Black Dragon

Aerith Lithanel's page

399 posts. Alias of Grumbaki.


Race

Wounds (2) HP (47) AC (25/15/21) Saves (6/9/6, +2 vs enchantment) SP (21/28) Perception (+8) Init (+4)

Classes/Levels

Shifter Dragonborn Sorceress (5) Resist Acid (5) DR Magic (2)

Alignment

Neutral Good

Deity

Thoth

Languages

Common, Elven, Sylvan, Draconic, Osirioni, Ancient Osirioni, Infernal, Abyssal, Celestial

Strength 8
Dexterity 18
Constitution 12
Intelligence 22
Wisdom 12
Charisma 10

About Aerith Lithanel

Offense and Defense:

Offense
Blade To Hit: +5 (BaB) +6 (Int) -2 (PA) +1 (MW) +1 (Enchantment) = +11
Damage: 1d8 (base) +9 (Int) +6 (PA) +1 (Enchantment) +2 (AS) = +18

[dice=Bludgeon 20ft range]1d20+11[/dice]
[dice= Magic Damage ignore DR mummies]1d8+16[/dice]

Claw/Bite/Gore to hit: +5 (BaB) +4 (Dex) +1 (Enchantment) = +10
Claw Damage: 1d4 (base) +4 (Dex) +1 (Enchantment) +2 (AS) = +7
Bite Damage: 1d6 (base) +6 (Dex) +1 (Enchantment) +2 (AS) = +9
Gore Damage: 1d6 (base) +4 (Dex) +1 (Enchantment) = +7

Grapple: +5 (BaB) + 4 (Dex) + 1 (Enchantment) +4 (grab) = +14

[dice=Gore]1d20+10[/dice]
[dice=Damage]1d6+7[/dice]
[dice=Acid]1d6[/dice]

[dice=Bite]1d20+10[/dice]
[dice=Damage]1d6+9[/dice]
[dice=Acid]1d6[/dice]

[dice=Claw]1d20+10[/dice]
[dice= Damage]1d4+7[/dice]
[dice=Acid]1d6[/dice]

[dice=Grapple if claw hits, both hands remain free no Dex penalty. Hammerlock gives extra -1 to all grapple penalties]1d20+14[/dice]

[dice=Claw]1d20+10[/dice]
[dice=Damage]1d4+7[/dice]
[dice=Acid]1d6[/dice]

[dice=Grapple if claw hits and not already grappled]1d20+14[/dice]

Defense
* HP: +34 (lvls) + 5 (Con) + 5 (FCB) + 3 (Trait) = 47
* Shifter FCB: Add +1/3 to the shifter’s natural armor bonus while using a form from the Alteration sphere other than Blank Transformation.
* Transformed AC: 10 (base) + 4 (Dex) + 4 (Armor) + 6 (Natural Armor) +1 (Deflection) = 25/15/21
* CMD: 10 (base) +5 (BaB) +4 (Dex) +1 (Deflection) = 20
* Fort: 4 (base) +1 (Con) +1 (Resistance) = +6
* Ref: 4 (base) +4 (Dex) +1 (Resistance) = +9
* Will: 4 (base) +1 (Wis) +1 (Resistance) = +6
* Spell Points: 2x Lvl (10) + 2x Int (12) +4 (tradition) + 2 (sorceress blood) = 28

Race, Stats, Background, Traits:

Elf:
* Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
* Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
* Fey-Sighted: To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic.
* Perfect Recall: Elves with this racial trait can recall everything they have learned with ease, gaining a +1 racial bonus on all Knowledge skills which are class skills for the elf. This racial trait replaces the elven weapon familiarity trait.
* Keen Senses: Elves gain a +2 racial bonus on Perception checks.

Stats:
Step 1: +2 Int (Race) +2 Dex (Race) -2 Con (Race) +2 Con (Bonus)
Step 2: +2 Int (Background) +2 Dex (Bonus)
Step 3: +2 Int (Bonus tied to class)
Step 4: +2 Dex, Con, Int, Wis
Step 5: -2 Str, -2 Con, +2 Int
Str (8) Dex (16) Con (10) Int (20) Wis (12) Cha (10)
Aerith has lived a sheltered life of academic and magical pursuits. Her family’s wealth has ensured that she has never known physical wants or hardships, and given her telekinetic powers, she has never had the need to experience physical exertion. Furthermore, using her actual strength for any purpose is seen by her as a sign as being a failure as a mage.

+2 Int, Dex, Con: Lvls 4, 8, 12, 16, 20
+1 Str (Inherent): Lvls 7, 11, 15, 19
+2 Dex (Inherent): Lvls 11, 14, 17
+2 Con (Inherent): Lvls 7, 13

Current Stats
Str (8) Dex (18) Con (12) Int (22) Wis (12) Cha (10)

Lvl 17 Stats:
Str (11) Dex (32) Con (24) Int (30) Wis (12) Cha (10)

Background: Scholar
Ability Boost: Intelligence
Bonus Feat: Scholar (Arcane and Planes)
Class Skills: Lore (academia) and one Knowledge skill of your choice (Planes)
Researcher: You can spend one hit die to roll it and add the result to any Knowledge check. At 5th level, you can spend one hit die to reroll a Knowledge check. You must take the new result, even if it is worse.

Traits:
* Steel Body: Your physique is far more difficult to damage than others. You gain +1 hit point; for every two additional hit dice you possess, you gain +1 hit point.
* Born Healer: Your cure ability heals an additional 1d8 hit points.
* Cunning Wordplay (Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.)

Trade Tradition: House Lithanel Scholar and Skills:

Trade Talents
* Dragon Envoy (trade) [utility]
- You are accustomed to dealing with powerful creatures. You gain Diplomacy (influence), Fly, Knowledge (arcana), and Knowledge (planes) as class skills. Creatures do not gain a bonus to Intimidate checks against you for being larger than you.

* Occultist (trade) [utility]
- You gain Knowledge (dungeoneering), Knowledge (planes) (occult), Linguistics, and Use Magic Device as class skills. You can use the better of your Charisma or Intelligence modifier when attempting Use Magic Device checks.

* Archaeologist (trade) [utility] You gain Appraise, Knowledge (history), Spellcraft, and Use Magic Device Knowledge (martial) as class skills. When attempting a Spellcraft check to identify the properties of a magic item, you may attempt as many checks as you wish per day rather than just one (which allows you to take 20 on such checks)

* Philosopher (trade) [utility] You gain Knowledge (history) (engineering), Knowledge (nature), Knowledge (religion), and Sense Motive as class skills. You can use the better of your Intelligence or Wisdom modifier when attempting Sense Motive checks.

Total Skills: Knowledge (All), Influence, Sense Motive, Appraise, Fly, Use Magic Device, Spellcraft, Linguistics

Skills: 4 (class) + 6 (Int) + 1 (cunning) =11
* 4 SP Influence (+13)
* Use Magic Device - activate magic items (+16)
* Spellcraft - craft magic items, identify spells (+16)
* 1 SP Sense Motive (+10)
* 1 SP Linguistics (+10)
* 1 SP Appraise (+10)
* 3 SP Knowledge (occult) - cults, eldritch abominations, psychic magic (+15)
* 3 SP Knowledge (history) - famous people/places/things, legends (+15)
* Knowledge (divine) - religion, things related to divine magic, undead (+15)
* Knowledge (arcane) - golems, things related to arcane magic (+15)
* Knowledge (planes) - extraplanar creatures, the planes (+15)
* Knowledge (nature) - things related to animals and the outdoors (+15)
* Knowledge (civilization) - city information, humanoids, nobility (+15)
* Knowledge (dungeoneering) - things related to underground, vermin (+15)
* 1 SP Knowledge (engineering) - constructs, things related to mechanical devices (+11)
* 1 SP Knowledge (martial) - commanding an army, determining a creature's combat capability, identify fighting techniques (+11)
* (Free) Fly (+12)

Feats, Equipment:

Feats:
Feat Tax Power Attack, Combat Expertise, Deadly Aim, Weapon Finesse
Lvl 1: Agile Maneuvers (You add your Dexterity bonus to your base attack bonus and size bonus when determining your CMB instead of your Strength bonus.) Transformation, Cantrips
Lvl 3: Arcane Strike
Lvl 5: Improved Transformation
Lvl 6: Improved Natural Attack - Claws
Lvl 7: Champion Strike (Arcane strike doesn’t require swift action)
Lvl 9: Diluted Mongrel Call Bloodline (Su): Choose one trait from the Alteration sphere that’s representative of your bloodline and does not cost additional spell points. You may benefit from that trait for a number of rounds per day equal to your sorcerer level + your casting ability modifier, and these rounds do not need to be consecutive. You may freely activate the trait at the beginning of your turn, and freely end it at the end of any round. This trait does not count against normal Alteration limits, nor does it count as a polymorph effect on its own. - Double the size of a breath weapon (must possess a breath weapon to gain this trait).
Lvl 11: Empowered Mongrel (You gain either the 3rd-level or the 9th-level power (your choice) of the bloodline you selected with the Diluted Mongrel feat. For purposes of using that power and the one from Diluted Mongrel, treat your sorcerer level as 1 lower.) - You gain a +2 Inherent bonus to your highest ability score (before any bonuses) other than your casting ability (Dexterity). At 13th level, this raises to +4. At 17th level, it raises to +6.
Lvl 13: Improved Natural Attack Bite and Gore
Lvl 15: Combat Reflexes
Lvl 17: Greater Mongrel - Within Reach (Su) (requires 15th level): Your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized.

Background Feats:
Background: Scholar: Pick any two Knowledge skills (occult, history). You gain a +2 bonus on checks with these two skills. At character level 10, the bonus increases to +4.
Lvl 1: Additional Traits
Lvl 2: Magical Aptitude: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. At character level 10, the bonus increases to +4.
Lvl 4: Cunning
Lvl 6: Robustness: Whenever you are the target of a spell, sphere ability, or supernatural ability that allows you to regain hit points that does not grant fast healing, you heal additional hit points equal to your Hit Dice. The increase in healing can not be greater than the original amount of healing granted. When you are granted fast healing, the fast healing heals 1 additional hit point per round.
Lvl 8: Alertness
Lvl 10:Graceful Athlete
Lvl 12: Deepsight
Lvl 14: Fast Healer
Lvl 16: Ambush Alertness

Automatic Bonus Progression
Lvl 3: Resistance +1
Lvl 4: Deflection +1
Lvl 5: Attunement +1
Lvl 6: Resistance +2
Lvl 7: Deflection +2
Lvl 8: Attunement +2
Lvl 9: Resistance +3
Lvl 10: Deflection +3
Lvl 11: Attunement +3
Lvl 12: Resistance +4
Lvl 13: Deflection +4
Lvl 14: Attunement +4

Equipment:
Light: 0-26 Medium: 27–53 Heavy: 54–80 (current: 22.5)
Pocket Space: 10lbs (Current: 8lbs)

With Muleback Cords
Light:76 lbs. or less Medium: 77–153 lbs. Heavy: 154–230 lbs

* Natural Weapons: Agile, Corrosive
* Hot weather outfit (The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather) (4lbs)
* Sorcerer’s Kit (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, trail rations (5 days), and a waterskin.) (14lbs)
* Signet ring
* An arrow from Epperson
* Sleeves of many garments
* Muleback Cords
* Magical Tattoo (Prestidigitation to clean herself and to remove bad odors)
* Pocket Space: Natron Fang (5,280gp; sells for half)
Carved from a single chunk of magically strengthened mineral salts, a natron fang is a khopesh forged to combat the undead, specifically mummies and incorporeal undead. A natron fang overcomes the damage reduction of mummies, mummified creatures, and other mummy-like creatures at the GM’s discretion. Once per day on a successful strike against an incorporeal undead creature, a natron fang also deals 1d6 points of Charisma damage (Will DC 10 + 1/2 HD + practitioner modifier halves) in addition to the weapon’s normal damage.
* 3464.5 gold

Casting Tradition and Sphere Talents:

Casting Tradition:
Casting Ability Modifier: Intelligence
Drawbacks: Somatic Casting x2, Verbal Casting
Boon: +1 spell point per odd level in casting classes.

Telekinesis Weight
Lvl 1: 1lb
Lvl 3: 5lbs
Lvl 5: 25lbs
Lvl 8: 125lbs
Lvl 11: 625lbs
Lvl 15: 3,125 lbs.
Lvl 20: 8 tons

Sphere Talents

Lvl 1: Orbit Telekinesis with Dancing Weapon and Orbit, Gain Warp Sphere
* Lycanthropic Alteration Sphere - Retain Ability
Lvl 2: Telekinesis Sphere - Quick Reactions
Lvl 3: Life Sphere
Lvl 4: Warp Sphere - Extradimensional Storage (space) [utility] (You gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die (or are destroyed, if you lack a Constitution score), all contents of your extradimensional space appear in your square or the nearest unoccupied space.)
Lvl 5: Telekinesis Sphere - Parry (You may use the Catch function of telekinesis to block attacks with melee weapons, though they retain their hold on their weapon even if you successfully block their attack. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability.)
Lvl 6: Telekinetic Sphere - Mobile Bludgeon
Lvl 7: Limited Protection Sphere - Armored Aegis
Lvl 8: Life Sphere - Restore Spirit
Lvl 9: Alteration - Vitality
Lvl 10: Alteration Signature Trait
Lvl 11: Warp - Extradimensional Room
Lvl 12: Warp - Distant Teleport
Lvl 13: Warp - Quick Teleport
Lvl 14: Material Mimic Creation - Expanded Materials
Lvl 15: Warp - Create Demiplane
Lvl 16: Warp - Dimension Pierce (space)
Lvl 17: Warp - Emergency Teleport

Class 1 Dragonborn Sorceress:

Draconic Heritage:
A dragonborn has a base attack bonus equal to 3/4 her level, and her hit die is increased to a d8. At 1st level, she selects a type of dragon (see the table below) and gains Transformation as a bonus feat, but must select Dragon Transformation as the chosen form for her transformation, as well as the appropriate dragon type. This replaces her sorcerer bloodline.

Claws (Ex):
At 1st level, a dragonborn can grow a pair of claws as a free action. These claws are primary natural attacks that deal 1d4 points of damage (1d3 if the dragonborn is Small) plus the dragonborn's Strength modifier. 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 Small). At 11th level, these claws also deal 1d6 points of energy damage. The type of damage dealt is determined by her dragon type.

Dragon Scales (Ex):
At 2nd level, 5th level, and every three levels thereafter, a dragonborn gains a +1 natural armor bonus that stacks with any existing natural armor she might possess. She also gains DR/magic equal to 1/2 her sorcerer level. This replaces tap chaos and arcane rift.

Draconic Resistance (Ex):
At 3rd level, the dragonborn gains resist 5 against her dragon's energy type. At 9th level, this increases to resist 10.

Dragon Bite (Ex):
At 3rd level, the dragonborn gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragonborn is Small), plus 1-1/2 times the dragonborn's Strength modifier. Upon reaching 11th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by her dragon type. This replaces wild empowerment.

Bonus Feat:
Instead of the normal options, the dragonborn may select Hybrid Transformation Improved Natural Armor, Improved Natural Attack, or Improved Transformation whenever she gains a bonus feat.

Draconic Might (Ex):
At 7th level, the dragonborn gains a +1 inherent bonus to her Strength score. This increases by another +1 for every four levels thereafter, to a maximum of +4 at 19th level. This replaces direct chaos.

Breath Weapon (Su):
At 9th level, the dragonborn gains a breath weapon that deals 1d6 points of energy damage per class level. Those caught in the area of the breath receive a Reflex save (DC 10 + 1/2 the dragonborn's level + her Charisma modifier) for half damage. The shape of the breath weapon and the type of damage dealt is determined by her dragon type. After being used, the breath weapon cannot be used again for 1d4+1 rounds.

Blindsense (Ex):
At 12th level, the dragonborn gains blindsense with a range of 30 feet. At 20th level, this increases to 60 feet. This replaces wild fire.

Wings (Su):
At 15th level, leathery dragon wings grow from the dragonborn's back as a standard action, giving her a fly speed of 90 feet with average maneuverability. The dragonborn can dismiss the wings as a free action. This replaces chaotic flexibility.

Power of Wyrms (Su):
At 20th level, the dragonborn's heritage becomes manifest. She gains immunity to paralysis, sleep, and damage of her bloodline's energy type. This replaces true self.

Transformation:

- Medium size
- Base land speed becomes 40ft
- Bite attack (since you're a 3rd-level Dragonborn Sorcerer, this has become redundant)
- Darkvision 60ft
- Natural AC +2 (+1/5 level)
- Breath Weapon (1d8 damage per two levels; Reflex halves; usable every 1d4 rounds)
- Your ability scores, BAB, saving throws, etc are unchanged
- You become a quadruped (increased carrying capacity; +4 to CMD vs trip) and grow a tail
- You cannot wield weapons or shields but can fulfill somatic components and manipulate items
- You lose any armor/shield bonuses to AC. This includes the bonus from Unarmored Training.

Improved Transformation
* Retain Ability: Retain unarmored Training
* Gore Attack

Class 2: Shifter:

Shapeshifter
At first level the shifter gains the Alteration sphere as a bonus magic talent. The shifter uses his class level as his caster level for this sphere. This stacks normally with caster levels gained from other sources.

Wild Empathy (Ex)
A shifter gains wild empathy as the druid class feature, treating his shifter levels as druid levels for this purpose.

Quick Transformation
At 2nd level, the shifter may use the Alteration sphere to apply a shapeshift to himself and only himself as a move action. Maintaining this effect through concentration only requires a move action each round.

Lingering Transformation
At 4th level, when the shifter applies a shapeshift to himself and maintains it through concentration or decides not to maintain the shapeshift at all, the shapeshift lasts an additional number of rounds equal to 1/2 his shifter level before ending.

Enhanced Attacks (Su)
Starting at 4th level, the shifter’s magic begins to augment his natural attacks, in both his normal and transformed shapes. All the shifter’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 7th level they are treated as silver and cold iron weapons. At 10th level, the shifter has come to embody fluidity so much that his natural attacks are treated as Chaotic weapons for the purpose of overcoming damage reduction. At 16th level, they are treated as adamantine weapons for this purpose.

Steal Language (Su)
At 5th level, a shifter can not only change his body, but also his mind. The shifter may touch a target, gaining for 24 hours the ability to speak and understand one language that creature speaks. This can work on animals and other creatures that don’t have a language, but only allows communication with that particular type of creature (eagle, dog, wolf, etc.). You may only have one language acquired at a time in this manner; acquiring a second language dismisses the first.

Bestial Traits
Lvl 4: Grab (Ex): You gain the grab universal monster ability with a natural attack of your choice. If you lose that natural attack due to a shapeshift, you may designate a different natural attack for this to augment for the duration.
Lvl 6: Flight
Lvl 8: Pounce
Lvl 10: Trip (Bite)
Lvl 12: Perfect Flight
Lvl 14: Ferocious (diehard as bonus feat)
Lvl 16: Home in Water

Martial Tradition and Combat Talents:

Martial Tradition: House Lithanel Trained
House Lithanel, as a rule, teaches its noble children the traditional uses of all points of elven culture. To do otherwise would be shameful. However, the true strength of the house is their draconic transformations. Starting at birth the tattooing begins, designed to capture and control the arcane winds, so that they might make the most of their birthright.
* Equipment: Elven Heritage, Unarmored Training.
* Bonus Feats: Dragon’s Tattoos, Zodiac Tattoos.
* Special: House Lithanel members gain 1 bonus skill point that must be spent on Fly each time they gain a level in any class.

Constrictor Wrestling Sphere
* Snag: As a swift action, you may attempt to snag a target as a melee touch attack, latching onto part of their clothing, armor, or flesh and making them battered. If you are already holding a target, such as via the Scale Foe Athletics talent or via a successful grapple, they are also considered battered as long as the hold persists. If you do not grapple an opponent or perform a similar technique such as Scale Foe by the end of your turn, the snag automatically ends.
* Hammerlock: As long as you have martial focus, the penalties for being grappled by you increase by -1; for every 6 points of base attack bonus you possess, these penalties increase by an additional -1.
* Slam: Any time you initiate or maintain a grapple, you may apply 1 (slam) talent as an immediate action in addition to the normal benefits of initiating or maintaining a grapple.
* Talented Tie-Up: As long as you have martial focus, you do not take a -4 penalty to Dexterity or a -2 penalty on all attack rolls and combat maneuver checks and are treated as though both of your hands were free while grappling a creature. In addition, as long as you are the one who initiated the grapple, the creature grants you soft cover against all attacks while you are grappling them except attacks made by the grappled foe.

lvl 6: Chink in the armor
Lvl 8: Inescapable Grasp
Lvl 10: Magic Killing Grip
Lvl 12: Iron Grip
Lvl 14: Critical Focus Claw
Lvl 16: Critical Focus Bite

Background:

Aerith is a young elf who has just recently come of age. Her family owns land in the outlying prefectures, with their wealth coming from crafting custom order magical items for nobility and wealthy merchants who seek to make their way up in society. Given the long lives of her people, they do their best to stay out of politics whenever possible, as the dizzying degree that humans plot, age and replace each other is just not worth keeping up with. Their reason for living among the humans rather than their own kind, is because of the family's predilection for pale skin and white hair indicating more than a bit of drow blood. Once they were a noble family, but when each new child was born as such, it became scandalous in Kyonin. Unknown to others, this family trait indicates a different, but no less shameful. Her family holds the taint of a black dragon’s lineage. Her family knew that if the truth was learned as to how the taint came about, fleeing might not be an option. As such, they left for Osirion to get as far from their former kin as possible.

She has left her family's estate to get involved in the dealings of the short-lived races. She says that her family sees it as a 'coming of age' event that will hopefully shape her into being a proper adult and quell any youthful wanderings that she would otherwise take up. In reality, the family’s wealth and prestige rests upon the arcane powers unlocked by their Draconic taint, which is hastened by facing danger and violence. It is their hope that by sending her on a dungeon crawl, she will be able to return home worthy of her name.