Magic In Her Veins

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Magic In Her Veins

Post  Admin on Wed Apr 06, 2011 9:05 am

Nessandria, Mulhorandi Human Sorcerer 8 (Infernal Bloodline)
True Neutral

Str 12 +1
Dex 14 +2
Con 16 +3
Int 14 +2
Wis 13 +1
Cha 21 +5 (23 +6)

HP 73
AC (10 Base + Armor + Shield + Dex + Natural + Deflection)
Initiative: 8
Speed: 30
Alignment: True Neutral
Deity: Thoth
Languages: Common, Mulhorandi, Sharran, Draconic

BAB: 4
Melee: 5
Ranged: 6

5 Fort 2 3
4 Ref 2 2
7 Will 6 1

Traits:
Reactionary: +2 Initiative
Charming: +1 to Bluff, Diplomacy, and language dependent spell Save DC against folk who could think you're sexxay

Feats:
H1: Spell Focus: Enchantment
1: Spell Focus: Conjuration
3: Improved Initiative
5: Augment Summoning
7: Combat Charm (opponents subject to charm spells, in combat, don't get +5 on save)
S7: Extend Spell

Class Abilities:
Bloodline: INFERNAL
--Class Skill: Diplomacy.
--Bonus Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th).
--Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration.
--Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.
--Bloodline Powers: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.
--Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
--Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.
Eschew Materials
Cantrips

Skills: 40/40
6 Appraise (Int 2) 1 3
17 Bluff (Cha 6) 8 3
2 Craft (Int 2)
17 Diplomacy (Cha 6) 8 3
7 Fly (Dex 2) 2 3
12 Intimidate (Cha 6) 3 3
7 Knowledge (arcana) (Int 2) 2 3
1 Profession (Wis 1)
13 Spellcraft (Int 2) 8 3
17 Use Magic Device (Cha 6) 8 3

Spells Per Day:
Level 1Level 2Level 3Level 4Level 5Level 6Level 7Level 8Level 9
6 6 5 3
2 2 1 1 1 1
8 8 6 4

Spells Known:
Level 0Level 1Level 2Level 3Level 4Level 5Level 6Level 7Level 8Level 9
8532 1

Level Zero: 8
1: Prestidigitation
2: Detect Magic
3: Mending
4: Ghost Sounds
5: Read Magic
6: Mage Hand
7: Light
8: Detect Poison

Level One: 5
B: Protection From Good
1: Grease
2: Charm Person
3: Enlarge Person
4: Obscuring Mist
5: Silent Image

Level Two: 3
B: Scorching Ray
1: Invisibility
2: Hideous Laughter
3: Web

Level Three: 2
B: Suggestion
1: Fly
2: Summon Monster III

Level Four: 1
B:
1: Confusion


Last edited by Admin on Tue Apr 26, 2011 1:05 pm; edited 1 time in total
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EQUIPMENT

Post  Admin on Thu Apr 07, 2011 12:23 pm

Headband of Charisma +2 ---------- 4000 gp
Lesser Metamagic Rod, Bouncing ---- 3000 gp
Lesser Metamagic Rod, Focused ----- 3000 gp
Lesser Metamagic Rod, Empower ---- 9000 gp
Light Crossbow +1 ------------------ free
2 Quivers of Bolts (20 each) ---------
Horse
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