Contract Devil

Darkin Burningwood's page

53 posts. Organized Play character for william Nightmoon.


Full Name

Darkin Burningwood

Race

Ifrit

Classes/Levels

crossblooded sorcerer (Rakshasa/Efreeti bloodline) 1

Gender

Male

Size

medium

Age

25

Alignment

Lawful Evil

Strength 11
Dexterity 12
Constitution 12
Intelligence 13
Wisdom 10
Charisma 18

About Darkin Burningwood

vitals:
HP:5
AC:12=10+(1 dex, 1 armor) speed: 30
Fort:+1 Refl:+1 Will:+0

skills/feats:
Skills(rank/ability/other)
Appraise (Int),0/1/0
Bluff (Cha),4/4/0
Craft (rings) (Int),0/1/0
disguise (Cha),0/4/0
Fly (Dex),0/1/0
Intimidate (Cha),0/4/0
Knowledge (arcana) (Int),0/1/0
Knowledge (planes),0/1/0
Profession (scribe) (Wis),0/0/0
Spellcraft (Int),4/1/0
Use Magic Device (Cha),4/4/0

Feat: expanded arcana

traits: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.(magic missile)

Possessed: You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge. Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.


attacks:

Greatsword:-4 2d6 19-20/x2

Spells Known:

0-Mage Hand, read magic, Ray of frost

(4/day)1-magic missile, shield


crossblood bloodlines:
Class Skill: A crossblooded sorcerer receives the bonus class skill from both of her bloodlines. If these are the same skill, this does not grant any additional benefit.

Bonus Spells: A crossblooded sorcerer may select her bonus spells from either of her bloodlines. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.

Example: A 3rd-level aberrant/abyssal crossblooded sorcerer has the choice of learning cause fear or enlarge person as her bloodline bonus spell. If she selected cause fear as her 3rd-level bonus spell, at 5th level she could use her new bonus spell to learn enlarge person instead of bull's strength or see invisibility, and she would add it to her list of 1st-level spells known (just as if she had learned it as her 3rd-level bonus spell).

Bonus Feat: A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list.

Bloodline Arcana: A crossblooded sorcerer gains the bloodline arcana of both her bloodlines.

Bloodline Powers: At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.

Drawbacks: A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on the sorcerer spells known table. Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer's dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.

Bloodline Arcana(Efreeti): Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's descriptors to match this energy type.

Bloodline Arcana(Rakshasa): Add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).

inventory:
traveler's outfit.
sorc's kit (backpack bed roll, flint and steel, rations(5days), torches(10),soap, pot, waterskin.) Greatsword, Haramaki

Racial Traits:

Native Outsider: Ifrits are outsiders with the native subtype.

Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Ifrits have a base speed of 30 feet.

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. This racial trait replaces the spell-like ability racial trait.

Energy Resistance: Ifrits have fire resistance 5.

Fire-Starter: Ifrits with this racial trait derive sadistic satisfaction from watching others burn. Anytime the ifrit causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round. The ifrit only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus. This racial trait replaces fire affinity.

Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.

bloodlines(In full):

Efreeti
You were born with the power of fire genies, and the magic of the efreet is strong in you.

Class Skill: Knowledge (planes).

Bonus Spells: enlarge person (3rd), scorching ray (5th), fireball (7th), wall of fire (9th), persistent image (11th), planar binding (13th), plane shift (15th), giant form II (17th), wish (19th).

Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's descriptors to match this energy type.

Bloodline Powers: Like an efreeti, you have both natural power over air and several other genie-based abilities.

Fire Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance (Ex): At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20.

Efreeti Form (Su): At 9th level, you gain the ability to assume the form of an efreeti once per day. This acts like the spell giant form I, except you only use it to become an efreeti and its duration is 1 round per level. While in this form, you also gain an efreeti's heat ability.

Elemental Movement (Su): At 15th level, your base speed increases by +30 feet.

Power of the Efreet (Su): At 20th level, you gain the power of genies to grant wishes. Once per day, you can cast limited wish as a spell-like ability. Such wishes must begin with the words "I wish," and cannot duplicate a wish you have granted within the past 24 hours. If you use this ability to duplicate a spell with a costly material component, you must provide that component.

You also become immune to fire damage, and can use plane shift once per day to travel to or from the Plane of Fire.

Rakshasa
At some point in your family's history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birthright is a secret you may be forced to keep from societies that would never deal with you if your heritage were known.

Class Skill: Disguise.

Bonus Spells: charm person (3rd), invisibility (5th), suggestion (7th), detect scrying (9th), prying eyes (11th), mass suggestion (13th), greater polymorph (15th), mind blank (17th), dominate monster (19th).

Bonus Feats: Arcane Armor Mastery, Arcane Armor Training, Deceitful, Detect Expertise, Empower Spell, Light Armor Proficiency, Martial Weapon Proficiency, Stealthy.

Bloodline Arcana: Add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).

Bloodline Powers: You can call upon the nearly divine power of your rakshasa ancestors, giving you the power to convincingly deceive your enemies.

Silver Tongue (Su): At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Mind Reader (Sp): At 3rd level, you can read minds as a spell-like ability. This ability acts like detect thoughts, except it lasts only 1 round, you use it on a single target as a standard action, and if the target fails its Will save, you gain information as if you had concentrated on it for 3 rounds. You may use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 20th level.

Hide Aura (Sp): At 9th level, you can conceal yourself from prying magic. This ability acts like a constant nondetection spell cast upon yourself. You can end or restore this protection as a move action.

Alter Self (Sp): At 15th level, you can change your shape into that of any humanoid at will. This ability acts like alter self, except you may remain in a chosen form as long as you want.

Outsider (Su): At 20th level, your natural form becomes an animal-headed humanoid, like a true rakshasa. This does not affect your ability to speak or cast spells. You can use your alter self or other disguise and polymorph abilities to assume your original form or other forms when it suits you. You are forevermore treated as a native outsider rather than as a humanoid (or whatever your original type was) for the purpose of spells and other magical effects. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type. You gain DR 10/piercing.

backstory:

when you come from a family of conjurers you tend to get a little outsider blood in you, but then you have the Burningwoods. little is known exactly about the family, other than that they tend to "get around" with every outsider they meet.

Darkin always hated that fact, and he proved that his family was up to something with outsiders. Born to a teifling mother and a human father, he was the odd Ifrit with cat-eyes.

Darkin was raised in luxury, but he hated it. all he ever wanted was to find his own life without having to deal with his strange family. he left his family at the age of 16, and got caught up with a thieves guild. after working as a book-boy for the guild's Wizard, he learned under the wizard's teachings that the arcane arts came quite easily, far easier than the wizard.

the wizard instantly coined Darkin as a sorcerer, and tried to teach him the best he could. Darkin found that the wizard knew nothing about using magic as a sorcerer, so he left the guild to teach himself.

once he could shoot a ball of force out of his fingers, he began his career of mugging any poor sap that happened to cross his path at the wrong time.

Description: his skin is fire red with black tattoos in swirling patterns along his contours. His eyes are yellow with cat slits. He stands with a slouch and bored look on his face most of the time.