+6/+6 Sorcerer Claws, 1d4+3 /x2
+5/+5 w/ Power Attack, 1d4+5 /x2
+7/+7 w/PA and Rage, 1d4+7 /x2
+7/+7 Barbarian Rage Claws w/PA and Rage, 1d6+7/x2
+3 Composite Longbow (+1 Str), 1d8+1 (x3) 100' range
STR 17, DEX 13, CON 14, INT 10, WIS 10, CHA 14
BAB: +2; CMB +5, CMD 16
1/2 E. Skill Focus (Perception)-+3 to Perception skill.
1. Power Attack--1 to attack, +2 to damage when used.
Sor. B. Eschew Materials
3. Weapon Focus (Claw)
(4 per level for barbarian + 2 per level for sorcerer levels +1 Favored Class at first level=11 total)
*Shoanti Tribesman (Varisia)--Benefit: Choose one of the following skills: Climb, Survival, or Swim. You gain a +1 trait bonus on this skill (Survival), and it is always a class skill for you.
*Magical Knack--Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
Common (Shoanti), Elven, Draconic
Load 60.5 lbs.
Light load: 86 lbs.
Wealth: 58 gp, 7 silver, 5 copper
Wand of Mage Armor (x50), 375 gp
Potion of Cure Light Wounds (x3), 150 gp
Half-Elf Racial Traits
*+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Chose to apply the bonus to Strength.
*Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
*Normal Speed: Half-elves have a base speed of 30 feet.
*Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
*Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Chose Skill Focus (Perception).
*Elf Blood: Half-elves count as both elves and humans for any effect related to race.
*Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
*Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
*Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Chose barbarian and sorcerer.
*Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Barbarian Class Abilities:
*Fast Movement 10'
*Rage 8 rounds a day. While raging, add +4 to Str. and Con, and +2 to Will saves. -2 to AC while raging.
*Proficient with all simple and martial weapons, and light and medium armor.
*Rage Power--Lesser Beast Totem (Claws)
Sorcerer Class Abilities:
*Brass Draconic Bloodline: Class Skill: Perception, Bonus Spells, Bonus Feats, Bloodline Arcana: Spells with fire descriptor deal +1 damage per die rolled, Bloodline Powers: Claws. At first level you grow claws as a free action, allowing two claw attacks as a full attack action, dealing 1d4 points of damage plus Strength bonus. These claws are usable five rounds per day.
Taravel is an attractive, tall, strong, half elf. She Her most distinguishing characteristic is her deep, brassy tan and weathered skin, along with the numerous tattoos over most of her exposed left arm. She is clearly Shoanti. Her eyes are a dark, dark brown, bordering on black. Her hair is the same dark hue. Although difficult to notice, Tara has extremely long and sturdy nails on her hands, almost claw like in nature. She is exceptionally strong for her size. She typically wears her favorite explorer's outfit, preferring to use magic instead of man-made armor. She favors her natural speed and quickness over heavy armor.
Taravel is a proud member of the Shundar-Quah tribe of the Shoanti people. Her tribe wandered the northern Storval Plateau during her youth. Her parents even took her on the once-a-decade pilgrimage to the shadow of Spindlehorn to commune with their totems. Strangely, the 'normal' totems of the tribe felt off to Tara. Although she pretended the pilgrimage affected her greatly, in reality, she got nothing from the trip.
However, during her Journey, or right of passage, her personal totem revealed itself. She decided to journey to the Heart of the Cinterlands and seek out the Sklar-Quah to spend her years experiencing what life was like in the different tribe. Her time with the Clan of the Sun changed her forever. She did not suffer nearly as much from the brutal heat of the desert as her compatriots. She realized why as her totem finally revealed itself to her, as she was out hunting one day. Rather than the more common fire elemental or auroch, that the tribe was used to, a large, more reptilian form appeared. After recovering her faculties, she was able to hold a conversation with the dragon. "You have been granted a great gift, granddaughter. There are many wrongs you must right, and you must leave the desert to achieve these goals. As you grow stronger, I will reveal more of your gifts to you. Tell no one of this meeting." Tara finally understood what the others in her tribe felt, when hearing the joy of them speaking of interaction with their totems. She took the dragon's (her grandfather?) advice, and has roamed throughout Varisia for the last several months before coming to rest at Cauldron.
Future Character Plans:
I plan on, probably 3 levels of sorcerer to enter Dragon Disciple. I see her as both a solid damage dealer with some arcane casting, and also a good 5th party member as I can help with both roles in the group, if one needs some boosting. I plan on keeping Perception, Survival, Know. Nature, Know. Arcana close to maxed out.