About FeuerseeleData:
Name: Feuerseele Race: Ifrit Job: Tattood Sorcerer (Elemental(fire) Bloodline) 1 Age: 17 Alignment: CN Personality: Prideful, Moody Likes: Pranks, Politness, Tea, Fine cloths B Dislikes: Impolitness, Spicy food, Leering Men Favorite foods: Tea, roasted Duck sauteed in peanuts, New-Year Cakes Hobbies: doing pranks, cooking 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: 14 / 14 Init: +10 Dagger 0, 1d4-1, 19-20/x2, P Attack: Melee: 0 = 1(base) + -1(STR); Range: 3 = 1(base) + 2(DEX); CMB: 0 = 1(base) + -1(STR); CMD: 12 = 10 + 0(base) + -1(STR) + 2(DEX); AC:
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)
Bloodline Tattoos (Ex
Size:
Speed:
Wildfire Heart
Efreeti Magic :
Fire Affinity: This is an obvious choice for an ifrit Sorcerer, since it gives you an effective +2 to your Charisma for Sorcerer abilities (it’s blue for them). However, this is also useful for divine casters who can choose a Cleric domain, as it boosts your caster level for domain powers of the Fire domain (so it’s green for any class that can choose a domain). For all non-casters, you should be choosing one of the alternate racial traits that replaces this, instead. Darkvision:
Feats, Traits,Skills:
Feats: *Alertness, +2 to Perception & sense Motive Mage´s Tattoos (Evocation), Select a school of magic (other than divination) in which you have Spell Focus—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: Extra Traits 2 Extra Traits Traits: Magical Lineage Burning Hands When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. Extremely Fashionable if clothing worth 150 you gain +1 to Diplo, Bluff and Intimidate Affinity to the elements +1 DC for spells of the fire descriptor Precocious Spellcaster +1 CL for Burning Hands, Prestidigation 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: 10 = 1 + CHA Mod + 3 + 1; Climb: -1 = 0 + STR Mod + 0 -ACP; *Craft: 0 = 0 + INT Mod + 0; *Diplomacy: 12 = 1 + CHA Mod +3 +1 + 2 ; 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: 6 = 0 + CHA Mod + 0 +1; *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; Perform(Sing) 8 = 1 +CHA MOD +0 +2 MW; 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: 9 = 1 + CHA Mod + 3; Spells:
DC = 10 + CHA + Level Sorcerer: Level-0: Unlimited use Level-1: 5 + 2(CHA) Spells Known: Level-0: (3) Acid Splash Daze Detect magic Prestitigation Read Magic Level-1: (3+1BL) Burning hands (DC 18) Grease (DC 17) Equipment:
Weapons: (4gp) dagger (2gp) --Weight: 6 Armour: Mw Silken Ceremonial armor: (160gp) --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) Scroll Tube Trail rations *4 1 2 pots of honey Masterwork Instrument 100gp Noble´s Outfit 75 MW Diplomacy tools: Juwelery 75 Alchemy items Antiplague 50 Antitoxin 50 Smokestick 20 Alchemist Fire 20 Salpeter (x20) 20 (+1 Fire Damage Fire Spells) Springloaded wrist sheath 5 Wands Magic Missle (47/50) 2PP Cure light wounds (50/50) 2PP Potions Cure light wounds x2 100 Scrolls Scroll of Enlarge Person 25 Mage Armor x2 50gp Comprehend languages 25 Infernal Healing Cloak of Resistance +1 --Weight: 18 --Weight: (8)
Appearance:
Height: 4' 7" Weight: 95 lbs Hair: Deep Red with golden accents Eyes: Honey coloroued Skin: Tanned, the colour of milk chocolate Physical Description Takara:
Firesting Scorpion, (Greensting Scorpion with yellow reskin) N Tiny vermin Init +3; Senses darkvision 60 ft.; Perception +4 Defense AC 18, touch 15, flat-footed 15 (+3 Dex, +3 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 —, 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 Ecology Environment warm or temperate forests Organization solitary, pair, or colony (3–6) Treasure none 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. Boons:
Genie Heritage: frit sorcerers with the efreet bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Dark Archive S8:
ENDURING SCHOLAR (2+ goals): Your exposure to dangerous magic has conditioned you to resist spells. Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 plus half the number of goals you have completed. ARCHIVIST (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language. MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you may requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value does not exceed 100 times your character level. You and your allies may use these items freely, but Zarta expects you to return any unused items at the end of the adventure. -------------------------------------------------------------------- [][]Recover a named text (typically listed in italics or quotes) found during the course of an adventure. [X][]Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level. []Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9). []Recover a named minor artifact or major artifact during the course of an adventure. [X][X]Identify a potion or other magic item whose caster level equals or exceeds your character level. []Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device. [][]While adventuring in an area strongly connected to an element (e.g. a volcano, deep under the ocean, or an Elemental Plane), attune that area to Zarta’s extraplanar ritual. You can attempt this attunement once per region by spending 10 minutes and attempting a Knowledge (arcana or planes) check with a DC equal to 15 plus your character level. [][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. Introduction:
You see a petite girl entering gracefully into the room. Her lustrous fire red hair is in lusterous curls and sometimes seems to move as if by its own accord as the dancing flames in a fire. Her creamy skin suggests a live without hardship, supported by the softness of her hands. Her gplden eyes seem seem to promise untold pleasures as do her ruby lips. She moves with an easy grace. She always wears golden silk armor with red accents and gilded sandals. She has a red and ashen scorpion tattood on her left shoulder. |