Iramine

Kana-Deniz Jerha's page

58 posts. Organized Play character for Jeremy Packer.


Race

Ancient Elf

Classes/Levels

Sorcerer 1 | Perception +6; low-light vision| HP 11 of 11 | AC 15 | F +2/R +5/ W+8

Gender

NG Female

About Kana-Deniz Jerha

Female Elf Sorcerer, Dedicate Cleric of Yuelral
Ancestry Ancient Elf
Class Sorcerer 1
Background Haunting Vision
[NG] [MEDIUM] [ELF] [HUMANOID]
Perception +6 (T); low-light vision
Languages Common, Draconic, Elven, Sylvan
Skills Acrobatics +5 (T), Arcana +5 (T), Dahak Lore +5 (T), Diplomacy +6 (T), Dragon Lore +5 (T), Intimidation +6 (T), Medicine +6 (T), Nature +6 (T), Religion +6 (T), Society +5 (T)
Str +0, Dex +2, Con -1, Int +2, Wis +3, Cha +3
Items backpack, bandolier, belt pouches (2), chalk (10), dagger, explorer’s clothing, flint and steel, healer’s tools, minor elixir of life, rations (1 week), 50 ft. of rope, scroll case, scroll of heal (1st), sheath, soap, staff, torches (2), waterskin, wooden religious symbol of Yuelral, 1 gold coin, 17 silver coins, 9 copper coins (2.30 of 5 bulk total)
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AC 15 (16 with shield spell); Fort +2 (T), Ref +5 (T), Will +8 (E)
HP 11
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Speed 30 feet

Melee:
Melee Dragon Claws +5 (finesse, unarmed), Damage 1d4 slashing and 1d6 electricity
Melee staff +3 (two-hand d8), Damage 1d4 bludgeoning
Melee dagger +5 (agile, finesse, versatile S), Damage 1d4 piercing

Ranged:
Ranged dagger +5 (agile, thrown, range 10 ft., versatile S), Damage 1d4 piercing

Arcane Innate Spells DC 16, attack +6; Cantrips (1ST) Tanglefoot

Arcane Spontaneous Spells DC 16, attack +6; 1ST (3 slots [0 used]) Command, Hydraulic Push, True Strike; Cantrips (1ST) Acid Splash, Daze, Detect Magic, Electric Arc, Shield

Divine Spells Prepared DC 16, attack +6; Cantrips (1ST) Divine Lance, Light

Sorcerer Bloodline Spells 1 Focus Point, DC 16, attack +6; 1ST Dragon Claws

Ancestry Feats Otherworldly MagicTanglefoot

Archetype Feats Cleric Dedication

Skill Feats Student Of The CanonYuelral

Abilities:
Draconic Bloodline Choose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline.

The blood of dragons flows through your veins. These beasts are both fearsome in combat and skilled at magic. The blood of dragons grants you arcane spells.

Bloodline Skills Arcana, Intimidation
Granted Spells cantrip – shield, 1st – true strike, 2nd – resist energy, 3rd – haste, 4th – spell immunity, 5th – chromatic wall, 6th – dragon form, 7th – mask of terror, 8th – prismatic wall, 9th – overwhelming presence
Bloodline Spells initial – dragon claws, advanced – dragon breath, greater – dragon wings
Blood Magic Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell’s initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast.
Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.

Low-light Vision A creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light.

Sorcerer Spellcasting Your bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302). Because you’re a sorcerer, you can usually replace material components with somatic components, so you don’t need to use a spell component pouch.

Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

As you increase in level as a sorcerer, your number of spells per day increases, as does the highest level of spells you can cast.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.

Cantrips A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of spell you can cast as a sorcerer. For example, as a 1st-level sorcerer, your cantrips are 1st-level spells, and as a 5th-level sorcerer, your cantrips are 3rd-level spells.

Spell Repertoire The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.

You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell of the same level to your spell repertoire. When you gain access to a new level of spells, your first new spell is always your bloodline spell, but you can choose the other spells you gain. At 2nd level, you select another 1st-level spell; at 3rd level, you gain a new bloodline spell and two other 2nd-level spells, and so on. When you add spells, you might choose a higher-level version of a spell you already have so that you can cast a heightened version of that spell.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn’t give you another spell slot, and vice versa.

Swapping Spells in your Repertoire As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip, but you can’t swap out bloodline spells. You can also swap out spells by retraining during downtime.

Stored Items:
bedroll, rations (1 week), torches (3)

Physical Description:
Kana-Deniz stands out among the elves of Kyonin for her dark hair with a subtle blue hue when seen in moonlight. Her skin glistens as though she just came in from a light rain and she bears a stylized dragon tattoo upon her shoulder. Her traditionally light elven frame is lithe and almost fluid, but firm and resisting in how she bears herself.

As an academic in her culture, Kana-Deniz dresses in light flowing gowns but the materials she chooses are sturdy in order to be worn while she explores any water sources she finds. Upon her head, woven among her hair is a bronze crown, the form of which gives her the look of having dragon-like frills. She often can be seen wearing various water-themed jewelry, earrings and an armband being common sights.

Kana-Deniz is almost never seen without the lizard companion she has grown to rely on. Suakimi, a blue-black scaled aquatic lizard of unusual origin, is an arcane link to Kana-Deniz’s draconic heritage. He spends most of his time clinging to her shoulder, Kana-Deniz is careful to keep him safe. It is easy to see the connection between them, her hair and his scales are accents to each other.

Inspiring Image


Backstory:
Kana-Deniz, or simply Iz to her close friends, was born over a century ago in a fishermen’s village in Kyonin. Her ancestors had founded the village upon their return to Golarion, their connection to water almost as strong as their line is ancient. Iz felt that connection from the moment she was first able to swim, and it grew stronger as she progressed from child to adolescence. When she confessed these feelings, her mother shared the true history of her ancestors and how she suspected that Iz carried a special river within her.

Before the elves fled Golarion, before the event of Earthfall, Iz’s ancestors had a powerful ally. A great bronze dragon, Denizinatesi, came to their aid during a battle upon the coast where now stands Almas, in Andoran. She found honor in the elves fight, and grew to see them as great scholars as well. She accompanied them back to Kyonin and soon became a protector of the elves. When Earthfall came, she took the invitation given to her and journeyed to the ancestral homeland of the elves.

During the time away, Denizinatesi, or Iz as she became known to the elves, began a relationship with Kana-Deniz’s ancestor. After generations had past, most signs of the blood of the dragon was lost, but it must be that power that pulled at Kana-Deniz’s heart. Along with a namesake, she inherited a birthright of power. The signs of this power were subtle at first, but when the powers fully manifested she was ready.

Iz had settled into her life, her gifts grew in power and she began to train with her mother to become a priestess of Yuelral, The Wise. The dual powers of the arcane and the divine suited her, but she soon began to lose focus. Her dreams were troubled, she saw fires burning unchecked, unknown people consumed in flames, and a dark force behind the events she saw. Her mother assured her it was likely the opposed magics she was learning to control, the divine fire opposite to the arcane water in her blood. Iz felt there was more to it than that.

For years the dreams came and went. The power behind the flames was never clear, but Iz felt there was clear malice in it. She focused as often as she could on her studies, expanding to learn about the blood that ran within her and how dragons fit within the history of her people. It was within one manuscript on the ancient myths of dragons, the stories they tell of their creators, that she found what she felt was the source of the fires in her dreams. The dragon god, Dahak, The Endless Destruction, the god of chromatic dragons and she feels assured that he was connected to the visions she had.

With that piece of the puzzle in mind, Iz threw herself into learning all she could of the gods, specifically of Dahak. The dreams continued, but with each one she tried to learn something new. Some sign of what the visions meant. A few months ago she finally saw what she needed to see. The town on fire, it was a small town, in Isger. She knew she had to go to the people of Breachill, perhaps she is the only one who can prevent the disaster from consuming the town.