Hellknight Signifer

Albrέkt Heißhungrig's page

626 posts. Alias of Black Dow.


About Albrέkt Heißhungrig

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Male Human Ghoul-Blooded Sorcerer 1
LE Medium Human (Medium Humanoid)
Favoured Class: Sorcerer

Favoured Class Options:

+1 HP
+1 Skill Point
+1 spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

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Speed: 30ft. (Armoured/Unarmoured); 30 ft.
Init: +2
Senses: Perception +0; 60ft. Darkvision

DEFENSE:

AC 12* (10 Base; +2 DEX)
Touch AC 12 (10 Base; +2 DEX)
Flat Footed AC 10 (10 Base)
HP 7 (1d6 [6]; +1 Con)
SAVES: Fort +1* Ref +2 Will +2

* Corpse Cannibal Trait: +2 bonus to Fortitude saves vs disease.

CMD 13 (10+BAB+STR+DEX)

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☠ ABILITY SCORES

STR 13 (+1); DEX 14 (+2); CON 12 (+1) ; INT 14 (+2); WIS 10 (+0); CHA 16 (+3)

Ability Build: 20 Point Buy:

Str 13 3 pts
Dex 14 5 pts
Con 12 2 pts
Int 14 5 pts
Wis 10 0 pts
Cha 14 5 pts

Modifiers:
+2 CHA (Racial Bonus)

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☠ RACIAL TRAITS

Human:

STANDARD RACIAL TRAITS
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (CHA selected)
Type: Humans are Humanoid creatures with the human subtype.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
FEAT & SKILL RACIAL TRAITS
Bonus Feat: Humans select one extra feat at 1st level.
Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

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☠ 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).

Spells:

A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score.

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell 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.

Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves.

Cantrips:

Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials:

A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Ghoul Bloodline:

Your connection to the hungering undead shapes your magic. Class Skill: Stealth.

Bonus Spells: Ray of enfeeblement (3rd), feast of ashes (5th), vampiric touch (7th), fear (9th), hungry earth (11th), move earth (13th), control undead (15th), unholy aura (17th), wail of the banshee (19th).

Bonus Feats: Arcane Strike, Combat Casting, Power Attack, Skill Focus (Knowledge: Religion), Spell Focus (Necromancy), Toughness, Warren Digger* & Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell of the necromancy school that deals hit point damage, you are healed of 1 hit point per spell level.

Bloodline Powers: The dark energies that fuel your existence and undying hunger form the basis of your power.

Ghoulish Claws (Su) - 1st Level Bloodline Power:

Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. Each of these attacks deals 1d4 points of damage + your Strength modifier (1d3 if you are Small). At 5th level, creatures damaged with your claw attack are paralyzed for 1 round, as the ghoul ability (Fort negates). At 7th level, the duration of the paralysis increases to 1d4+1 rounds, and the claws are considered magic weapons for the purpose of overcoming DR. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. If you’re a ghoul with this bloodline, instead of gaining this ability, your levels in sorcerer stack with your racial Hit Dice when determining the DC of your paralysis and disease special abilities.

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☠ FEATS

Warren Digger - 1st Level Character (Bloodline) Feat:

After years spent digging up graves, you are able to move through dirt almost as easily as a fish through water.

Prerequisite(s): Ghoul.

Benefit(s): You gain a burrow speed of 10 feet through earth, sand, or soil.

Special: You can gain this feat multiple times. Each time you take it, add 10 feet to your burrow speed, up to a maximum of your base land speed.

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☠ TRAITS

Corpse Cannibal (Religion):

Your faith encourages you to indulge a variety of perverse hungers, leading you to shrug at even some of the darkest taboos.
Benefit(s): You gain a +2 trait bonus on Fortitude saves against diseases and can gain sustenance from rotting flesh with no negative side effects.

Crime of the Forsaken - Grave Robbery (Way of the Wicked Campaign Trait):

It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading.
Benefit: You receive a +1 trait bonus to confirm critical hits.

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☠ SKILLS

Sorcerer: 4 Skill Ranks per Level (2 +2 INT):

The sorcerer’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Stealth (Dex) gained via Ghoul Bloodline.

Bluff +7: 1 Rank; +3 CHA; +3 Class
Intimidate +7: 1 Rank; +3 CHA; +3 Class
Stealth +6: 1 Rank; +2 DEX; +3 Class

LANGUAGES: Common, Necril

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