Irabeth Tirabade

Tura Flamescale's page

41 posts. Alias of Critzible.


Full Name

Tura Flamescale

Race

1/2 Orc

Classes/Levels

Bloodrager(Salamander)2nd CN| HP:26|AC:17[T:11 FF:16]|F:+7|R:+2|W:+1|Init:+1 Percept:+6|Great Sword:+6[2d6+4],Trident:+5[1d8+3]Daggers:+5[1d4+3]Cestus:+5[1d4+3],Bite:+5[1d4+3]Ranged:Javelins+3[1d6+3]|Spells: 1-,2-,3-,4-

Gender

Female

About Tura Flamescale

Tura Flamescale
1/2 orc CN female 6’4” 225pd.
Bloodrager(Salamander Bloodline) 2nd
S-16 D-12 C-16 I-11 W-12 Ch-14
Init:+1 Perception:+6
HP:26 Speed:30ft.(40ft.)
AC:17[10+6+1]
Bab:+2 Melee:+4 Ranged:+3
CMB:+4 CMD:14
Fort:+6 Reflex:+2 Will:+1
Weapons:
Great Sword:+6 2d6+4 19-20/x2 Slashing
Trident:+5 1d8+3 x2 20ft Piercing
Daggers(x3) +5 1d4+3 19-20/x2 10ft Piercing
Cestus:+5 1d4+319-20/x2 Bludgeoning
Javelins(x10)+3 1d6+2 x3 30ft Piercing
Bite +5 1d4+3 x2 Piercing and Slashing
Masterwork Breastplate Agile: +6|Dex+3|-3| -10ft| 20%|25lb

Skills:
Acrobatics:+6
Climb:+8
Perception:+6
Survival:+6
Swim:+8
Background:
Handle Animal +5
Profession[fishing] +5
Profession[cook] +5
Profession[Teamster] +5

Items:
Bloodrager Kit
Fishing Kit
Cooking Kit
Peasant’s Outfit
Patchwork Cloak

Abilites:
Weapons and Armor
Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

Bloodlines:
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodlinecould be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodline Mutations: Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer’s lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use her bloodline mutation powers. Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces. The list of bloodline mutations can be found here. Source: PZO9468
Bloodrager Bloodlines
When a bloodrager enters a bloodrage, he often takes on a physical transformation influenced by his bloodline and powered by the magic that roils within him. Unless otherwise specified, he gains the effects of his bloodline powers only while in a bloodrage; once the bloodrage ends, all powers from his bloodline immediately cease, and any physical changes the bloodrager underwent revert, restoring him to normal.

Salamander:
Salamanders are fierce warriors and master smiths, and you wield their might and mastery of metal by birthright.
Bonus Feats: Cleave, Improved Grapple, Improved Iron Will, Iron Will, Power Attack, Skill Focus (Perception), Toughness.
Bonus Spells: Lead blades (7th), make whole (10th), versatile weapon (13th), fire shield (warm only) (16th).
Bloodline Powers: When you bloodrage, you gain the form and flame of the salamander and the following powers.
Serpents Tail:
At 1st level, your legs twist together into a slithering serpentine tail. Your speed is reduced by 10 feet (to a minimum of 5 feet), and you can’t be tripped.
Your footwear melds into your body and is nonfunctional unless it provides a constant bonus and does not need to be activated. You also gain a tail slap natural attack that deals 1d6 points of damage (1d4 if you are Small) + your Strength modifier. At 4th level, your speed is no longer reduced by 10 feet. At 8th level, your tail slap’s damage increases to 1d8 (1d6 if you are Small) + your Strength modifier. At 12th level, your reach with your tail slap increases by 5 feet.
Salamander Scales:
At 4th level, you gain fire resistance 5 and a +1 natural armor bonus to AC. At 8th level, your fire resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your fire resistance increases to 20 and your natural armor bonus increases to +3.
Bloodsmith:
At 8th level, when entering a bloodrage, you can choose one manufactured weapon you wield, shield you wield, or piece of armor you wear to gain the benefit of greater magic weapon (weapon) or magic vestment (shield or armor).
The caster level of this effect is equal to your bloodrager level, and its effects end when your bloodrage ends or when you no longer wear or wield the weapon, shield, or armor.

Scorching Heat:
At 12th level, your weapons conduct heat.
You deal 1d6 additional points of fire damage with natural weapons and melee attacks made with metal weapons. You also deal 2d6 points of fire damage per round to any creature you grapple. This does not damage your equipment.

Master Bloodsmith:
At 16th level, you can affect up to two items simultaneously with your bloodsmith bloodline power. At 20th level, you can affect up to three items.

Essence of Fire:
At 20th level, you become immune to fire damage. In addition, your bloodrager damage reduction increases by 5. If you don’t have bloodrager damage reduction, you gain DR 10/magic instead. You have these benefits constantly, even while you are not bloodraging.

Bloodrage:
The bloodrager’s source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast movement:
A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Background Questions:

Did you grow up poor, middle-class, or upper-class and wealthy? Tura was a barbarian, raised in a loose community among her siblings. She like her siblings were blessed with magical aptitude. Making her valuable.
Did you live in the rural areas, or grow up in small, medium, or large town? Or, did you move from place to place a lot?Tura enjoyed the privacy of the island in a simple village

Are you from the local area where the adventure begins, or a foreign land? No she fled not wishing to be made another witch or shaman for the tribe.

Who was your father, and what did he do for a living? A Human sailor lost off his ship. He taught her how to fish.

Who was your mother, and what did she do for a living?She was a very powerful Arcanist having left the tribe when she was young to better understand her art, and when she came back she was powerful. So much that her magic bled into her many children.

Do you have any siblings?Yes 3 half brothers, 4 half sisters. All are potent in magic. Two brothers are Shamans, One brother is a Skald, a sister is a Sorcerer, another 2 sisters are Oracles, and the last sister also a Skald.

Do you have any extended family, (i. e. cousins, aunts, grandparents, etc.)? Her grandfather is the tribes Chieftain.

Was your family religious?Yes, they worshipped the ancestors, the earth the elements and all. Very Amnist sort of religion.
What was your education like? She was raised in the ways of the Shaman, but rarely paid attention, she did learn to cook and fish, as well as fight and hunt!

What were your friends like? Her friends were numerous but true friends were few. She had two real friends Inka and Saki. The two paired up and became the tribes premier hunters. They helped her get off the island

Who was your first love, and what happened to them? Tura had her share of flings through her adolescence, her most recent love was the best warrior of her tribe, Harg( a large, barbarian who took down a great beast single-handedly with just a broken spear)
What was the happiest moment of your childhood? Fishing with her father.

What was the scariest moment of your childhood? Her mother transcribing her tattoos on her body.

What was the saddest? Death of her father. He died from a vicious wound dealt with him from some kind of sea creature. His boat was found first followed by his broken and chewed on the body a few days later.

Why did you become the class you are? Family tradition? Just fell into it?Tura became a bloodrager,due to combining her magical heritage with that of her peoples fighting traditions, This also was due to her lack of wishing to focus during her Shaman studies.

Who taught you your class's skills? Many of her skills were learned during her basic living, Climbing, Swimming, Basic Survival, Observation and Swift Footed Reaction all are easy to harness with guidance. Her fishing was taught by her father while her culinary skills are one of the few things she learned from her mother.
What's your relationship with your family now? Strained. Her father dead, she never connected with her siblings or her mother. After she became defiant and left her family is far more aggressive against her as she defied tradition and tribal law.

If your character wasn't adventuring, what would they be doing instead?Tura loves to be in nature, often camping or especially fishing. With the right fish and ingredients, she will cook.

What does your character think of the Gods? Are they religious, fearful of them? Do they even believe in them? Tura and her people grew up worshipping nature, the primal elements, and Ancestors
If you could pick one emotion to describe your character, what would it be? Grief, Still mourning the loss of her father and in essence her people she is a ball of grief.This fuels and drives her but also will lay her low.

What terrifies your character? Getting caught and returned to her tribe to be forced into a role of a spellcaster instead of a warrior
What emboldens your character? Freedom to do as she pleases and test her mettle. This is the only way she can overcome the bonds forcibly forged on her.

Do they have any goals? If so, what? To overcome her grief, to become a powerful warrior and tame the flames within. This also is for her to find love and success, so eventually she can come back to her people a proven warrior, despite the plans forced upon her.

Why do they adventure? To prove herself and earn money to keep her from her tribe

What role do they fill in the group?Tura would be a warrior fighting fiercely

How does your character get along with members of a group?Other wilderness classes (Rangers, Hunters, Druids,Slayers,Barbarians,Shifters and Skalds)she is comfortable with,With martial classes (Fighters, Swashbucklers,Monk,Shifter Brawler, Hunter, Ranger, Hunters,Slayers,Paladins, War Priests and even Magus) she would feel comfortable around them at least in battle. With Spellcasters she is leery but more understanding than other barbarians. Skilled classes she finds fascinating but there talking drones on and she bores quickly of them.

Organized worship is odd and weird to her as her people are more natural and finds it a bit weird. Arcane casting outside of Sorcerers and Witches she is also leery of as they tend to be feeble and learn from words and numbers in buildings. This also isodd to her. Shamans, Druids and Oracles she is the most comfortable around as she knows of them.

How do they feel about other races, like humans, dwarves, halflings, elves, etc.? Originally she knew them mostly in the basis of sense. She is still learning about them as Tura has learned more and more about the various differences after meeting them. She treats them as if they were Half-orcs, until they prove otherwise.

How do they feel about "evil" races like goblins, kobolds, orcs, and gnolls? She has been taught about these races too. She knows they all are cunning and capable, but honestly she treats the as they treat others. It is how one deals with her, that she will deal with them.
How does your character feel about magic?Tura grew up under a very powerful and prominent Shaman. For her magic is just as natural as a thunderstorm or a tornado. She Distrusts more formulaic style magic styles such as Magus, Wizards, Arcanists and such.

How does your character dress?Tura Dresses in loose light clothing that she can swim and climb in. Recently she has learned to add boots to her attire as well as cloaks. Otherwise only her other common article is her hide armor pieced together from snake and alligator hide.

Her top covers her breasts, her bottoms cover her necessary bits. She has learned that she should probably get other styles of clothing, until then she wrapps herself in cloth strips when nessecary.

What does your character look like? Do you have distinguishing birth marks, deformities, hair color? Unlike other Half-Orcs she has three inch high tusks jutting from the bottom jaw. Her eyes are a bright vibrant yellow with red and orange specks of color in it. Her hair is a strange mix of yellow, orange and red the layers looking like natural flames. Last her tattoos glow when she rages along with her lower half becoming serpentlike. She also has a forked tongue.

Do they have any personality quirks? She is Naive in alot of common place social interactions. She has yet to find an Alcohol that she doesn’t like(or atleast turn down) she loves food and will often cook to show friendship to others. She dislikes horses, does not like the sensation of flying(don’t ask).

An orphanage is on fire and the children are trapped inside, what does your character do? Breaks in and tries to break a hole through a wall allowing the children to get out. She’ll also carry as many as she can through with her.

The home of the local money lender, who just foreclosed on an orphanage, is on fire and he's trapped inside. What does your character do? She would still try and save him, but if she fails she wouldn’t be overtly sad about it