Seoni

Merainaa's page

88 posts. Alias of Gerald.


Race

Female Phoenix Sorcerer 4 | HP 28/28 | AC (16)12/12/10 | F+5,R+4,W+6 |

Classes/Levels

Init+2, Perc+1 | CMD 14

About Merainaa

Merainaa

Female Human Sorcerer 4
NG Medium Humanoid
Init +2. Perception +1
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Defense
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AC 12, touch 12, flat-footed 10
HP 28 (4d6 + 8 Con)
Fort + 5, Ref + 4, Will +6
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Offense
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Speed 30 ft
Melee Attack: +4 Masterwork Mithral Dagger (1d4+1), (19-20/x2)
Ranged Attack: +5 Masterwork light crossbow (1d8) (19-20/x2)

Sorcerer Spells Known: CL 4, +7 Concentration)
2nd (4/day)- Scorching Ray
1st (6/day)- Burning Hands (DC 18), Color Spray (DC 15), Mage Armor, Magic Missile, Vanish
0 (at will)--Acid Splash, Detect Magic, Disrupt Undead, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic

Bloodline: Phoenix

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Statistics
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Str 13
Dex 15
Con 15
Int 13
Wis 13
Cha 19

Base Atk +2; CMB +3; CMD 14

Feats:
1. Elemental Focus (Fire)
HB1. Spell Focus (Evocation)
SB1. Eschew Materials
3. Greater Spell Focus (Evocation)

Traits:
1. Volatile Conduit: once a day, when casting an energy spell, can do an extra d4 of that particular type of energy.
2. Destined Diplomat: +2 on Diplomacy v outsiders. Diplomacy is a class trait.
3.Earning your Freedom: +1 to Fortitude saves.

Skills:
(2/level + 1 Human + 1 Int) = 16

Bluff +8 (1 ranks + 4 Cha + 3 Class)
Diplomacy +9/+11* (2 rank + 4 Cha + 3 Class)
*versus outsiders
Intimidate +8 (1 rank + 4 Cha + 3 Class)
Knowledge (Arcana) +8 (4 ranks + 1 Int + 3 Class)
Spellcraft +8 (4 ranks + 1 Int + 3 Class)
UMD +11 (4 ranks + 4 Cha + 3 Class)

Favored Class Bonus: all four levels, took an additional cantrip/1st level spell known.

Languages:
Common, Ignan

Sorcerer Abilities:
Bloodline arcana: when casting a fire spell, you can choose to do no damage and instead heal living creatures half the hit points they would have taken from the spell.

Bloodline powers:
1. The Unseen World: you gain detect magic and read magic cantrips at first level. At 5th level, as a swift action, you can hold a noncursed magical item and automatically identify the properties of said item. You can use this a number of times per day equal to your charisma modifier.
3. Immolation: as a swift action, you can cover yourself with fire a number of times per day equal to your level plus your charisma modifier. Any unarmed strike does an additional 1d6 of fire damage, and any creature that ends its turn adjacent to you takes 1d6 fire damage.

Gear and gold:

Masterwork Mithral dagger,
Masterwork crossbow,

Potion of CLW, 50 gold
Cloak of Protection +1, 1000 gold
Snapleaf (worn on chain on neck), 750 gold
Exilir of Hiding, 250 gold
Wand of Magic Missiles (x50), 750 gold

Dagger 2, gold
10 bolts, 1 gold
Hot weather clothing, 8 gold
Sorcerer’s kit: backPack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, ten torches, five days trail rations, and a waterskin, 8 gold
Acid vial, 10 gold
Alchemist’s Fire (x2), 40 gold

381 gold in gems and gold.

Appearance:

Merainaa is an attractive young woman in her mid 20’s. She has wild blonde hair and light blue eyes. She is light skinned, which would seemingly make it very easy for her to sunburn. She’s never noticed much of a problem with it, assuming it’s a gift from her ancestors.

Personality, Quirks, and Flaws:

Merainaa is kind of dual minded about her approach to life. Like a great many evokes, she is fiery and quick to anger. However, balancing this out is her worry about the safety of her friends. Her powers allow her to use fire to harm or heal, and she is constantly determining which would be suited for the scenario. Most times, she tends toward healing her friends if possible.

She is also extremely social when she feels like it. People tend to like her, and she can use that in any social situation (diplomacy, bluff, or intimidate).

Background:

Like most young people, Merainaa struggled finding exactly where she fit in in society. She has tried nearly every job possible: server, farmer, storekeeper, and nothing ever clicked with her. She ended up joining with a caravan to see if something out there would whet her appetite for something more.

Weirdly enough, helping with the caravan seems to fit her more than anything else she’d ever tried. She ended up helping guard several caravan ventures to rather decent success. That is until the day her group was taken by a large grouping of gnolls. She and the others fought valiantly, but they were routed. It took her several days but luckily enough, she wandered upon Kelmarane. She had collected what she could from the caravan and was able to start her life over in the town. She’s been there for weeks and hasn’t heard anything of any other survivors from the caravan. She’d especially like to hear from the caravan leader, Fahd bin-Stavain, a friend who she looked at as almost a father figure.

Time Zone:

I’m in the eastern US time zone.