Sunlord Thalachos

Embereyes's page

50 posts. Alias of Helikon.


Full Name

Embereyes

Race

Ifrit

Spoiler:
AC 13/T12/FF11 HP 36 F+3 R+1 W+3 Init +1 Perception +0

Classes/Levels

Tattood Sorcerer (Elemental Fire Bloodline) 1

Special Abilities

Reduce Person 1/day -- Dancing lights 3/day

Alignment

Chaotic Neutral

Languages

Common

Homepage URL

Picture

Strength 9
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 8
Charisma 20

About Embereyes

Data:

Name: Embereyes
Race: Ifrit
Job: Tattood Sorcerer (Elemental(fire) Bloodline) 1
Age: 17
Alignment: CN
Personality: Wrathful, Moody, effervescent
Likes: elven poetry, shadow plays
Dislikes: Being forced to do anything. Coldness
Favorite foods: Hot spicey food, honey wine
Hobbies: Flirting, dancing.
Physical Description: Flaming red hair, golden eyes, skinny, lightly tanned skin.
Deity: Ymeri
Languages: Common

Stat point distribution:

20 point buy for stats
STR: 09 / 09 = +1
DEX: 12 / 14 = 2 (+2 Ifrit Racial)
CON: 12 /12 = 2
INT: 10 / 10 = 0
WIS: 10 / 08 = 0 (-2 Ifrit Racial)
CHA: 20 / 18 = 17 (+2 Ifrit Racial)

Combat:

Hit Points: 8 / 8
Init: +12
Spear -1, 1d8-1, 20/x3, P
Attack:
Melee: -1 = 0(base) + -1(STR);
Range: 2 = 0(base) + 2(DEX);
CMB: -1 = 0(base) + -1(STR);
CMD: 11 = 10 + 0(base) + -1(STR) + 2(DEX);

AC:
AC: 13 = 10 + 1(Armour) + 0(Shield) +2(Dex);
Touch: 12 = 10 + 2(Dex);
Flat: 11 = 10 + 1(Armour) + 0(Shield);
Saves:
Fort: 1 = 0(base) + 1(CON);
Ref: 2 = 0(base) + 2(DEX) ;
Will: 1 = 0(base) -1(WIS);


Class Features, Racial Traits:

Class Features:
Elemental (Fire) Bloodline Arcana
Whenever you cast a spell that does energy damage, you can change the type of damage to Fire.

Familiar Tattoo (Su)
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.

Bloodline Tattoos (Ex)
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.
Prof:
Armour: none
Shield: none
Weapons: Simple
-------------------------------------------------------------
Racial Traits:
Ability Scores:
+2 Dexterity, +2 Charisma, -2 Wisdom.
Mostly Human
A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Size:
Ifrits are the same size as humans.

Speed:
Ifrits move at the same speed as humans.

Wildfire Heart
+4 Iniative

Efreeti Magic :
You can cast reduce person once per day

Fire Affinity:
Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.

Darkvision:
Darkvision 60 feet


Feats, Traits,Skills:

Feats:
*Alertness,
Mage´s Tattoos (Evocation),
Select a school of magic (other than divination) you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained are as follows:
Evocation: dancing lights

Traits:
Gifted Adept (Magic)
Pick one spell (Burning Hands) when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Skills:
Sorcerer 2 +INT = 2 * 0 = 2
ACP = -0 //Armour Check Penalty
Acrobatics: 2 = 0 + DEX Mod + 0(racial) - ACP;
*Appraise: 0 = 0 + INT Mod + 0;
*Bluff: 9 = 1 + CHA Mod +0;
Climb: -1 = 0 + STR Mod + 0 -ACP;
*Craft: 0 = 0 + INT Mod + 0;
*Diplomacy: 5 = 0 + CHA Mod ;
Disable Device: NA = 0 + DEX Mod + 0 -ACP;
*Disguise: 5 = 0 + CHA Mod ;
Escape Artist: 2 = 0 + DEX Mod + 0 -ACP;
Handle Animal: 5 = 0 + CHA Mod + 0;
Heal: -1 = 0 + WIS Mod + 0;
*Intimidate: 9 = 1 + CHA Mod +3;
*Know(Arcane): 0 = 0 + INT Mod + 0;
Know(Dung): 0 = 0 + INT Mod + 0;
Know(Engin): 0 = 0 + INT Mod + 0;
Know(Geo): 0 = 0 + INT Mod + 0;
Know(Hist): 0 = 0 + INT Mod + 0;
Know(Local): 0 = 0 + INT Mod + 0;
Know(Nature): 0 = 0 + INT Mod + 0;
Know(Noble): 0 = 0 + INT Mod + 0;
Know(Planes): 0 = 0 + INT Mod + 0;
Know(Religion): 0 = 0 + INT Mod + 0;
Linguistics: 0 = 0 + INT Mod + 0;
Perception: 1 = 0 + WIS MOD + 2;
Ride: 2 = 0 + DEX Mod + 0 -ACP;
Sense Motive: 1 = 0 + WIS Mod +0 + 2;
Sleight of Hand: NA = 0 + DEX Mod + 0 -ACP;
Spell Craft: 0 = 0 + INT Mod + 0;
Stealth: 2 = 0 + DEX Mod + 0 -ACP;
Survival: -1 = 0 + WIS Mod + 0;
Swim: -1 = 0 + STR Mod + 0 -ACP;
Use Magical Device: 5 = 0 + CHA Mod + 0;


Spells:

DC = 10 + CHA + Level
Sorcerer:
Level-0: Unlimited use
Level-1: 3 + 2(CHA)
Spells Known:
Level-0: (3)
Detect magic
Acid Splash
Prestitigation
Level-1: (3+1BL)
Burning hands (DC 18)
Grease (DC 17)

Equipment:

Weapons: (4gp)
Spear 4 (35gp)
--Weight: 6
Armour:
Haramaki: (4gp)
--Weight: 0
Misc:
Adventure Gear: (25gp, 2sp, 7cp )
Back Pack 2 (2)
Bed roll 5 (0,1)
Candle * 5 (0,05)
Chalk * 10 (0,1)
Flint and Steel (1)
Mess Kit 1 (2)
Mirror 1/2 (10)
Pouch, Belt 1/2 (1)
Sewing Needle *2 (1)
Spell Component Pouch 2 (5)
Acid Flask (Alchemistical power Component)
Alchemist Fire (Alchemistical power Component)
Trail rations *4 1
2 pots of honey

--Weight: 18

--Weight: (8)
Weight Total: 24 + (8(Clothes))
Light: 30, Med: 60, Heavy: 90
--Weight:
Cash:
0 Platinum
36 Gold
7 Silver
3 Copper


Appearance:

Height: 4' 7"
Weight: 95 lbs
Hair: Flaming red
Eyes: Amber
Skin: Brown

Amberclaw:

N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
Defense
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects
Offense
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks poison
Statistics
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Alertness, improved evasion, share spells, empathic link

Backstory:

Embereyes was taken from the slave market as a young girl to work in a brothel. There were hundred of chores waiting for her, cleaning chamberpots, prepare the beds, fetch food and drinks.
But then the time came where she was ordered to pleasure her first
customer. For the first time, Embereyes refused. So she was beaten, whipped and finally left bloodied in a corner while another girl took over her duty.
In the morning the pimp came to Embereyes to show his disfavor. Opening his pants, with the belt in his right hand he ordered her to show what she could do. She refused once twice, but then she was on her knees and weeping she did what she had to do.
In this moment the power in her blood blazed and she produced a wave of fiery scorpions, burning first his balls then his body.
She understood it was time to leave the brothel... and so she ran as far and and fast as she could.
Somehow... Embereyes landed in Magnimar.