About Viseka Rottur
Viseka had a relatively normal Kenabrean childhood- Crusader parents who loved her, a luxurious home, never worrying about where her next meal would come from...the constant threat of demons, the city always in defense, learning warcraft and combat from an early age…
She is an only child and carries the weight of that with her every day - slightly overprotective parents led to a mildly sheltered upbringing that Viseka wanted to break free from. And she tried, over and over - a troublemaker child, especially when strange, fiery powers began to manifest in her when she hit puberty.
As a teenager, Viseka snuck behind enemy lines in the Worldwound, trying to prove to her parents that she could, indeed, do the things they accused her of being too young to do. She soon discovered that her parents were correct: she was not as capable as she thought. After a veritable comedy of errors, Viseka found herself at the mercy of a group of cultists in the Worldwound. Viseka was contemplating her options: give herself up and probably die, sneak out and probably die…most of the paths lead to “probably die,” and she just couldn’t come to terms with that. Luckily for her, someone else was in a similar position and came to her aid: a beautiful, sad woman whose name she never found out…or just couldn’t remember (Vis was never sure upon trying to remember the details). The woman taught her a slew of tricks to help them both escape from the cultists. The woman called on Desna for aid several times throughout the rescue, inspiring Viseka to later look into Desna as a patron goddess later on. The woman seemed to disappear when they had both escaped to safety, as Viseka was picked up by a patrol of crusaders who recognized her and took her back to town to face the wrath of her parents. Since then, Viseka has found herself just a tad luckier whenever she sneaks out. Viseka has never shared the details of this incident with anyone, especially since the patrol of crusaders treated her like a madwoman when she had tried to suggest they find the mysterious woman who…maybe hadn’t ever existed?
Viseka, as dextrous as her cat-like ancestry suggests, always did well with combat that required just a touch more finesse than some of her peers. She excels with a rapier, especially, and she likes to think that she looks quite impressive as she dances along the battlefield. She is aristocratic and fastidious, placing a high value on first impressions and appearance. She carries the typical Rakshasa-spawn arrogance, falling into condescension when she perceives someone as “below” her in any way. Despite her aristocratic background, she is keenly aware of her heritage as a tiefling and the legacy of her crusader parents and does feel the urge to prove herself.
Viseka Rottur looks a tad more human than feline, as do her parents, despite the heavy influence of Rakshasa-blood in their family line. Her face is slender and narrow, with high cheekbones and a wide mouth with cat-like fangs that protrude slightly over her bottom lip. Her yellow-orange eyes are very feline, a slit pupil being the most prominent feature. Her nose is short, slightly upturned, and cat-like as well. Her hair is long, thick, and wavy black, falling in soft, loose curls that stop just above her hips. Small, reddish-orange pointed cat ears protrude just a tad above the thick mass of her hair.
She is covered in a velvety smooth layer of fur and sports a long, striped tail that ends in a black tuft. Her fur pattern is like that of a tiger: ruddy, reddish-orange with black stripes winding around her body in a predictable and familiar pattern (if one is familiar with tigers, that is). She moves with a feline grace and is rarely seen without a smile on her face, albeit mostly a condescending type of smile.
Rakshasa-spawn tiefling sorcerer (wildblooded) 1/swashbuckler (inspired blade) 1/gestalt 1 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 70)
Init +4; Senses[/b] darkvision 60 ft.; Perception +3
AC 17, touch 14, flat-footed 13 (+2 armor, +4 Dex, +1 shield)
hp 13 (1d10+3)
Fort +2, Ref +6, Will +2
Defensive Abilities none (yet); Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), mythic power (5/day, surge +1d6), panache (4)
Spell-Like Abilities (CL 1st; concentration +4)
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +4)
Str 10, Dex 18, Con 14, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +5; CMD 15
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Eschew Materials, Fencing Grace[UI], Power Attack, Weapon Focus
Skills Acrobatics +8, Climb +4, Diplomacy +7, Disguise +5, Perception +3, Sense Motive +1; Racial Modifiers +2 Disguise, +2 Sense Motive
Languages Common, Infernal
SQ bloodline arcana (heal half damage with fire spells), finesse weapon attack attribute, inspired panache, the unseen world
Other Gear leather armor, mwk buckler, light mace, rapier, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork backpack[APG], soap, waterskin, 55 gp, 16 sp
Agile Maneuvers Use DEX instead of STR for CMB
Bloodline Arcana: Phoenix (Su) When casting fire spell, may deal no damage to heal living creatures half the damage normally dealt.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fencing Grace Use Dexterity on rapier damage rolls
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
The Unseen World Gain detect magic and read magic as spells known.
Weapon Focus (Rapiers) Choose one weapon group. You become better at using that type of weapon.