Lyrakien

Finja of Aaramor's page

234 posts. Alias of MordredofFairy.


Gender

HP: 12/12 | AC:18 / T:18 / FF:10 | Fort: 4, Ref: 5, Will: 0 | CMD: 19 | Init: 3 | Perception: 4 (Darkvision 60 ft)

About Finja of Aaramor

Sorcerer(Crossblooded(Draconic(Occult), Phoenix)) 1 / Unchained Monk(Scaled Fist) 1
LG Medium Aasimar
FCB:
1 x +1 Spell known

Init 3 = 3(dex)
Senses Perception 4 (Darkvision 60 ft)

Progression Plan:

Unchained Monk(Scaled Fist) 1 || Sorcerer(Crossblooded) 1
Unchained Monk(Scaled Fist) 2 || Sorcerer(Crossblooded) 2
Unchained Monk(Scaled Fist) 3 || Sorcerer(Crossblooded) 3
Unchained Monk(Scaled Fist) 4 || Sorcerer(Crossblooded) 4
Unchained Monk(Scaled Fist) 5 || Sorcerer(Crossblooded) 5
Unchained Monk(Scaled Fist) 5/Paladin 1 || Sorcerer(Crossblooded) 5/Dragon Disciple 1
Unchained Monk(Scaled Fist) 5/Paladin 2 || Sorcerer(Crossblooded) 5/Dragon Disciple 2
Unchained Monk(Scaled Fist) 6/Paladin 2 || Sorcerer(Crossblooded) 5/Dragon Disciple 3
Unchained Monk(Scaled Fist) 7/Paladin 2 || Sorcerer(Crossblooded) 5/Dragon Disciple 4
Unchained Monk(Scaled Fist) 8/Paladin 2 || Sorcerer(Crossblooded) 5/Dragon Disciple 4/Oracle(Time) 1
Unchained Monk(Scaled Fist) 9/Paladin 2 || Sorcerer(Crossblooded) 5/Dragon Disciple 5/Oracle(Time) 1
Unchained Monk(Scaled Fist) 10/Paladin 2 || Sorcerer(Crossblooded) 5/Dragon Disciple 6/Oracle(Time) 1
Unchained Monk(Scaled Fist) 11/Paladin 2 || Sorcerer(Crossblooded) 5/Dragon Disciple 7/Oracle(Time) 1
Unchained Monk(Scaled Fist) 12/Paladin 2 || Sorcerer(Crossblooded) 5/Dragon Disciple 8/Oracle(Time) 1
Unchained Monk(Scaled Fist) 13/Paladin 2 || Sorcerer(Crossblooded) 6/Dragon Disciple 8/Oracle(Time) 1
Unchained Monk(Scaled Fist) 14/Paladin 2 || Sorcerer(Crossblooded) 7/Dragon Disciple 8/Oracle(Time) 1
Unchained Monk(Scaled Fist) 15/Paladin 2 || Sorcerer(Crossblooded) 8/Dragon Disciple 8/Oracle(Time) 1
Unchained Monk(Scaled Fist) 16/Paladin 2 || Sorcerer(Crossblooded) 9/Dragon Disciple 8/Oracle(Time) 1
Unchained Monk(Scaled Fist) 17/Paladin 2 || Sorcerer(Crossblooded) 10/Dragon Disciple 8/Oracle(Time) 1
Unchained Monk(Scaled Fist) 18/Paladin 2 || Sorcerer(Crossblooded) 11/Dragon Disciple 8//Oracle(Time) 1

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Party Role/Concept
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Melee Tank, Buffer, Disabler, Reliable mid-DPS.

Background:

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Childhood
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Finja was born during a crusade - her parents were Riftwardens working with the Crusaders - but an army camp is no place for a baby. Finja was sent ahead to Kenabres with a friend of her parents who was wounded in battle, to be cared for until after the mission they had embarked on - but they never returned.
As such, Finja's temporary foster family became her permanent home, an Elven Couple with 2 children, part of a group working in the Librarium.
Finjas parents were both reportedly human - but she was clearly not. Her hair, shadow, the slightly pointed ears - it was quickly found that she had angelic heritage.
The first few years, she aged normally - as a human might. Then her aging seemed to slow down and eventually stop - at the same time, she exhibited signs of different magic in her blood - sorcerous blood of the great wyrms.
Medical experts were clueless what caused her to stop aging, but theorized that she may have used her inherent magic to adapt to her host family - trying to age as low as an elf - or that the wyrm influence was responsible, and she would eventually transition to a new stepping stone swiftly.
They did recommend physical therapy, and as such, Finja started to learn martial arts from an Monk - a retired crusader who was now custodian in the Librarium. She took easily to the lessons, albeit in an unorthodox way.

Description&Personality:

Daily Abilities:

1/1 Stunning Fist DC 16

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Spells
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Level 0=inf
Level 1=3+2(Cha): 5/5

Spells Known:
Level 0: BL: Detect Magic, BL: Read Magic, Prestidigitation, Ghost Sound, Light, Mage Hand
Level 1: Mage Armor(3), Psychic:, Mage Armor Enlarge Person
Level 2: BL:Resist Energy(5), Psychic:
Level 3: BL:Fly(7), Psychic:
Level 4: BL:Wall of Fire(9), Psychic: Freedom of Movement
Level 5: BL:Break Enchantment(11), Psychic: Etheric Shards
Level 6: BL:Path of the Winds(13), Psychic: Incorporeal Chains
Level 7: BL:Firebrand(15), Psychic: Unshakeable Zeal
Level 8: BL:Prismatic Wall(17), Psychic: Glimpse of the Akashic
Level 9: BL:Wish OR Fiery Body(19), Psychic: Akashic Form

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Defense
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AC 18 10+3(Dex)+0(Armor)+0(Shield)+5(Monk), ACP = 0
hp 12 = 10(Class)+2(Con)
Fort 4 , Ref 5 , Will 0

Celestial Resistance(Unscathed Trait):
acid/cold/electricity resistance 7
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Offense
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Speed 30 ft
MELEE Flurry of Blows +3/+3(1d6+2|20/x2)
RANGED

Stunning Fist: DC 16 or stunned

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Statistics
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Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 21
Base Atk +1; CMB +1; CMD 19
(-4 STR for CMB/STR Checks due to Child Curse)

Languages: Common + Elven +

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Special Abilities
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=====Feats=====
Level 1: Celestial Heritage(Azata)
Level 1(Monk): Stunning Fist
Level 1(Monk): Unarmed Combatant(Improved Unarmed Strike)
Level 1(Monk Bonus Feat): Dragon Style
Level 1(Sorcerer): Eschew Materials
Level 2(Monk Bonus Feat): Deflect Arrows
Level 3: Skill Focus(Disguise)
Level 5: Favored Prestige Class
Level 7: Eldritch Heritage(Shapechanger)
Level 7(Bloodline Bonus Feat): Toughness
Level 8(Monk Bonus Feat): Dragon Ferocity
Level 9: Prestigious Spellcaster
Level 11(Bloodline Bonus Feat): Quicken Spell
Level 11: Prestigious Spellcaster
Level 12(Monk Bonus Feat): Medusas Wrath
Level 13: Shield Focus(Buckler)
Level 14(Bloodline Bonus Feat): Improved Initiative
Level 15: Unhindering Shield
Level 16(Monk Bonus Feat): Improved Critical(Unarmed Strike)
Level 16(Bloodline Bonus Feat): Dodge
Level 17: Osyluth Guile
Level 19: Paralyzing Strike
Level 20(Monk Bonus Feat): Shatter Defenses

===== Style Strike =====
Level 5: Flying Kick
Level 11: Defensive Spin
Level 15: Rabbit Punch
Level 19: Hammerblow

===== Ki Powers =====
Level 4: Qinggong Power - Barkskin
Level 8: Wholeness of Body
Level 10: Abundant Step
Level 12: Insightful Wisdom
Level 14: Qinggong Power - Deadly Juggernaut
Level 16: Building-Up Koan
Level 18: Quivering Palm
Level 20: Diamond Resilience

===== Oracle Curse =====
Level 1: You take a -4 penalty to your Strength modifier for the purpose of Strength checks and your maneuver bonus.
Level 10(Effective Oracle Level 5): +2 bonus to Escape Artist and Stealth
Level 10(Effective Oracle Level 5): Strength penalty is reduced to -2
Level 19(Effective Oracle Level 10): Bonus Revelation

===== Revelations =====
Level 10: Knowledge of the Ages (Su)
Level 19: Temporal Celerity (Su)

===== - Mythic Path - =====
Tier 1(): Archmage Arcana - Wild Arcana (Su)
Tier 1(Dual Path): Champion’s Strike - Fleet Charge (Ex)
Tier 1: Mythic Spellcasting (Ex)
Tier 2: Ever Ready (Ex)
Tier 3: Fleet Warrior (Ex)
Tier 4: Eldritch Breach (Su)
Tier 5: Mythic Smite
Tier 6: Maximized Critical (Ex)
Tier 7: Enduring Armor (Su)
Tier 8: Enhanced Ability(Charisma) (Ex)
Tier 9: Enhanced Ability(Strenght) (Ex)
Tier 10: Sanctum (Su)
Tier 10: True Archmage (Ex)

=====Mythic Feats=====
Tier 1: Dual Path (Mythic)
Tier 3: Eldritch Heritage (Mythic) - Shapechanger
Tier 5: Stunning Fist (Mythic)
Tier 7: Improved Initiative (Mythic)
Tier 9: Improved Critical(Mythic)

=====Mythic Ability Score Increases=====
Tier 2: CHA
Tier 4: CHA
Tier 6: CHA
Tier 8: CHA
Tier 10: CHA

=====Racial Qualities=====

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Musetouched Aasimar have a +2 racial bonus on Diplomacy and Perform checks.
Variant Abilities: 90: You gain an additional +2 racial bonus to your Charisma score. The abilities presented here replace an aasimar’s spell-like ability racial trait.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

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Class Abilities
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=====Bloodline(Crossblooded)=====
Esoteric Dragons: Variant Bloodline Arcana: When selecting spells known, you can choose spells from the psychic class spell list. The psychic spells you select must normally be unavailable to your class. You can know only a number of psychic spells equal to the highest level spell you can cast from your class spell list, based on your current class level. When you’re casting these spells, they function as psychic magic instead of arcane. You use thought and emotion components (Occult Adventures 144) instead of verbal and somatic components when casting these spells.
Bloodline Arcana: When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

Level 1: The Unseen World (Su)
At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.

Level 3: Dragon Resistances (Ex)
At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Level 9: Blood Piercing (Su)
When you cast a bloodrager or sorcerer spell that deals damage, creatures affected by the spell reduce their energy resistance and spell resistance against the spell’s effects by an amount equal to your Strength or Charisma modifier, whichever is higher. You can use this ability once per day at 4th level and one additional time per day for every 5 caster levels you have beyond 3rd, up to four times per day at 18th level.
This ability replaces the sorcerer’s 9th-level bloodline power

Level 15: Wings (Su):
At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Level 20: Rebirth (Su)
At 20th level, the full power of a phoenix erupts from within you if you perish. When you die, you are brought back to life, as true resurrection, after 1 minute. This ability can be used only once every 24 hours, and if you are slain again within this period, your death is permanent.

=====Bloodline(Eldritch Heritage)=====

Level 7: Hardened Fists (Su)
At 1st level, you can make your fists grow large, callused, and gnarled as a free action. Your unarmed strikes deal damage as though you were one size category larger, deal lethal damage, and do not provoke attacks of opportunity. If you have claws, they are affected instead, and they deal damage as though you were one size category larger. You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Level X: Mutable Flesh (Su)
At 3rd level, once per day when you cast a transmutation spell with a duration of 1 minute per level that affects only you, you can increase its duration to 10 minutes per level. At 9th level, you can increase the duration to 1 hour per level.

Level X: Vortex of Flesh (Su):
At 9th level, you can momentarily change into an amalgam of erratic geometric shapes once per day, lashing out at every creature in a 20-foot-radius spread around you as a standard action. This attack deals 1d6 points of bludgeoning, piercing, and slashing damage per sorcerer level. If you benefit from a spell or effect that allows you to overcome damage resistance with your natural attacks (such as magic fang), this attack ignores DR of the same type. Those caught in the area can attempt a Reflex saving throw (DC = 10 + half your sorcerer level + your Charisma modifier) for half damage. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Level X: Superior Transformation (Su):
At 15th level, you become master of your own shape and you fully understand the intricacies of all shapechanging magic. You are immune to polymorph effects unless you are a willing target. Once per day when you cast a polymorph spell on yourself, in addition to the normal effects of the spell, you can choose to gain a fly speed of 60 feet (average maneuverability), a swim speed of 60 feet, or an increase to your base land speed of 30 feet.

Level X: Amorphous Anatomy (Su):
At 20th level, your vital organs shift position, and as a rule they are constantly changing their shape and size to best protect you. You gain immunity to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—. You automatically recover from physical blindness or deafness after 1 round by growing new sensory organs to replace the compromised ones; you cannot otherwise regenerate lost body parts.

=====Skills=====
4(class)+1(int)+2(Background)

Adventuring Skills

3 Acrobatics(ACP) = (ranks)+3(Dex)+3(class)
9 Bluff = 1(ranks)+5(Cha)+3(class)
6 Climb(ACP) = 1(ranks)+2(Str)+3(class)
5 Diplomacy = (ranks)+5(Cha)
-- Disable Device(ACP) = (ranks)+(Dex)
5 Disguise = (ranks)+5(Cha)
3 Escape Artist(ACP) = (ranks)+3(Dex)+3(class)
3 Fly(ACP) = (ranks)+3(Dex)+3(class)
0 Heal = (ranks)+(Wis)
5 Intimidate = (ranks)+5(Cha)+3(class)
5 Knowledge (arcana) = 1(ranks)+1(Int)+3(class)
- Knowledge (dungeoneering) = (ranks)+1(Int)
- Knowledge (local) = (ranks)+1(Int)
- Knowledge (nature) = (ranks)+1(Int)
- Knowledge (planes) = (ranks)+1(Int)
- Knowledge (religion) = (ranks)+1(Int)+3(class)
4 Perception = 1(ranks)+0(Wis)+3(class)
3 Ride(ACP) = (ranks)+3(Dex)+3(class)
0 Sense Motive = (ranks)+(Wis)+3(class)
-- Spellcraft = (ranks)+(Int)+3(class)
3 Stealth(ACP) = (ranks)+3(Dex)+3(class)
0 Survival = (ranks)+0(Wis)
6 Swim(ACP) = 1(ranks)+2(Str)+3(class)
-- Use Magic Device = (ranks)+(Cha)+3(class)

Background Skills

1 Appraise = (ranks)+1(Int)+3(class)
Artistry = (ranks)+1(Int)+3(class)
1 Craft = (ranks)+1(Int)+3(class)
-- Handle Animal = (ranks)+(Cha)
- Knowledge (engineering) = (ranks)+1(Int)
- Knowledge (geography) = (ranks)+1(Int)
5 Knowledge (history) = 1(ranks)+1(Int)+3(class)
- Knowledge (nobility) = (ranks)+1(Int)
-- Linguistics = (ranks)+(Int)
Lore = (ranks)+(Int)+3(class)
9 Perform(Dance) = 1(ranks)+5(Cha)+3(class)
5 Perform(Any) = (ranks)+5(Cha)+3(class)
-- Profession()= [/b]= (ranks)+0(Wis)+3(class)
-- Sleight of Hand(ACP) = (ranks)+3(Dex)

=====Gear=====

Belt - nothing
Head - nothing
Body - nothing
Headband - nothing
Chest - nothing
Neck - nothing
Eyes - nothing
Shoulder - nothing
Feet - nothing
Wrists - nothing
Hand - nothing
Ring - nothing
Ring - nothing
Slotless - nothing

Starting Gold 120 GP

50 GP Potion of CLW
50 GP MW Backpack

8 GP Kit, Sorcerer’s(Weight 19 lbs.) - This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.

Free Outfit: Outfit, Monk’s

12 GP in assorted coinage

=====Traits=====

Campaign:
Riftwarden Orphan (Campaign)
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 conf irmed 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.
Benefit: You gain a +2 trait bonus on all concentration checks.
Associated Mythic Path: Archmage.
Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing parents. Your parents could even be foster parents.

Martial Manuscript(Faith)
You either carry or have memorized a sacred text from your school, temple, or monastery, and its wisdom gives you insight that makes your attacks more devastating.
Benefit: You gain a +2 trait bonus on rolls to confirm critical hits when you’re using an unarmed strike or monk weapon.

Unscathed (Magic)
You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation.
Benefit(s): Each type of energy resistance you have (if any) increases by 2 points.

Hedonistic (Drawback)
You are a creature of pleasure and comfort.
Effect(s) Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

=====Ability Scores=====:

STR 14=14(Buy)
DEX 16=14(Buy)+2(Race)
CON 14=14(Buy)
INT 12=12(Buy)
WIS 10=10(Buy)
CHA 21=17(Buy)+2(Race)+2(variant)

Questionnaire:

1. What is your character’s name?
Finja

2. How old is your character?
11

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Physically, she is still a child. Androgynous. On first glance, probably not clear if boy or girl. Hair shimmers golden like the sun, but shifts to silver in moonlight.
Her shadow is colorful, as if she was not actually blocking the light, but diffracting it like a prism. She has wings, but they are vestigial(simply not powerful enough to carry her).

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Despite being an Aasimar, speaks with an Elvish accent. Melodic voice.
Her wings shiver when she is excited or scared.

5. Where was your character born? Where were you raised? By who?
During the 4th Crusade, in an army camp. Soon after, taken to Kenabres and cared for by a foster family - Elves who accompanied Aravashnial, working in the Librarium of the Broken Black Wing.
(They had a baby as well, thus making breastfeeding a possibility - due to different rates of aging, the baby sister is still a baby sister, while her "older brother" is now her "relative age".)

6. Who are your parents? Are they alive? What do they do for a living?
Proper parents are presumed dead as per Campaign Trait. They were Riftwardens, or so I've been told.

7. Do you have any other family or friends?
None known, which is why she was placed with a Foster Family. She does have those, including a "little sister"(older than her, but elvish), and a brother(also older, but her own relative age now).

8. What is your character’s marital status? Kids?
Single, not sexually active.

9. What is your character’s alignment?
Lawful Good

10. What is your character’s moral code?
Wiccan Rede: "And it harm none, do as ye will." She is old enough to think critical for herself, but not old enough that she had to deal with the hardships life can bring. She wants to enjoy life, to see the good things. Especially if forced into fighting for her life. The good things keep her going. She wants to play, to hear music, to eat good food. If everything is bleak and dreary, she won't have restful sleep.

11. Does your character have goals?
To find out what happened to her parents. To make Mendev save for all. Become a Riftwarden, too. Find the best cake in the world. See Kyonin in person.

12. Is your character religious? what deity?
She is religious - hard not to when there are so clear signs of the gods - but has not "locked" in on a single deity yet - Iomedae as guardian of Mendev, Desna for Dreams and Travel, Irori for personal Improvement... those are probably the ones she mostly prays to.

13. What are your character’s personal beliefs?
Everybody contributes what they can, everybody receives what they need. That is how things should work. She also does not believe that the gods care about individual fates, and believes people talking about being "tested" by them are simply searching for an escape, for someone to blame their hardships on, rather than changing things.
(She is young, and sees many open doors - where older people often see only closed doors...)

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Not stupid, but too willing to believe in the good intentions of people. Oblivious to an extent. Clueless about romance.

15. Why does your character adventure?
What do you mean? She is not adventuring. She is a child in Kenabres. She is training, playing, and running errands.

16. How does your character view his/her role as an adventurer?
She was granted a gift, in the form of magic. A body that is capable. It is clear that the weight she will carry for the sake of all will be a great one.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Birthmark - Sign of the Seekers Spiral, on her left buttocks.
Also, she bears magical markings resembling tattoos, but made of pure magic rather than ink. They manifest on areas usually hidden by clothing, but may seem out of place on someone her age.
(Tattooed Sorcerer)

18. How does your character get along with others?
Well, if they are open. She wants to play, she wants to sing, she wants to learn about the world. If they are broody and reserved, she may seem obnoxious to them. Otherwise just a bright and intelligent child open to others and curious about anything unknown.

19. Is there anything that your character hates?
Demons, obviously. The Worldwound. Not just because of her parents, but because of how it dominates the daily life in Mendev, and makes so many things distinctly un-fun.

20. Is there anything that your character fears?
Being alone. Well and truly alone.