Camper

Shevan Risa's page

25 posts. Alias of imimrtl.


About Shevan Risa

Shevan Risa
Male Aasimar (Azata-Blooded) sorcerer 2 Archetypes Tattooed Sorcerer,
None Medium outsider (native, azata-blooded)
Init +3, Senses darkvision (60 ft.); Perception +6
=================================================
DEFENSE
=================================================
AC 13, touch 13, flat-footed 10 (+3 Dex, )
hp 13 ((2d6)+4)
Fort +1, Ref +3, Will +2
Resistances acid 5, cold 5, electricity 5,
=================================================
OFFENSE
=================================================
Speed 30 ft.
Innate Spell-Like Abilities daze (DC 16,3/day),

Sorcerer Spells Known (CL 2nd; concentration +8)
1st(6/day)-charm person(DC 18), sleep(DC 18)
0th(at will)-daze(DC 17), detect magic, mage hand, prestidigitation(DC 16), read magic(DC )

=================================================
STATISTICS
=================================================
Str 8, Dex 16, Con 12, Int 10, Wis 8, Cha 22,
Base Atk +1; CMB +0; CMD 13
Feats Alertness, Spell Focus (Enchantment), Varisian Tattoo
Skills Bluff +13, Diplomacy +12, Perception +6, Spellcraft +4,
Traits Dangerously Curious, Eyes and Ears of the City (Abadar),
Languages Celestial, Common
SQ racial cha bonus, bloodline arcana, bloodline powers, bloodline tattoo, cantrips, carnasia, celestial language, celestial resistance, darkvision, familiar, familiar's alertness ability active, familiar tattoo, serpentine bloodline, skilled, variant ability, varisian tattoo,
Combat Gear
Other Gear 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Racial CHA bonus You gain an additional +2 Racial bonus to your Charisma score.

Aasimar (Azata Blooded) Azata Blooded Aasimars Receive a +2 bonus to Dexterity and Charisma and a +2 bonus to Diplomacy and Perform checks. They can cast Glitterdust as a spell like ability.

Bloodline Arcana Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.

Bloodline Powers The treacherous and yet hypnotic serpent's blood that flows through you taints your magic with a sinuous and seductive grace.

Bloodline Tattoo (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.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Carnasia You cast spells from the enchantment school at +1 caster level. Additionally, you gain daze as a spell-like ability usable 3/day.

Celestial Language (Ex) Aasimars speak Celestial.

Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Darkvision See in the dark up to 60 ft.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Eyes and Ears of the City (Abadar) Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

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 flesh. 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, 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 the 1st-level bloodline power.

Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Serpentine Bloodline Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young; your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may struggle for truth in spite of your heritage.

Skilled (Ex) Azata Blooded Aasimars receive a +2 bonus to Diplomacy and Perform checks.

Variant Ability (Sp) Some aasimars are blessed or cursed with unusual abilities.

Varisian Tattoo (Ex) A tattooed sorcerer gains Varisian Tattoo as a bonus feat. If she doesn't have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances.