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About Zarina MaloraZarina Malora
Melee:
+ 16/+10 +1 Cold Iron Heavy Flail, 1d10+8 (19-20/x2)
+ 15/+15 Sorcerer Claws, 1d6+8 /x2 plus 1d6 Fire, and +15 Bite 1d6+12/x2 and 1d6 Fire
+ 17/+17 Rage Claws, 1d6+10/x2
BAB: +7 ; CMB +15 , CMD 26 Feats: Spoiler:
1/2 E. Skill Focus (Perception)-+3 to Perception skill.
Skills: Spoiler:
(4 per level minus 1 for Int.=3 total ranks per level at levels one and two. Two per level minus one for Int.=one skill per level for levels three to eleven. 15 total skill ranks.) Intimidate + 10 ( 3 ranks + 4 Cha + 3 Class)
Traits: Spoiler:
*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. *Anatomist--Benefit: You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Languages: Spoiler:
Draconic, Elven, Tien Wealth: 250 gp in gold and gems Gear: Spoiler:
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Robes of Arcane Heritage, 16,000 gp
Explorer's Outfit 8 lbs.--free, no weight
Racial Abilities: Spoiler:
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Half-Elf Racial Traits
Barbarian Class Abilities: Spoiler:
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*Fast Movement 10' *Rage 9 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. *RagePower: Lesser Beast Totem--Claws . Sorcerer Class Abilities: Spoiler:
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*Treated as 7th level sorcerer for spells known, and with Magical Knack Trait and Dragon Disciple, treated as 9th level sorcerer for spell effects. Treated as 13th level for Bloodline Powers, with Robes of Arcane Heritage. *Gold Draconic Bloodline: . Class Skill: Perception. Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th). Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness. Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled. Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Draconic Bloodline Breath Weapons. Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4. Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (Gold--Fire in 30' cone). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action. Dragon Disciple Prestige Class Abilities: Spoiler:
*Weapon and Armor Proficiency: Dragon disciples gain no proficiency with any weapon or armor. *Spells per Day: At the indicated levels, a dragon disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a dragon disciple, he must decide to which class he adds the new level for purposes of determining spells per day. *Blood of Dragons: A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level. *Natural Armor Increase (Ex): As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack. *Ability Boost (Ex): As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table: Dragon Disciple. These increases stack and are gained as if through level advancement. *Bloodline Feat: Upon reaching 2nd level, and every three levels thereafter, a dragon disciple receives one bonus feat, chosen from the draconic bloodline's bonus feat list. *Dragon Bite (Ex): At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple’s Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline. *Breath Weapon (Su): At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description. *Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using non-visual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet. Spellcasting: Spoiler:
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*0 level spells known: Acid Splash, Dancing Lights, Detect Magic, Light, Open/Close, Read Magic, Spark *1 level spells known: Enlarge Person, Mage Armor*, Magic Missle, Protection from Evil, Shield, Snapdragon Fireworks--7 per day. Used 0 spells today. *2 level spells known: Burning Arc, Mirror Image, Resist Energy*, See Invisibility--7 per day. Used 1 spells today. *3 level spells known: Fireball, Fly*, Haste--5 per day. used 3 spells today. Appearance: Spoiler:
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Zarina is an attractive, tall, slender, half elf. Her most distinguishing characteristic is her deep blue eyes, that almost blaze with energy when she gets angry. Her hair is pale as is her skin. Although difficult to notice, Zarina has extremely long and sturdy nails on her hands, almost claw like in nature. She is exceptionally strong for her lithe body build. She typically wears her favorite explorer's outfit. She only has a couple visible weapons and chooses to not wear armor, preferring to keep her mobility. Backstory: Spoiler:
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Since she was a child, Zarina has known of the Ruby Phoenix tournament. She was too young to participate in the last tourney, but accompanied her father, as he chose to participate. He was also strong with his gold draconic heritage, as a sorcerer. He was a worthy competitor and indeed, made the semifinals. He was a victim of the rampant cheating that marred that year's tourney, and lost for that very reason. Zarina has made it her goal since that day to avenge her father's honor and to take home the championship trophy. It has been her all-encompassing thought since that time. Her heritage has blossomed in the decade since the last tourney. She feels as if this is her year to win it all, using her combination of claw and spell.
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