Bard

Beatrix Gott's page

26 posts. Alias of Deaths Adorable Apprentice.


Full Name

Beatrix Gott

Race

Aasimar Peri-Blooded (Emberkin)

Classes/Levels

Oracle Seer lvl 1, NG, F+1 R+1 W+1, Init+1, Ac13 T12 FF11, HP9, BAB+0, CMB+1, CMD12, pyrotechnics

Gender

female

Size

medium

Special Abilities

pyrotechnics

Alignment

NG

About Beatrix Gott

Beatrix Gott is short, five ft tall. She has long dark brown hair, lightly tanned skin, and pale yellow eyes. She wears a billowy brown shirt with a green vest, light brown leather pants, and a dark green billowy hooded cloak. She has a bright blue scarf that she normally wears around her waist. She wear a silver lute pin that holds the cloak in place, this was a gift from Kallias. She has a headband made of twisted silver wire with a quartz crystal in the center.

Beatrix Gott Oracle Seer lvl1 Init +3; Senses Perception +3
AC13 , touch 11, flat-footed 12 (+2armor, +1 Dex)
hp 9(d8+1)
Fort +1, Ref +1, Will +1
Speed 30ft
Melee dagger +1 1d4+1 19-20x2
Morning star +1 1d8+1
Ranged
Special Attacks
Spell-Like Abilities pyrotechnics (CL 1st)
Spells Prepared (CL 1st)
1st (4/perday)— Cure Light Wounds, Burning Disarm, Firebelly
0 — Create Water, Detect Magic, Read Magic, Spark
Bonus Spells: enlarge person (2nd), detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).
STATISTICS
Str13
Dex 12
Con 12
Int 16
Wis 8
Cha 18
Base Atk +0; CMB +1; CMD 12
Feats Eschew Materials
Traits = Chance Savior: 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.
Beast Bond You share a close bond with animals. Benefits: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you

[spoiler = Skills] 4+int
Craft (Int)
Diplomacy (Cha)+1rank, 4+mod, +3class = 8
Handle Animal(Cha) +1 rank, +1trait, +4mod, +3class=9
Heal (Wis)
*Fly (Dex) +1 rank +1mod, +3class = 8
Intimidate
Knowledge (engineering) (Int)
Knowledge (history) (Int) +1rank, +3mod, +3class = 7
Knowledge (planes) (Int) +1 rank, +3mod, +2racial, +3class = 9
Knowledge (religion) (Int)
Profession (Wis) cook = +1 rank, -1mod, +3class = 3
Perception(Wis)+1 rank, -1mod, +3class = 3
Ride(Dex) +1mod,+1trait, +3 class
Sense Motive (Wis) +1 rank, -1mod, +3class = 3
*Survival(Wis) +1 rank, -1mod, +3class = 3
Spellcraft (Int)+1 rank, +3mod, +2racial = 6[/spoiler]
Languages Common, Varisian, Infernal, Elven, Dwarven, Celestial,

Curse:
Tongues In times of stress or unease, you speak in tongues. Effect Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
At 5th level, pick an additional language to speak in combat and add it to your list of known languages.
At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.
At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Mystery Battle:
Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Combat Gear - Explorer's Outfit, Leather armor (+2AC, +6 max dex, 10gp), dagger (1d4 19-20x2 2gp), Morning Star (1d8, 8g)
Other Gear = On Person = Spell Component Pouch, belt pouch, backpack, waterskin, string 50ft, chalk x2, soap,
3gp, 3sp, 8cp
In Cart = Blanket, Sackx3 Empty Weight: 1/2 lb Carry Capacity: 1 cubic ft./60 lb, Feed x6 3sp 60lbs (in 1 sack), soap Weight 1/2 lbs, hemp rope 50ft, torches (10), trail rations (5 days), bedroll, a candles (10), a flint and steel, an iron pot, mess kit, Cooking kit
Kits:
Cooking kit (This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.)
Oracles Kit (backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit (plate, bowl, cup, fork, knife, and spoon, made of wood. Each item has a handle or small hole, and can be tied together using the included leather cord.))

Blackie :
Pony N Medium animal Init +1; Senses low-light vision, scent; Perception
AC 11, touch 11, flat-footed 10 (+1 Dex) hp 13 (2d8+4) Fort +5, Ref +4, Will +0
Speed 40 ft. Melee 2 hooves –3 (1d3)
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, RunB
Skills Perception +5
SQ docile. A light load for a pony is up to 100 pounds, a medium load is 101–200 pounds, and a heavy load is 201–300 pounds. A pony can drag 1,500 pounds.
SPECIAL ABILITIES Docile (Unless specifically trained for combat (see the Handle Animal skill, a pony's hooves are treated as secondary attacks)

Aasimar Peri-Blooded (Emberkin) :

Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.
Ancestry Peri
• Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Int, +2 Cha
• Type: Aasimars are outsiders with the native subtype.
• Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Aasimars have a base speed of 30 feet.
• Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
• Skilled: Aasimir have a +2 racial bonus on Knowledge (planes), Spellcraft checks.
Magical Racial Traits
• Spell-Like Ability (Sp): Aasimars can use pyrotechnicsonce per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
• Darkvision: Aasimir have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Emberkin reveal their divine heritage through their skill with fire-based magic and their desire to repent for others’ sins. Many Emberkin suffer from frequent nightmares and strange impulses to commit spontaneous acts of evil. They typically have igneous features such as wispy auburn hair and bright yellow eyes, and a rare few are born with albino skin. Emberkin often feel an insatiable need to continually perform acts of good. Some are content to perform small acts of kindness at home, though they may feel driven to travel regularly in order to find pockets of true evil that they can eradicate.
Like all Aasimir , Emberkin are not necessarily compelled to embrace good and justice. Perhaps more so than most of their celestial kith, Emberkin have a propensity to revolt against their benevolent predisposition and instead follow a darker path. Perhaps these Emberkin are evil by nature, or perhaps it is a remnant of their fallen angel ancestry. Either way, such wicked individuals are often dangerous, and are both pitied and hunted down by their Aasimir brethren.

Background:
Beatrix Gott is a young girl originally from the major city of Westcrown in Cheliax. Her parents, Ortwin and Silvia, owned a bakery. Beatric had an older brother named Walder. Their parents are simple people. Ortwin is a strict man with a talent for baking. The shop he inherited from his parents. Silva is the daughter of the road, originally from Arisia. Her travels brought her to Westcrown where she met Ortwin and fell in love. Walder is four years older than Beatrix. He is tall and thin with dark brown eyes and shaggy blond hair. Walder was a wild child and tends to make friends from questionable sources. He began gambling and with brilliant luck at it. Walder had earned a few hundred gold over three months and blew it all on drinking and whoring.
This luck ran out after three months when he gambled too much. To get in at a table with bigger prizes he took the deed to his parents bakery and used that to get in. He was hoping to earn a liberal amount of gold or one of the businesses that was up. He got cocky and his bluff was called. He lost the Bakery. Walder was escorted back to the Bakery. Understandably his parents were not understanding. Ortwin made his wife and young daughter go back inside while he handled the situation. Minutes later they heard Walder scream no. Silva ran out the back and found a friend to take Beatrix. This friend, Aldo, is a merchant the Gotts regularly bought supplies from. He took Beatrix as a apprentice and she left Eastcrown two days later. She tried to go back to bakery the next day and her family wasn't there. Neighbors said he father was killed and her brother dragged away. No one has seen her mother. Beatrix was told she should leave. Fearful she did as her mother asked and left. Beatrix was nine at the time and this was ten years ago.
Beatrix stayed with Aldo for two years. And in that time he grew increasingly short tempered with the troubled young girl. Beatrix suffers from frequent nightmares, she has her whole life. The breaking point was when Aldo caught her stealing from him and he didn't care that she was doing it to give the food to street rats. He started beating her and a traveling minstrel, Kallias, and her guard, Ulric, intervened. Beatrix traveled with the two of them for many years. Only parting ways a few months ago.
On Lomashan 6 the group of three were in Kantaria. Beatrix went to St. Elnea’s Fountain wanting to see the gout of water and see if she would receive the blessing of St. Elnea. She did. Beatrix received a vision. Very little of it made since but she was given the way to reach Sprucetalav. Anything else in the vision let me know at your leisure. It is at this point she gains class levels and her Aasimar blood becomes more apparent.
In her travels she met Tetris Lamarimar. A little fire show and her Pony stomping a Goblin the small band fled. Professor Lorrimor promised to remember this kindness and they parted ways. A few month later Beatrix received a letter asking her to come to Cravengro.

Beatrix has lightly tanned skin and long wavy dark auburn hair. Thanks to her time with Kallias Beatrix has a love for fine clothing and nice jewelry. She was born with green eyes but after the visions began her eyes turned a pale yellow.
She has no idea yet that she is an Aasimir. That the diluted celestial blood running though her veins is why she is the way she it. Growing up Beatrix has always had a fascination with fire, it has always drawn her attention. That blood is why she is tempted to thievery though she has never been very good at it. People who spend time with Beatrix will notice that her behavior can be rather erratic. She will frequently do good deeds like giving most of her money to strangers. But she is also happy to help break into someone's home and steal from them. Pending her mood later is how she feels about her bad behavior. Should she feel remorse for her actions she will try to make amends.