Isabella

Lilith Anteel's page

4 posts. Alias of Daynen.


Full Name

Lilith Anteel

Race

Human(Varisian)

Classes/Levels

tattooed sorcerer/10

Gender

Female

Size

medium

Age

32

Alignment

CG

Location

Sandpoint

Languages

common

Occupation

Tattoo Artist

Strength 10
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 10
Charisma 18

About Lilith Anteel

RACIAL TRAITS:

+2 to one score(cha)
medium size
speed 30
languages: common, elven
bonus feat: expanded arcana (2 extra 0-level spells)
bonus skill rank per level
favored class: 3 0-level spells, 2 1st level spells, 2 2nd level spells, 2 3rd level spells, 1 4th level spell

TRAITS:

Alert: 1/day, you may take 10 on an initiative check.
clan artisan: you gain +2 to one craft skill and it is always a class skill. (tattoo)

CLASS FEATURES:

proficient with simple weapons
cantrips
bloodline: arcane
bloodline skill: knowledge(history)
bloodline arcana: metamagic feats increase spell DC by 1 if they adjust by at least 1 level.
mage's tattoo--enhances transmutation, +1 caster level, mage hand 3/day

bloodline powers
1: familiar tattoo--rat. +2 to fort when in tattoo form or within arm's reach.

VITAL STATS:

hd: 10D6
hp: 62

BAB +5

SAVES
FORT 3+2=5
REF 3+2=5
WILL 7

CLASS SKILLS:
4 per level

appraise
bluff
craft (tattoos) 10+2
fly
intimidate
knowledge(arcana) 5
knowledge(history) 5
profession
spellcraft 10
use magic device 10+4

FEATS:

1=spell focus(transmutation)

human: expanded arcana (+2 0-level spells known)

SPELLS KNOWN/PER DAY:

0/12: acid splash, drench, detect magic, read magic, dancing lights, 1/5: jolt, prestidigitation
2/4: snapdragon fireworks, enlarge person

3/3:
4/2:
5/1:

EQUIPMENT:
14g 9s 8cp

2 material component pouches 10gp
bladed scarf 12gp (1d6 S, x2, disarm, trip, finessable)
explorer's outfit
spell component pouch 5gp
MW artisan's tools (tattoos) 55gp
100 ft. string 2cp
pathfinder's kit 12gp
includes: backpack, bedroll, belt pouch, clay mug, dagger, two fishhooks, flint and steel, sewing needle, signal whistle, 50 ft string, 50 ft. thread, waterskin, 7 day's trail rations, whetstone.
compass 10gp
grooming kit 1gp
includes: a pouch with comb, scissors, nail file, sponge, hairbrush, small mirror, soap, chewing stick, tooth powder.

BACKGROUND:

Lilith is a curious creature, even to the most casual onlooker. As a varisian, her heritage runs strong in her olive skin and curly black hair, but her amber eyes are puzzling to informed onlookers, contrasting starkly with the typical Varisian's dark eye tone. when she is not dressed thickly to block out the elements, one can easily note the various tattoos that dot her form. An art handed down from her mother's family, Lilith's tattoos are more than mere art. They are a story of her life. Her family's traditions tell their story through the skin, and as such, the location and content of each tattoo reflects its importance and the emotions associated with it.

Oddly enough, she is hesitant to accept commissions for tattoos on others, as the mark of ink on skin is almost a sacred thing to her family. A tattoo, she counsels, is a permanent scar, cut with needle and ink, rather than blade and blood. As a scar is a trophy of life over death, a tattoo is a choice of legacy over obscurity; one can forget a story, or trade away a book, but a tattoo is part of one's body, even in death.

Lilith's upbringing was an adventurous one; her nomadic family caravan was seemingly always on the road, and their wandering always guaranteed a few things: new places to see, new people to meet, and new stories to hear. Lilith's love of stories took root long before she learned to write her own. Unbeknownst to her family, however, so did her magical talents.

Her mother was understandably puzzled and concerned when she began teaching Lilith the family's art and discovered a tattoo already on her daughter's body. No one could explain the appearance of the strange marking, and everyone could verify that no one had used needle or ink on the child. This led to great speculation and worry about the stylized rodent, especially since the left collarbone of a child of such young age would be sensitive and hard to tattoo properly. When they discovered the tattoo moving on its own and separating from her body, it became clear that Lilith was gifted with supernatural powers that would change their lives. thankfully her new pet required very little upkeep.

The days of her youth became far more interesting when her budding sorcery began to take shape. Elemental energies changed the way she approached mundane tasks, and she was always a spectacle during celebrations. Yet, something was amiss. No explanation presented itself for her strange new powers, and despite her loyalty to her family and her productive applications of her magic, she could not sense pride from her parents. they smiled, but it felt hollow. They praised her for her growth and altruism, but it did not seem to ring true. Something was wrong. Even her mother's tattooing lessons stopped, and Lilith found herself unable to grasp the cause of the frustrating distance growing between her and her family. Only her rodent friend seemed to empathize with her, and he was beginning to communicate worry along with an urge to leave the caravan. Lilith's own urge to split off grew to irresistable intensity as she entered adulthood, and with her family now barely more than strangers to her, she found little reason to deny it any longer.

She left. Though she found no happiness in the act, she soon felt a weight lift, and a fear subside. Free to journey on her own, practice her arts, and explore her power at her own direction, Lilith wandered far off her caravan's path, almost instinctively repelled from it by her wanderlust and her living tattoo. Her journeys led her to Sandpoint. Though it was merely a fishing town, the city seemed to have an appreciation for art, and it felt like a place she might even call home.

RAT FAMILIAR--Nezumi:

+1 nat armor
6 int
master gains alertness while within arm's reach.
master has +2 to fort saves.
improved evasion: no damage on a successful reflex save, half damage on a fail.
share spells
empathic link

N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 3 (1d8)
Fort +2, Ref +4, Will +3

OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats: skill focus (perception)
Skills acrobatics +8, knowledge(arcana) +2, knowledge(history) +2, Climb +10, Stealth +18, Swim +10, perception +8, spellcraft +2, use magic device 0