Shorafa Pamodae

Hireath's page

91 posts. Alias of Ever_Anon.

Full Name





Wizard 1 | HP 6/8 | AC: 13 (T: 12, FF: 11)| Saves: F:+1, R:+2, W:+2 | BAB: +0, CMB: -1, CMD: +11, | Init: +2 | Perc. +4, Darkvision 60ft | Spells: (1st) 4/4










Academy Arcane


Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Infernal, Sylvan.

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

About Hireath


Female Tiefling Wizard (Illusionist) 1
NG Medium Outsider (Native)
Init +2; Senses: Darkvision 60ft; Perception +4
AC 13, touch 12, flat-footed 11 (+2 dex., +1 armor)
HP 8 (1d6) (+1 FCB)
Fort +1, Ref +2, Will +2
Melee Dagger -1 (1d4 -1, 19-20/x2)
Ranged Light Crossbow +2 (1d8+0, 19-20/x2)
Other Statistics
Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 9
Base Atk +0; CMB -1; CMD 11

Special Abilities:

Scribe Scroll (Bonus Feat): Create magic scrolls
Cosmopolitan: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. (Chosen Skills: Perception, Sense Motive.)

Perfectionist's Brew (Magic): You know that potion recipes should be followed with exact precision. You gain a +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions.
Unintentional Linguist (Social): You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran.

9 skill ranks per level (2 class, +5 Int., +2 background)

Craft (Alchemy): +11
Knowledge Arcana [1]: +9
Knowledge History (Background) [1]: +9
Knowledge Planes [1]: +9
Linguistics (Background) [1]: +10
Perception [1]: +4
Sense Motive [1]: +4
Spellcraft [1]: +6
Stealth [1]: +8

Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Infernal, and Sylvan.

Class and Racial Features:

Wizard Class Features
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook.

Arcane Bond (Chosen Object - Ring): At 1st level, wizards form a powerful bond with an object or a creature. Wizards who select a bonded object begin play with one at no cost. These objects are always masterwork quality. If the object is an amulet or ring, it must be worn to have effect. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

Arcane School (Specialist School: Illusion - Mage of the Veil. Opposition Schools: Enchantment/Necromancy): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell.
In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Illusion (Mage of the Veil):
Extended Illusions: Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round).

Requirements: A mage of the veil must select disguise self as one of his spells known at 1st level.

Class Skills: A mage of the veil gains Bluff, Disguise, and Stealth as class skills.

Associated School: Illusion.

Replacement Powers: The following school powers replace the blinding ray and invisibility field powers of the illusion school.

Face in the Crowd: At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your wizard level, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect.
Tiefling Racial Traits:
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Tieflings of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level). Tieflings of specific bloodlines (see below) gain different spell-like abilities.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Prehensile Tail (Alternate Racial Trait): Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Favored Class Bonuses:
Level 1: +1 hp

Spells Prepared:

Cantrips (DC 15) (3 slots/d):

Message: Whisper conversation at distance..

Ghost Sound: Figment sounds.

Prestidigitation: Performs minor tricks.

Level 1 (DC 16) (4 slots/d):
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Silent Image: Creates minor illusion of your design.
Vanish: As invisibility for 1 round/level (5 max).



Resistance: Subject gains +1 on saving throws.

Acid Splash: Orb deals 1d3 acid damage.
Drench: Soak the target creature or object.

Detect Fiendish Presence: As detect evil, except this specifically detects outsiders with the evil subtype and their servants.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Grasp: Retry a Climb check as an immediate action
Read Magic: Read scrolls and spellbooks.

Breeze: Create a light wind.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Penumbra: Keep something in the shadows.
Ray of Frost: Ray deals 1d3 cold damage.
Scoop: Use a small vessel of force to scoop up liquid or small objects.
Spark: Ignites flammable objects.

Ghost Sound: Figment sounds.
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Oath of Anonymity: Cloak yourself in an illusion that hides your true identity
Vacuous Vessel: Make a single container appear empty.

Chameleon Scales: Change the color of your skin to something else.
Jolt: Deal 1d3 electricity with a ranged touch attack.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Root: Bolster the subject’s CMD vs. trips and Acrobatics checks to remain standing.
Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.

Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

Level 1:
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.

Comprehend Languages: You understand all languages.

Ear-Piercing Scream: Deal sonic damage and daze target.

Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Silent Image: Creates minor illusion of your design.
Vanish: As invisibility for 1 round/level (5 max).

Equipment (All):

Combat Gear:

Dagger: 2gp
Light Crossbow: 35gp
10 bolts: 1gp
Haramaki: 3gp

Other Gear:
Acid flask (3): 10gp (Crafted at 1/3 cost using Craft - Alchemy skill)
Artisan's tools (common): 5gp
Backpack (Common): 2gp
Belt pouch: 1gp
Chalk: 1cp
Flint and steel: 1gp
Ink: 8gp
Oil (1 pint): 1sp
Parchment (10): 2gp
Rope (Silk): 10gp
Soap: 1cp
Scrivener's Kit: 2gp
Traveler's Outfit (x3): 2gp (1st outfit free)
Waterskin: 1gp

Total cost: 115gp, 1sp, 2cp
Remaining gold: 4gp, 8sp, 8cp

Equipment (Carried In Dungeon):

Dagger: 1lb
Light Crossbow: 4lbs
10 bolts: 1lb
Haramaki: 1lb

Acid flask (1): 1lb
Backpack (Common): 2lbs
Belt pouch: .5lb
Chalk: -
Flint and steel: -
Oil (1 pint): 1lb
Rope (Silk): 5lbs
Traveler's Outfit: 5lbs
Waterskin: 4lbs

Total weight carried: 25.5 lbs

Carrying Capacity:
26 lbs. or less: Light Load
27–53 lbs.: Medium Load
54–80 lbs.: Heavy Load

Character Background:

It had finally come. After weeks arguing with her parents about the application fees. Long nights studying at the library to prepare for the entrance examination. Months of waiting, wondering if she was really good enough, or if this had all just been a waste of time and money.

With shaking hands Hiraeth opened the envelope, barely avoiding nicking herself with one of her long, sharp claws.

Dear Ms. Hiraeth, we would be pleased to welcome you as a first-year student at the Academy Arcane…

Suddenly boneless, she slumped to the floor. Her mother’s voice, worried, called from the next room. ”Hireath? Is everything alright?”

Was it? She’d made it, but…

She quickly scanned the rest of the letter, looking for the magic words. have been offered a full-tuition scholarship…

Her breath caught. She read it again. And again. The words remained the same. They weren’t just accepting her, they were giving her a scholarship! Which meant…

Her mother walked into the room, her face growing more concerned when she saw Hireath on the floor. ”Hireath? What’s wrong?”

”Nothing! Nothing’s wrong! They accepted me, mom! With a scholarship!” Hireath was crying now. ”I can actually go!”

Acceptance was hard to come by for a Tiefling, particularly one Hireath. (The claws she could hide in gloves. She’d long since mastered the art of smiling without showing her fangs. But nothing could be done about her reptilian eyes, or the long, curling horns sprouting from her head.) Her parents loved her, but most of her peers were afraid of the “fiend-spawn.”

With few friends, Hireath buried herself in books. Most frequently books on magic, a line of study her parents encouraged. Potion-brewing was a lucrative occupation, after all. What they hadn’t expected was the sheer talent the girl showed for spellcraft.

It was a librarian who suggested she apply to the Academy Arcane, after seeing her practice a few cantrips she’d taught herself. Her parents were initially hesitant. Schools were expensive, and their small alchemist’s shop didn’t make that much profit. Hireath begged and pleaded, until eventually they agreed to let her apply. If she was accepted, they’d see if they could somehow raise the funds.

But now, they didn’t have to. Now, Hireath could attend the Academy Arcane with her head held high, without worrying about her parents having to sacrifice their own lives to send her there.

She’d prove to everyone that they’d made the right choice.

Plus bonus limericks!

A Tiefling once born in the city
Was told she was not very pretty
Her horns were all wrong
Her nails too long
But lucky for her she was witty

She taught herself new magic arts
With aid from her surplus of smarts
She went to a college
For even more knowledge
(There's more than one way to break hearts.)