Sarenrae

Dyseya Braze's page

2 posts. Alias of Jesse Heinig.


Full Name

Dyseya Braze

Race

Aasimar (Peri-blooded)

Classes/Levels

Arcanist (Elemental Master) 1 | 8/8 HP | AC 12 T 12 FF 10 | Fort +2 Ref +2 Will +3 | Initiative +2 | Perception +2 | Arcane Reservoir: 4/4

Gender

Female

Size

Medium

Age

25

Alignment

Neutral Good

Deity

Sarenrae

Languages

Celestial, Common (Taldane); Draconic, Elven, Halfling

Occupation

Scholar and fire mage

Homepage URL

Picture

Strength 10
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 13
Charisma 16

About Dyseya Braze

Dyseya Braze
Female aasimar (peri-blooded) arcanist (elemental master) 1
NG Medium outsider (native)
Init +1; Senses Perception +2

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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 8 (1d6, +1 Con, +1 favored class)
Fort +2 (+0 base, +1 Con, +1 trait), Ref +2 (+0 base, +2 Dex), Will +3 (+2 base, +1 Wis)

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Offense
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Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2)
Arcanist Spells Prepared (CL 1st; concentration +4)
• 1st (3/day)—burning hands*, shield, sleep
• 0 (at will)—acid splash, dancing lights, detect magic, prestidigitation, spark*

* = Bonus elemental master spell prepared

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Statistics
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Str 10, Dex 14, Con 12, Int 16, Wis 13, Cha 16
Base Atk +0; CMB +0; CMD 12
Languages: Celestial, Common (Taldane); Draconic, Elven, Halfling

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Feats
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Level 1
Eschew Materials: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

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Traits
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Pyromancer (Race): You’re especially adept at casting flame-based spells.
Benefit: You gain a +1 trait bonus on damage rolls for any spell you cast with the fire descriptor. Spells that do not deal damage do not benefit from this trait.

Rostlander (Campaign): You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

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Adventuring Skills
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Total skill ranks: 5/2 (2 arcanist, +3 Int; 2 background)

Knowledge (arcana) +7 (1 rank, +3 Int, +3 class skill)
Knowledge (planes) +9 (1 rank, +3 Int, +3 class skill, +2 race)
Perception +2 (1 rank, +1 Wis)
Spellcraft +9 (1 rank, +3 Int, +3 class skill, +2 race)
Use Magic Device +7 (1 rank, +3 Cha, +3 class skill)

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Background Skills
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Knowledge (geography) +7 (1 rank, +3 Int, +3 class skill)
Knowledge (history) +7 (1 rank, +3 Int, +3 class skill)

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Gear
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Total starting wealth: 120 gp

Traveler's outfit (free)
Dagger (2 gp, 1 lb.)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Flint and steel (1 gp)
• Grooming kit (1 gp, 2 lbs.)
• Ink (8 gp)
• Inkpen (1 sp)
• Journal (10 gp, 1 lb.)
• Trail rations, 4 days (2 gp, 4 lbs.)
• Waterskin (1 gp, 4 lbs.)
• 44 gp, 3 sp
]
Spellbook (free, class; 28/100 pages used)
• 1st-level spells (6): burning hands, protection from evil, shield, sleep, unseen servant, vanish
• Cantrips (22): acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue

Total weight carried: 27 lbs.
Carrying capacity with masterwork backpack: 38/76/115

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Special Abilities
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Aasimar

Ability Score Racial Traits: 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. They gain +2 Intelligence and +2 Charisma.
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.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Peri-blooded have a +2 racial bonus on Knowledge (planes) and Spellcraft checks.
Spell-Like Ability (Sp): Peri-blooded can use pyrotechnics once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Arcanist (elemental master) 1

Weapon and Armor Proficiency: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spellcasting: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.
To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier.
An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.
An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.
An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.
Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).

Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards‘ or other arcanists’ spellbooks to her own.

Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Elemental Focus (Su): At 1st level, the elemental master must select one element: air, earth, fire, or water. The arcanist can prepare one additional spell per day of each level she can cast, but it must have the elemental descriptor of her chosen element. In addition, any spell she prepares from the opposite elemental school (air opposes earth, fire opposes water) takes up two of her prepared spell slots.
This ability replaces the arcanist exploit gained at 1st level.
Chosen focus: Fire

Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

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Backstory
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Description: Dyseya has a striking appearance, with fiery red-gold hair that curls slightly at the ends, yellow eyes (though they can pass for brown in dim light), and pearlescent, nearly albino skin. Though she is of average height and build, she has a fluid grace somewhat reminiscent of flame. She has a confident demeanor and narrow eyes that seem luminous. She tends to talk excitably with her hands.
Dyseya likes fashion and often wears bright colors like red, yellow, orange, and white. She usually wears a split skirt and a red-and-yellow bodice with a red choker, but when cold or when the situation calls for it she adds a white shawl to her ensemble. When traveling she wears a simple cap and a carefully-packed bag.

Hair: Red, slightly curly, shoulder length
Eyes: Yellow
Height: 5' 7"
Weight: 111 lbs.

Personality: While some fire-aspected mages are impetuous and temperamental, Dyseya is usually good-natured. She is inspirational and given to cheerful attempts to get her friends and companions to think about problems in new ways. She enjoys the study of magic, but also likes scholarship and is a bit of a dilettante, with a tendency to pick up various hobbies as time permits.
Dyseya is aware that her celestial heritage means that people will sometimes form prior opinions about her, but she really doesn't care much about what other people think. She doesn't feel a need to "live up" to any sort of reputation; she tends to be kind and helpful because she enjoys it, not because she thinks that being an aasimar means that she has to do so.
Dyseya likes cats but slightly dislikes dogs. She is indifferent to horses and other domestic animals and beasts of burden; she prefers spending her time around other people.

Background: Dyseya is Rostlandic, from the southern parts of Brevoy, where the breadbasket of the lands flourishes. Her background is a bit mysterious, as she was raised by an aunt, rather than her own mother, alongside a pair of cousins. Her aunt was a reasonably tolerant woman, if strict, and Dyseya was not treated harshly. She occasionally fought with her cousins, but not to a terrible extent. Still, her bright mind and dilettante habits meant that she wasn't one to settle down on the farm. She worked hard to earn a haphazard education and save up a small amount of money, then managed to impress the local hedge-wizard with her dedication (and a little bit of fear about her talent with fire). She studied for two years, learning the basics of magic in a slightly unstructured format, before deciding that she was going to set off to learn more about the world - and, hopefully, about herself!