Solveig Ayrdahl

Fiametta the Kantarian's page

95 posts. Organized Play character for pH unbalanced.


Race

| HP 8/8 | AC 15 (15 Touch, 14 Flat-Footed) | CMB -1, CMD 10 | Fort. +1, Ref. +1, Will +4 | Init. +1 | Perc. +3, Sense Motive +2

Classes/Levels

| Speed 30ft | Dazing Touch: 7/7 | Spells: 1st 3/3 | Active conditions: mage armor.

Gender

LN Female Human (Chelaxian) Wizard (Enchantress) 1

About Fiametta the Kantarian

Details:
Female Human Wizard 1
LN Medium Humanoid (Human)
Init: +1; Senses: normal; Perception +3
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 dexterity)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +4
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OFFENSE
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Spd 30 ft.

Melee:
Dagger -1 (1d4-1/19-20)
Dagger (silver) -1 (1d4-2/19-20)
Club -1 (1d6-1)

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STATISTICS
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Str 8, Dex 12, Con 13, Int 18, Wis 14, Cha 12
Base Atk +0; CMB -1; CMD 10
Feats: Combat Casting, Eschew Materials, Spell Focus(Enchantment)
Traits: Charming, Magical Knack (Wizard)
Skills: Bluff +4, Diplomacy +4, Know(arcana) +8, Know(religion) +8, Perception +3, Profession(barrister) +6, Spellcraft +8
(Skill Rank 1 in Bluff, Diplomacy, Know: Arcana, Know: Religion, Perception, Prof: Barrister, & Spellcraft)
Languages: Common, Chelaxian, Draconic, Infernal, Ancient Osirian
Spells: 0-level Acid Splash, Detect Magic, Read Magic
1st level Grease (DC 15), Mage Armor, Sleep (DC 16)(S)
Coin:
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SPECIAL ABILITIES
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Arcane Bond: Amulet (Pentacle). Must wear it to cast without concentration checks. 1/day may cast one spell in spellbook without using a spell slot or needing to have it memorized.
Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Eschew Materials: 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.
Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
Spell Focus(Enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

School Powers:
School: Enchantment. Opposition Schools: Abjuration, Necromancy
Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spellbook Contains:
0-level: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic
1st Level: Charm Person, Comprehend Languages, Grease, Hypnotism, Mage Armor, Magic Missle, Sleep


Equipment:

Carried:
Dagger 2gp 1#
Cold Iron Dagger 4gp 1#
Silver Dagger 24gp 1#
Spellbook 0gp 3#
Backpack 2gp 2#
Silver Holy Symbol 25gp 1#
2 belt pouches 2gp 1#
Vial Ink 1gp 0#
100 sheets paper 40gp 0#
Hooded Lantern 7gp 2#
Oil Flask 0.1gp 1#
Alchemist's Fire(x3) 60gp 3#
Scroll of CLW 25gp
Wand of Cure Light Wounds (50 charges)
Thunderstone 30gp 1#
Acid Flask (x3) 30gp 3#
50' Rope (silk) 10gp 5#

At Lodge
Horse, light (combat trained) 110gp
Riding Saddle 10gp
Saddlebags 4gp
Bit & Bridle 2gp
Scholar's outfit 5gp 6#
Bedroll 0.1gp 5#

164gp 17sp 10cp


Intro:

A slim woman in black robes approaches the desk. Her blonde hair is pinned up in an elaborate fashion, and the large red pentacle around her neck sways gently with her gait. She smiles perfunctorily and pulls a sheaf of papers from her satchel.

"I have an appointment with Master Aram Zey. For Fiametta, Fiametta from Kantar. He will want this," she hands the attendant a folder, "it's my application packet. It has everything you will need to get me enrolled in your Pathfinder...organization. My resume, my examination results, a very thorough recommendation from my sponsor, Paracountess Dralneen." A flush of color passes over Fiametta's cheeks, and is gone.

"So if you could just sign this document here," Fiametta proffers a sheet of parchment and a quill, "indicating that you received this packet in its entirety. You can verify it against my copy, and initial each page if you prefer. No? Then just sign here, and here, and, yes here. Thank you."

Fiametta looks around the entry area of the Grand Lodge, until she finds a suitable divan. "I'll wait over there until I am summoned, yes? If you could bring me a pot of tea, with lemon and honey, while I am waiting I would be most appreciative." She smiles again, then settles herself for her interview.


Background:

In Kantar, there are Asmodeans, and the unimportant, and Fiametta had no desire to be as unimportant as her parents. She attended chapel regularly, and incessently studied the Asmodean Monograph, utterly transfixed by the laws it described. She lived scrupulously by the commandments, and confessed the sins of all around her who did not. When she informed on her family to the Hellknights, it was not out of malice, or jealousy, but simply because she knew that it was blasphemy for them to escape the punishment of the Scourge.

She lived as a lay sister then, and had every expectation that upon reaching the age of majority that she would take vows and enter the clergy, but a routine test revealed her immense magical aptitude. She enrolled in the Egorian Academy of the Magical Arts on a religious scholarship, continuing to study Hell's strictures as she began to master magic. However, it quickly became clear to her that as a commoner from the outer provinces, she lacked the connections to advance in the usual ways -- she needed to find an unconventional path to power.

She found this path one day when she was invited to a party at the Dralneen household, and became aware of the Pathfinder Society. She made an impression on Paracountess Zarta, and spent a year of self-directed study under her tutelage, until the Paracountess felt she was ready to become a Pathfinder herself. Recommendation and application in hand, Fiametta set sale for Absalom.

Personality:

Fiametta is certain that she is meant for greatness, though she is less certain with exactly how that greatness will be expressed. Prideful and resolute, she is a paragon of Asmodean virtues. She enjoys people almost as much as she enjoys magic, and enjoys magic almost as much as she enjoys the law. She is fair with her allies, if not generous, and she only betrays those who she finds scheming against her.