Sunlord Thalachos

Feuerseele's page

199 posts. Organized Play character for Helikon.


Full Name

Feuerseele

Race

Ifrit

Classes/Levels

Sorcerer (Tattood) 2

Spoiler:
AC 13/T13/FF10 HP 1/14 F+2 R+3 W+3 Init +10 Perception+1

Gender

female

Size

medium

Age

17

Alignment

CN

Deity

Ymir

Languages

Common, Fuegan

Homepage URL

Feuerseele

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

About Feuerseele

Data:

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:
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: 2 = 3(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.
Type:
Ifrits are ousiders with the native subtype,

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: 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:
Darkvision 60 feet


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)
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: 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.