Seoni

Zataya "Fire Bringer"'s page

11 posts. Alias of Pedwiddle.


Full Name

Zataya "Fire Bringer"

Race

Ifrit

Classes/Levels

Tattooed Sorceress, Elemental (Fire) Bloodline 1

Gender

Female

Size

M

Alignment

Chaotic Good

Deity

Sarenrae

Languages

Common, Ignan, Shoanti

Strength 8
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 8
Charisma 18

About Zataya "Fire Bringer"

Crunch:

COMBAT
HP: 8
Init: +6 (+10 w/Familiar)
AC: 12 (Touch: 12, Flat-footed: 10) (+2 Dex)
Fort: +2, Ref: +2, Will: +2
BAB: +0
CMB: -1 (0 (BAB) + -1 (Str))
CMD: 11 (0 (BAB) + -1 (Str) + 2 (Dex))

ATTACKS
Crossbow, Light (+2 to hit, 1d8 damage (P), 19-20/x2 crit, 80' range)

Racial and Class Features:

RACIAL FEATURES
Native Outsider: Ifrits are outsiders with the native subtype.
Darkvision: Ifrits can see in the dark up to 60 feet.
Efreeti Magic: Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures.
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.
Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks.

CLASS FEATURES
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Cantrips
Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. 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.
Ragario: You are able to cast dancing lights three times per day.
Sorcerer Spells
Varisian Tattoo (Evocation): You cast spells from the Evocation school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day.

Traits, Feats, and Skills:

FEATS
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component.

TRAITS
Jade Regent Campaign Trait - Hero Worship (Ameiko): You gain a +2 trait bonus to concentration checks.
Adopted (Shoanti): Auspicious Tattoo: You gain a +1 trait bonus on Will saving throws.

SKILLS
Acrobatics: 2 (0 + 2 (Dex)) (ACP)
Appraise*: 2 (0 + 2 (Int))
Bluff*: 4 (0 + 4 (Cha))
Climb: -1 (0 + -1 (Str)) (ACP)
Craft*: 2 (0 + 2 (Int))
Diplomacy: 4 (0 + 4 (Cha))
Disguise: 4 (0 + 4 (Cha))
Escape Artist: 2 (0 + 2 (Dex)) (ACP)
Fly*: 2 (0 + 2 (Dex)) (ACP)
Heal: -1 (0 + -1 (Wis))
Intimidate*: 8 (1 + 3 (Class Skill) + 4 (Cha))
Knowledge (Arcana)*: 7 (1 + 3 (Class Skill) + 2 (Int) + 1 (Trait))
Knowledge (Planes)*: 6 (1 + 3 (Class Skill) + 2 (Int))
Perception: -1 (0 + -1 (Wis)) (+2 w/Familiar)
Perform: 4 (0 + 4 (Cha))
Ride: 2 (0 + 2 (Dex)) (ACP)
Sense Motive: -1 (0 + -1 (Wis)) (+2 w/Familiar)
Spellcraft*: 6 (1 + 3 (Class Skill) + 2 (Int))
Stealth: 2 (0 + 2 (Dex)) (ACP)
Survival: -1 (0 + -1 (Wis))
Swim: -1 (0 + -1 (Str)) (ACP)
Use Magic Device*: 8 (1 + 3 (Class Skill) + 4 (Cha))

Spells:

0-level (unlimited/day):
Detect Magic: Detects all spells and magic items within 60 ft.
Ghost Sound (Will disbelief, DC 14): Figment sounds.
Message: Whisper conversation at distance.
Prestidigitation: Performs minor tricks.

1st-level (4/day):
Color Spray (Will neg., DC 15): Knocks unconscious, blinds, and/or stuns weak creatures.
Grease (Ref. partial, DC 15): Makes 10-ft. square or one object slippery.

Gear & Encumbrance:

ENCUMBRANCE
Current Encumbrance: 25.9 lbs. (Light)
Light Encumbrance: up to 30 lbs.
Medium Encumbrance: 31-60 lbs.
Heavy Encumbrance: 61-90 lbs.

GEAR
Entertainer's Outfit (3 lbs.)
Crossbow, Light (4 lbs.)

Backpack (Total: 13 lbs.)
- Bedroll (5 lbs.)
- Trail Rations (2 days) (2 lbs.)
- Waterskin (4 lbs.)

Belt Pouch (Total: 2.9 lbs.)
- Mirror, small metal (.5 lbs.)
- Money (10gp, 9sp) (1.9 lbs)

Quiver (Total: 3 lbs.)
- Bolts (10) (1 lb.)
- Bolts, Alchemical Silver (10) (1 lb.)
- Bolts, Cold Iron (10) (1 lb.)

Appearance:

DESCRIPTION
As an ifrit, Zataya has many of the characteristics common to her race. Her skin is the color of burnished copper; she has pointed ears and flowing, flame-like hair, with two small horns protruding from it. She has tattoos on her arms and torso, and the lower part of her legs is covered in charcoal-colored scales. She is quite tall, but slightly built. She holds herself proudly, and despite her otherworldly appearance, is rather magnetic and alluring.

PHYSICAL CHARACTERISTICS
Height: 6'2"
Weight: 140 lbs.
Skin: Bronze
Hair: Flaming
Eyes: Red

Background:

Zataya's parentage is a mystery, aside from the obvious - she is the result of a coupling between a human and an efreet. She was found by a minor family of the Sklar-Quah Shoanti clan, in the Cinderlands of Varisia, when she was only a few hours old. The elders of the clan saw that she was a castoff, and because she looked mostly human at the time, she was ultimately adopted by that clan.

As she grew, she played with the other children in the clan. She was not particularly good at the mock fighting and wrestling that they engaged in, but she was nimble, and found that she was passable at ranged combat. However, her ifrit heritage became more apparent as time went on - the elders of the clan saw this and realized she might have great potential as a sorceress.

The next day, she was selected to begin her training with the clan shamans, to unlock the sorcerous power locked within her. They had one other student - the chieftain's daughter, Tama. Though Zataya was much younger, she excelled where the other did not. Zataya found that she had a natural affinity to fire, and could react more quickly than Tama in the face of danger. After several short months, her teachers began to concentrate their focus on her instead of Tama, grooming her for a significant position in the clan. Seeing this, Tama became jealous.

During her time in training, she learned about the power of tattoos. Her people used tattoos for many reasons - in fact, they gave Zataya one on her back, which ultimately granted Zataya clarity of mind. In addition, she gave herself a tattoo of a scorpion on her ankle...which she then bonded with and was able to coax out of her skin.

Some months passed, and when Zataya's naming day finally came, and she received her tribal tattoo and the honorific "Fire Bringer", Tama was furious. It was bad enough that she was being supplanted, but Zataya wasn't even human. She plotted to have Zataya killed the following week; two young warriors snuck into Zataya's tent in the middle of the night and knocked her unconscious, then dragged her away. She awoke as they were about to smash her skull with an earthbreaker - she was able to use her magic to escape.

As she ran from the only home she had ever known, she was found by Shalelu Andosana, out on one of her treks into Varisia. She was able to convince Zataya to follow her to Sandpoint.

When Zataya arrived, with only the clothes on her back, she was taken in by Ameiko Kaijitsu, until such time as Zataya could stand on her own two feet. As a result of Ameiko's kindness, Zataya was able to make a new life for herself in Sandpoint; from that point on, Zataya vowed to be more like Ameiko. She's been hearing rumors recently, however, of Ameiko leaving on a caravan bound for the Jade Regent; perhaps they need more assistance...

Familiar (Scorpion, Greensting):

COMBAT
HP: 4 (1 HD)
Init: +3
AC: 19 (Touch: 15, Flat-footed: 16) (+3 Dex, +4 Natural, +2 Size)
Fort: +2, Ref: +5, Will: +2
BAB: +0
CMB: +1
CMD: 7 (19 vs. trip)

ATTACKS
Sting (+5 to hit, 1d2–4 damage plus poison)
Poison Details
Save: Fort (DC 10), Frequency: 1/round for 6 rounds, Effect: Sickened for 1 round, Cure: 1 save

STATISTICS
Str: 3
Dex: 16
Con: 10
Int: 6
Wis: 10
Cha: 2
Space: 2'6"
Reach: 0'
Senses: Darkvision 60'

FEATS
Weapon Finesse

SKILLS
Climb: +7
Perception: +4
Stealth: +15

ABILITIES
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Future Development:

3rd level
Feat: Spell Focus (Conjuration)
4th level
Retrain spell:
5th level
Feat: Augment Summoning
6th level
Retrain spell:
7th level
Archetype Ability: Create Spell Tattoo
Feat: Spell Focus (Illusion)
8th level
Retrain spell:
9th level
Archetype Ability: Enhanced Varisian Tattoo
Feat:
10th level
Retrain spell:
11th level
Feat:
12th level
Retrain spell:
13th level
Feat:
Bonus Feat: Improved Initiative
14th level
Retrain spell:
15th level
Feat:
16th level
Retrain spell:
17th level
Feat:
18th level
Retrain spell:
19th level
Feat:
Bonus Feat:
20th level
Retrain spell: