Seoni

Zeldana Flamedancer's page

3 posts. Alias of MagusJanus.


About Zeldana Flamedancer

Zeldana Flamedancer
Tattooed Sorcerer-Admixture Wizard/1-1; AC: 11; HP: 7/7; F: +3, R: +2, W: +6; Init: +1; Perc: +5
CG Human
Deity: None
Init +1; Senses 0; Perception +5
XP:
Fame: 0
Prestige:
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10
hp 7 Current: 7/7
Fort +3, Ref +2, Will +6
Defensive Abilities
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Shortspear +1 (1d6+1)
Ranged
Special Attacks
--------------------
STATISTICS
--------------------
Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 18 (+4), Wis 18 (+4), Cha 18 (+4)
Base Attack +0; CMB +1; CMD +12
Feats Varisian Tattoo, Scribe Scroll, Spell Focus (Evocation), Eschew Materials
Traits Magical Lineage, Wayang Spellhunter, Deft Dodger
Drawbacks Family Ties
Skills Bluff +8, Diplomacy +5, Knowledge (arcana) +8, Perception +5, Sense Motive +5, Spellcraft +8, Stealth +2, Survival +5
Languages Common (Taldane), Varisian, Common (Tian), Wayang, Draconic, Abyssal
Combat Gear Shortspear (1d6)
Other Gear Masterwork Backpack (bedroll, flint and steel, ink, an inkpen, an iron pot, journal, a mess kit, scrivener’s kit, soap, spell book, torches (10), trail rations (5 days), water purification sponge, and a waterskin), belt pouch, explorer’s outfit

Coin:
PP:
GP: 238
SP: 1
CP: 9
--------------------
SPECIAL ABILITIES
--------------------

Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. [Spell: Fireball]

Wayang Spellhunter: You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would. [Spell: Fireball]

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Arcane Bloodline:
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook). Replaced by Tattooed Sorcerer ability

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 f lesh. 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 (Core Rulebook 82), 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. This ability replaces her 1st-level bloodline power.

Familiar: Rat (+2 on Fort saves)

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. This ability replaces her Eschew Materials bonus feat.

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.

Varisian Tattoo: 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. The spell-like ability gained (and its Varisian name) are as follows:
Evocation (ragario): dancing lights

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item.

Note: This overlaps with Sorcerer ability.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Chosen: Evocation (Admixture)
Opposition: Necromancy, Enchantment

Evocation (admixture):
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Spell Focus: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. (Evocation selected)

Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Family Ties: Your family is extremely important to you, and you feel disheartened when you can't do what they ask. When a family member makes a request of you, you must fulfill that request or take a —2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can't take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

--------------------
SPELLS
--------------------
Spells Per Day

Sorcerer
1: 4

Spells Prepared

Wizard
0: Acid Splash, Flare, Spark
1: Burning Hands, Mage Armor

Spells Known

Sorcerer
0: Detect Magic, Mending, Prestidigation, Read Magic
1: Feather Fall, Comprehend Languages

Wizard
0: All
1: Burning Hands, Color Spray, Flare Burst, Mage Armor, Magic Missile, Polypurpose Panacea, Vanish

Mythic Path:
Archmage

Background:
Zeldana's parents were originally natives of Varisia, living in Riddleport. Zeldana's father, Mardur, had a habit of getting drunk in his youth, often making a spectacle of himself and making wild claims about impossible things he would accomplish. He remained an embarrassment to the family for years, until they finally tired of it.

One night, Mardur was well into his second cask of ale when he made the exclamation that he would cross all the way to Tian Xia and make a fortune trading with the strangest creatures he found. That time was the final straw for the family; when he woke the next morning, they told him they would not pay one single copper for his drinks until he made good on his claims. They had even packed his belongings so he could travel. Seeing no other choice, Mardur bid his family fairwell, collected his belongings, and began his journey. His childhood friend, Zelora, cursed his family as fools and set out to accompany him and keep him safe.

Five long years later, Mardur and Zelora finally arrived in the land of Minkai on the continent of Tian Xia. Mardur and Zelora, by this point long in love with each other and both not having touched alcohol in years, set out to find the strangest people they could. Finally, after a year of consulting with experts, they determined the Wayang had to be the oddest people in Tian Xia. And so they set out to the lands of Minata to trade with the Wayang, determined to show his family how foolish they had been.

Mardur succeeded; trade with Wayang tribes made him wealthy enough to live comfortably. He was not rich, but with the growing family and a growing business, he could not see himself as anything except wealthy beyond his imagination. Zelora had given birth to two strong boys who were helping to make the business grow; the boys, growing up in distant Tian Xia, absorbed enough of the culture to make connections Mardur never could and helped the business grow even faster. It was then that Mardur's third child was born: A daughter.

Both Mardur and Zelora could sense there was something different about Zeldana; something about her that was not like anyone else in their family. Objects would sometimes seem to move from one location to another during her infancy. It wasn't until they observed her pointing to an object and it moving that they knew the difference: Their daughter was a sorceress.

Not knowing the difference between spellcasters, Mardur and Zelora bought magical tomes and sought out wizards to train their daughter. The wizards instantly identified her skill as different than their own, but to their surprise she managed to master wizardry as well. The young Zeldana took to magical training with glee and spent most of her childhood in apprenticeship as she learned to control and master the magical arts. All the while, her parents continued to educate her in Varisian culture, including the importance of tattoos and even that tattoos can have magical power of their own.

But Zeldana still had an adventurous streak, and she had made friends among the Wayang. She would sometimes take off with Wayang who came to trade, heading out with them as they hunted. From them she learned how to use her magic during the hunt and how to live off the land itself. Mardur and Zelora both worried about their wayward daughter, but she always returned safe.

Finally, Zeldana reached adulthood; she was presented with her kapenia and a quest from her father. Mardur, sensing the child was too adventurous for the trader's life he had settled into, tasked the sorceress-wizard with journeying to Varisia to inform his family of what had transpired in the years since he left. Zelora gave her a second task: She was to find her own happiness, no matter where it lay, and let no one and nothing stop her from achieving it.

And so Zeldana set out, starting the long journey to the land of her ancestors... to a continent she never knew.

Once she finally arrived in Riddleport, she sought out the surviving members of her extended family. Her grandfather, nearing death from advanced age, was shocked at who she claimed to be. Once she presented a written letter from her father as proof, she found herself welcomed by her grandparents, uncles, and cousins. It was then she learned the truth of the event that had caused her father to set out on his journey: They just wanted him to stop getting drunk all of the time. They were immensely surprised to learn he had given up alcohol before her eldest brother was born.

But Zeldana still had a task to complete... She spent days bothering people about sites of power. And then one wizard, irritated at her questions, suggested she check out the Worldwound. Though at first she was reluctant, the thought of what arcane secrets a giant hole in the world that had demons streaming out of it soon caused her curiosity to override her caution. Over the objects of her extended family and with promises she would return, Zeldana set out for Kanebres.

Appearance:
Zeldana stands at five feet, six inches. Her physical appearance is typical for a Varisian, with shoulder blade-length black hair that likes to curl and startling violet eyes that almost seem to glow. Her red-painted lips are often curled upward in mirth.

Her clothing is the standard explorer's outfit, though she is obviously uncomfortable in clothes as tight as those normal to Avistan; she spent most of her youth dressing in the Tian style. Her clothes follow Varisian colors; red with orange highlights on the outermost garment for her top, with pink for cloak and undershirt, and a green skirt above violet boots with blue highlights.

Plot Hooks:
1. Her family- She doesn't know it, but Zeldana has a cousin in Kanebres. The rest of her family believes the cousin has died.

2. Her family again- She has a strong family connection and a rather large extended family in addition to her siblings and parents.

3. Stranger in a strange land- Even though she is Varisian by blood, Zeldana is more Tian by culture. She also speaks Taldane with a noticeable Tian accent.

4. Wayang friendly- Zeldana grew up with a good relationship with some Wayangs, and as such is inclined to help one if she sees them in trouble.

5. Arcane power- Given an opportunity to pursue arcane power, Zeldana would be naturally conflicted between it and her current goals.

6. Her mother's quest- Zeldana still has to find her own happiness; she thinks that is simply gaining more arcane power, but she might be wrong.