Agathion-Blooded Aasimar

Lulu Yordle's page

266 posts. Alias of Edward Sobel.


Full Name

Lulu Yordle

Race

Faen

Classes/Levels

Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

Strength 11
Dexterity 17
Constitution 15
Intelligence 15
Wisdom 11
Charisma 17

About Lulu Yordle

Lulu:

Faen Sorcerer (Crossblooded) 1
CG Small humanoid (faen)
Init +3; Senses low-light vision; Perception +2
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +2
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Offense
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Speed 20 ft.
Melee quarterstaff +1 (1d4) and
. . unarmed strike +1 (1d2 nonlethal)
Special Attacks bloodline arcana: arcane, bloodline arcana: fey

Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—laughing touch
. . 1/day—detect magic, ghost sound (DC 13), hideous laughter (DC 17), light

Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +4):
. . 1st (4/day)—charm person (DC 15), color spray (DC 14)
. . 0 (at will)—prestidigitation, ray of frost, read magic
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Statistics
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Str 11, Dex 17, Con 15, Int 15, Wis 11, Cha 17

Base Atk +0; CMB -1; CMD 12

Feats Eschew Materials, Expanded Arcana[APG]

Traits adaptive magic, domineering

Skills

  • Knowledge (arcana) +7
  • Knowledge (nature) +6
  • Knowledge (planes) +6
  • Perception +2
  • Spellcraft +8
  • Stealth +9
  • Use Magic Device +8
  • Racial Modifiers +2 Perception, +2 Spellcraft

Languages Common, Draconic, Faen, Sylvan
SQ arcane bonds (arcane bond [familiar]), bloodlines (arcane, fey), loresong magic
Gear quarterstaff, ioun torch ioun stone, 75 gp
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TRACKED RESOURCES
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Detect Magic (1/day) - 0/1
Ghost Sound (1/day) - 0/1
Hideous Laughter (1/day) - 0/1
Laughing Touch (6/day) (Su) - 0/6
Light (1/day) - 0/1
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Special Abilities
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Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Arcana: Fey (Ex) +2 to save DCs from spells of the Compulsion subschool.
Domineering (Charm Person) DC of selected spell increases by 1.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +2 Initiative You gain the Alertness feat while your familiar is within arm's reach.
Fey +2 to save DCs from spells of the Compulsion subschool.
Laughing Touch (6/day) (Su) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Loresong Magic Loresong faen with a Charisma of 10 or higher also gain the following spell-like abilities: 1/day—detect magic, ghost sound, light, and hideous laughter. The caster level for these effects is equal to the loresong faen’s character level. The DC for t
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

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Pix:

(base template: Rhamphorhynchus)
N Tiny Fey
Init +3; Senses low-light vision, scent; Perception +6
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Defense
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AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 4 (1d8)
Fort +2, Ref +7, Will +4
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Offense
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Speed 10 ft., fly 40 ft. (good)
Melee claw +0 (1d3-2)
. . unarmed strike +0 (1-2 nonlethal)
Space 2.5 ft.; Reach 2.5 ft.
Special Attacks sudden swoop
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Statistics
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Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Fly +11, Perception +6, Spellcraft -1, Stealth +11, Use Magic Device +1
Languages Common, Faen (can't speak)
SQ improved evasion
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TRACKED RESOURCES
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. . -none-
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Special Abilities
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Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sudden Swoop (Ex) If Pix makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its claw attack when it makes a sudden swoop.

*note: this will be changed to an Azata Lyrakien at level 7 with the improved Familiar feat*

back story:

Lulu marches to the beat of her own drum. During her youth in Martell City, she spent most of her time wandering alone on the city streets, or lost in a daydream. It wasn’t that she was antisocial; the day-to-day bustle of Martell City just couldn't compete with the vibrant world of her imagination. She saw wonder in places most people overlooked. This was how she found Pix, a fey spirit, pretending to be stuck in a birdhouse. Lulu's imagination distinguished her to Pix, and he seized the opportunity to lure her into his life. He brought her to the Glade, the enchanted home of the fey, which lay nestled in a clearing in a forest, beyond a portal hidden in an ever moving sand dune. There the rigid properties of the outside world - things like size and color - changed as frequently and whimsically as the direction of the wind. Lulu felt at home in the Glade and she lingered there with Pix, fascinated by this secret place.
She quickly lost track of time. Her life in the Glade was comfortable, natural. She and Pix played fey games together, the sorts of games that she had been told were "only pretend," and she got exceedingly good at them. It caught her by surprise when she suddenly remembered that she had left a life behind in Martell City. The Glade had a way of making everything outside seem distant and surreal. Lulu decided to revisit her former home, to share some of the lovely things she'd learned, but when she and Pix returned the world had changed. Time, she discovered, was another property that behaved differently in the Glade, and centuries had passed while she was away.

"The best path between two points is upside-down, between, then inside-out and round again."
―Lulu

Personality:

Well this was kind of described a bit in the back story, but lulu is a little bit flighty and wacky. she views everything as positive as she can. she like to consider herself a master of the magaic of colors. and all magic has an associated color. and all the senses can be defined by color.

Things that set her on edge:

death and sadness. she hates to cry, and hates to see others cry. death makes her angry.

when Pix gets hurt. she loves pix, they are best buds.

things that turn her gooey:

hats, lulu loves hats.

also cute boys that are her size, especially if they wear big hats, like wizard hats.

hats are cool.

her biggest quirks:

she tends to not quite think things through. jumping in without considering the consequences

her spells:

Detect Magic - Sorcerer 0
School: Divination
Components: V, S
Casting Time : 1 Action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Save: None
Resistance: No
You detect magical auras. The amount of information revealed
depends on how long you study a particular area or subject.

1st Round : Presence or absence of magical auras.

2nd Round : Number of different magical auras and the power of the most potent aura.

3rd Round : The strength and location of each aura. If the items or
creatures bearing the auras are in line of sight, you can make
Knowledge (arcana) skill checks to determine the school of magic
involved in each. (Make one check per aura: DC 15 + spell level, or
15 + 1/2 caster level for a nonspell effect.) If the aura eminates from
a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras.
Aura Strength : An aura's power depends on a spell's functioning
spell level or an item's caster level; see the accompanying table. If an
aura falls into more than one category, detect magic indicates the
stronger of the two.

Lingering Aura : A magical aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a
magic item). If detect magic is cast and directed at such a location,
the spell indicates an aura strength of dim (even weaker than a faint
aura). How long the aura lingers at this dim level depends on its
original power:

Original Strength - Duration of Lingering Aura
Faint - 1d6 rounds
Moderate - 1d6 minutes
Strong - 1d6 x 10 minutes
Overwhelming - 1d6 days

Outsiders and elementals are not magical in themselves, but if they
are summoned, the conjuration spell registers. Each round, you can
turn to detect magic in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3
feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.

Charm Person - Sorcerer 1
School: Enchantment / Wood Elemental (Charm) [Mind-Affecting]
Components: V, S
Casting Time : 1 Action
Range: Close (25 + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Save: DC 16 Will negates
Resistance: Yes

This charm makes a humanoid creature regard you as its trusted
friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if
it were an automaton, but it perceives your words and actions in the
most favorable way. You can try to give the subject orders, but you
must win an opposed Charisma check to convince it to do anything it
wouldn't ordinarily do. (Retries are not allowed.) An affected creature
never obeys suicidal or obviously harmful orders, but it might be
convinced that something very dangerous is worth doing. Any act by
you or your apparent allies that threatens the charmed person breaks
the spell. You must speak the person's language to communicate your
commands, or else be good at pantomiming.

Color Spray - Sorcerer 1
School: Illusion (Pattern) [Mind-Affecting]
Components: V, S, M (red, yellow, and blue powder or colored sand)
Casting Time : 1 Action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Save: DC 15 Will negates
Resistance: Yes
A vivid cone of clashing colors springs forth from your hand,
causing creatures to become stunned, perhaps also blinded, and
possibly knocking them unconscious. Each creature within the cone is
affected according to its HD.

2 HD or less: The creature is unconscious, blinded, and stunned for
2d4 rounds, then blinded and stunned for 1d4 rounds, and then
stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds,
then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round. Sightless
creatures are not affected by color spray.