Ganyavesha

Myra the Darksting's page

21 posts. Alias of Kor BloodRage.


Full Name

Myra the Darksting

Race

Human

Classes/Levels

Sorceress 1 (Tattooed Sorcerer) Init: +3; 10/10 HP; F:0/R:3/W:3 AC13/T:13/FF:10

Gender

Female

Size

medium

Age

19

Special Abilities

Kermit, her familiar

Alignment

Neutral Evil

Deity

Asmodeus

Location

Talingarde, Brandenscar Prison

Languages

Common

Occupation

none, except perhaps destroyer of talingarde?

Strength 10
Dexterity 16
Constitution 11
Intelligence 8
Wisdom 12
Charisma 18

About Myra the Darksting

Concept
Dark magic girl with no friends or family. Seemingly forsaken by her homeloand and their godess, Myra has turned to the only one willing to invest in her, Asmodeus. He recognized the power hidden within the young girl and carefully manipulated events through hidden agents to help nuture her power and her hatred of Talingarde and Mitra.

Background: Myra was born with magic, it wasn't something she chose. This would not be so bad except that her power stems from Infernal blood flowing through her veins, and the magic she wields is dark indeed. Forsaken by her parents, her friends, her church, and her country, Myra lashed out with anger as only a teen girl with infernal power could. And burn the churches did, 3 temples to Mitra burned before she was captured, 5 deaths and many more wounded. Her allies, an unwitting band of thieves whose leader she had charmed have either all been killed save for the leader and his second who escape to the wilderness.

Personality: Myra is beautiful and she knows it, and with her wicked mind ever seeking allies, power, and vengeance, she is not afraid to use all of her gifts to get what she wants. She is persuasive, seductive, and has a temper as fiery as Hell! She's a bit rash, not always looking to far ahead, and often seeks to act quickly and decisively.

Motivation: Myra has 3 main motivations currently
1: Survival - Myra knows she is not the strongest or the fastest and until her powers blossom she needs protection. She will try to charm, seduce, or endear herself to others she sees as strong, at least until she has no more need of them. That being said, she does not look to screw over former allies, trying to avoid any future knights in the back.

2: Vengeance - Everyone in her life turned on her when they found out about her powers. For that they deserve to burn, all of them! Who gave them the right to automatically assume I am evil, just because magic flows through my blood! Though it comes from an infernal source, I had not pledged myself to anyone, god, demon, or devil. But if the Mitra and Talingarde see me as an enemy, then an enemy I will become, one they will someday fear, wake in the night sweating as I burn their beloved holy cities to the ground!

3: Power - Myra knows she has reserves of power yet to be tapped, and she desperately wants to unleash that potential. Her magic is the best way she can stand on her own and confront those who would hurt her. Myra also understands that allies equal power and she is very short on those presently.

Senses:

Perception: 4(6)
Initiative: 3(7):3+(3)

Defenses:

HP 10:6+1 class +3 toughness

AC 13:10+0+3
Touch 13:10+0+3
FF 10:10
CMD 13:10+0+3

Fort 0:0+0
Reflex 3:0+3
Will 3:2+1

Offense:

BAB 0
Melee 0:0+0
Range 3:0+3

traits:

Campaign: Desecration
Magic: Desperate Focus

Feats:

Class: Mage's Tattoo, Enchantment (Daze 3/per day)
Human: Toughness
1st: Spell Focus (Enchantment)
3rd:
5th:
7th:
9th:
11th:
13th:
15th:
17th:
19th:

Skills:

Ranks: 5:2+1 human +2 campaign

Appraise
Bluff 4:0+4+(3)
Craft
Diplomacy 9:1+4+3+1
Fly
Intimidate
Knowledge 2:0-1+3
arcana
Knowledge
Nature
perception 5(7):1+1+3+(2 alertness)
Profession
Sense Motive 1(3):0+1+(2 alertness)
Spellcraft 3:1-1+3
Use Magic Device 8:1+3+4

Caster Stats:

CL: 1 (2 enchantment)
Concentration Check

Spells Known:

oth: 4: Detect Magic, Light, prestidigitation, Read Magic
1st: 2: Mage Armor, Sleep
2nd:
3rd:
4th:
5th:
6th:
7th:
8th:
9th:

Spells Per Day:

1st: 4:3+1 bonus
DC 15 (DC 16, Enchantment)
2nd:
3rd:
4th:
5th:
6th:
7th:
8th:
9th:

Bloodline Spell:

3rd: Protection from Good
5th: Scorching Ray
7th: Suggestion
9th: Charm Monster
11th: Dominate Person
13th: Planar Binding
15th: Greater Teleport
17th: Power Word Stun
19th: Meteor Swarm

Bloodline Power:

1st: Familiar Tattoo
3rd: Infernal Resistance
9th: Enhanced Varisian Tattoo
15th: On Dark Wings
20th: Power of the Pit

Bloodline Feat:

7th: Create Spell tattoo
13th:
19th:

gear:

None

Archtype: Tatooed Sorcerer:

The tattooed sorcerer has embraced the ancient traditions of Varisian spellcasting, and uses colorful and intricate tattoos to enhance her magical powers.

A tattooed sorcerer has the following class features.

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.

This ability replaces her 1st-level bloodline power.

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.

This ability replaces her Eschew Materials bonus feat.

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 Varisian 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.

This ability replaces the bloodline feat gained at 7th 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.

This ability replaces the 9th-level bloodline power.

Section 15: Copyright Notice - Pathfinder Campaign Setting: Inner Sea Magic

Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.

Familair: Tails, Greensting Scorpion:

Greensting Scorpion

CR 1/4

XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects

OFFENSE

Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS

Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES

Familiar

The master of a greensting scorpion familiar gains a +4 bonus on Initiative checks.

Poison (Ex)

Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

ECOLOGY

Environment warm or temperate deserts, forests, plains, or underground
Organization solitary or colony (3–6)
Treasure none

Greensting scorpions normally live in forests, but can be found almost anywhere. Their pincers are too small to be dangerous to anything but other insects, but they have a poisonous sting that sickens even larger creatures.

Bloodline: Infernal:

Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Class Skill: Diplomacy.

Bonus Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th).

Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration.

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline Powers: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Hellfire (Sp): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. 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. This power has a range of 60 feet.

On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Power of the Pit (Su): At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.

Campaign Trait: Desecration:

You have violated one of the churchs, cathedrals or holy
shrines of the great god Mitra. To be sent to Branderscar
this was no minor act of vandalism. Instead you have
done something flagrant and spectacular to dishonor the
Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving
throws against divine spells.

Magic Trait: Magical Lineage:

One of your parents was a gifted spell caster who not only used meta-magic often, but developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness.

Benefit: Pick one spell when you choose this trait. When you apply meta-magic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. (Scorching Ray)