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About IzahIzah, male ifrit Oracle (flame) 1
Init +2; Senses Darkvision 60, Perception +0 DEFENSE
OFFENSE
Melee
Ranged Special Attacks
Revelation: Heat Aura:
Heat Aura (Su): As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. STATISTICS
TRAITS
FEATS
SKILLS (4+Int Modifier/Level) Asterix denotes class skill
LANGUAGES
SPECIAL ABILITIES
Racial Trait: Efreeti Magic:
Efreeti Magic Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait. Fire in the Blood:
Fire in the Blood Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity. Oracle Mystery (Flame):
Class Skills: An oracle with the flame mystery adds Acrobatics, Climb, Intimidate, and Perform to her list of class skills. Bonus Spells: burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud (16th), fiery body (18th).
Flame Revelation: Heat Aura:
Heat Aura (Su): As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. Oracle's Curse (legalistic):
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.
Spell-Like Ability: Protection From Chaos 1/day (from Campaign Trait) SPELLCASTING Orisons (At Will)
1st-Level 5/day
GEAR
APPEARANCE
BACKGROUND
At his birth, Izah burned his way out of his mother's womb like a lump of molten steel, killing her in his entrance to this world. Izah was not born of parental love, not born out of violence or lust; Izah was born of sorcery and ritual. Izah knows nothing of his origin, save for fleeting recollections of robed figures and strange symbols, of disappointed old men laden with gold, and then what should have been a watery grave. Izah's story truly began when he was cast into the sea after his birth, hurled like an animal carcass from rocky cliffs into water that exploded in a gout of scalding steam the moment his fiery body struck its surface. Whatever results Izah's creators were searching for was not seen in his bloody birth, and so he was to endure the fate of all those who had come before him, a fate that haunts his dreams. Just a few hours old, Izah was hurled into the Inner Sea; a violent death sentence. Instead of drowning at the bottom of that cliff as others had, fortune or fate smiled on Izah. The steady delivery of corpses to these waters attracted the attention of aquatic predators, among which were the coastal-dwelling sand sharks that feasted on the remains of cast-off infants from unspeakable ritual. The gathering of sharks had attracted fishermen to the region, hoping to harvest the bounty of shark flesh for sale in local fishmarkets. Never did they imagine to haul up a horned child in their nets. Never did his makers expect him to survive. As of yet unnamed, the ifrit newborn was brought by the fishermen to the nearby island town of Chiron that they hailed from. Here, the newborn was cared for by the fisherman's family for several days as they struggled to determine what to do with the child. While the fisherman's family had ultimately decided to keep the child, the fisherman's brother Nekrit knew what riches an ifrit baby could fetch in the slave markets of Katapesh. In the dark of night, he stole into his brother's home and kidnapped the child, fleeing by boat from the village to make the long journey to the city of Katapesh. Here, Nekrit sold the ifrit boy for two-hundred and seventy-six gold to a Katapesian gnoll slave-trader of the sandstalker tribe known as Thaxis the Knife. Thaxis was no fool to pay such a high price for an infant, he had a keen eye for flesh and the potential therein. Thaxis could tell that the ifrit boy was of no mere planar progeny, but possessed the blood of noble efreeti in his veins. Dubbing the child Izah (an Ignan word meaning "golden"), Thaxis kept the infant for himself and had it raised by his slave handlers for close to a decade until the slowly-maturing ifrit was of age to walk and speak, effectively a toddler. By this time, young Izah had already begun to display his inherent fire-based powers, much to Thaxis' frustration. It was eventually decided to keep young Izah in a stone cell for the safety of others, so as to not burn down the remainder of Thaxis' holdings in Katapesh. Izah would endure three more years of captivity, but no amount of stone walls or lashings could repress his fiery personality and wildly destructive nature. He was a problematic child, lashing out at his captors, prone to fits and tantrums with destructive consequences. Both unable and unwilling to wait the long years to maturation, Thaxis began feverishly searching for a way to cut profit on Izah as-is. After several failed attempts to sell Izah on the slave market, a middling -- but interested -- bidder from Cheliax was eventually the lawful owner of the ifrit child. Delera Hightower was a human woman unlike the kind Thaxis was accustomed to dealing with. Powerful, charismatic and dangerous, Delera served as a maralictor of the Hellknight order of the Pyre in Cheliax. It was Izah's auspicious origin and natural gift towards the flame that attracted Delera's eye; that, and the challenge of taming the beast that was his temper. Within a year's time, Izah would call the fortress-city Citadel Krane just outside of Ostenso in eastern Cheliax -- seat of power for the Order of the Pyre -- home. Within the high walls of Krane, Izah was brought to bear under lash and chain. If he acted like an animal, he was treated like one. If he acted like a man, he was rewarded as one. Izah's rough edges were hammered out like iron being reforged into steel by the tempering hand of Maralictor Hightower for nearly thirty years, a time that barely accounted for half of Izah's youth and yet saw Delera withering away into a tired old woman who had lost her spark. Ultimately, Delera would retire from her position as maralictor and leave the tutelage and care of Izah in the hands of other members of the order of the Pyre. In a way, the ifrit boy had become a child of the entire order, raised by members of the Order of the Pyre for years until the day his true gift would manifest. It was under the care of dwarven Hellknight Master of Blades Tros Gravhost that Izah would come into his own within the organization. While Tros' attempts to undo the affectations of diabolism instilled in the ifrit child by Delera were in vain, his structured teaching on balanced aspects of combat reinforced the boy's violent nature with field-tested tactics and a respect for the strengths of his enemies. During a sparring match with an Armiger of the order, Izah was wracked by fitful spasms and collapsed on the training yard. When his opponent approached to see what was the matter, Izah's body erupted into a cloud of flames that left the boy he had been sparring against covered head-to-toe in flames. The boy survived, but he was mournfully disfigured by the incident. Gravhost, however, recognized that what Izah had undergone was a divine rapture representing an expression of deific will into mortal flesh. Izah was taken to see the Signifers of the Pyre, and quietly the order discussed accelerating his training to take advantage of this monumental discovery. After a lengthy inquest it was determined that Izah was expressing the first instances of intuitive divine channeling, whereby he had been touched by some deific force and had become conduit to its power. Given his tutelage under Delere Hightower and her instilling of Asmodean principles to the boy at a young age, the Signifers of the Pyre unanimously agreed that it was likely the will of Asmodeus expressed in Izah's flesh. As time would go on, Izah's nature began to reflect that of his infernal patronage, possessing a keen eye for law and contracts while also fervently upholding his word. The Hellknights agreed to fast-track Izah for training as an armiger of the order, to best capitalize on his newfound divine power. In turn, Izah became sculpted into an instrument of the order under the watchful eye of the signifers. Among the other armigers in training that rose alongside Izah, the ifrit child stood head and shoulders above them, both physically and metaphorically, becoming an exemplar of the rigid Hellknight doctrine. Izah found purpose in the structure presented, found comfort in the laws of the Asmodean faith, and found something he had been lacking most of his life... Power. Izah matured from a humbled child abandoned to a watery grave into a power-hungry man desiring both to appease the will of his Hellknight masters, but also to one day supplant them and claim the order of the Pyre as his own. Izah's ambitions are grand, rooted in his insatiable desire to never be the powerless child locked in a cold, stone cell again. It is this helpless child that has truly shackled Izah and put him on a path of unrepentant power-mad glory seeking. As an eager armiger of the order, Izah has been ordered by Tros Gravhost to journey north to Mendev and assist the limited garrison of Hellknight Order of the Pyre and Order of the Gate brethren. Here, Izah is tasked with assisting the Hellknights in recovering the citadel once abandoned by his brothers in arms a century ago. A personal quest is one most armigers undergo once they have completed their training, though the scope of Izah's is analogous to his comparative power to his peers. While armed with his over-arcing mission, Izah must start small and build his power base on his own when unable to tap the resources of the Hellknights. Even if, for a time, that means working under the employ of other masters. Most Hellknights have performed mercenary work from time to time, after all. Time will teach Izah he is no different. |