Iggwilv

Ceilidh's page

12 posts. Alias of mittean.


About Ceilidh

==RUNELORDS OF KHYBER==
Ceilidh Blackwood d'Cannith
Female Cyran (displaced) human Sorcerer Cross-blooded/ Wild-blooded Arcane/ Sage bloodline of Siberys 1
NG medium humanoid (human Cyran)

"I am the change I want in the world."

Ceilidh's Tattoo on her back, Ceilidh's portrait, Ceilidh's outfit

You possess a deep bond to Siberys, the Dragon Above, which shapes your sorcerous powers. Many believe the Dragon Above is the source of all arcane magic, and the first dragons were born from the blood that fell when Khyber slew Siberys. Your bond to the Dragon Above enhances your ability to channel magic.

Init 38 (40 size, -2 Dex) +2 (+2 DEX) Senses Perception +3
xp 0/3,000 Tier: 1
Destiny points 1 Hero points 5
Favored class

==DEFENSE==
Defense +2 (+2 Dex) AC 12 Tch +2 FF +0 (+2 Dex)
DR none
MaxDex - ACP - ASF 0%
HP 17/17 (1d6+1) EHP: 17/17 WP: 24/24
Clobbered/Massive damage: 12/24
0 to -1 staggered; -2 to -24, unconscious
FRW 1/2/2

==OFFENSE==
Spd 30 ft. x4 (6 squares) (8 counts)
Melee
- Dagger +2 (1d4+1, 19/x2) Init count 38+2+1d4
Ranged
- Dagger +2 (1d4+1, 19/x2) 10 ft. Init count 38+2+1d4

-Special attacks-

Sorcerer (cross-blooded & wild-blooded) spells known CL 1st; Concentration +5
Sorcerer Spell-Like Abilities (CL 1st; concentration +5)
• 7/day—arcane bolt (1d4 force)
Sorcerer cantrips 5/day DC 13
Detect magic (જાદુ શોધો) Concentration, up to 1 minute
Light (Ilûm "আলো")
Message
Sorcerer 1st level spells 3+2 (5)/day DC 14
Magic missile (জাদু ক্ষেপণাস্ত্র)
Bloodlines Arcane, Sage
Space 5 ft. Reach 5 ft.

==STATISTICS & ABILITIES==
Str 12 (+1) Dex 14 (+2) Con 12 (+1) Int 18 (+4) Wis 14 (+2) Cha 11 (+0)
Bab +0 CMB +1 CMD +3

Feats
Eschew materials (PFCR 123)
Simple weapons
Spell-casting prodigy (INT)
Dragonmarked Sorcerer - Add all sorcerer spells from your dragonmarked houses least, lesser, and greater dragonmarks to your list of known spells, even if you are too low a level to cast them yet (you cannot cast them until you are the appropriate level to do so). You also gain a physical dragonmark, although this does not provide you with spell-like abilities. Initially, this resembles the Least dragonmark of your house. When you gain the ability to cast a spell replicating the power of a lesser or greater dragonmark, your mark changes to the appropriate shape and size.
Agile Maneuvers Use DEX instead of STR for CMB.

Traits

Flaws

Drawbacks

Skills
Appraise +8
Bluff +4
• Craft (Tattoos) +11
• Fly +6
• Intimidate +4
• Knowledge (arcana) +10
• Linguistics +5
• Perception +3
• Spellcraft +10
• Use Magic Device +4

Special qualities
• Bloodline Arcana: Arcane (Ex) - When a spell level is increased by a metamagic feat, it gains +1 DC.
• Eschew Materials - Cast spells without materials if component cost is 1 gp or less.
• Finesse Weapon Attack Attribute - Finesse weapons use Dexterity on attack rolls.
• Sage - When a spell level is increased by a metamagic feat, it gains +1 DC.
• Heart of the Fields - Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day, they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.
• Blood of Siberys - In addition, you add +4 to your effective Charisma for purposes of determining bonus sorcerer spells and the maximum level of spells you can cast. For example, even if your natural Charisma is 14, you can still cast up to 8th-level sorcerer spells. This bonus does not affect saving throw DCs, skill rolls, or provide any of the other benefits that are dependant on Charisma.
• Favored Class: Wizard

Languages
• Common
• Abyssal
• Draconic
• Elven
• Infernal

Age 23 Height 5 ft. 6 in. Weight 118 lbs.
Hair Deep brown Eyes Light blue
Birthplace Little Mingin, Cyre

House renegade. You -will not be controlled or used by Cannith. Rebellious. Used to luxury. Educated vocabulary and strong grammar. Cares about Cyre because she walked away from Cannith.

==GEAR==
Combat gear
Dagger (x1) (1 lb., carried),
Gear worn
• Clothes (5 lbs.),

Encumbrance 6 lbs. encumbrance
Carrying capacity 33/66/100 100/200/500

Dragons (PP) 0
Sovereigns (GP) 10
Shillings (SP) 0
Coppers (CP) 0

Spells:

Sorcerer
Cantrips

1st level

Description:
Ceilidh's s blue eyes are light and mysterious and stark against her bronze skin. Her dark brown hair graces her shoulders. She has a noble posture, almost challenging. A tattoo of an upside-down tree runs down her neck, spreading across her shoulders. It's actually not one tattoo, but hundreds of tiny magical sigil tattoos, forming the image of a tree.

Personality:
Ceilidh is very against inequality. She has been an outcast, and homeless, for good portions of her life, so she feels for the underdog, the marginalized. But she feels she's been "accused" of attacks against people and places, with her magic. She worries she's a bit of an unintended terrorist. So she has latched onto a few incidences she's read about that involved real terrorists...elves. Because of her frustration over her own situation, she tends to read the worst in elves and comes across as mildly racist.

She's brilliant, but a bit of an alcoholic. She can't sleep without a drink. She loves a good cigar but will complain about someone tracking in dirt, or not washing their face. Calculating and thoughtful in her planning, she often doesn't think about what she is going to say before she says it in conversation.

Background:
Ceilidhis a hard woman to love. She's brilliant and believes she is on a mission to civilize the world, one person at a time. She believes that society is doomed because of the way people treat each other, and the way the species treat each other. She believes that there is a problem with the rich crushing the poor, even though she doesn't believe that there is something inherently wrong with being rich.

She distrusts magic, feeling it is only abused, and dislikes religion, feeling it is a big con. The conundrum of her life lies in the fact that she seems to seep magic from every pore. She would prefer to just read a book, cook an extravagant meal, enjoy an expensive scotch and cigar, and live out her life in a warm place overlooking the sea.

Calculating and thoughtful in her planning, she often doesn't think about what she is going to say before she says it in conversation. She believes in the best of mankind, but also believes that most people are idiots; sheep, with no willpower, to make an informed choice for themselves, bent on treating each other poorly simply for a lack of understanding, or because they want a cookie.

She was born in the southeast of Cyre, in the small village of Little Mingin, a dirty fishing village on the edge of the Bay of Swords. Her family sent her away to school in Metrol because "weird things always happened around her", the final straw being when she gave an ambassador from Thrane's daughter a purple beard.

At fifteen her tattoo appeared, growing steadily down her back. She was afraid it was a disease or infection of some sort. Her fears, it seems to her, were confirmed. She is infected with magical energy. It took the form of a slowly growing upside-down tree, made of thousands of tiny arcane symbols, one by one appearing on her skin, bleeding down her back, slowly over the years. Every time something strange happened around her, the tattoo grew a little more.

At the age of 21, she awoke in an inn she was staying at in the city of Manaket in Rahadoum while working as a freelance researcher for Venture-Captain Obo...or what remained of the inn. Her bed alone stood unharmed, on an untouched rise in a crater where the 'Three Barmaids' once stood. She believes she destroyed it with her magic. That was when her Mark changed from a tiny shoot to a tiny sapling on her back.

She wants nothing more than to control this magic, so it can't hurt anyone else. She can't let this thing inside her destroy everything around her.

Unbeknownst to her, her family's home was destroyed in the same fashion, at that same moment, back in Little Mingin.

Fleeing, she jumped a ship heading up the Uta river, up over the pass, and down into the Sodden Lands. Over the next year, driven by fear of hurting anyone, she made her way to The Shackles, where the amount of alcohol they served seemed to match her thirst well. Fleeing a misunderstanding and a debt, she boarded a ship bound for Absalom.

She is a human, and rumor had it her grandmother was a tiefling, being from Cheliax, but she honestly considers herself human (no matter what those kids said). She cannot stand racism, and will quickly lose her cool if she sees it in practice.

She is not a hero and has done nothing she considers special.

Goals:
Ceilidh wants to figure out why her tree tattoo began to develop...and what it means.

Aside from that, she is really wanting to learn how to cook rice the way they did in Manaket. It was like little pillows of air. That, and the perfect scotch. She hears rumors that there is a scotch from the Worldwound that has stopped the battle there, simply so demons and Paladins could share it.

Build in future:

Level 1 Cross-Wild-blooded Arcane Sage Bloodline of Siberys Sorcerer 1/Chronomancer Bonded Galifaran specialist Conjurer Wizard 1
Level 2 Wizard 2/Psion Shaper 1*
Level 3* Wizard 3/Psion 2
Level 4 Wizard 4/Psion 3
Level 5* Wizard 5*/Cerebremancer 1
Level 6 Ultimate mage 1/Mindmage 1
Level 7 Ultimate mage 2/Mindmage 2
Level 8 Ultimate mage 3/Mindmage 3
Level 9 Ultimate mage 4/Mindmage 4
Level 10 Ultimate mage 5/Mindmage 5
Level 11 Ultimate mage 6/Mindmage 6
Level 12 Ultimate mage 7/Mindmage 7
Level 13 Ultimate mage 8/Mindmage 8
Level 13 Ultimate mage 9/Mindmage 9
Level 14 Ultimate mage 10/Mindmage 10
Level 15 Wizard king 1/Cerebremancer 2
Level 16 Wizard king 2/Cerebremancer 3
Level 17 Wizard king 3/Cerebremancer 4
Level 18 Wizard king 4/Cerebremancer 5
Level 19 Wizard king 5/Cerebremancer 6
Level 20 Dragon king 1/Cerebremancer 7

Magical Knack (Sorcery & wizardry) - Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
Kin Bonds Twin - Choose a willing single sibling with whom to share this bond. 1/day when you fail a saving throw while your sibling is within 30 ft., you may re-roll that saving throw using your sibling’s saving throw modifier. If you and the sibling are twins or otherwise part of multiple births, you gain a +2 trait bonus on the re-rolled saving throw. If you fail the saving throw, you and your sibling are dazed for 1 round.
Hidden Reserve (Su) - Cast any spell the sorcerer could normally cast, but the sorcerer is fatigued after the spell is completed. If the spell is of the highest level that the sorcerer could normally cast, he is instead exhausted. This ability can not be used while fatigued or exhausted. It may be used a number of times per day equal to the sorcerer's Intelligence bonus (6 per day).

Doubt - Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.
Headstrong - Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don’t try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.

Insomniac - In order to get a full night of rest you must succeed at a DC 15 Fortitude save. If you are sleeping and a disturbance wakes you during the night, you must make an additional save (at the same DC) to return to sleep. If you fail the Fortitude save you are fatigued when you rise in the morning. If you are fatigued when you try to sleep, you gain a +2 bonus on your save. If you are exhausted, you gain a +6 bonus. Comfortable conditions, such as those found in most inns, grant you a +4 bonus on this save. Poor conditions, such as sleeping on the ground or in armor, give you a -4 penalty on this save. Even if you sleep poorly, you may prepare arcane spells as normal after 8 hours of fitful rest.
Test Subject - Your saving throws made against spells and spell-like abilities from evocation, necromancy, and transmutation suffer a -2 penalty.

Hand of the Apprentice - You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

• Arcane Bolt (1d4 force, 7/day) (Su) - Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as

Improved counter-spell (PFCR 126-127)
• Cerebremetamagic Dr349
• Psiomancer Dr349
• Dragonmarked sorcerer Dr351
Ultimate magus
• Alacritous cogitation
• Retributive spell
• Reserve feats
• level 4 wizard
• [i]Maximize spell

• Prepare second-level spells.
Skill points + 1/2 other class base
Grant +1 for 1d6, +2 for 1d8, +3 for 1d10, and +4 for 1d12 hp
+1 to 2 attributes at 4, 8, 16, 20, and +1 to all attributes at 12
Any skill shared by both classes gets +1 bonus (untyped)
Grant +1 (untyped) bonus save if both classes have good saves
At 3,000 xp add wizard level.
3,000 for each flaw, drawback, feat, and trait

Burnt Offerings fused with Secrets of Roderick's cove.

Khorvaire