Sunlord Thalachos

Scorpio del Fuego's page

No posts. Alias of Helikon.


Strength 9
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 8
Charisma 20

About Scorpio del Fuego

Spoiler=Data]
Name: Feuerseele
Race: Ifrit
Job: Tattood Sorcerer (Elemental(fire) Bloodline) 1
Age: 17
Alignment: CN
Personality: Prideful, Moody
Likes:
Dislikes: n
Favorite foods:
Hobbies:
Physical Description: Flaming red hair, golden eyes, skinny, lightly tanned skin.
Deity: Ymeri
Languages: Common, Sylvan,
[/SPoiler]

Stat point distribution:

20 point buy for stats
STR: 09 / 09 = +1
DEX: 12 / 14 = 2 (+2 Ifrit Racial)
CON: 12 /12 = 2
INT: 10 / 10 = 0
WIS: 10 / 08 = 0 (-2 Ifrit Racial)
CHA: 20 / 18 = 17 (+2 Ifrit Racial)

Combat:

Hit Points: 8 / 8
Init: +12
Spear -1, 1d8-1, 19-20/x2, P
Attack:
Melee: -1 = 0(base) + -1(STR);
Range: 2 = 0(base) + 2(DEX);
CMB: -1 = 0(base) + -1(STR);
CMD: 11 = 10 + 0(base) + -1(STR) + 2(DEX);

AC:
AC: 13 = 10 + 1(Armour) + 0(Shield) +2(Dex);
Touch: 12 = 10 + 2(Dex);
Flat: 11 = 10 + 1(Armour) + 0(Shield);
Saves:
Fort: 1 = 0(base) + 1(CON);
Ref: 2 = 0(base) + 2(DEX) ;
Will: 1 = 0(base) -1(WIS);


Class Features, Racial Traits:

Class Features:
Elemental (Fire) Bloodline Arcana
Whenever you cast a spell that does energy damage, you can change the type of damage to Fire.

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.

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 Mage's Tattoo belongs.
Prof:
Armour: none
Shield: none
Weapons: Simple
Racial Traits:
Ability Scores:
+2 Dexterity, +2 Charisma, -2 Wisdom.
Mostly Human
A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Size:
Ifrits are the same size as humans.

Speed:
Ifrits move at the same speed as humans.

Wildfire Heart
+4 Iniative

Efreeti Magic :
You can cast reduce person once per day

Fire Affinity: This is an obvious choice for an ifrit Sorcerer, since it gives you an effective +2 to your Charisma for Sorcerer abilities (it’s blue for them). However, this is also useful for divine casters who can choose a Cleric domain, as it boosts your caster level for domain powers of the Fire domain (so it’s green for any class that can choose a domain). For all non-casters, you should be choosing one of the alternate racial traits that replaces this, instead.

Darkvision:
Darkvision 60 feet


Feats, Traits,Skills:

Feats:
*Alertness,
Mage´s Tattoos (Evocation),

Sorcerer 2 +INT = 2 * 0 = 2
ACP = -0 //Armour Check Penalty
Acrobatics: 2 = 0 + DEX Mod + 0(racial) - ACP;
*Appraise: 0 = 0 + INT Mod + 0;
*Bluff: 5 = 0 + CHA Mod +0;
Climb: -1 = 0 + STR Mod + 0 -ACP;
*Craft: 0 = 0 + INT Mod + 0;
*Diplomacy: 5 = 0 + CHA Mod ;
Disable Device: NA = NA + DEX Mod + 0 -ACP;
*Disguise: 5 = 0 + CHA Mod ;
Escape Artist: 2 = 0 + DEX Mod + 0 -ACP;
Handle Animal: 5 = 0 + CHA Mod + 0;
Heal: -1 = 0 + WIS Mod + 0;
*Intimidate: 9 = 1 + CHA Mod +3;
*Know(Arcane): 0 = 0 + INT Mod + 0;
Know(Dung): 0 = 0 + INT Mod + 0;
Know(Engin): 0 = 0 + INT Mod + 0;
Know(Geo): 0 = 0 + INT Mod + 0;
Know(Hist): 0 = 0 + INT Mod + 0;
Know(Local): 0 = 0 + INT Mod + 0;
Know(Nature): 0 = 0 + INT Mod + 0;
Know(Noble): 0 = 0 + INT Mod + 0;
Know(Planes): 0 = 0 + INT Mod + 0;
Know(Religion): 0 = 0 + INT Mod + 0;
Linguistics: NA = NA + INT Mod + 0;
Perception: 1 = 0 + WIS MOD + 2;
Ride: 2 = 0 + DEX Mod + 0 -ACP;
Sense Motive: +1 = 0 + WIS Mod +0 + 2;
Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
Spell Craft: 0 = 0 + INT Mod + 0;
Stealth: 2 = 0 + DEX Mod + 0 -ACP;
Survival: -1 = 0 + WIS Mod + 0;
Swim: -1 = 0 + STR Mod + 0 -ACP;
Use Magical Device: 5 = 0 + CHA Mod + 0;

Spells:

DC = 10 + CHA + Level
Sorcerer:
Level-0: Unlimited use
Level-1: 5 + 1(CHA)
Spells Known:
Level-0: (3)
Detect magic
Acid Splash
Prestitigation
Level-1: (3+1BL)
Burning hands (DC 18)
Grease (DC 17)

Equipment:

Weapons: (4gp)
Spear 4 (35gp)
--Weight: 6
Armour:
Haramaki: (4gp)
--Weight: 0
Misc:
Adventure Gear: (25gp, 2sp, 7cp )
Back Pack 2 (2)
Bed roll 5 (0,1)
Candle * 5 (0,05)
Chalk * 10 (0,1)
Flint and Steel (1)
Mess Kit 1 (2)
Mirror 1/2 (10)
Pouch, Belt 1/2 (1)
Sewing Needle *2 (1)
Spell Component Pouch 2 (5)
Scroll Tube
Mage Armor x2 50gp
Comprehend languages 25
Infernal Healing 25
Trail rations *4 1
2 pots of honey

--Weight: 18

--Weight: (8)
Weight Total: 24 + (8(Clothes))
Light: 30, Med: 60, Heavy: 90
--Weight:
Cash:
0 Platinum
36 Gold
7 Silver
3 Copper


Appearance:

Height: 4' 7"
Weight: 95 lbs
Hair: Flaming red
Eyes: Amber
Skin: Brown
Physical Description


Amber:

Dinosaur, Compsognathus-Familiar
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size+2 natural)
hp 4 (1d8+1)
Fort +3, Ref +4, Will +1
OFFENSE
Speed 40 ft.
Melee bite +1 (1d3-1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics Perception +4, Stealth +6, Swim +10
Poison: Bite-injury; Save Fort DC12 frequenzy 1/round for 4 rounds effect 1d2 str