Seraphina Firedancer's page

259 posts. Alias of JonGarrett.


Oracle 4 | HP 23/23 | AC 20 Touch 13 Flat 17 | CMB 3 | CMD 16| Fort +2 | Ref +4 | Will +4 | Init. +3| Perception +5| Spell Points 5/12


Momentum (7/7):
Aggressive Momentum - 3 pts - Make an additional attack at highest BAB. Favorable Momentum - 2pts - Add 1d6 to skill checks and attributes.

About Seraphina Firedancer

Seraphina Drakyos
Female Tiefling Firedancer Oracle 4
Chaotic Neutral Medium Humanoid (Human, Native Outsider)
Initiative; +3 Perception +4

AC 18 touch 13 flat-footed 15
hp 23
Fort +2 Ref +4, Will +4
Resistances - 5 Acid - 5 Fire - 5 Electricity

Speed 30 ft.

Casting Tradition - WarDancer
Squadron Elite - Gain the Squadron Commander feat, but all War Sphere abilities only work with that Squadron.
Consciousness Linked - All Enhancements cease functioning if the Caster is rendered unconscious.

Caster Level 4
Spell Points 12
Difficulty Check 16

Life Sphere Magic - Allows the use of Healing and Restorative talents.
Invigorate - Add a number of temporary hit points equal to caster level to a target. These do not stack with other temporary hit points and cannot increase it over there starting HP.
Cure - For one spell point, heal 1d8 plus your level.
Restore - Removes a variety of ill effects.
- Greater Healing - Heal an additional point per level.

Enhancement Sphere Magic - Enhance allies or weaken foes.
Enhance Weapons - Add a +1 to any weapon within range. This does not stack with other enhancements to the weapon.
- Mass Enhancement - Add 1 extra person, plus 1 per two caster levels, to an Enhancement at the cost of 1 spell point.
- Natural Enhancement - Enhancements that could only be applied to manufactured weapons can also be applied to nature weapons and unarmed strikes.

War Sphere Magic - Enhance warriors and control the battlefield.
Totem of War - All allies within its area of effects add an additional +2 to damage, increasing at 5th level and ever level after.
Momentum - All allies can draw from a pool of Momentum equal to caster level and casting modifier to use certain bonuses.
- Aggressive Momentum - For 3 points grant an additional attack at characters highest BAB
- Favourable Momentum - For 2 points add an additional 1d6 to any skill or attribute check.


Str 11, Dex 16, Con 12, Int 12, Wis 12, Cha 18,
Base Atk +2; CMB +2; CMD 15

1st - Tribal Rhythm - When beggining a performance, add a War Sphere talent as well, at its usual cost..
3rd - Platoon Commander - Increases the number of allies in a party to 5, plus one for every 2 caster levels.
Bonus Feat - Squadron Commander - Choose up to 4 allies, increasing by 1 every five caster levels, which can be altered each morning. All War Sphere abilities increase by +1.

Signature Moves - Adds Darkleaf Cloth Parade Armour.
Friend in Every Town - Gain a +1 bonus to Diplomacy and Knowledge (Local). One becomes a class skill.
Racial Traits
Dark Vision - Able to see in total darkness 60ft.
Pass For Human - Appear almost entire human, loosing usual starting tongue and counting as a human for all purposes. Replaces type, subtype and languages.
Soul Seer - Use Deathwatch as a spell-like ability. Replaces the spell-like ability and fiendish sorcery traits.
Fiendish Resistance - Resistance 5 for Fire, Cold and Lightning damage.
Skilled - Gain +2 to Diplomacy and Linguistics.

Skills Diplomacy +13, Heal +7, Perception +5, Sense Motive +7, Survival +5, Knowledge (Local) +8.
Background Skills Linguistics +8, Perform (Dance) +12, Craft (Food) +6, Handle Animal +6
Languages Common, Aquan, Terran, Ignan, Auran.

Combat Gear Darkleaf Parade Armour (10 lbs), Darkwood Heavy Shield (5 lbs).
Other Gear Muleback Cords (1/2 lbs) 40gp Fire Ink Tattoos, Fire Ink Holy Symbol Tattoo, Masterwork Backpack (4 lbs), Medium Tent, 2 x Chalk, 50ft Rope.
3 x Explorer’s Outfit (24 lbs), Cold Weather Outfit (7 lbs), Hot Weather Outfit (4 lbs)
10 x Wandermeal, 7 x Trail Rations (7 lbs), 5 x Elven Rations (5 lbs), 5 x Gnome Trail Rations, (5 lbs), 5 x Hafling Trail Rations (2.5 lbs), Dried Meat (2 lbs), Cheese (2lbs), Honey (0.5 lbs)
Cooking Kit (Pot, skillet, skewer, cutting board, knife, iron tripod, tinder, spices) (12 lbs),
4 x Mess Kits (plate, bowl, cup, fork, knife, and spoon) (4 lbs)
Grooming Kit (comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder)
Pathfinder’s Kit - (bedroll, belt pouch, a clay mug, a dagger, two fishhooks, flint and steel, sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone) (15 lbs)
Money, 1gp 4sp, 9cp
Weight 100.5 lbs
Carrying Capacity Light - 173 lbs, Medium - 347 lbs, Heavy - 520 lbs

Special Abilities

Inspiring Dance - Gain performances similar to a Bard, functioning only with Performance (Dance).
- Inspire Courage - This grants a +1 Morale Bonus to saves against charm and fear effects, and the same bonus to hit and damage. This increases by +1 at 5th level, and every 6 thereafter.
- Inspire Competence - Grant a +2 to a skill check, increasing at 7th and every 4 levels after.
Oracle’s Curse - Merciful - Cannot refuse to aid non-enemy creatures who ask for healing and cannot perform a coup de grace.
- Lay on Hands - Functions as the Paladin ability of the same name. Heals 2d6 points 5 times per day.
Life Mystery - A healing focused set of abilities.
Oracle’s Strength - Gain an additional Spell Point at 2nd level, and every even level after.

Favoured Class Bonus - +4 Skill Points.

A tall woman with dark skin and hair, Seraphina has long limbs and a lithe form. Her muscles are well defined thanks to the Muleback Cords she wears on her upper arms and shoulders, but are not unusually heavy for someone of her build.

The most noticeable feature that most people spot are the glowing, Fire Ink tattoos that run from the left side of her next to her right arm, around her torso and down her left leg. A second, separate tattoo on the back of her left hand forms her holy symbol. Several silver earrings hang in either ear, and she wears bracelets and anklets on both arms and legs. They are, however, arranged so that they won’t jangle together.

Another, less obvious, thing about her is her eyes, which are bright green and slitted like a cat's - the only obvious sign of her Rakasha heritage.

When out adventuring, Seraphina wears a light dress with Darkleaf armour in various places. She wears a long, thin darkwood shield on her right arm. She doesn’t carry an obvious weapon, relying on her spellcasting instead as a weapon. She tends to smell of lavender soap and has a soprano voice.

Seraphina is known to be merciful. That she has no choice in the matter is a source of some frustration on occasion, but generally she agrees with her curse anyway. She is generally a kind hearted person. She enjoys supporting others and finds healing, especially without the help of magic, to be a satisfying use of her time.

This doesn’t mean that she can’t or won’t hurt people, although she usually needs a good reason to do so. She tends to wade into combat as needed, trusting to her speed and armour to keep her safe, and when not healing or supporting others in battle she typically tends to use her spells to remove the threat as cleanly and quickly as she can.

In general life she’s fairly happy and calm, and rarely gets annoyed or angry, with an easy smile and laugh. Exasperated, however, is not uncommon. She’s a terrible liar, but quite skilled at seeing through lies, and skilled at negotiation. She even prefers it to battle, if she thinks it will succeed.

Raised in an orphanage of Kalmistra near Calweld, Seraphina has no idea what she is or why she was abandoned. She knows she isn’t human - her eyes are enough to give that away, as is her resistance to Fire Ink, but beyond that she has no idea. She doesn’t consider it a huge issue, anyway, especially since she seems to be mostly human.

As Seraphina grew older, it became clear that she had been chosen. She was naturally charismatic, well spoken and well liked. She also proved to have exceptional healing abilities. Her magic was...different, and flowed differently to normal spells. She was certainly no Cleric, although she shared some of their attributes. Her magic flowed freely, with one small issue - the compulsion to heal any who asked. As these things went, there are worse issues...

As she grew, she learned more things. She learned to dance from Ifrits, even adopting their Fire Ink once she realized she was immune to it’s effects. She learned to cook from some travelling Slyph, to barter from Undines deal with animals from an Oread Druid.

Once her times in the orphanage was complete, Seraphina left to see the rest of the island. Skilled in healing as she was, she was able to travel with several groups, solving minor problems and, more importantly, keeping people alive. Sometimes it was her wounded colleagues, sometimes others - she discovered she had a knack for curing illnesses.

Now, with some experience under her belt, she has been approached to act under the auspices of the Ainsworth family.