Bloodfire Sorcerer

Tarial's page

107 posts. Alias of JonGarrett.


Full Name

Tarial

Race

Half-Orc

Classes/Levels

Sorcerer | HP: 15 | AC: 15 (16 if moved 10ft), T: 12, FF: 13 | Fort: +4, Ref: +5, Will: +4 | BAB: +1, CMB: +1, CMD: 14 | Init: +2 | Perception: +7 | Immunity to Sickened | Fire Resistance 10 | Meta Words: 1 Per Day

Gender

Female

Size

Small

Age

22

Alignment

Neutral Good

Occupation

Wanderer

About Tarial

Tarial

Female Half-Orc Cross-Blooded Orc-Blooded Solar Blooded Sorcerer 3
Neutral Good Medium Humanoid (Orc, Human)
Initiative; +2 Perception +7

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Defense
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AC 15 (16), touch 12 flat-footed 13 (Base +10, Dex +2, Armour +2 (+3 in Motion), Shield +1)
HP 15
Fort +4, Ref +5, Will +4 (Base Fort +1 | Ref +1 | Will +3 | Con+1 | Dex +2 | Wis +1 | Sacred Tattoos +2 | Crossblooded -2 Will)
Resistances: Fire Resistance 10, Immunity to Sickened.

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Offence
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Speed 30 ft
Melee
Ranged

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Magic
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Spell Slots
Level 0: 5 Known - DC 13.
Level 1: 2 Known - 7 Per Day - DC 14
Level 2: 0 Known - 4 Per Day - DC 15

Target Words - First part of a word spell, designating who it will affect.
- Selected (Kshhaikh) - Range: Close (25ft +5 per two levels) - No Level Increase - Select a target within range. If an energy attack make a touch attack.
Boost - Increase Level by 3 - Select a number of targets in range equal to your caster level and increase range to Medium.
- Personal (Derrsshanil) - Self Only - No level Increase - Spell affects the caster only.
- Line (Linh) - 20ft Line - 1 Level Increase - Cast a spell in a 10ft line, forcing a reflex save.
Boost - Increase level by 2 - Spell reaches 60ft.
Boost - Increase level by 3 - Spell reaches 100ft.
- Cone (Khanh) - 10ft Cone - No Level Increase - Hit all targets in 10ft, reflex save to half.
Boost - Increase Level by 1 - Increase cone to 20ft.
Boost - Increase Level by 3 - Increase cone to 40ft.
- Burst (Darrsst) - Close range (25ft +5 per two levels) - 1 level increase - Affect all targets within a 10ft radius.
Boost - Increase level by 2 - Increase size to 20ft and range to medium
Boost - Increase level by 4 - Increase size to 30ft and range to long.

Meta words - Optional part of a word spell, modifying existing words.
- Boost (Nneti) - Allow the Boosted version of words to be used.

Level 0 Words - 5 known
- Flame Jet (Flinnechet) - - Fire, Evocation - Inflicts 1d4 fire damage. If the Target word allows a save reflex save to half.
- Sense Magic (Nhavnnigik) - Cone Only - Detection, Divination - Detect magical auras.
- Decipher (Dekeidsherr) - Personal Only - Language, Divination - If you know or can guess the language writing is in you can use this spell to read it.
- Cramp (Krinntt) - Pain, Necromancy - Fortitude save of move at half speed.
- Cold Snap (Khaltssnit) - Cold, Evocation - Inflicts 1d3 cold damage. If the Target word allows a save reflex save to half.

Level 1 Words - 2 known
- Burning Flash (Darrningflissh) - Fire, Evocation - Inflict 1d4 fire damage per caster level, max 5. Reflex to half or ray to hit.
Boost - Increase level by 1 - Change damage to D6.
- Servitor I (Serrvitharrhanh) - Selected Only - Summoning, Conjuration - Summon a creature from the First Level Servitor List.
Boost - Increase level by 1 - Summon 1d4+1of the monsters instead.
- Bloodline Spell - Searing Light - Fire, Evocation - Inflicts damage as a Ray using light, and inflicts more damage towards the Undead.

Level 2 Words - 0 known
None

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Statistics
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Str 11
Dex 14
Con 12
Int 14 (13 +3 points)
Wis 12
Cha 16 (14 +2 Racial)
Base Atk +1; CMB +3; CMD 14

Bonus Feats
Elephant in the Room - Gain the effect of Power Attack, Combat Expertise and other feats.
Elemental Commixture (Teamwork) - Merge and elemental spell with an ally’s magic for enhanced effects. Campaign Bonus Feat.
Endurance - Gain bonuses to endure various physical feats. Gained as a Half-Orc alternative racial trait.
Eschew Materials - Do not need a spell component pouch to cast spells, or any material costing 1gp or less.

Feats
1st - Spell Focus (Evocation)- Gain +1 to saves when using Evocation spells.
3rd - Variant Multiclassing - Oracle - Gain an Oracle’s Curse and Mystery.

Traits
Fate’s Favoured (Faith) - Increase all luck bonuses’ by one.
Crowd Dodgert (Combat) - Add +2 to move through crowds and move out of threatened squares..
Illuminator (Religion) - +2 to Diplomacy.

Drawbacks
Betrayed - Roll twice of Sense Motive to check hunches and take the lower result, it can never be rerolled.

Racial Traits - Half-Orc
Skilled - Gain +1 Skill Point per level. Replaces Darkvision.
Shaman’s Apprentice - Gain the [uel=https://www.d20pfsrd.com/feats/general-feats/endurance]Endurance[/url] feat. Replaces Intimidating
Orc Blood - Count as Orc and Human for the purposes of spells and traits.
Sacred Tattoos - Add +1 Luck Bonus to all Saves. Replaces Orc Ferocity.
Fey Thoughts - Gain Acrobatics and Perform as Class Skills.

Skills

Acrobatics - +8 (+2 Dex - 3 Ranks - Class Skill - +2 to move through crowd or out of threatened squares)
Appraise - +2 (+2 Int - 0 Ranks - Class Skill)
Bluff - +7 (+3 Cha - 1 Ranks - Class Skill)
Climb - +0 (+0 Str - 0 Ranks - Non-Class Skill)
Craft (Food) - +6 (+2 Int - 1 Ranks - Class Skill - Background 1)
Diplomacy - +11 (+3 Cha - 3 Ranks - Class Skill - +2 Trait)
Disable Device - +2 (+2 Dex - 0 Ranks - Non-Class Skill)
Disguise - +3 (+3 Cha - 0 Ranks - Non-Class Skill)
Escape Artist - +2 (+2 Dex - 0 Ranks - Class Skill )
Fly - +1 (+2 Dex - 0 Ranks - Non-Class Skill)
Handle Animal - -2 (+3 Cha - 0 Ranks - Class Skill)
Heal - +1 (+1 Wis - 0 Ranks - Non-Class Skill)
Intimidate - +7 (+3 Cha - 1 Ranks - Class Skill)
Knowledge (Arcan) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Dungeoneering) - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Knowledge (Engineering) - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Knowledge (Geography) - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Knowledge (History) - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Knowledge (Local) - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Knowledge (Nature) - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Knowledge (Nobility) - +2 (+2 Int -0- Ranks - Non-Class Skill)
Knowledge (Planes) - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Knowledge (Religion) - +5 (+2 Int - 3 Ranks - Non-Class Skill)
Linguistics - +4 (+2 Int - 2 Ranks - Non-Class Skill - Background 2)
Perception - +7 (+1 Wis - 3 Ranks - Class Skill)
Perform (Dance) - 9 (+3 Cha - 3 Ranks - Class Skill - Background 3)
Profession (-) - +1 (+1 Wisdom - Ranks - Class Skill)
Ride - +1 (+2 Dex - 0 Rank - Non-Class Skill)
Sense Motive - +1 (+1 Wis - 0 Ranks - Non-Class Skill)
Sleight of Hand - +1 (+2 Dex - 0 Rank - Non-Class Skill)
Spellcraft - +2 (+2 Int - 0 Ranks - Non-Class Skill)
Stealth - +2 (+2 Dex - 0 Rank - Non-Class Skill)
Survival - +7 (+1 Wis - 1 Ranks - Class Skill)
Swim - +0 (+0 Str - 0 Ranks - Non-Class Skill )
Use Magic Device +7 (+3 Cha - 1 Ranks - Class Skill)
Languages: Common, Orc, Draconic, Goblin, Necril, Ignan

Combat Gear Armoured Kilt, Dancing Scarf, Silken Ceremonial Robes, Mithral Buckler
Gear Page of Spell Storing (Ant Haul), Sleeves of Many Garments (Wrists).
Masterwork Backpack, Bedroll, Blanket, Flint and Steel, Waterproof Bag, Silk Rope 50ft, Haunt Detector, Soul Candle x10, Chalk.
Soap x2, Grooming Kit
Cooking Kit, Mess Kit, Fishing Tackle, Coffee Pot, Waterskin x3
Coffee (20 servings), Dragon’s Blend Coffee (10 servings), Powdered Milk
Dried Meat (3lbs), Cheese (3lbs), Wandermeal (7), Travel Cake Mix (7), Beans (3lbs) Allspice (1 ounce), Cinnamon (1 ounce), Honey (1lbs), Potatoes (3lbs), Sugar (6 ounces), Salt (6 ounces), Garlic (1lbs)
Ink Pen, Ink (Black), 10 x Paper Sheets, Sealing Wax, Notebook (50 pages)
Fire Ink Tattoos (Left shoulder and neck, left arm upper arm, left hand left stomach, left upper back, left chest, right hip, right upper thigh, left lower leg, left foot) Adventurer’s Outfit x 2, Belt Pouch x3, Scroll Tube, Rare Perfume x3.
Money 0pp - 261gp - 33sp - 41cp

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Special Abilities
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Crossblooded - Use powers and abilities from both the Solar and Orc bloodlines but at the cost of -2 to Will and 1 less word know each spell level.
- Solar Bloodline Arcana - Add +1 damage per dice rolled to all fire spells.
- Orc Blodline Arcana - Gain Darkvision 60ft and Light Sensitivity. Add +1 damage per dice rolled to all damaging spells.
- 1st Level Bloodline Power - Bloodline Mutation - Blood Havoc - Add +1 damage per dice rolled on damaging spells that come from a Bloodline spell or any spell covered by a Spell Focus feat you have taken.
- 3rd Level Bloodline Power - Friend of Fire - Gain Fire Resistance 10.

Variant Multiclass - Oracle - Gain some of the powers and gifts of an Oracle in return for losing every other feat.
- 1st Level - Gain an Oracle’s Curse (Plagued) that advances half as fast as normal.
- 3rd Level - Choose and Oracle’s Mystery (Flame) and gain one Revelation from it, functioning as Oracle Level -6.
Plagued - Take a -1 to saves against disease or infestation but immunity to being Sickened.
Flame Mystery - Understand and use the arcane possibilities of Fire.
- Burning Magic - If the target of a fire spell fails it’s save it take fire damage equal to the spell level for 1d4 rounds. It can make a move action to try and beat the spell save again to put this out.

Favoured Class Bonus - +1 ½ damage to all fire spells.

Appearance:
Tall and willowy, Tarial has sun-darkened skin, thanks to her human blood. Her skin is often described as a darkened cactus green, although it’s more of the canvas for the impressive series of Fire Ink tattoos that cover much of her body. Her features are soft for an orc, of perhaps a little strong by human standards, with smaller tusks that have become closer to sharp incisors and smooth features with narrow eyes. She has smaller versions of the long, pointed ears of her people too.

The tattoos are probably the definite feature of her appearance, and certainly the one that most people remember. Glowing a fiery orange and yellow, they form swirling fines that run down the left side of her neck and down her left arm, over the left side of her chest, back and shoulder, across her left hip and stomach and down and wrong her right hip and leg. She usually has as many of them on display as is considered polite and practical, although she will use her Sleeves of Many Garments to cover them if needed.

Her hair is dark and kept short - as much as she prefers long hair, it’s easier to grab - and her eyes are a dark chestnut brown. She typically likes to wear loose, flowing garments of silks and cottons that allow for ease of movement, and even her armour is light and flowing, her robes and scarves burgundy and crimson with bronze and copper patterns and highlights.

Her voice is in the higher end of the contralto range range and she prefers lighter lowers for scents and soaps. She tends to wear jewelry of bronze and ruby, often wearing ankles and bangles on her left arm, with her right arm covered in a mithral forearm guard, and rings on her fingers and toes.

Personality:
Tarial is friendly and outgoing to most of the people she meets, and tries to help those she can where she can. It’s simply the right thing to do. If you can talk your way past a violent conflict then it saves time and energy for everyone. Mutual co-operation will work better in the long term than force and violence.

This, however, is something of a front. While she really does prefer to be kind and talk out problems she struggles to trust. People are weak, and even if they like you a lot there’s always something they’ll trade you for. A loved one, maybe, if they’re a decent person. Maybe just gold if they’re not. But there will always be some reason that can convince them to put you aside.

Tarial can only put others first because she doesn’t have that something worth betraying them for.

While this clearly speaks of her own poor mental state, it helps focus her on co-operation and and teamwork rather than focusing on her own needs and desires.

Backstory:
Born into one of the less civilised Orc tribes, Tarial wasn’t especially respected as a young child. Thinner and weaker than most of the full blooded orcs she was considered and example of how human blood could weaken rather than add to orcs. That was, at least, until she started to display a blessed gift for magic and a command of the ancient words. Then her suffering began.

The tribe’s shaman believed in the traditional methods of training an apprentice. These methods quite often saw such an apprentice die, of course, but that was part of the point - the weak were not needed. Physical training that bordered on abusive was an important as learning to command magic, shaping it with primal words into the form that was needed. As she grew she was given only what she needed. Nothing more.

As she reached the age of majority she was given her first tattoo, on her back. The fire ink made her sick constantly as her skin burned in an attempt to reject it. Eating became a nightmare, and she couldn’t wear clothes that covered her back. The shaman saw this, and decided to add more. Tarial would learn to resist fire or she would die. Her arm and chest were covered so wearing a top became agony, forcing her to choose between pain or modesty.

But, slowly, her skin healed. Her body learned to resist the fire as her blood and connection to the Sun grew stronger. Her powers improved with it. Her fire magic, her focus, went from cherry red flames to orange with flickers of blue and white. Even her simplest fire spells began to inflict astonishing amounts of damage for such a spell, the equal of a first level spell with another caster. The shaman was proud, or as proud as they could be.

Things changed again for Tarial as the war with the undead began attacking. The tribe’s shaman fell and Tarial was looked to as a replacement. But the Hoar Spirit in charge of the attacking forces instead proposed a deal. ‘Give me the spellcaster and go free.’

The tribe agreed. Tarial was drugged and handed over. And then the tribe was slaughtered, used as fuel for more troops.

Tarial was different. The Hoar Spirit didn’t want to create competition in the form of a undead caster, and decided that the simplest way to finish her off was to throw her back into the burning remnant of the village. Nothing would be left for the living to use but ash.

Of course, such pathetic flames didn’t hurt Tarial. The smoke on the the other hand, woke her with a fit of coughing. Waking to find the village deserted and on fire was...not ideal, but at least the fire made getting rid of the ropes easier. Staggering out of the fire, she was confronted by the Hoar Spirit, who was deeply annoyed that she wasn’t dying, and the reanimated corpses of her tribe. The Spirit enjoyed explaining that the villagers had handed her over, though, and advanced with claws of ice. Tarial responded by calling Searing Light on it - a spell especially deadly to the undead - and fleeing while it recoiled.

With no home and no experience Tarial fled back to the shaman’s tents on the outskirts, looting what items and gold she could, and fleeing. Since then she has wandered, helping where she can but rarely staying long, preparing her own meals, but with no real goal and no real hope.