Seoni

Sama Kattan's page

394 posts. Alias of Jesse Heinig.


Full Name

Sama Kattan

Classes/Levels

INACTIVE

Size

Medium

Age

20

Alignment

Chaotic Good

Location

The Emerald Spire

Languages

Auran, Common (Taldane); Aquan, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Orc

Occupation

Wandering wizardess

Homepage URL

Picture

Strength 11
Dexterity 19
Constitution 13
Intelligence 20
Wisdom 12
Charisma 14

About Sama Kattan

Sama Kattan
Wizard (air elementalist) 5
CG Medium outsider (native)
Init +4; Perception +6; Senses darkvision 60'

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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex) {+2 vs. non-magical ranged attacks}
HP 33 (6 + 6 + 3 + 2 + 6, +5 Con, +5 favored class)
Fort +2 (+1 base, +1 Con), Ref +5 (+1 base, +4 Dex), Will +5 (+4 base, +1 Wis)

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Offense
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Speed 30 ft.
Melee Cold iron dagger +2 (1d4/19-20/x2; piercing or slashing)
Ranged Masterwork light crossbow +7 (1d8/19-20/x2; piercing)
Spells Prepared (CL 5th; concentration +12)
• 3rd—lightning bolt, lightning bolt (s), water breathing (DC 18, 19 for electricity spells)
• 2nd—aggressive thundercloud, aggressive thundercloud, steal breath, summon monster II (s) (DC 17, 18 for electricity spells)
• 1st—brilliant arc, brilliant arc, fulminating hands, shield, shocking grasp (s), vanish (DC 16, 17 for electricity spells)
• 0 (at will)—detect magic, disrupt undead, jolt, prestidigitation

(s) indicates a bonus specialist wizard spell.

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Statistics
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Str 11, Dex 19, Con 13, Int 21, Wis 12, Cha 14
Base Atk +2; CMB +2; CMD 16
Languages: Auran, Common (Taldane); Aquan, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Orc

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Feats
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Level 1
Elemental Focus: Your spells of a certain element are more difficult to resist.
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type.
Chosen element: Electricity

Wizard 1
Scribe Scroll (Item Creation): You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
See magic item creation rules for more information.

Level 3
Elemental Spell (Metamagic): You can manipulate the elemental nature of your spells.
Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell’s normal damage with that energy type or split the spell’s damage, so that half is of that energy type and half is of its normal type.
Level Increase: +1 (an elemental spell uses up a spell slot one level higher than the spell’s actual level.)
Special: You can gain this feat multiple times. Each time you must choose a different energy type.
Chosen energy type: Electricity

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Traits
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Focused Mind (Magic): Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

Thunderborn (Race): The rumble in your voice and the spark in your eyes hint at a lineage of lightning and thunder, possibly tracing back to lightning elementals from the Plane of Air, or else to a magic-touched birth during a powerful thunderstorm.
Benefit(s): Once per day when you cast a spell that deals electricity damage, you can choose to make half of the damage electricity damage and the other half sonic damage.

Meticulous (Drawback): You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned.
Effect: You take a –2 penalty on skill checks for skills with which you’re untrained.

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Adventuring Skills
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Total skill ranks: 35/10 (10 wizard, +25 Int; 10 background skills)

Acrobatics +5 (1 rank, +4 Dex)
Climb +1 (1 rank)
Fly +13 (5 ranks, +4 Dex, +3 class skill, +2 air elementalist)
Knowledge (arcana) +12 (5 ranks, +5 Int, +3 class skill)
Knowledge (dungeoneering) +12 (5 ranks, +5 Int, +3 class skill)
Knowledge (nature) +9 (1 rank, +5 Int, +3 class skill)
Knowledge (planes) +12 (5 ranks, +5 Int, +3 class skill)
Perception +6 (5 ranks, +1 Wis)
Spellcraft +12 (5 ranks, +5 Int, +3 class skill)
Stealth +5 (1 rank, +4 Dex)
Swim +1 (1 rank)

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Background Skills
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Knowledge (engineering) +13 (5 ranks, +5 Int, +3 class skill)
Linguistics +13 (5 ranks, +5 Int, +3 class skill)

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Untrained Skills
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Bluff +0 (+2 Cha, -2 meticulous)
Diplomacy +0 (+2 Cha, -2 meticulous)
Handle Animal +0 (+2 Cha, -2 meticulous)
Intimidate +0 (+2 Cha, -2 meticulous)
Survival -1 (+1 Wis, -2 meticulous)

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Gear
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Total starting wealth: 1,000 gp

Scholar's outfit (free starting outfit)
Cold iron dagger (4 gp, 1 lb.)
Masterwork light crossbow (335 gp, 5 lbs.)
Bolts, 10 (1 gp, 1 lb.)
Bolts, cold iron, 10 (2 gp, 1 lb.)
Spell component pouch (5 gp, 2 lbs.)
Wayfinder (500 gp)
Masterwork backpack (50 gp, 4 lbs.)
[
• Spellbook (free, wizard, 3 lbs.)
• Bedroll (1 sp, 5 lbs.)
• Book, journal (10 gp, 1 lb.)
• Canteen (2 gp, 1 lb.)
• Grooming kit (1 gp, 2 lbs.)
• Ink (8 gp)
• Inkpen (1 sp)
• Potion of cure serious wounds
• Rations, trail, 5 days (2 gp 5 sp, 5 lbs.)
• Rope, silk, 50' (10 gp, 5 lbs.)
• Scroll of detect secret doors (25 gp)
• Scroll of heightened awareness (25 gp)
• Wine, fine (10 gp, 1½ lbs.)
• 2,581 gp, 3 sp, 4 cp
]

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Special Abilities
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Sylph

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.
Base 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 page for more information about these languages.
Energy Resistance: Sylphs have electricity resistance 5.
Spell-like Ability: 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.
Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

Wizard (air elementalist) 5

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier. A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Rules for bonded items are given below, while rules for familiars are located here: Familiars.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Bonded item: Ring

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Elemental Arcane Schools: Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the four elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (Air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.
Air Elementalist
The Air elementalist uses the forces of the wind, sky, clouds, and lightning to confuse and destroy his foes, all while flying through the Air with ease.
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Lightning Flash (Su): As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

3rd (2)—lightning bolt, water breathing
2nd (4)—aggressive thundercloud, knock, steal breath, summon monster II
1st (14)—alter winds, animate rope, brilliant arc, color spray, erase, fulminating hands*, mage armor, magic missile, obscure poison, protection from evil, shield, shocking grasp, unseen servant, vanish
Cantrips (28)—acid splash, arcane mark, bleed, breeze, dancing lights, daze, detect magic, detect poison, disrupt undead, drench, flare, ghost sound, haunted fey aspect, jolt, light, mage hand, mending, message, open/close, penumbra, prestidigitation, ray of frost, read magic, resistance, root, scoop, spark, touch of fatigue

* Fulminating hands is an electrical version of burning hands.

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Backstory
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Description: Sama is willowy and has wispy, nearly white hair that is constantly disheveled. She has very pale skin with a slight hint of bluishness to it, like someone who's been in the cold. Despite this appearance she is otherwise a congenial woman with wide eyes and sharp eyebrows, slim shoulders, and an overall sense of being constantly curious and in motion.
When adventuring, Sama carries her traveling gear in a very well-constructed leather pack. She wears willowy, gauzy garb that seems to float lazily about her feet, which just barely brush the floor beneath her.

Hair: Pale blonde
Eyes: Blue
Height: 5' 6"
Weight: 135 lbs.

Background: As a sylph, Sama was a child of two worlds: The mundane human world of Magnimar, but also of the roaring element of air. Even at a young age she felt the call of the wind, and constantly caused terror in adults around her by climbing up trees and jumping off of rooftops and eaves.
Sama's curious and inquisitive mind meant that she was a natural candidate for magical study. Her parents were relatively well-to-do, but they were also quite cloying; they tried to push structure on her, with lessons and activities day in and day out. She resented this intrusion on her whimsical nature and sought every opportunity at freedom.
As a young woman her studies turned to the magical arts and she eagerly absorbed all of the knowledge that she could about the powers of the arcane. Her heritage gave her a natural predilection for air magic, which she readily adopted.
After completing her studies as an apprentice, she immediately set out to work with the Pathfinder Society, in hopes of traveling and broadening her horizons. She joined a group in a few small stints before hearing of the opportunity to explore the legendary Emerald Spire, a chance that she would never allow to pass her by.

Personality Traits: Sama is curious, intellectually sharp, and habitually bouncing from idea to idea and interest to interest. She can't help but move about peering at things or even picking them up and examining them when in a strange place. Among travelers and friends she can be chatty, often with oddball connections of unrelated or irrelevant information, but under stress situations her expertise comes to the fore and she buckles down and becomes quite serious.
Sama loves heights, wind, and soaring. She is very eager to master enough magic to be able to fly.
She is neutral toward most animals and dislikes children. She enjoys roasted vegetables of many kinds (especially with butter and spices), poultry, and good wine. She dislikes beer.
While she dresses in gauzy, windy clothes, Sama is still pragmatic about adventuring gear and personal modesty.