Shiyara the High Mediator

Blaze!'s page

205 posts. Alias of Cwethan.


Race

Female Ifrit Elementalist Bandit 4 - HP 36/36| AC 19 | F +7 R +9 W +9 | Perception +7 | Focus 1/1 |Hero Points 1 | Level 1: 4/4 (1/1) | Level 2: 2/4

Size

5'10" 120 lbs.

Age

Private

Alignment

CN

Deity

The Freeing Flame pantheon (Cayden Cailean, Milani, Lubaiko)

Location

Her Future Queendom

Languages

Goblin, Pyric, Taldane

Strength 10
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 12
Charisma 18

About Blaze!

With a wave of her hands Blaze is surrounded by twinkling balls of light and flame that illumine her and set the sequins of her sparkliest dress aglow. Her voice sounds forth through her magic bullhorn, carrying easily through the crowd, yet still sounding as casual as her normal speaking voice.

"Welcome all to the Stolen Lands. Welcome all to the Greenbelt, to the Tuskwater; Welcome to Safehaven. I am of course Blaze, your queen... to-be, most of youThis... Is not the speech. Not The Speech anyways. That comes later once the ale's been flowing, and the music's been playing, and you're all feeling even smilier. That all sound fair?"

She tilts an ear, smiling through the response.

"Okay okay, so: The Speech is still coming up, so what am I doing here? Well take a quick look around you. Lotta new faces right? Now this isn't a royal decree or anything, but I want you to go find someone you don't really know yet and get to know 'em. That's how we're gonna make this Safehaven thing work. I don't know that anyone would've come up with the idea to put a kobold knight, a peacenik druid, and a couple of reprobates trying to find a better way in the world since they've seen too many of the bad ones.

"No one would've tried to put a group like that together, and for good reason. I don't know we would've made it alone. But then you add say... a halfling whose got everything you need to know about this part of the world already written down for you. Or a giant-slaying badass from the frozen north. Or a troll hunter, a champion of Erastil from a dark road, a dark mystic, a soothsayer with only hard sooths to say, the next big hero of the heavens - you start adding all that and more? You can get just about any boot you like off all of our necks.

"But lives saved and songs sung and bandit lords cast down? That all starts with giving a crap about who that stranger is at the next table over. Eat, drink, dance, drink, applaud the talented musicians, but don't just do it with the ones you came with. So let's get to it!

Demon Mask (Crown)
Bracers of Missile Deflection

[b]Ancestry Ifrit Human (Isger)
Background Hounded Thief
Class Sorcerer; Level: 4
Size Medium Traits Human, Humanoid, Ifrit
Alignment CN
Associations: Chitterwood Goblins, Many Bandit Groups
Languages: Goblin, Taldane
____________________
ABILITY SCORES
STR 10 (+0), DEX 16 (+3), CON 12 (+1)
INT 10 (+0), WIS 12 (+1), CHA 18 (+4)
____________________
SENSES
Perception: +7 [T]
____________________
DEFENSES

HIT POINTS: 36/36
Resistances: Fire 2

ARMOR CLASS
AC:
19 (+3 Dex, +6 proficiency)

Unarmored: [T], Light: [U], Medium: [U], Heavy: [U]

SAVING THROWS
Fortitude: +7 [T]
Reflex: +9 [T]
Will: +9 [E]
____________________
OFFENSE

Class DC: 20 [T]

Speed: 25 Movement Types: Normal

Melee Strikes
dagger +9 [T]
damage 1d4 (P) (agile, finesse, thrown 10 ft, versatile S)

Ranged Strikes
hand crossbow +9 [T]
damage 1d6 (P) (60', Reload 1, Hands 1)

Weapon Proficiencies
Simple: [T], Martial: [U], Other:
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MAGIC

Magic Traditions
Primal

Sorcerer Spell Attack Roll (primal): +10 [T]
Sorcerer Spell DC (primal): 20 [T]

Focus Points: 1
Focus Spells: Elemental Toss (2d8+2)

Spell Slots per Day
Cantrips (Level 1): 5
1st: 4
2nd: 4

Bard Spells
Cantrips: 2
1st: 1

Spell Repertoire
Cantrips (level 2): Detect Magic, Electric Arc (2d4+4), Prestidigitation, Produce Flame* (2d4+6), Scatter Scree (2d4+4), Bullhorn (Occult), Light (Occult)
1st: Burning Hands[s]* (2d6+2), Grease, Heal, Lose the Path True Strike
2nd: Burning Hands* (4d6+4), Dispel Magic, Flaming Sphere (3d6+2), Resist Energy*, Sudden Bolt (+1 Summon Animal or Summon Plant/Fungus)
____________________
SKILLS

Acrobatics: +3 [U]
Arcana: +0 [U]
Athletics: +0 [U]
Crafting: +0 [U]
Deception: +10 [T] (+2 to impersonate Tiefling)
Diplomacy: +10 [T]
Intimidation: +13 [E]
Lore Fire: +8 [E]
Lore Underworld: +6 [T]
Medicine: +1 [U]
Nature: +7 [T]
Occultism: +6 [T]
Performance: +10 [T]
Religion: +1 [U]
Society: +0 [U]
Stealth: +3 [U]
Survival: +7 [T]
Thievery: +9 [T]
____________________

FEATS:

Ancestry Feats and Abilities
Heritage: Ifrit
1st: Sinister Appearance

Skill Feats
Background: Pickpocket
Bonus: Intimidating Glare
2nd: Additional Lore
4th: Charming Liar

General Feats
3: Adopted Ancestry

Class Feats and Abilities
Class Feature: Elemental Bloodline
Class Feature: Signature Spells
2nd: Dangerous Sorcery
4th: Primal Evolution

Archetype Feats
2nd: Bard Dedication
4th: Basic Bard Spellcasting
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EQUIPMENT

Combat Gear: dagger, explorer's clothing, thieves' tools, 5x lesser healing potions
Scrolls:
Other Gear: backpack, bedroll, chalk (10), disguise kit, flint and steel, healer's tools, holly and mistletoe, rations (2), rope, soap, torch (5), waterskin
Not carried:

Magic Items:
Invested Items:
Bulk: 0 (Encumbered at: 7; Maximum at: 12)

Coins: (208.91 at start of 4) 21.91 remaining

Fuller Descriptions:
**Class Abilities**

Elemental Bloodline: A genie ancestor or some other elemental influence has imbued Blaze's blood with primal fury.

Spell List: Primal
Bloodline Skills Intimidation, Nature
Granted Spells cantrip produce flame*, 1st: burning hands*, 2nd: resist energy, 3rd: fireball*, 4th: freedom of movement, 5th: elemental form, 6th: repulsion, 7th: energy aegis, 8th: prismatic wall, 9th: storm of vengeance
Bloodline Spells initial: elemental toss*, advanced: elemental motion, greater: elemental blast*
Blood Magic Elemental energy surrounds Ember or a target. Either she gains a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 fire damage per spell level. If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.

Signature Spells: Blaze has learned to cast some of her spells more flexibly. For each spell level, she chooses on spell to be a signature spell. She doesn't need to learn heightened versions of signature spells separately.

**Class Feats**

Dangerous Sorcery:
Blaze's legacy grants her great destructive power. When she Casts a Spell from her spell slots, if the spell deals damage and doesn't have a duration, she gains a status bonus to that spell's damage equal to the spell level.

Primal Evolution
Blaze can call upon the creatures of the wild for aid. She gains an additional spell slot of her highest level, which she can use only to cast summon animal or summon plants and fungi. She can cast either of these spells using that spell slot, even if it they aren’t in your spell repertoire.

**Multiclass Feats**

Bard Dedication:
Blaze can cast spells like a bard. She gains a spell repertoire with two common cantrips. She is trained in Occult spells, Occultism, and Performance. She may take Maestro muse feats.

Basic Bard Spellcasting
Blaze gains the basic spellcasting benefits of multiclassing

**Ancestry Feats**

Sinister Appearance
Blaze possesses horns and red eyes, and could be mistaken for a tiefling. She has the trained proficiency rank in Intimidation. She gains the Intimidating Glare skill feat, as well as a +2 circumstance bonus on Deception checks to Impersonate when pretending to be a version of herself who is a tiefling.

**Skill Feats**

Pickpocket:
Blaze can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. She can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If she becomes a master in Thievery, she can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.

Intimidating Glare:
Blaze can Demoralize with a mere glare. When she does, Demoralize loses the auditory trait and gains the visual trait, and she doesn’t take a penalty if the creature doesn’t understand his language.

Additional Lore:
Blaze's knowledge has expanded to encompass a new field.

**General Feats**

Adopted Ancestry:
Blaze is fully immersed in Chitterwood culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. She may take Goblin Ancestry feats that do not depend on physiology.

Umok - the town without fire
People of the Stirge
190 songs about being attacked by Owlbears
Distrustful of Shelyn
Daralathyxl - The Sixth King

I am and have been for quite some time just…. totally, ridiculously, desperately in love with you.

Sugar and salty and everything naughty

At the denmother's warnings I did scoff
for from bravery's tankard I did quaff.
I had no traces of fear,
nor a sound did I hear,
till an Owlbear bit my head off.