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Goblin Squad Member. Pathfinder Rulebook Subscriber. Organized Play Member. 15 posts (18 including aliases). No reviews. No lists. 1 wishlist. 4 Organized Play characters.


Race

Crossblooded Sorcerer 4 - Demi-Gestalt Bloodrager | HP: | AC: 19, T: 13, FF: 16 | Fort: +10, Ref: +5, Will: +3 | BAB: +3, CMB: +2, CMD: 15 | Init: +3 | Perception: +7 | Bloodrage: 13/13

Classes/Levels

1st Level Spells 7/7 | 2nd Level Spells 4/4

About Seraphina Firedancer

Seraphina Firedancer:

Female Ash-Born Changeling Cross Blooded Sorcerer 4 | Demi-Gestalt Primalist Bloodrager
Chaotic Good Medium Humanoid (Changeling, Orc)
Initiative; +3 Perception +7

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Defense
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AC 19, touch 13 flat-footed 16 (Base +10, Dex +3, Armour +4, Shield +1, Natural Armour +1)
Hit Points 42
Fort +10, Ref +5, Will +3 (Base Fort +4 | Ref +1 | Will +4 | Con+3 | Dex +3 | Wis +0 | Resistance +1 - Fort +1 | Trait Bonus Fort +1 | Will -2 Archetype)
Resistances: None

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Offence
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Speed 30 ft
Melee Claws - +6 to hit - 2d8+7 Slashing - x3 Crit
Ranged

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Spellcasting
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Special Note: Add +4 damage to fire spells (+2 Changeling, +2 FCB), +2 per damage dice (Blood Havoc, Orc Bloodline) +1 per damaging spell (Trait Bonus).

0 Level Spells - DC 14 - 5 known
Prestidigitation - Create a vast number of minor effects, including flavouring food, cleaning cloth or changing 1 pound of materials temperature.
Detect Magic - Sense a magic effect or aura, and gain more information the longer the concentration lasts.
Read Magic - Read and understand magic script.
Ray of Frost (Evocation) - Inflict 1d3 points of damage as a ranged touch attack.
Message - Send a whispered message to a target some distance away, and receive replies.

1st Level Spells - DC 15 - 2 known - 7 Spell Slots
Snowball (Evocation) - Inflict 1d6 damage per level (max 5d6) cold damage.
Infernal Healing - Grants fast healing 1 for 1 minute, but changes there aura to evil when the effects are active.
Shocking Grasp (Evocation) - Deal 1d6 damage per level (max 5) and get +3 to hit against foes with metal armour and weapons with a touch attack.
Bloodlne Spell - Burning Hands (Evocation) - Unleash a 15ft cone of fire, inflicting 1d4 of fire damage per level (max 5d4).

2nd Level Spells - DC 16 - 0 known - 4 spell Slots

Spell-Like Abilities
Dancing Lights - 3 times a day - Create up to four glowing orbs for 1 minute.

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Statistics
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Str 9
Dex 16
Con 16
Int 14
Wis 10
Cha 18
Base Atk +3; CMB +2; CMD 15

Bonus Feats
Elephant in the Room - Gain the effect of Power Attack, Combat Expertise and other feats.
Demi-Gestalt - 1st - Bloodrage - Gain the benefit’s of the Bloodragers spell-fueled Rage.
Demi-Gestalt - 2nd - Mad Magic - Continue to cast spells during a Bloodrage, or keep Rage abilities during a Moment of Clarity.
Demi-Gestalt - 4th - Flumefire Rage - Add +1 per dice to damage with fire spell, but take a DC 15 + spell level Fortitude or become Fatigued. If used during a Rage Add +2 damage per dice, and roll twice on the Fort save, taking the better result.
Eschew Materials - Cast without material components worth less than 1gp.

Feats
1st - Spell Focus (Evocation) - Add +1 to the DC of Evocation Spells.
3rd - Varisian Tattoo - Add +1 caster level to all Evocation spells, and cast Dancing Lights

Traits
Havoc of the Society (Magic) - Add +1 to all damaging spells.
Freed Slave (Regional) - Gain +1 Fortitude.
Mark of slavery - Take -2 until the end of the next turn after a skill check failure.

Racial Traits - Changeling
Claws - Changelings gain 2 1d4 Claw Attacks.
Darkvision - See in total darkness up to 60ft.
Natural Armour - Add +1 to Natural Armour
Pyrophile - Add +1 to fire damage, +1 every 4 levels.

Skills
Acrobatics - +8 (+3 Dex - 2 Ranks - Class Skill)
Appraise - +2 (+2 Int - 0 Ranks - Class Skill)
Bluff - +12 (+4 Cha - 40 Ranks - Class Skill - +1 Trait)
Climb - +9 (-1 Str - 1 Ranks)
Craft (Food) - +7 (+2 Int - 0 Ranks - Class Skill - Background Ranks 2)
Diplomacy - +12 (+4 Cha - 4 Ranks - Class Skill - +1 Trait)
Disable Device - +3 (+3 Dex - 0 Ranks - Class Skill)
Disguise - -2 (+4 Cha - 0 Ranks - Class Skill)
Escape Artist - +1 (+3 Dex - 0 Ranks)
Fly - +1 (+3 Dex - 0 Ranks - Class Skill)
Handle Animal - -2 (+4 Cha - 0 Ranks)
Heal - +0 (+0 Wis - 0 Ranks)
Intimidate - +12 (+4 Cha - 4 Ranks - Class Skill - +1 Trait)
Knowledge (Arcana) - +7 (+2 Int - 2 Ranks - Class Skill)
Knowledge (Dungeoneering) - +2 (+2 Int - 0 Ranks)
Knowledge (Engineering) - +2 (+2 Int - 0 Ranks)
Knowledge (Geography) - +2 (+2 Int - 0 Ranks)
Knowledge (History) - +2 (+2 Int - 0 Ranks)
Knowledge (Local) - +2 (+2 Int - 0 Ranks)
Knowledge (Nature) - +2 (+2 Int - 0 Ranks)
Knowledge (Nobility) - +2 (+2 Int -0- Ranks)
Knowledge (Planes) - +2 (+2 Int - 0 Ranks)
Knowledge (Religion) - +2 (+2 Int - 0 Ranks)
Linguistics - +2 (+2 Int - 0 Ranks)
Perception - +7 (+0 Wis - 4 Ranks - Class Skill)
Perform (Dance) - +9 (+4 Cha - 0 Ranks - Class Skill - Background Ranks 2)
Ride - +1 (+3 Dex - 0 Rank)
Sense Motive - +0 (+0 Wis - 0 Ranks)
Sleight of Hand - +8 (+3 Dex - 0 Rank - Class Skill - Background Ranks 2)
Spellcraft - +7 (+2 Int - 2 Ranks - Class Skill)
Stealth - +8 (+3 Dex - 0 Rank - Class Skill - Background Ranks 2)
Survival - +4 (+0 Wis - 1 Ranks - Class Skill)
Swim - -1 (-1 Str - 0 Ranks)
Use Magic Device +8 (+4 Cha - 1 Ranks - Class Skill)
Languages: Common, Orc, Dragonic, Aklo

Combat Gear Masterwork Lamellar Armour, Mithral Buckler
Sleeves of Many Garments Pauldrons of Unflinching Fortitude, Handy Haversack, Goblet of Quenching
Truecolour Dye Tattoos, Fir Ink tattoos x 10, Assorted Jewelry worth 250gp
Money 0pp - 1460gp - 0sp - 0cp

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Special Abilities
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Background
Street Urchin - Gain +2 to Con and -2 to Strength, Sleight of Hand and Stealth both becomes class skills and background skills.

Demi-Gestalt
Add additional abilities from the Bloodrage Class with the Elemental Fire Bloodline.
Advance - Combat - Increase half BAB to to ¾ BAB and increase hit dice from 1d6 and 1d8.
Bloodrage - Add +4 to both Strenth and Con, and +2 to Will saves, for a number of rounds but takes a -2 to AC.

Sorcerer
Crossblooded - Gain two Sorcerer Bloodlines, but take a -2 to Will and one less spell known per spell level.
Elemental Fire Bloodline - Change any damaging Energy spell to the same type as your bloodline.
- Energy Resistance - Gain Fire Resistance 10.
Orc Bloodline - Add +1 per dice of damaging spells, add 30ft to Darkvision, gain the Orc subtype and dazed by bright light.
Blood Havoc - Add +1 damage per dice to any Bloodline spell or spell affected by Spell Focus.

Favoured Class Bonus - +2 Fire Damage

Appearance:
It would be hard to say Seraphina is beautiful, as she doesn’t really conform to normal looks. Her skin is a dark shade of ash grey with just a hint of dark green, but strikingly the dark skin is lit by bright, swirling fire ink tattoos and patterns in Truecolour Dye forming a captivating swirl as she moves. Her long hair is tied back most of the time, to keep it away from her own furious blasts of fire, and woven with chains of bronze and copper, which shine brightly against its oddly grey and white tones.

Seraphina’s eyes are another hint at her unusual heritage, as one is slate grey speckled with white and the other is a feral yellow. Long incisor teeth that are too small to qualify as tusks and long, pointed ears also speak of a certain level of Orc in her heritage. Her finger and toe nails are unusually long and strong as well.

Seraphina likes to wear clothes that emphasise freedom of movement, covering up, as much as is needed, with her Sleeves of Many Garments to give herself whichever she likes today. When actively adventuring she uses the Sleeves to cover her skin markings, stopping their glow and allowing her extremely strong darkvision to kick in. She likes to wear jewelry made of bronze and polished steel with fire opals and mookatite jasper, metals with higher melting points. She rarely bothers with footwear, as she didn’t have a chance to wear any until she was an adult and her long nails make it awkward, and her tough skin means she generally doesn’t need them either.

Still, some facets remain the same - the mithril armlet on her left arm and heavy pauldron on her left shoulder. She tends to smell of soap when she can bathe, and nothing when she can’t thanks to repeated uses of Prestidigitation to get clean. Her voice is on the high end of the Mezzo-Soprano range, and she speaks common with a Katapesh accent.

Personality:
As with so many people, Seraphina’s personality is a combination of her childhood trauma as a urchin and a slave combined with the confidence she has earned as a skilled adventurer with phenomenal command of fire.

Generally, Seraphina is still coming to terms with her life and her nature, and struggles to control the fires of rage she feels inside her. She wants to be a good person, as a rule, but her anger can get the best of her if she isn’t careful. She feels the rage all the time, seeping through the fire ink on her skin, waiting to explode. While she has learned to harness her rage and control it, most of the time, she has a fear of losing control again and hurting someone.

Seraphina wants to get on with people, to be liked and cared for. She feels a strong desire for both friends, which she has had, and parents, which she has never known. However, she also fears close connections with people, having found her trust used against her before. Her desire for closeness struggles with her desire to protect herself, and anyone who does burn her trust burns it forever.

It’s also notable that when she feels strongly on a subject it’s very, very difficult to get her to change her mind or, most often, not incinerate whatever it is. Slavers are a common issue, and convincing Seraphina not to roast them is a challenge even for people she likes.

Backstory:
In Katapesh, life is just another commodity for sale in the markets and alleyways. Seraphina’s life was cheap, a strange looking child of unclear heritage, too odd to fetch a good price, too unique not to be sold as an oddity. Her earliest memories were not of a family or parents but the streets of the great city, running the odd jobs people would give a street urchin and stealing when those inevitably proved insufficient to feed herself.

When she started to reach maturity and began showing a natural inclination towards magic then she jumped to the top of the slavers capture on sight list. Her unusual looks were both a bonus and a negative, depending on who was asked, but magically inclined slaves were a commodity best made young, to increase their obedience.

Needless to say one urchin of unknown providence was no match for the slavers even if she did give them a surprising run for their money. In return, when they found her skin weirdly tough and resistant to normal branding, they tattooed their mark onto her arm in fire ink.

The glowing ink was beautiful, but made the young girl sick and weak, and more pliant in her training to obey. Seraphina was trained to enhance her blood’s clear inclination towards fire magic, becoming the magical equivalent of living artillery. Her fire burned freakishly hot, and regardless of the spells she learned she could convert it to fire.

Unfortunately, she also had something of a temper, flying into terrifying rages that blocked her magic. Disobedience was met with more tattoos, slowly covering her body in a bid to control her. Worryingly for her owners, she seemed to be getting resistant to the heat of the ink. Manacles of cooperation were added to force her to behave, which helped...for a time.

Eventually, two things happened that made things go...poorly. The slaves rebelled, breaking Seraphina out, and she revealed she could now cast magic when flying into a rage. Going berserk as soon as she was freed, Seraphina caused a significant amount of damage to the slavers and structures in her rampage before the guard finally stopped her with an Aluum, it’s immunity to magic able to stop the berserk magic user.

Her owners now quite dead and very crispy, Seraphina was put up for auction to recoup the costs of the damage she had caused. Thankfully for her some members of the Pathfinder Society saw promise in the bedraggled, confused and fearful child, and they bought her, freed her and healed her. She refused their offer to remove the tattoos, though, as each one marked a moment of rebellion in servitude, of striving for freedom. Now they were a part of her, and her growing immunity to fire made them no longer painful.

Leaving Katapesh without a drop of sadness, Seraphina began to learn how to be a Pathfinder, as she felt a desire to see the world. She grew stranger, taking a variety of jobs and settling into her skin, learning from the societies berserkers how t control and channel her anger and rage rather than being controlled by it, and refining her fire ever hotter, ever more controlled and focused.

Now, on a break, and with a desire to relax, she goes to an inn...

Potential Plot Hooks:
One of Seraphina’s former owners may not be a charred as she intended.
Perhaps there was more than simple punishment in her tattoos. Perhaps they contain a secret or two…
As a Changeling, Seraphina’s mother will come looking for her eventually.