Bloodfire Sorcerer

Demona Flint's page

183 posts. Alias of Nazard.


Race

COFFEE CRISP Bar:
AC: 15 (T15, FF14); CMD: 9; F/R/W: +2/+1/+3; Max HP: 9, Current HP: 9

Classes/Levels

Active spells: Mage armour (just under 1 hour)

About Demona Flint

CONSUMABLES:

Ammunition
crossbow bolts - 10

Spell-Like or Racial Abilities
pyrotechnics (1/day) X

Class Abilities
fire jet (1d6 fire; Reflex DC 14 half; catch fire; touch attack ; 7/day) X X X X X X
bonded object (1/day) X

Wizard Spells
Cantrips (3)
detect magic
prestidigitation
spark

Firsts (2 + 1 fire)
burning hands (DC 16) X
silent image (DC 15) X
mage armour

DEMONA FLINT

Female aasimar (Peri-blooded) Wizard (Fire Specialist) 1
NG Medium outsider (Native)
Init +1; Senses darkvision 60; Perception +1, Sense Motive +1
Languages Abyssal, Celestial, Common (Taldane), Draconic, Hallit, Ignan, Orc

DEFENSE
AC 11 (+1 Dex), touch 11, flat-footed 10
CMD 9
HP 9 (1d6+2+1)
Fort (0) +2, Ref (0) +1, Will (2) +3
Defensive Abilities None
Immune None
Resist acid 7, cold 7, electricity 7, fire 7

OFFENSE
Speed 30 ft
Melee
quarterstaff -2 (1d6-2; 20/x2; B)
dagger -2 (1d4-2; 19-20/x2; P/S)
Ranged
light crossbow +1 (1d8; 19-20/x2; 80 feet; P)
fire jet +1 (1d6 fire; Reflex DC 14 half; catch fire; touch attack)
Special Attacks
fire jet (7/day)
Wizard Spells Known (CL 1)
Cantrips (All)
acid splash, arcane mark, bleed, dancing lights, daze (DC 14), detect magic, detect poison, disrupt undead, flare (DC 14), ghost sound (DC 14), light, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, spark, touch of fatigue
Firsts (7)
burning disarm (DC 16), burning hands (DC 16), feather fall, grease (DC 15), mage armour, silent image (DC 15), snapdragon fireworks (DC 16)
Oppositional School: Water

STATISTICS
Abilities Str 7 (-2), Dex 12 (+1), Con 14 (+2), Int 18 (+4), Wis 12 (+1), Cha 16 (+3)
Base Attack +0; Melee Touch -2; Ranged Touch +1
CMB -2

Feats
Scribe Scroll (free)
Elemental Focus: Fire (1)

Traits
Pyromancer
Restless Wayfarer
Unscathed

Skills
Knowledge – Arcana (1) +8
Knowledge – Geography (0) +5
Knowledge – Local (1) +9
Knowledge _ Nature (1) +8
Knowledge – Planes (1) +10
Knowledge – Religion (1) +8
Spellcraft (1) +10

SQ
arcane bond, fire supremacy, oppressive expectations

SPECIAL ABILITIES
Arcane Bond (Su) Demona must wield her staff in order to cast spells; once per day, she can cast any spell she knows through her bonded staff.
Elemental Focus: Fire (Feat) +1 bonus to DC of all fire spells she casts.
Fire Jet (Su) As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Fire Supremacy (Su) You gain resistance 5 to fire. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire damage. In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.
Oppressive Expectations (Drawback) When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.
Pyromancer(Trait) +1 trait bonus to damage with fire spells.
Restless Wayfarer (Trait) You have long led a nomadic life—perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your
choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).
Scribe Scroll (Feat) Can scribe scrolls at half cost of any spell she knows.
Unscathed (Trait) Increase all energy resistances by 2.

COINS
PP – 0
GP – 8
SP – 8
CP – 0

EQUIPMENT
Carrying Capacity: Light – 23 lbs; Medium – 46 lbs; Heavy = 70 lbs; Current – 23 lbs (Light)

Weapons – light crossbow (35 gp, 4 lbs), crossbow bolts x 10 (1 gp, 1 lb), quarterstaff (0 gp, 4 lbs), dagger (2 gp, 1 lb)
Armour
Alchemical
Other Combat Gear
Scrolls
Potions
Wands
Other Magic Items
Mundane Gear – explorer’s outfit, sack (0.1 gp, 0.5 lbs), component pouch (5 gp, 2 lbs), spell book (15 gp, 3 lbs), waterskin (1 gp, 4 lbs), scroll case (1 gp, 0.5 lbs), hammock (0.1 gp, 3 lbs), rations x 2 (1 gp, 2 lbs)

BACKGROUND
Long ago, a Peri servant of Saranrae named Luni, decided rather foolishly to attack the orcish hordes of Lamashtu from within by intermingling her own genetic material with theirs in the effort to create a celestial orchish champion who would lead his tribe to goodness. Lamashtu allowed the union, but in her own personal cruel joke, ensured that all children from this line were female, preventing them from ever rising to a position of real power or influence in the male-dominated society of Belkzen. Since then, each generation of that line has tried to fulfill the Family Destiny, with little success, living isolated from most of the tribes of Belkzen, and maintaining close ties with the Church of Sarenrae abroad. Occasionally, one of the descendants mates with a human or other non-orc, though this is discouraged – if the Family Destiny is ever to be fulfilled, the bloodline needs to remain as pure as possible. Every hundred years or so, a child is born of the line with a marked convergence of the celestial heritage – an aasimar, and the hope begins anew. These children are usually hunted mercilessly by the tribes.

When Demona was born, she was recognized as just such a convergence, and was quickly smuggled out of the country. Along with her rather stern and over-bearing mother Gruzel, Demona made her way to Absalom itself to enter training with the church. Demona didn’t have the mentality for divine magic or the physicality for warfare, but she possessed an unnaturally keen mind for one of her kind, and the Church got her an apprenticeship with a local fire mage. Studying with Master Pitr, Demona learned how to harness the power of fire, the power of her heritage.

With her training complete, she and her mother are now returning to Belkzen, making their way north through Taldor. Things seem strange when they arrive in the small town of Heldren.

DESCRIPTION
Demona stands at 5’4” tall, is very slight of frame, and bears many distinguishing orcish features, which have been tamed enough by her aasimar heritage to make her appear, to strangers, as a peculiar half-orc whose eyes possess a soft glow, irrespective of the current lighting conditions. She carries little, save for a fire-hardened staff, a dagger on her waist, and a rough sack over her shouler.