Velvet Blade

Sona Tanaka's page

286 posts. Alias of snelss0.


Classes/Levels

|| SKILLS | Appraise +7 | Craft +7 | Diplomacy +6 (1 reroll) | Disable Device +9 | Disguise +1 | KH, KL +9 | KAll +7 | Spellcraft +7 | Stealth +9

Gender

Hume Female | HP: 14/14 | AC: 17 (T: 13, FF: 14) | Perc: +8 (+1 vs traps) | Init: +3 | Fort +2 , Ref +3, Will +5 | CMB: +4, CMD: 13 | Spd: 30ft | MP: 5/5

About Sona Tanaka

Crunch:

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BASIC INFORMATION
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Name: Sona Tanaka
Alignment: Neutral
Class: Black Mage (Arcane Trickster) 1
Religions: Abadar, Iomedae, Irori, Kofusachi, Shelyn, Shizuru
Homeland: Kasai, Minkai, Tian Xia
Race: Hume
Size: Medium
Gender: Female
Age: 19 (Maturity Age: 15)
Bodily Features: 5’2", 30C-22-32, 93 lbs
Appearance: Creamy pale skin of flawless complexion with a yellow undertone; splattered with dirt and filth. Thin lips. Torn clothes covered in dirt.
Attributes: Intelligent, Wise, Slow-to-speak, Calm.
Hair: Flat, depressed, lifeless, jet-black hair, caked with dirt and sweat. Straight. Waist-length.
Eyes: Dark-brown, almost black irides. Nervous, epicanthic, upturned, almond-shaped eyes.
Vision: Normal
Languages: Common, Minkaian, Tien, Varisian
Bonus Languages: Draconic, Goblin, Moogle

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STATS
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STR 8
DEX 16 (+2 Racial)
CON 14
INT 17 (+2 Racial)
WIS 14
CHA 10

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DEFENSES
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HP: 14 (6+4+4con)
Initiative: +3 (3dex)
Speed: 30ft
AC: 13 (10+0armor+3dex)
Touch: 13 Flat Footed: 10

SAVES
Fort: 2 =0base+2con
Refx: 3 =0base+3dex
Will: 5 =3base+2wis

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ATTACKS
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BAB: +1
CMB: +4 =1BAB+3Dex+0Size
CMD: 13 =1BAB-1Str+3Dex+0Size+10

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SKILLS (Total = Stat + Ranks + Class Skill + Modifiers)
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Acrobatics (Dex)
Appraise (Int)* 7 =3+1b+3
Artistry (Int)*
Bluff (Cha)
Climb (Str)
Craft Calligraphy (Int)* 7 =3+1b+3
Craft Clothing/Containers (Int)* 7 =3+1b+3
Craft Jewelry (Int)*
Craft Tools (Int)* 7 =3+1b+3
Diplomacy (Cha)* 6 =0+1+3+2race (1 reroll/day)
Disable Device (Dex)* 8 =3+1+3+1class
Disguise (Cha) 1 =0+0+0+1race
Escape Artist (Dex)
Fly (Dex)*
Handle Animal (Cha)
Heal (Wis)
Intimidate (Cha)*
Knowledge (arcana) (Int)* 7 =3+1+3
Knowledge (dungeoneering) (Int)* 8 =3+1+3+1race
Knowledge (engineering) (Int)* 7 =3+1+3
Knowledge (geography) (Int)* 7 =3+1+3
Knowledge (history) (Int)* 9 =3+1+3+2race
Knowledge (local) (Int)* 9 =3+1+3+2race
Knowledge (nature) (Int)* 7 =3+1+3
Knowledge (nobility) (Int)* 7 =3+1b+3
Knowledge (planes) (Int)* 7 =3+1+3
Knowledge (religion) (Int)* 7 =3+1+3
Knowledge (technology) (Int)*
Linguistics (Int)*
Lore (Int)*
Perception (Wis)* 8 =2+2+3+1trait (+1traps)
Perform (Cha)
Profession (Wis)*
Ride (Dex)
Sense Motive (Wis)
Sleight of Hand (Dex)*
Spellcraft (Int)* 7 =3+1+3
Stealth (Dex)* 9 =3+1+3+1race+1trait
Survival (Wis)
Swim (Str)
Use Magic Device (Cha)

* Class Skill

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LEVELS
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1st-Level Black Mage: Black Magery, Trapfinding, Cantrips, Limit Breaks (Mana Wall, Ultima Weapon)

FEATS
1 Precise Shot

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RACIAL ABILITIES
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Background Character
Humes who stay away from others are more adept at blending in or hiding away rather than fitting in. Humes with this racial trait gain a +1 racial bonus on Disguise, Knowledge (dungeoneering) and Stealth checks. This racial trait replaces integrated.

Curiosity:
Humes are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

Dual Talent
Some humes are uniquely skilled at maximizing their natural gifts. These humes pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Emissary
Some humes work to make others believe a single statement rather than improve relations. Once per day, humes may roll twice on a single Bluff or Diplomacy check and take the better roll. This racial trait replaces sociable.

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TRAITS
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Extremely Fashionable (Equipment)
You really know how to make a good impression when you’re dressed well.
Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Friend of the Family (Campaign)
You have a close family friend.
As long as your family friend remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your family friend.

Silent Hunter (Regional)
From many months on the streets, you've learned to hide from those who seek to do you harm.
You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Sheltered (Drawback)
Brought up in courtly environments and knowing little of violence, you have trouble getting accustomed to it.
Whenever you have less than half your maximum hit points, you are shaken.

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CLASS ABILITIES
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Favored Class Bonus
+1 skill. (2/2)

Weapon and Armor Proficiency
Black Mages are proficient with the dagger, sling, power rod, power staff, animated dolls, and quarterstaff, but not with any type of armor or shield. Heavier armor interferes with a black mage’s movements, which can cause her spells with somatic components to fail.

Limit Breaks
At 1st level, you get 1 limit break usage per day, and every four character levels thereafter, you gain an additional limit break usage. Your health must be below 50%.
---Mana Wall (Su): This Limit Break shields the black mage from damage by using her MP pool at a rate of 5 damage per magic point. This Limit Break lasts for a duration of 1 round + 1 round per four black mage levels after 1st and the black mage has no control over it. If the black mage is out of MP, the Limit Break ends prematurely and the black mage takes damage as normal. This limit break requires only a swift action.
---Ultima Weapons (Su): This Limit Break allows the black mage to infuse all her allies and herself with magic to increase their destructive might. For herself, and allies in a 30-ft radius, for a duration of 1 round + 1 round per four black mage levels after 1st, all wielded natural, unarmed, and manufactured weapons are treated as magical and deal an additional 1d4 non-elemental damage + 1d4 per four black mage levels after 1st. This limit break requires only a swift action.
---Second Wind (Su): This Limit Break allows her to regain a number of hit points equal to their Constitution score or 1/4th of their total health rounded down, whichever is higher. This limit break requires only a swift action.

ARCANE TRICKSTER BLACK MAGE

Black Magery (Ex)
At 1st level and every four black mage levels thereafter, a black mage increases her power with her spells of 1st level or higher. This ability applies only to spells that she casts as a black mage, not to those she might have by virtue of levels in another class. At each such opportunity, she can choose from the list of the following (with a maximum of 2 per):
---Elemental Mastery: This increases the black mage’s caster level by 1 for all spells with an elemental descriptor.
---Increased Damage: This increases any damage spell the black mage casts by 1 extra die of the appropriate type. This allows you to overcome any damage cap a spell might restrict you to. Only applies once per casting, such spells with multiple attacks (such as Ruin) only applies to 1 missile.
---Spell Mastery: This increases the DC for all of the black mage’s spells by 1.
---Spell Penetration: This increases the black mage’s caster level checks by 1 made to overcome a creature’s spell resistance. This stacks with the Spell Penetration feat.

Trapfinding (Ex)
At 1st level, an arcane trickster adds half her black mage level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An arcane trickster can use Disable Device to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. An arcane trickster who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

This ability replaces spell proficiency.

Ranged Legerdemain (Su)
At 2nd level, an arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

This ability replaces a mage talent gained at 2nd level.

Sneak Attack (Ex)
At 2nd level, this is exactly like the thief ability of the same name. The extra damage dealt is 1d6 at 2nd level, plus an additional 1d6 for every four black mage levels after 2nd (6th, 10th, 14th, and 18th). If an arcane trickster gets a sneak attack bonus from another source, the bonuses on damage stack.

This ability replaces elemental shield.

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SPELLS
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MP Pool: 3+1bonus
MP Recovery: After at least 8 hours of rest, may meditate for 30 minutes to restore their amount of magic points equal to their caster level plus their primary casting modifier.

Known Spells
0-Level: Alter Food, Alter Object, Bleed, Dark Orb, Daze ($), Detect Magic ($), Elemental Orb ($), Grab ($), Ignite ($), Magical Hygiene (L), Mending ($), Message ($), Read Magic ($), Torchlight ($)
1st-Level: Aero, Blast, Blind, Blizzard, Dark, Detonate, Fire, Mage Armor, Mount, Obscure, Ruin, Sleep ($), Slick Stone ($), Thunder ($), Water ($)

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EQUIPMENT ABILITIES
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EQUIPMENT
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Gold 31gp 4sp 10cp
Carrying Capacity: Light Load --26 lbs.
Weight: 16 lbs.

On Person
Dagger 2gp 1 lb.
Sack 1sp -
Tools, Thieves' 30gp 1 lb.

In sack
Blanket Winter 1gp 3 lbs.
Food
--Flour 5cp 5 lbs.
--Oil - -
--Potatoes 5cp 5 lbs.
--Salt 1sp -
--Sugar - -
Kit, Mess 2sp 1 lb. (Cast Iron Plate, Spoon, Cup)
Potion, Cure (F) x3 150gp

Other
Spellcasting Training 85gp

Sona's Background:
This short, small, lithe woman is clearly not a Varisian. She was born in Tian Xia and brought along the path of the Worldwound and the north long ago. Her father and mother who brought her were nobles, but also possessed a royal bloodline long lost to them in wars that ravaged the region. Regardless, her family held a noble presence and still does to a point. After leaving to Varisia with so many others, Sona's family sought to establish trade with the regions near and far, as well as back home.

Unfortunately, Sona now is an outcast noble. Her immediate family lost its wealth not long ago. She has taken to begging in the towns of Varisia for money in recent years and has experienced the desolation of being poor firsthand. The young girl recalls a time when she was being privately educated, taught proper ways to act by mentors, and had unspoiled food to eat in abundance. Even still, she thinks on the days when she could wear beautiful, silk gowns and not smell like the streets. Those days are long gone.

For most of her life, her family was wealthy, but after the disappearance of her father, the ruffian-like debt collectors came to take what he hadn't gambled away already. What wealth was left was swallowed up in the estate or taken by thieves who saw the estate drowning. Her family was forced to turn the home over to the banks by force and corruption; and made to move out until their estate could be paid up in full. With no one to turn to at the time, they were forced to live in a small cottage. That is when starvation hit.

Sona was a grown woman and ate far more than her younger siblings. She could see they were struggling more with her there. It was then that Sona decided it would be best to provide for herself, and if possible, help ease the burden on her family. Separated from her family, she made her own way in the world in poverty.

For now, she utilizes her past education in the arcane arts to entertain people for mere trinkets and begs for money or food when the larger crowds aren't possible. It has not been enough to provide much of anything for herself, let alone for her family.