Thief

Amanda Veiled's page

149 posts. Alias of Pixie Rogue.


About Amanda Veiled

Sorcerer (Infernal, favored) 6
Lawful Neutral
Init +3
Senses Perception -1
Darkvision 60'
Speed 30 ft

DEFENSE

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AC 15, touch 14, flat-footed 12 (Dex +3)

CMD 16 (BAB +3, Dex +3)

hp 38 (6d6 [sorcerer]+12 [Con]) wounds 1
Save
Fort +5: [+2 sorcerer, +2 ability, +1 magic]
Ref +6: [+2 sorcerer, +3 ability, +1 magic]
Will +5: [+5 sorcerer, -1 ability, +1 magic]
+2 vs Poison

Damage Reduction 2/Bludgeoning
Cold Resistance 5
Electricity Resistance 5
Fire Resistance 5

OFFENSE

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Base Atk +3; CMB +3
Melee quarterstaff +4 (1d6, 20/x2)
Ranged light crossbow +7 (1d8, 19-20/x2), 80' range
Ranged ray spell +7 (varies), range varies

STATS, FEATS & SKILLS

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Statistics STR 10, DEX 16, CON 14, INT 14, WIS 8, CHA 17 (CHA 19 for determining Sorcerer class abilities)
Feats Eschew Materials (1st, bonus), Fiendish Heritage (This feat allows the selection of variant progenitor and spell-like ability, below) (1st), Deceitful (3rd), Weapon Focus (Ray spells) (5th)
Skills
58 skill points: 24 (6*2+Int Mod(2)) SOR + 6 Favored bonus + 6 DM Bonus

Acrobatics +3: [+0 SOR ranks, +3 Ability]
Appraise +2: [+0 SOR ranks, +0 Class, +2 Ability]
Bluff +15: [+5 SOR ranks, +3 Class, +3 Ability, +2 Feat, +2 Racial]
Climb +0: [+0 SOR ranks, +0 Ability]
Diplomacy +12: [+6 SOR ranks, +3 Class, +3 Ability]
Disguise +7: [+2 SOR ranks, +3 Ability, +2 Feat]
Escape Artist +3: [+0 SOR ranks, +3 Ability]
Fly +3: [+0 SOR ranks, +0 Class, +3 Ability]
Intimidate +12: [+6 SOR ranks, +3 Class, +3 Ability]
Knowledge (Arcana) +8: [+3 SOR ranks, +3 Class, +2 Ability]
Knowledge (Planes) +11: [+6 SOR ranks, +3 Class, +2 Ability] (DM bonus skill)
Linguistics +2: [+0 SOR ranks, +2 Ability]
Perception -1: [+0 SOR ranks, -1 Ability]
Ride +3: [+0 SOR ranks, +3 Ability]
Sense Motive -1: [+0 SOR ranks, -1 Ability]
Spellcraft +8: [+3 SOR Ranks, +3 Class, +2 Ability]
Stealth +5: [+0 SOR, +3 Ability, +2 Racial]
Survival -1: [+0 SOR ranks, -1 Ability]
Swim +0: [+0 SOR ranks, +0 Ability]
Use Magic Device +11: [+5 SOR ranks, +3 Class, +3 Ability]

Languages Common, Abyssal, Draconic, Infernal

SPELLS

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Caster level: 6
Close Range: 25' + 5' per 2 levels = 40'
Medium Range: 100' + 10' per level = 160'
Long Range: 400' + 40' per level = 640'

SORCERER
7 Cantrips (0-level), at will (CL 6), base DC 14
Acid Splash - "minimus acidus" - Ranged Touch, Close range (40'), +6 to hit, 1d3 acid damage, Save no, SR no
Dancing Lights - "luminarius ambulus" - Up to four lights within 10' radius, Medium range (160'), Lasts 1 minute
Detect Magic - "spectus magus" - 60' cone, Concentration up to CL (6) minutes
Flare - "lumina cara" - Burst of light in target's face, causing -1 penalty to attack rolls for one round, Fort negates, SR Yes
Mage Hand - "manus magus" - Close range (40'), One object up to 5 lb., Duration Concentration, Moves up to 15'/rd, No save
Message - "epistulus" - Medium range (160'), One target creature, Duration CL*10 (60) minutes, Whispered conversation, No save
Ray of Frost - "" - Close range (40') ray, deals 1d3 cold damage, +7 to hit, Save no, SR Yes

SORCERER
4 1st-level + 1 bloodline bonus, 7/day (CL 6), base DC 15 - 3 cast today (CP on cavern hob, Grease on cavern hob & Poltur)
Charm Person - "" - Makes target regard you as trusted friend and ally, Close range (40'), Duration CL (6) hours, Will negates, SR Yes
Disguise Self - "" - You make yourself--including clothing, armor, weapons, and equipment--look different. Range Personal, Duration CL*10 (60) minutes, no save, no SR
Grease - "" - Covers a solid surface with a layer of slippery grease. Close range (40'), Duration CL (5) minutes, save see text, SR no
Protection from Good * - "" - Touch range, CL (6) minutes, Will negates (harmless), SR no
Ray of Enfeeblement - "" - Close range (40') ray, +7 to hit, 1d6+3 Strength penalty for CL (6) rounds; Fortitude halves; SR Yes

SORCERER
2 2nd-level + bloodline bonus, 6/day (CL 6), base DC 16 - 3 cast today (SR vs Tentacles, SR vs Mimics x2)
Scorching Ray * - "" - Blast enemies with up to 2 searing beams of fire; Close range (40'), +7 to hit; 4d6 fire damage, Save no, SR yes
Spectral Hand - "" - A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance.; Medium range (160'), CL (6) minutes, Save no, SR no
Touch of Idiocy - "" - With a touch, reduce the target's mental faculties; Touch range, +3 to hit; 1d6 penalty to each mental attribute, Duration CL*10 (60) minutes, Save no, SR yes

SORCERER
1 3rd-level, 4/day (CL 6), base DC 17 - 0 cast today
Deep Slumber - "" - This spell functions like sleep, except that it affects 10 HD of targets (10'-radius burst). 1 round to cast, Close range (40'), Duration CL (6) minutes, Save Will negates, SR yes

GEAR

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Combat Gear: Wand of Cure Light Wounds (50), Wand of Shield (50), Wand of Summon Monster I (50), Potion of Mage Armor, Potion of Mage Armor, Scroll of Summon Monster III
Other Gear (carried): Backpack, Bedroll, Crossbow bolts (2 cases; 10 each), Cloak of Resistance +1, Hat of Disguise, Light Crossbow +1, Masterwork Quarterstaff, Traveler's Outfit (worn), Entertainer's Outfit (in backpack), Trail Rations (6 days'), Amulet of Natural Armor +1, Ring of Protection +1

Encumbrance 24.21 lb
Light Load 33
Medium Load 34 - 66
Heavy Load 67 - 100

REWARDS

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Experience Points: 15000

SPOILS

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References:

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Racial:
Tieflings are defined by their class levels—they do not possess racial HD. They have the following racial traits.
(Rakshasa-Spawn Tiefling variant) +2 Dexterity, +2 Charisma, –2 Wisdom. Deft and charming, these bestial tieflings inherit much of the subtlety and guile of their proud rakshasa progenitors.
Darkvision: Tieflings see in the dark up to 60 feet.
Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability variant: The tiefling gains DR 2/Bludgeoning.
Fiendish Resistance: Tief lings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Sorcerer Class:
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83).
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Chapter 10. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3–14. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3).
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table 3–15. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table 3–15 are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels.
A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table 3–15. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table 3–15 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Infernal Bloodline:
Class Skill: Diplomacy.
Bonus Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th).
Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration.
Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell’s DC by +2.
Bloodline Powers: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.
Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken (see page 568) as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.
Hellfire (Sp): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. 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. This power has a range of 60 feet.
On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.
Power of the Pit (Su): At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.