +1 bonus on save DCs for one school augment summoning: (1st lvl human bonus feat) Summoned creatures gain +4 Str and Con
Mage's Tattoo (bonus feat): 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. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained are as follows:
Far-Roaming Familiar (3rd lvl) Prerequisites(s): Intelligence 13, must have a familiar. Benefit(s): You retain your empathic link to your familiar regardless of distance, though lead blocks the link at distances greater than 1 mile (similar to the way lead blocks detect magic effects). Craft Wondrous Item Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. spells known:
(3x/day acid splash as a SLA), 2nd save dc is vs conjuration spells 0 lvl (7) save dc 16/17 Jolt, Detect Magic, Mending, Message, Prestidigitation, spark, mage hand 1 lvl (4) save dc 17/18 Summon Monster I (+1 cl), grease (+1 cl), hydraulic push (+2 cl), mage armor, magic missile, shield (8/8/day) 2 lvl (2) save dc 18/19 Summon Monster II (+1 cl), acid arrow (+1 cl), slipstream (+2 cl), (7/7/day) 3 lvl (1) save dc 19/20 fireball (4/4/day) equipment:
cloak of resistance +1 dagger clothing courtiers outfit 30gp val whalebone corset 20gp val scrimshaw bracelet val 1 gp 4 alchemist fires 2 alchemical acid flask misc jewelry 10gp val 679 gp 3 sp 6 cp deep platinum armband (from sahuagin's on sinking fishing boat) headband of alluring cha +2 cracked dusty rose prism ioun stone +1 init ring of sustenance 2 hrs rest/night wand infernal healing familiar:
thrush +3 diplo checks "Jacko" N Diminutive animal
DEFENSE
OFFENSE
STATISTICS
Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master (private language).
background:
She was born on a most auspicious and powerful day of the year... on the exact day of the Summer Solstice, the longest day of the year, in the midst of a powerful unseasonable storm in her home city of Absalom. Her mother and father were delighted at the birth of their new girl, their firstborn. They named her Arhiella, which meant 'fair one' in the Varisian tongue, their native language. The small family remained in Absalom for a few years, and grew as families often do. Two brothers followed Arhiella's birth, and then her father was recalled to Magnimar to work for the family in their merchanting business there. Magnimar was smaller than Absalom and fascinating for Arhiella, with its ancient Thassilonian structures. She thrived there, and the family continued to grow, adding a few more boys before another girl came along when Arhiella was twelve. Arhiella's sorcerous abilities began to blossom when she was but thirteen and her father found her a mentor, who served as her 'guide' on this journey. Renee Ramon was a bit of a rake, and seduced Arhiella while serving as her mentor. He left after teaching her a few basics, introducing her to the art of tattooing. He left her with a couple of tattoos, one of her new familiar, and one of her first known spell. He also left her with child when he skipped town a couple of months later. Arhiella's parents were disappointed and angry when they learned of her condition, but they took care of her until the baby was born. On a gloomy, foggy night, they named the little boy Ari and decided he would remain with them and be raised as one of Arhiella's siblings. Her young sister was but two at the time, so another birth in the family was no great surprise to the community. When her daughter/sister was just a year old, and still learning about her new-found powers, and with the support of her parents, Arhiella left home to travel and hone her abilities. She traveled back to Absalom to live with her aunt and work for the family interests there. While on the way, her ship was waylaid by pirates and she was taken hostage with others aboard. Taken to the Shackles to wait out a ransom that might never come, she was almost overjoyed when her capturing vessel and crew were themselves overcome by a Chelaxian warship. She thought she'd been rescued, but the Chelaxian vessel had no desire to transport rescuees, and dropped the hostages at the nearest port. With no money to get home on, she looked for any means to support herself and ended up waiting tables at a seaport tavern for several months. When she'd saved enough to pay for transport home, she quit her job and took a small ship headed north. Sadly, her bad luck on sailing vessels was no fluke, but this time it was not pirates nor warships that bedeviled them, but a storm at sea. The small ship was capsized and Arhiel was able to grab only a single gem from among her belongings, the last of her meager wealth, before being tossed into the waves. She grabbed a floating spar and some rigging, and miraculously survived the storm. She waited out the storm, but saw no sight of land. Using the rigging to lash herself safely to the spar, she fell asleep for a little while. When she awoke, it was to rough hands pulling her aboard a vessel. Rescued, she thought as she looked about. As she took in the sight of the pirate crew of the Wormwood, her heart fell as she realized she was back among pirates again. And these had no intention of trying to ransom her back to her family... |