Sarenrae

Elise Emeria's page

374 posts. Alias of Tazo.


Full Name

Elise Emeria

Race

Aasimar

Classes/Levels

Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

Gender

Female

Size

Medium

Alignment

CG

Languages

Abyssal, Celestial, Common, Draconic

Strength 8
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 16
Charisma 18

About Elise Emeria

Tracked Resources:
1st lvl spells: 4/6

Background:
Elise was the child of unknown parents, raised in an orphanage in Kenabres--perhaps one of many orphaned by war. For a time, Elise seemed almost like any other child. But the signs were there. She had a birthmark, of course, the sigil of the Runewardens that suggested an unusual exposure to rift energies. She was unusually flawless in appearance. But it was Elise's mind that was truly special. Elise was surprisingly perceptive about things and people around her, as if she could sense their energies, or even their thoughts and feelings. But it was when Elise began to move objects with only a thought that those in the orphanage really took notice--and began to fear. Elise found herself chided by adults, teased by children, and shunned by everyone. Their fear was her greatest adversary; yet also the most powerful social tool she naturally could wield.

As word spread, Elise found herself adopted by the Emerias, an aristocratic family that had a special interest in those with unusual talents. There, Elise was but one of many, and her strangeness did not make her a pariah. Fear was replaced with kindness and compassion. Elise flourished in her new environment. And, like many of her peers, she began training for the most noble of causes--the Crusade against the demons of the Worldwound. She learned all she could to defeat those vile foes--their strengths, their weaknesses, even their language. And she honed her gifts so they might serve as weapons in battle.

Given her unusual talents, Elise was placed in a leadership role, one that was not entirely natural for someone who had felt socially awkward. Uncomfortable leading with words, Elise preferred to lead by example, with some success. But there came a time when Elise challenged too strong a foe, daring to charge against a massive demonic being with powerful magics. The creature called down hellfire on Elise, and her body was consumed by flames. Or so it seemed.

But Elise did not die there. Someone, or something, was watching over her, and Elise was startled to find that her mind, her will, still endured. She could feel herself gain power over the flames consuming her just as much as over solid matter. And as she sought to restore her body, knitting flesh and fire, a new being arose. A phoenix rising from the ashes to new life. The sight of her rebirth created not only fear but awe in the eyes of friend and foe. And the troops she led, inspired by the sight, battled unwaveringly in overwhelming the demon.

Now Elise had even greater gifts--the power of fire flowed within her, and she could wield it to both consume and knit flesh. But within the fire was the taint of darkness--the abyssal energies that she had made a part of herself. It remained to be seen whether that darkness could continue to be wielded in the cause of good.

Appearance and Personality:
Reference Image

Elise has lightly tanned skin with flaming orange hair. She has a penchant for bright clothing and robes. After her rebirth, Elise has found a brashness and confidence that was once missing, to the point that she sees herself as a savior of the common people. She is quick to anger but also quick to forgive, and has become passionate about enjoying what life has to offer.

Character Sheet:
Elise Emeria
Female Aasimar Sorcerer (Phoenix Sorcerer) 3 | Kineticist (Psychokineticist) 3
CG Medium Outsider (native)
Init +2; Perception +9 (+12 bright light);
Darkvision 60'
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Defense
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AC 13, touch 12, flat-footed 10 (+2 Dex, +1 Armor)
hp 21 (3d8+3)
Fort +4 (+6 vs death), Ref +6, Will +7 (+9 vs fear)
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Offense
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Speed: 30 ft
Telekinetic Blast: +4, 1d6+4
Quarterstaff: +1, 1d6-1
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Statistics
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Str 8, Dex 14, Con 10, Int 12, Wis 16, Cha 18
BAB +2; CMB +4; CMD 14
Feats: Elephant in the Room, Eschew Materials, Psychic Sensitivity, Spell Focus: Evocation, Spell Specialization (Burning Hands), Awareness
Traits:
-Riftwarden Orphan: You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks.
-Planar Savant: You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier
-Reincarnated: You lived a previous life as someone—or something— else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects.
Skills: Acrobatics +6(1), Appraise +5(1), Bluff +10(3), Heal +7(1), Intimidate +8(1), K. Arcana +5(1), K. Engineering +5(1), K. Planes +10(1), Linguistics +2(1), Perception +9(1) (+12 bright light), Sense Motive +9(1), Sleight of Hand +8(3), Spellcraft +7(3), Stealth +6(1), Use Magic Device +8(1)
Languages: Celestial, Common, Draconic
Aasimar Abilities:
+2 Wis / Cha
Resist Acid / Cold / Electricity 5
Crusading Magic: +2 K. Planes and SR checks
Sorcerer Abilities:
Phoenix Bloodline
Blood Havoc: +1 damage/die for evocation / bloodline spells
Eschew Materials
Spells:
1st (6/day): Burning Hands, Charm Person, Color Spray, Ear-Piercing Scream, Vanish
0th: Dancing Lights, Daze, Detect Magic, Message, Spark
Kineticist Abilities:
Psychic Sensitivity
Emotional Intensity - Wis instead of Con for kineticist abilities
Mind Burn - Each point of burn = -2 will saves, wisdom checks, and wisdom-based skill checks (instead of nonlethal damage)
Telekinetic Blast (physical) 1d6+1+Wis damage
Infusion Wild Talent: Extended Range (120' range)
Basic Telekinesis - Mage Hand 5lbs per 2 levels, liquids, 30ft/rd, open/close.
Force Ward - lvl temp HP (regens 1/minute), burn to increase by 1/2 lvl, siphon burn to recharge lvl temp HP
Elemental Whispers (hawk) - gain elemental figment familiar
Immolation - swift action, 1d6 fire damage or healing to adjacent characters or characters hit with unarmed strike, lvl+Cha rounds/day
Pushing Infusion
Mental Overflow (+1 atk / +2 dam if 1 burn accepted)
Equipment:
Quarterstaff
Haramaki (3)
Spring-Loaded Wrist Sheathe x2 (10)
Backpack (2)
Bedroll (0.1)
Belt Pouch (1)
Rope (1)
Waterskin (1)
Waterproof Bag (0.5)
Scroll of Comprehend Languages (25)
Scroll of Magic Weapon (25)
Scroll of Obscuring Mist (25)
Scroll of Protection from Evil (25)
1.9gp
Terendelev's Scale of Disguise (CL19): Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures.

Future Development?:

4 - Telekinetic Haul (utility)
5 - Bowling Infusion (infusion), Improved Initiative
6 - Telekinetic Invisibility (utility)
7 - Elemental Focus: fire (bloodline), Expanded Element (fire), Foe Throw (infusion), Spell Penetration
8 - Telekinetic Maneuvers (utility)
9 - Vermillion Wings (bloodline), Intensified Spell