Seltyiel

So'rien Zeru's page

211 posts. Alias of imimrtl.


Full Name

So'rien Zeru

Classes/Levels

AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 63 F +7, R +7, W +7 Resist acid/cold/elect 5, concent +17

Status:
HP 63/63 || Mythic 7/7 || Spells: 4th 6/6 3rd 8/8 2nd 7/8 1st 8/8

Gender

Male Aasimar (Azata-Blooded) sorcerer 9 CG Medium outsider (native, azata-blooded) Init +4, Senses darkvision (60 ft.); Perception +10

About So'rien Zeru

So'rien Zeru
Male Aasimar (Azata-Blooded) sorcerer 9
CG Medium outsider (native, azata-blooded)
Init +4, Senses darkvision (60 ft.); Perception +10
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 63 ((9d6)+33)
Fort +7, Ref +7, Will +7
Resistances acid 5, cold 5, electricity 5,
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OFFENSE
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Speed 30 ft.
Special Attacks Wild Arcana,
Magic Item Spell-Like Abilities feather fall (DC 10,at will)

Sorcerer Spells Known (CL 9th; concentration +17)
4th(6/day)-emergency force sphere, enervation, telekinetic charge(DC 26), dimension door, M
3rd(8/day)-fireball, M(DC 25), haste(DC 21), battering blast, dispel magic
2nd(8/day)-levitate, mirror image, pilfering hand, scorching ray(DC 24), invisibility(DC 20)
1st(8/day)-ear-piercing scream(DC 23), liberating command(DC 19), mage armor(DC 19), protection from evil(DC 19), snowball(DC 19), identify
0th(at will)-dancing lights, detect magic, light, mage hand, message, prestidigitation(DC 18), read magic, spark(DC 20)

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STATISTICS
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Str 7
Dex 15
Con 15
Int 13
Wis 8
Cha 26

Base Atk +4; CMB +2; CMD 14

Feats
Alertness
Varisian tattoo evocation
Empower Spell
Eschew Materials
Greater Spell Focus (Evocation)
Improved Familiar
Mythic Spell Lore
Spell Focus (Evocation)
Spell Focus (Mythic) (Spell Focus (Evocation))

Skills
Bluff +12
Diplomacy +12
Handle Animal +9
Intimidate +12
Knowledge (Arcana) +5
Knowledge (Nature) +2
Knowledge (Planes) +5
Perception +10
Spellcraft +5
Stealth +3
Use Magic Device +20

Traits Magical Lineage (Fireball), Fate's Favored

Languages Celestial, Common, Draconic

Gear
Lesser Selective Metamagic Rod (3 charges),
headband of alluring charisma +2
sleeves of many garments
ring of feather falling
cloak of resistance +2
quick runner's shirt
uniform (soldier's)
handy haversack
12600.0 gp

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SPECIAL ABILITIES
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Racial CON bonus You gain an additional +2 Racial bonus to your Constitution 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.

Amazing Initiative (Ex) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Arcane Bloodline Your family has always been skilled in the art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature. Serafina (Faerie Dragon)

Archmage A master of arcane magic, the archmage casts powerful spells with great skill and ease, and shapes reality at whim. The powers of the archmage allow her to alter her spells, penetrate foes' defenses, and master nearly any subject. While many of the archmage's abilities are most valuable to a character with a high Intelligence score, those with high Charisma scores will also find a wide variety of powerful options. The path of the archmage is suitable for arcane spellcasters.

Bloodline Arcana Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

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.

Celestial Language (Ex) Aasimars speak Celestial.

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

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.

Eldritch Breach (Su) You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.

Energy Conversion (Su) Whenever you cast a spell with the acid, cold, electricity, or fire descriptor, you can expend one use of mythic power to switch the energy type to a different one of those energy types. If the spell normally has its original energy type as a descriptor, it loses that descriptor and gains the new type as a descriptor. All other effects of the spell remain unchanged.

Eschew Materials

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.

Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Magical Lineage (Fireball) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Fireball, treat its actual level as 1 lower for determining the spell's final adjusted level.

Metamagic Adept (Ex) You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability 2 times per day.

Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. [Currently at 7/day]

Mythic Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Mythic Tier 01 You have reached Mythic Tier 1

Mythic Tier 02 You have reached Mythic Tier 2

New Arcana (Ex) You can add any one spell that you are capable of casting to your list of spells known. You can also add one additional spell at 13th level and 17th level.

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.

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.

Wild Arcana As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.