Feiya

Rhadaya Stormbringer's page

1,714 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Race

Sylph

Classes/Levels

Sorceress (Stormborn) 14 Mythic Tier 3rd: Archmage. HP: 80/80. AC: 22 touch 20 FF: 16. Fort: +7 Reflex: +7 Will: +9. Electricity res: 5 Sonic res:5

Gender

Female

Size

5'4 104lbs

Age

27

Alignment

N

Languages

Common, Sylvan, Auran

Occupation

former Mercenary /Blackwater Operative currently Adventurer/Hero

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

About Rhadaya Stormbringer

Max HP: 80 Current HP:80 Death threshold: -24
STR 10 (+0) DEX 16 (+3) CON 12 (+1) INT 12 (+1) WIS 10 (+0) CHA 23 (+6)

Defense
Bracers of armor +4

AC: 20 Currently
Touch: 20
Flat footed: 16
CMD: 18
Electricity res: 5 Sonic res:5
Special: Treat all wind effects as 2 steps lower.
Blindsense 60' Fog, mist, weather
Exist comfortably in conditions between -50 and 140 degrees Fahrenheit
Darkvision 60'

Fort: +7 Reflex: +7 Will: +9

Offense
Speed: 35 Initiative +4
BAB:+7/+2 CMB: +7

Combat:
Melee:
+1 Longsword +8/+3 Damage 1d8+1 (+1d6 electricity, Thunderstaff/ Shocking Burst)
Ranged: Spell +10 (+13 Shocking grasp if wearing metal)
Daggers +7/+2 ranged +10 Damage 1d4

Special Abilities:

Cantrips
Spellcasting
Bloodline (Stormborn)
Bloodline Arcana (Whenever you cast a spell with the
electricity or sonic descriptor, increase the save DC by 1.)

Thunderstaff (Sp):12/day At 1st level, you can touch a weapon as a
standard action, giving it the shock property for a number
of rounds equal to 1/2 your sorcerer level (6).
At 9th level, you can confer the shocking burst property
instead, but the duration of the power is halved. You can
use this ability a number of times per day equal to 3 + your
Charisma modifier.

Stormchild (Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.

Thunderbolt (Sp): At 9th level, you can command a stroke of lightning to strike from above in a 5-foot-radius cylinder 60 feet high. The thunderbolt inflicts 1d6 points of damage per sorcerer level; half of this damage is electricity and half is sonic. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) DC22 halves this damage. Creatures failing their saves are deafened for 1 round. At 9th level, you can use this ability once per day, at 17th twice per day, and at 20th three times per day. This power has a range of 120 feet.

Bonus Spells: shocking grasp (3rd), gust of wind (5th),
lightning bolt (7th), shout (9th), overland flight (11th), chain
lightning (13th),
control weather (15th), whirlwind (17th), storm
of vengeance (19th).

Bonus Feats: Deadly Aim, Dodge, Enlarge Spell, Far
Shot, Great Fortitude, Point Blank Shot, Skill Focus (Fly),
Wind Stance

Mythic Abilities Mythic Event: Slaying the Myrmecoleon
Hard to Kill (Automatic stabilization, don't die until your total number of negative hit points is equal to or greater than double your Constitution score.)
Mythic Power 7/day (Used:0 )
Surge 1d6
Mythic Feat: Spell Focus (Mythic:Evocation) +1 to DC's, spend 1 Mythic power to make targets roll saves twice and take lower result.
Archmage Arcana: Arcane Surge (Su). As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result.

If you must attempt a caster level check for the spell to overcome a creature's spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability.
Path Ability: Bloodline intensity (Stormborn) Select an additional bloodline feat from your bloodline's list of feats. You must meet the prerequisites for that feat. You can also cast each of your bloodline spells once per day without them counting toward the number of spells you can cast per day. You must have the bloodline class feature to select this ability.
Amazing initiative
Recuperation
Mythic Feat: Mythic Spell Lore
Eldritch Breach (Su)
You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.
Bloodline Intensity (Su)
Your mythic power intensifies your sorcerer bloodline. Select an additional bloodline feat from your bloodline’s list of feats. You must meet the prerequisites for that feat. You can also cast each of your bloodline spells once per day without them counting toward the number of spells you can cast per day. You must have the bloodline class feature to select this ability (Wind Stance (Combat))
Wind Stance (Combat)
Your erratic movements make it difficult for enemies to pinpoint your location.
Prerequisites: Dex 15, Dodge, base attack bonus +6.
Benefit: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks..

Skills: 2+1 Int mod+1 sorceress:

Acrobatics +4
Climb +0
Craft+
*Fly +15 (+20 with Overland flight)
*Intimidate +14
Jump +
Handle Animal +6
Knowledge Arcana +12
Knowledge History+
Knowledge Nature+4
Perception +3
Sense motive +1
Ride +5
Spellcraft+14
Stealth +4
Swim +1
UMD+11

Feats::

Dodge (Bl), Eschew Materials(bonus), Elemental Focus (Electricity), Spell Focus (Evocation)(b), Weapon proficiency Longsword, Spell penetration, Spell Focus Greater (Evocation), Spell penetration Greater, Spell Focus (Mythic:Evocation), Skill Focus: Fly (Bl), Inner Breath (Sylph), Intensified spell

Traits::

Light Sleeper: You always sleep with one eye open.

Benefit(s) You need to sleep only 4 hours to get a full night's rest (restoring 1 hit point per character level). You do not receive extra benefits for sleeping additional hours, and you must still rest for 24 hours to receive the benefits of complete bed rest.

Arcane Temper: You have quick reactions and fierce concentration.

Benefits: You gain a +1 trait bonus on concentration and initiative checks.

Racial:

Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Type: Sylphs are outsiders with the native subtype.
Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Sylphs have a base speed of 30 feet.
Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill loopage for more information about these languages.
Like the Wind: A Sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.
Storm in the Blood: A Sylph with this racial trait gains fast healing 2 for 1 round anytime she takes electricity damage (whether or not this electricity damage gets through her electricity resistance). The Sylph can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces air affinity.
Sylphs can use feather fall 1/day (caster level equals the sylph's total level).
Darkvision: Sylphs can see perfectly in the dark up to 60 feet.

Spells: (CL 14):

Concentration check +20
Caster level check +18

Cantrips:(8 known)
Detect Magic, Drench, Read Magic, Dancing Lights, Ray of Frost, Breeze, Prestidigitation, Spark

1st (5 known+1/ 7 per day +1 Free Shocking grasp Cast:1 )
Shocking Grasp* (5d6/ 10d6 intensified 2nd level slot), Shock Shield (+2 AC/ 1d6 5ft burst), Obscuring mist, Ear piercing scream (DC 21), Air bubble, Windy Escape

2nd (5 Known+1 / 7 per day +1 Free Gust of Wind Cast: )
Gust of Wind*, Frigid Touch (4d6), Defensive Shock (4d6/2d6/1d6), Ice Slick, Gusting Sphere (Bullrush +12 CMB/ 1d6 non lethal bludgeoning. If bullrush fails, –4 penalty on ranged weapon attacks that pass through it.), Endure Elements (communal), Whispering Wind

3rd(4 Known/ 7 per day +1 Free Lightning bolt Cast: )
Lightning Bolt (DC 24, 10d6/ 12d6 intensified 4th level slot) *, Storm step (move 40ft, DC23 4d8 to all in line), Thunderstomp, Greater (+14 CMB trip in a 60ft line), Ice Spears, Resist Energy (communal), Fly

4th (3 Known *+1 /7 per day +1 Free Shout Cast:1 )
Shout* [DC 24](5d6, deaf for 2d6 rounds),Ice Storm DC 23(5d6), Aggressive Thundercloud, Greater (6d6 sonic, DC 24 1st target stunned 1 round), Wall of Ice

5th (3 Known+1 / 5 per day.+1 Free Overland Flight Cast: )
Fickle Winds, Geyser (up to 50 ft high. 3d6 points of fire damage, 5d6 falling damage/ prone +1d6 fire damage in 25ft radius),Overland Flight*(12 hrs), Lightning Arc (12d6 DC 26), Calm Air

6th (2+1* Known/ 4 per day. Cast:3 )
Cold Ice Strike (Swift action. 30ft line 14d6 cold), Chain lightning (12d6,up to 12 secondary targets. DC 26/24), Greater Eldritch Conduit (up to 14 creatures can be point of origin for any cone, cylinder, line, or sphere)

7th (1 Known/ 3 per day. Cast )
Ki Shout (14d6 sonic, stunned for 1 round, DC 28)

Mythic spells.

Elemental Bombardment

Mythic Shocking Grasp
The spell’s damage increases to 1d8 points of electricity damage per caster level (maximum 5d8). If the target is wearing metal armor or is made of metal, you may attempt a free grapple combat maneuver against the target.

Alternatively, if the target is carrying a metal weapon, you may attempt a free disarm combat maneuver against that weapon. This free combat maneuver doesn’t provoke attacks of opportunity.

Augmented: If you expend two uses of mythic power and the free grapple or disarm combat maneuver is successful, the target is staggered until your next turn.

Mythic Lightning bolt
The damage dealt increases to 1d8 points of electricity damage per caster level (maximum 10d8). Any creature that fails its save is staggered for 1 round.

Augmented (3rd): If you expend two uses of mythic power, you can bend the line of the spell once up to 90 degrees. Any creature that fails its save is stunned for 1 round.

Capacity::

Light:50 lbs
Medium: 100 lbs
Heavy: 130 lbs

Equipment:

Backpack
Bedroll
Waterskin
Belt pouch
1 lb Soap
10 day's rations
Explorer's outfit
Whetstone
Flint & steel
2 Fish hooks

Wand of Flare

Potion Belt: 2 potions CMW

Scrollcase:

Rod of Lesser Persistent spell (2 saves 3x per day 3rd or lower)
Rod of Lesser Selective spell (exclude allies 3x per day 3rd or lower)

Head: Headband of Alluring Charisma+2
Hand: Ring of Protection +2
Chest: Corset of Careful casting +2 Concentration
Boots: Boots of the Winterlands. Permanent endure elements, move normal speed/ no tracks in snow and ice)

Background:

Born to a poor barmaid mother, the result of some passing adventurer’s charm, Rhadaya grew up in the slums of Icathia fighting and scratching for everything she ever had. After losing her mother at age 14, the young girl realized that safety only came with power and authority. Lying about her age, and charming the hell out of the recruiter, she managed to sign up for the Royal Icathian Army, changing her fate in that single moment.

During her training in hand to hand combat, a bully of a recruit three times her size decided to prove his dominance, grabbing her by the throat and holding her aloft, grinning as the color drained from her face as she struggled for air, kicking and flailing in futility. Desperate and terrified, seeing the elitist noble of an instructor’s amusement at the “gutter rat” being taught her place, Rhadaya felt the storm building within, her eyes going white as electricity arced off of her grasping hands, shocking the arrogant bastard and putting him in the infirmary.

Immediately transferred to the magic division, the young girl found her lot at once improved and made infinitely more difficult as the taskmasters worked to draw her budding skills as a sorceress to the surface. Through a combination of raw talent, hard work and determination, the young girl excelled, quickly moving to the top of her class. Embracing her new life, she took on the last name Stormbringer, reflecting her true spirit. Her innate fury drew the attention of the elite, her skills and capacity for devastation culminating in her becoming the youngest member of Blackwater at the age of 16.

Surrounded by some of the most ruthless and violent soldiers the Icathian Army had ever produced, Rhadaya changed, her already defiant and volatile nature becoming jaded and slightly embittered, her disdain for her teammates fueled by the part of her that desperately hoped that she was doing good, while at the same time descending into darkness as the war raged on.

She found herself as a part of the squadron led by the psychopath Sefirous and was among the small contingent starting to suspect the man’s motives when her turned on them in a bloodbath that ended with 93 dead between the Icathian Army soldiers sent to apprehend him, the Baron he framed and his daughter, and her own squad mates, who found themselves being butchered by their leader. She stayed with Blackwater for six years after that, trying to create some sort of purpo9se that could in some way atone for working for the homicidal lunatic who’d steered them all wrong, but eventually the guilt and the nightmares took their toll.

Yet civilian life was not for her. Time and time again she tried settling down, opting for an easier life, only to find herself in the midst of something violent. She resigned herself to her fate, becoming a mercenary for a time, occasionally encountering old comrades. It was from one of them that she’d heard of Valwick, an outpost on the supposedly cursed land of Zahvroma. Supposedly it was a place people were flocking to seeking to start over, leaving their old lives behind. With nothing to lose, she found herself a ship headed to this strange new place, trying to outrun the demons of her past.

Appearance and Personality:

Rhadaya

Rhadaya is a beautiful woman with a decidedly supernatural air about her. Of average height, her pale delicate complexion and slight frame lend an air of fragility to her that is most certainly at odds with her tough demeanor. Her blond hair seems to always be kept in an unrestrained free-flowing halo around her head, strands of it constantly moving as if tossed by a slight breeze.

One of the most impressive yet unnerving aspects of her is her calm in the midst of utter chaos and violence. Unfazed by the intensity of battle, Rhadaya can deliver a brutal assault with as much emotion as ordering a drink, so desensitized has she become to violence.

A conflicted and somewhat tortured soul, her aura of quiet confidence covers a wealth of remorse, and an inability to settle into everyday society. As much as she regrets many of the actions of her past and seeks to make amends, she feels most alive when in battle, the fury of the storm raging around and within her.

Notes/details/Goals:

Tesia Birthday- 16th of Blossoming, Rhadaya's Birthday - 14th of Sunsheight, We got married on 20th of Cooling. Children - Undecided.

Find Tes' mom

pp 2000gp sp cp