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About Tellerin ThrombastPFS Character # 233690-1 Tellerin Thrombast
Sorcerer Spells Known (CL 2):
Level 0 (inf/day)
Open/Close Light (CL3) Detect Magic Read Magic Message Level 1 (5/day)
Familiar Fox Familiar - "Cupper" -------------------- Statistics -------------------- Abilities:
Str 8 Dex 14 Con 15 Int 12 Wis 10 Cha 18 Feats:
Burning Amplification: Whenever you cast a spell with the fire descriptor, you can take a –1 penalty on the spells' attack rolls and reduce the spell's saving throw DC by 1 to cause any target that is dealt fire damage to catch on fire. The targets do not take burning damage for catching on fire until their next turn, and each target can attempt a Reflex saving throw to put out the fire before being damaged each round. Rather than the normal DC 15 Reflex saving throw to put the fire out, the target must succeed at a Reflex saving throw with a DC equal 10 + the spell's level + the modifier of your spellcasting ability score). You must choose to use this feat before making an attack roll or before your targets attempt their saving throws. This feat has no effect on spells that neither allow a saving throw nor require an attack roll.{PPC:Magic Tactics Toolbox}
Varisian Tattoo (Evocation)Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. 3/day-dancing lights {bonus feat from tattooed sorc. archetype}{PCS:ISWG} Traits:
Varisian Wanderer (Regional):You were raised among or have spent time with a group of Varisian nomads, whether travelers, Sczarni criminals, or entertainers, and have learned their ways. Choose one of the following skills: Perform (choose one type), Profession (fortuneteller), or Sleight of Hand. You gain a +1 trait bonus on this skill, and it is always a class skill for you. (Choosing Perform:Oratory){PPC:Inner Sea Primer}
Trustworthy (Social):People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you. {PRG:Ultimate Campaign} Skills:
Acrobatics +2
*Appraise +1 *Bluff +4 (+5 when fooling someone) Climb +1 *Diplomacy +9 (1) Disguise +4 Escape Artist +2 *Fly +2 Heal +0 *Intimidate +4 *KN: Arcana +5 (1) KN: Nature +3 *Perception +6 (+8 if familiar is out) (1) *Perform (Oratory) +9 (1) Ride +2 Sense Motive +0 (+2 if familiar is out) *Spellcraft +6 (2) Stealth +6 Survival +0 Swim -1 *Use Magic Device +8 (1) Languages:
Common, Gnome, Sylvan, Varisian SQ Bloodline (Draconic{gold}):
Class Skill:Perception
Bloodline Arcana:Whenever you cast a spell with the fire descriptor, that spell deals +1 point of damage per die rolled. Equipment:
Combat Gear
Dagger, Light Crossbow, Bolts (12), Cloak of Resistance +1. Consumables Bandolier (Contents: Potion of Cure Light Wounds, Flask of Acid, Pouch of Chalk Dust (x2), Antitoxin, -empty spot- (x3)) Wand of Cure Light Wounds (50 charges) Scroll of Remove Fear (Oracle ver), Scroll of Comprehend Languages, Scroll of Hide from Undead (Oracle ver), Scroll of Obscuring Mist. Other Gear Bedroll, Backpack, Belt Pouch x3, Blanket, Waterskin, Silk Rope (50ft), Outfit(Explorer's), Spell Component Pouch, Wayfinder, Ink, Inkpen, Journal. Jewelry (small copper and gold ornaments, worth 20 gp) Coin 1224.78 gp Weight 15.375 lbs (Light:19.5 lbs, Medium:39.75lbs, Heavy:60lbs) Racial Capabilities:
Defensive Training:Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Keen Senses:Gnomes receive a +2 racial bonus on Perception checks. Explorer:Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice. This racial trait replaces hatred and obsessive.(Choosing Kn:Nature) Pyromaniac:Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance. Weapon Familiarity:Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Low-Light Vision:Gnomes can see twice as far as humans in conditions of dim light. -------------------- TRACKED RESOURCES -------------------- See stat line above. -------------------- Special Abilities -------------------- 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. Varisian Tattoo (Ex)At 1st level, the tattooed sorcerer gains Varisian Tattoo (see the Inner Sea World Guide) as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances. 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 Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs. PFS-specific Details:
Faction: Grand Lodge
PP/Fame: 8/10 XP: 5 Chronicles: Stored Here Boons:
Character Fluff:
Appearance:Small even for his race, Tellerin makes up for what he lacks in stature with an exuberance in attitude and motion that bleeds into everything he does. Tellerin is a dark skinned gnome of 3' 2" with bright golden eyes and a roughly cut scraggle of short blond hair. Tiny golden and copper ornaments hang out of his hair and across his thin vest, each one an abstract twisting shape that glitters gaudily. In contrast, his explorer's garb is dusty and worn and has been adjusted to expose his arms to the elements. Upon his arms are an assortment of intricate scarlet tattoos, depicting swirling flames and a fox mid-dance.
Background:Tellerin is a pyromancer and a storyteller. He grew up among humans, specifically among one of the many Varisian caravans. His adoptive family instilled in him an unquenchable desire for travel and adventure, along with a tradition of oral storytelling. Within those stories told around the campfire Tellerin found purpose in telling entertaining tales. Within the campfire itself Tellerin found the medium for his stories. His gift for pyromancy evolved naturally from a desire to shape fire into a medium for epic tales. As he came of age in human years, Tellerin found that he hungered for new material for his tales. He was not satisfied just retelling the old tales. He wanted to forge his own story and create a glorious legacy to be retold around campfires everywhere. To achieve that, Tellerin has been training his abilities and has travelled to Absalom to become a Pathfinder. With Cupper, his fire-loving tattoo familiar, Tellerin is now looking for glory, looking for love, and looking to aid those in need across the Inner Sea. Tellerin is generally straightforward and open, he'll let you know what he thinks and will only spin a lie if he has to. He has a strong set of morals that lead him to help those good people in need, though he's particularly likely to help humans and gnomes ahead of other races. He knows that his abilities are rather limited and hopes that the Society will provide the resources that will allow him to broaden his horizons in magic. He's aggressively energetic and rather touchy with people he's just met. My Macros:
[dice=Burning Hands, w/ Burning Amplification]4d4+4[/dice] {ooc]DC14 reflex for half. Burning Amplification: Any enemies damaged are lit on fire, taking 1d6 fire damage at the end of their turn unless they make a DC15 reflex to put themselves out.[/ooc] |