Bullying Brawler

Leialoha's page

530 posts. Alias of michaelane.


About Leialoha

LEIALOHA
Male Human (Sugalo Tulita) Wizard (Scrimshaw Fetishist) 8
CG Medium Humanoid (human)
Init +3; Senses Perception +10
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DEFENSE
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AC 14, touch 13, flat-footed 12 (+2 Dex, +1 deflection, +1 natural)
With mage armor
AC 18, touch 13, flat-footed 16 (+2 Dex, +1 deflection, +1 natural, +4 armor)
hp 56 (8d6+16)
Fort +4, Ref +4, Will +8
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OFFENSE
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Speed 30 ft.
Melee Unarmed Strike +3 (1d3-1/x2)
Spells Prepared (CL 8th; concentration +14, vs. SR +8)
4thEmpowered Fireball x3 (DC 21) [X] [ ] [ ], Dimension Door [ ]
3rdFireball x2 (DC 21) [X] [ ], Fly x1 [ ] Haste x2 [ ] [ ]
2ndIntensified Burning Hands x3 (DC 19) [X] [X] [ ], Flaming Sphere x2 (DC 20) [X] [X], Mirror Image [ ]
1stBurning Hands x4 (DC 19) [ ] [ ] [ ] [ ], Grease x2 (DC 17, DC 18 with alchemical grease) [ ] [ ], Mage Armor [X]
0Detect Magic, Ghost Sound, Light, Message
Specialized School Admixture
Opposition Schools Enchantment, Necromancy
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STATISTICS
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Str 9 Dex 14 Con 14 Int 21/23 Wis 14 Cha 8
Base Atk +4; CMB +3; CMD 15
Feats Empower Spell, Greater Spell Focus (Evocation), Intensified Spell, Spell Focus (Evocation), Spell Specialization (Fireball)
Skills Knowledge (Arcana) +17, Knowledge (Dungeoneering) +17, Knowledge (Engineering) +10, Knowledge (Geography) +11, Knowledge (History) +13, Knowledge (Local) +17, Knowledge (Nature) +17, Knowledge (Nobles) +10, Knowledge (Planes) +17, Knowledge (Religion) +17, Linguistics +17, Perception +10, Spellcraft +17; +2 to any knowledge checks involving the lore of Razor Coast, its people, creatures, or locations.
Traits Secret of Blood, Magical Lineage (Fireball)
Languages Abyssal, Aquan, Auran, Common, Elven, Giant, Ignan, Karikanti, Menehune, Omargwaton, Ronjoronjo (Sacred Tulita), Sahuagin, Tulita (coastal), Tulita (island), Tulita (mainland)
SQ Intense Spells, Scrimshaw Fetish (Bone spike piercing his cheek and nose, Boost Spells, 2/day), Spell Blood (6/day), Spell Body, Empower Fetish, Versatile Evocation (9/day)
Combat Gear Cracked Dusty Rose Ioun Stone, Headband of Vast Intelligence +2 (Linguistics), Nose Ring Scrimshaw Fetish, Pearl of Power (1st Level), Potion of Touch of the Sea, Selective Metamagic Rod (3/day [X] [ ] [ ]), Maximize Metamagic Rod (3/day [X] [ ] [ ]), Wand of Fireball (22/25 charges, CL 5, DC 14), Wand of Endure Elements (50/50 charges), Wand of Protection from Evil (50/50 charges), Amulet of Natural Armor +1, Ring of Protection +1
Other Gear Air Crystal x2, Alchemical Grease x5, Scrimshaw Holy Symbol of Pele, Smelling Salts, Spell Component Pouch, Traveler's Outfit, 270 gp
Purchased Spells None Currently
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SPECIAL ABILITIES
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Admixture (Specialized School) A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school.
Empower Fetish (Su) The scrimshaw fetishist can gain an additional daily usage of the fetish’s boost body, boost mind or boost spells power. An additional daily usage replaces the wizard’s bonus feat at 5th, 10th, 15th or 20th levels.
Enchantment (Opposition School) A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
Greater Spell Focus (Evocation) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Intensified Spell An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.
Magical Lineage (Fireball) One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level. Source Advanced Players Guide.
Necromancy (Opposition School) A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
Scrimshaw Fetish (Su) (Bone spike piercing his cheek and nose, Boost Spells, 2/day) At 1st level, a scrimshaw fetishist establishes a magical bond with a scrimshaw fetish containing a powerful magical spirit. The fetish must be an object that pierces the skin, such as a nose ring, an earring or a similar item, and it must pierce the skin to have any effect. If the scrimshaw fetish is damaged, it is restored to full hit points the next time the scrimshaw fetishist prepares his spells. If it is destroyed, it can be replaced in the same manner as a wizard replacing a bonded object. At the time of its creation, the scrimshaw fetishist must imbue the fetish with one of the following three powers—boost body, boost mind or boost spells. Once created, the fetish’s power cannot be changed, and its abilities can be used once per day (unless the Empower Fetish ability is employed to increase the number of usages – see below for details). The scrimshaw fetishist can have only one fetish in existence at any time. He cannot use a fetish created by another wizard. This ability replaces arcane bond. Each power bestows the following abilities:
-Boost Body The scrimshaw fetishist can use the fetish to boost his physical abilities to the detriment of his mental abilities. To do so, the fetish burrows into the skin dealing 2 points of Intelligence damage to the wizard, while granting a +2 enhancement bonus to his Strength, Dexterity and Constitution. The enhancement bonus lasts for a number of minutes equal to his scrimshaw fetishist level. Alternatively, the scrimshaw fetishist may double the Intelligence damage and the enhancement bonus; however, doing so costs an extra usage. He cannot increase the Intelligence damage or enhancement bonus any further.
-Boost Mind The scrimshaw fetishist can use the fetish to increase his acumen by weakening his body. To do so, the fetish burrows into the skin dealing 2 points of Strength damage, while granting a +4 enhancement bonus to his Intelligence. The enhancement bonus lasts for a number of minutes equal to his scrimshaw fetishist level.
-Boost Spells The scrimshaw fetishist can use the fetish to apply metamagic feats that he already knows to his spells without using up a higher level spell slot. To use this ability, the fetish burrows into the skin dealing 2 points of Constitution damage. The fetish then allows the wizard to apply a metamagic feat that takes up a spell slot one level higher than the actual spell to any spell that he has prepared for the day. He must cast that spell within the next hour; otherwise, the designated spell loses the benefit bestowed by the metamagic feat. Alternatively, the scrimshaw fetishist may double the Constitution damage and apply a metamagic feat that takes up a spell slot two levels higher than the actual spell. Doing so costs an extra usage.
Secret of Blood [X] Some time in your past, you sought out a pagan hedge wizard and learnt the uses of blood to power your spells. Once per day you can cut yourself (with any slashing weapon) as a somatic component added to a spell. After dealing yourself 6 points of damage per spell level (3 points for 0-level spells), you can cast a spell you know without losing the spell slot. Source 101 Pirate and Privateer Traits.
Spell Blood (Su) (6/day) [ ] [ ] [ ] [ ] [ ] [ ] Scrimshaw fetishists record their spells on their skin; therefore, they are unable to write or read magical scrolls, even with the read magic spell. Instead, the fetishist acquires the ability to cast spells etched onto his body by enduring physical pain. This allows him to potentially cast any spell that he has on his body and is capable of casting, even if the spell is not prepared. The spell is treated like any other spell cast by the fetishist, including casting time, duration, and other effects dependent on his level. The spell cannot be modified by metamagic feats or other abilities. To use this ability, the wizard designates the spell he wishes to cast, and then digs the fetish into his skin to draw blood. The fetish deals 1d6 points of nonlethal damage per spell level of the chosen spell. Because the fetishist suffered damage while casting the spell, he must make a concentration check to cast it successfully. The DC for this check is 10 + ½ damage dealt + spell level. For the purposes of this ability, a natural 1 always fails. The fetishist can cast spells in this manner a number of times per day equal to his Intelligence modifier. This ability replaces Scribe Scroll.
Spell Body The scrimshaw fetishist records his spells on his body, rather than a spellbook. The fetishist’s starting spells and the process of replacing spells or adding new spells onto his body is identical to the process of doing the same to a wizard’s spellbook. A Medium creature’s body is the equivalent of a 200 page spellbook (64/200 currently used), while a Small creature and a Large creature are the equivalents of a 100 and 400 page spellbook respectively. This ability replaces spellbooks.
-4thAcid Pit, Dimension Door, Greater Flaming Sphere, Summon Monster IV [16]
-3rdDispel Magic, Fireball, Fly, Haste [12]
-2ndFlaming Sphere, Mirror Image, Resist Energy, Summon Monster II [8]
-1stBurning Hands, Crafter's Fortune, Enlarge Person, Feather Fall, Grease, Mage Armor, Silent Image, Snowball, Vanish [9]
-0Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Scrivener's Chant, Spark [19]
1st Level (7-1st level spells): burning hands, enlarge person, feather fall, grease, mage armor, silent image, snowball
2nd Level (2-1st level spells): crafter's fortune, vanish
3rd Level (2-2nd level spells): flaming sphere, resist energy
4th Level (2-2nd level spells): mirror image, summon monster II
5th Level (2-3rd level spells): fireball, haste
6th Level (2-3rd level spells): dispel magic, fly
7th Level (2-4th level spells): acid pit, summon monster IV
8th Level (2-4th level spells): dimension door, greater flaming sphere
Spell Focus (Evocation) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Spell Specialization (Fireball) Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell. Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.
Sugalo Tulita Sugalo are famed as the keepers of Tulita lore. Taxed with the duty of protecting many centuries of deep and secretive oral traditions, they know all there is of the sacred tribal knowledge. Sugalo add their Wisdom modifiers to any knowledge checks involving the lore of Razor Coast, its people, creatures, or locations.
Versatile Evocation (9/day) (Su) [X] [X] [X] [X] [A] [A] [A] [A] [A] When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Burning Hands:

School evocation [fire]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Damage 5d4+4 of fire (or acid, cold or electricity if he uses Versatile Evocation)
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Note Leialoha increases his damage due to Intense Spells.


Intensified Burning Hands:

School evocation [fire]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Damage 8d4+4 of fire (or acid, cold or electricity if he uses Versatile Evocation)
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Note Leialoha increases his maximum damage due to Intense Spells and he increases the amount of dice because of Intensified Spells when he applies that feat.


Fireball:

School evocation [fire]; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a ball of bat guano and sulfur)
Range long (400 ft. + 40 ft./level) [600 ft.]
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Damage 10d6+4 of fire (or acid, cold or electricity if he uses Versatile Evocation)
A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Note: Leialoha increases his damage dice to 10 for fireball because it is his specialized spell (+2 dice).


Empowered Fireball:

School evocation [fire]; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a ball of bat guano and sulfur)
Range long (400 ft. + 40 ft./level) [600 ft.]
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Damage 10d6(*1.5)+4 of fire (or acid, cold or electricity if he uses Versatile Evocation)
A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Note 1: Leialoha increases his damage dice to 10 for fireball because it is his specialized spell (+2 dice).
Note 2: Leialoha does 1.5 x damage on the base damage and his bonus due to intense spells increases to +4 when he casts an empowered fireball.


Flaming Sphere:

School evocation [fire]; Level druid 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (tallow, brimstone, and powdered iron)
Range medium (100 ft. + 10 ft./level) [150 ft.]
Effect 5-ft.-diameter sphere
Duration 1 round/level [5 rounds]
Saving Throw Reflex negates; Spell Resistance yes
Damage 3d6+4
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.


Grease:

School conjuration (creation); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (butter)
Range close (25 ft. + 5 ft./2 levels) [35 ft.]
Target one object or 10-ft. square
Duration 1 min./level (D) [5 min]
Save see text; SR no
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Note: Alchemical Grease increases the DC by +1 and the Escape Artist Bonus by +1.

Appearance
He is short and so thin that he almost appears malnourished. A short, black goatee accentuates the gauntness of his face. His bald pate is partially covered with a red, white, and gold headband adorned with a bit of malachite carved in the shape of a small turtle and a looping shell that suggests a horn. He bears multiple piercings, both eyebrows, dangling earrings, and most obvious, an elaborate bone spike covered in scrimshaw engravings runs through his right cheek and the bridge of his nose.

Most striking however is his skin. He is nearly naked but for a short blue-green pāreu and a pair of hand-sized pouches that hand from his waist. Vast stretches of his skin are covered with elaborate tattoos. Some are familiar and you recognize symbology related to Great Pele, Tumatenga, Tohoraha, and Papahu. Others are even more complex and you can see representations of all the elements mixed with unknown symbols, whorling loops, stylized sea creatures, and geometric designs.

Story
You do care...you care so much you feel as though you will bleed to death with the pain of it.
—Dumbledore

Like many Tulita youths, particularly among the Sugalo, Leialoha savored great oral history of his people and dreamed of being a great warrior—the warrior who would finally deliver the Tulita from the long oppression of the colonists. But, while teachers admired the boy’s fierce nature, they whispered privately that his small frame would never suffice for the Warrior’s Way. Day after day, Leialoha threw himself into battle with boys twice his size. Day after day, he was beaten to the point of collapse. Worried for his health...and life, the teachers began to push him away, suggesting other paths for Leialoha. But the boy kept sneaking back, day after day, beating after beating, and for a long time, no one noticed the watcher.

An old man had come to the hill above the fighting ring, an old man who knew the Tulita lost more than Kai Bay to the foreign invaders—they had lost traditions, lore, magic, and if things continued, they would lose everything. The old man saw something in Leialoha. An unbreakable spirit. A tolerance for pain. A burning fury to fight for the Tulita. He remembered tales of a lost tradition. A demanding path that required shamans to embrace extreme physical pain for the right to unleash unlimited mystical power. A tradition that shed Pele’s tears to burn the Shark and drive it back to the dark depths of the Sea. Below him, stood a rare Tulita youth—a young man with the capacity to succeed as a scrimshaw fetishist.

More to come...
Basically the story from here is that Leialoha goes on to learn the art of the scrimshaw fetishist and was called to Port Shaw to join the Broken where he has spent the last two years working against those who oppress the Tulita or betray their traditions. I think the best connection to the group will be for Leialoha to be tracking the same half-caste who has absconded with the Jawbone of Kaho Ali’i.