![]() About Kyrani TahnkhetSTR 7, DEX 14, CON 12, INT 14, WIS 9, CHA 19
COMBAT STATS:
BaB +0 Init +6; Senses Perception 0 CMB -2 (+0 BaB -2 strength) CMD 10 (+0 BaB -2 strength +2 dexterity +10) Favored class Sorcerer (+1 skill rank at lvl 1) DEFENSE:
AC 12, touch 12, flat-footed 10 (+2 Dex) HP 7/7 (1d6+1) Fort +1 Ref +2 Will +1 OFFENSE:
Speed 30 ft Dagger, damage 1d4 P or S, crit 19-20 x2 Space 5 ft; Reach 5 ft TRAITS:
Traits: Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you. Scholar of Ruins: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (Dungeoneering) checks. One of these skills (your choice) is always a class skill for you. Tomb Raider: +1 Perception and +1 Knowledge (Dungeoneering). One becomes a class skill. Drawback:
FEATS:
Mage's Tattoo (Evocation) Spell Focus (Evocation) Spell Specialization (Burning Hands) SKILLS:
(* are cross class) Acrobatics* 2 Appraise 7 (1) Bluff 4 Climb* -2 Craft 2 Diplomacy 4 Disable Device* 2 Disguise* 4 Escape Artist* 2 Fly 2 Handle Animal* 4 Heal* -1 Intimidate 4 Knowledge (arcana) 6 (1) Knowledge (dungeoneering) 4 (+2) Knowledge (geography) 3 (+1) Knowledge* 2 Linguistics* 2 Perception 0 (+1) Perform* 4 Profession 3 (cook) (1) Ride* 2 Sense Motive* -1 Sleight of Hand* 2 Spellcraft 6 (1) Stealth* 2 Survival* -1 Swim* -2 Use Magic Device 8 (1) EQUIPMENT:
12g 95s Cards 10g worth
BLOODLINE:
Draconic At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins. Class Skill: Perception. Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th). Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness. Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled. Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table. Dragon Type Energy Type Breath Shape
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. 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. Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. 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. Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.
[spoiler=ARCHETYPE]
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
Mage's Tattoo (Ex) At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances.
Bloodline Tattoos (Ex) Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs. Create Spell Tattoo (Su) At 7th level, a tattooed sorcerer can create a spell tattoo once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level.
Enhanced Varisian Tattoo (Su) At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Mage's Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Mage's Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell.
SPELLS:
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled. Cast evocation at +1 caster level and add 1 to the DC for saving throws Spell-like abilities: 3 Dancing Lights per day 4 1st level spells per day Known spells 4 0 lvl
2 1st lvl
BACKGROUND:
Kyrani and his twin brother Kosey were born to loving parents in the great city of Sothis, Osirion. His mother and father ran one of the busiest taverns in the city, and the boys grew up happily, embracing city life, and helping their parents wherever needed. Kyrani showed a great aptitude for cooking and, taught by his father, started to work in the kitchens from the age of 11. A few months later, his father joined the Council of Sun and Sky, and rose to a position of power and influence rather quickly, leaving his wife and sons to run the tavern without him. Kyrani and Kosey have always been respectful to their parents, but were nevertheless mischievous, and from the age of 13, they would often go exploring nearby ruins whenever they had the chance. One on of these exploits, Kosey had a run-in with a mummy, and with the help of a cleric at a nearby town, survived the curse. The boys vowed to stay away from such places thereafter. A month before their 14th birthday, Kyrani suffered terribly when his sorcerous powers revealed themselves. He was working in the kitchen when flames suddenly and uncontrollably erupted from his hands, setting fire to the tavern. Kosey and their mother led the patrons out safely, but in his confusion and terror, Kyrani was unable to escape the kitchen, and perished in the fire. Kosey fought his way back in through the flames to try rescue his brother, but was unable to reach him and was badly burned by the inferno before giving up and leaving to be with his mother. Kosey' wounds were tended to, and that night, in the smouldering ashes of their home, their parents at great expense arranged to have Kyrani resurrected the next day. Since that fateful night both boys have honed their skills, and Kyrani sought knowledge of their ancestry, previously thought lost to time itself. They once again began to explore the crumbling ruins, hidden depths and ancient tombs of Osirion, and to plunder the knowledge and riches from within. Kyrani has worked hard, and mastered his magical abilities. Knowing that sorcery is in the blood, he has since traced his lineage back to ancient Pharaohs, and distant kingdoms, but has not yet found where his magical ability came from. At 15 their father declared them both grown men, and had their first drink with them. He regaled them with tales of his youthful adventures, how he met their mother, the friends he had, the places he went and the things he learned. He confided that he had been fearful when they had begun to adventure again, but tearfully told them how proud he was that they had grown so strong together. The next morning, he greeted them both with a bulging sack of gold, and told them they could stay as long as they wanted, but were free to leave at any time, knowing that he and their mother would always be there for them both. Kosey left to pursue his own ambitions after two months, but Kyrani, more fearful of what lay ahead, stayed nearly a year. He continued to train and study, but also began to enjoy his new-found money and freedom. Riches attracted a great many people, not all of whom had good intentions, but so far he has avoided trouble. Two months before his 16th birthday, Kyrani set off on his journey, and finally made his way to Absalom to join the Pathfinders. |