Sabina Merrin

Bellicose "Belle" Powler's page

1 post. Alias of Black Dow.


About Bellicose "Belle" Powler

"What every man should desire is an ugly woman with a beautiful heart, not a beautiful woman with an ugly heart." — Michael Bassey Johnson

"I want to believe that a voice for good will incessantly rise above the most bellicose volume that evil can produce." — Craig D. Lounsbrough

Female Changeling Accursed Bloodline Sorcerer 2

Neutral Medium Humanoid (Changeling)

Favoured Class: Sorcerer

Favoured Class Options:

+1 HP
+1 Skill Point (Selected for Levels 1&2)
Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Speed: 30ft.
Init: +2
Senses: Perception +5; Dark Vision 60ft.

DEFENSE:

AC 13 (10 Base, +1 Natural Armour, +2 Dex)
Touch AC 13 (10 Base, +1 Natural Armour, +2 Dex)
Flat Footed AC 11 (10 Base, +1 Natural Armour)
HP 10 (2d6 [10])
SAVES: Fort +0 Ref +2 Will +4
CMD: 14 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)

OFFENSE:

BAB +1
Melee: Claws +3 [1d4+2/x2]; Cudgel (MW Club) +3 [1d6+1/x2]; Dagger +2 [1d4+1/19-20]
Ranged: Cudgel (MW Club) +4 [1d6+1/x2] 10ft.; Dagger +3 [1d4+1/19-20] 10ft.
Touch Attack: +2
Ranged Touch Attack: +3
CMB: +2 (BAB+STRMod+SizeMod)

STATS

STR 13 (+1) DEX 14 (+2) CON 10 (+0)
INT 14 (+2) WIS 12 (+1) CHA 16 (+3)

20 PT STAT BUILD:

STR - 3 Points = 13
DEX - 5 Points = 14
CON -2 Points = 12-2 = 10
INT = 5 Points = 14
WIS = 0 Points = 10+2 = 12
CHA = 5 Points = 14+2 = 16

RACE ABILITIES

Standard Racial Traits

Ability Score Racial Traits: Changelings are frail, but are clever and comely. They gain +2 Wisdom, +2 Charisma, –2 Constitution.
Type: Changelings are humanoids with the changeling subtype.
Size: Changelings are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Changelings have a base speed of 30 feet.
Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
Defense Racial Traits
Natural Armor: Changelings have a +1 natural armor bonus.
Feat and Skill Racial Traits
Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Offense Racial Traits
Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Senses Racial Traits
Darkvision: Changelings see perfectly in the dark up to 60 feet.

SORCERER CLASS FEATURES

The following are the 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).

Spells:

A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. 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: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

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: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known 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.

Accursed Bloodline:

Misfortune, pestilence, and nightmares follow your family like vermin drawn to carrion. Somewhere in your family history, a hag’s foul influence entered your bloodline. You may actually be related to the hag, or you may still be suffering the effects of a curse that a hag laid upon your kin in generations past. Now the hag’s powers are part of your heritage.

Class Skill: Perception.

Bonus Spells: ray of enfeeblement (3rd), touch of idiocy (5th), ray of exhaustion (7th), bestow curse (9th), feeblemind (11th), eyebite (13th), insanity (15th), dimensional lock (17th), energy drain (19th).

Bonus Feats: Alertness, Blind-Fight, Combat Casting, Deceitful, Defensive Combat Training, Endurance, Great Fortitude, Mounted Combat.

Bloodline Arcana: You count as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another sorcerer with this bloodline or a witch with the coven hex, you can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round.

Bloodline Powers: The source of your power isn’t pretty, but it does allow you to emulate the preternatural ugliness and toughness of a hag—though doing so won’t help you make friends.

Horrific Visage (Su) - Accursed Bloodline Power: 6/Day:

At 1st level, you can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken for 1 round for every 2 sorcerer levels you possess (minimum 1 round). This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

SPELLS KNOWN

Daily Spellcasting (CL: 2; Concentration +0)

0 Level Cantrips (5 Known) DC13:

Daze: Casting Time: 1SA; Range: Range: close (25ft+5ft/2 levels); Targets: Single humanoid 4HD or less; Duration: 1round
Ghost Sound: Casting Time: 1SA; Range: close (25ft+5ft/2 levels); Duration: 1round/Level
Message: Casting Time: 1SA; Range: Medium (100ft+10ft/Level); Targets: 1 creature/Level; Duration 10min/Level
Read Magic; Casting Time: 1SA; Range: Personal; Duration: 10min/Level
Touch of Fatigue; Casting Time: 1SA; Range: Touch; Duration: 1 round/Level

1st Level (5/day) (2 known) DC14:

Chill Touch: Casting Time: 1SA; Range: Touch; Duration: Instantaneous
Mage Armour; Casting Time: 1SA; Range: Creature Touched; Duration: 1hour/Level (2 Hours)

FEATS

Additional Traits (General Feat) - 1st Level Character Selection:

You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

TRAITS

Bitter Heart (Changeling Race Trait):

Requirement(s): Changeling

You share a sliver of your mother’s supernatural hatred

Benefit: You gain a +2 trait bonus to confirm critical hits.

Outcast's Intuition (Basic Magic Trait):

You are able to sense the motives of others and use that sense to bolster your magic against dispelling.

Benefit: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

Friends In Low Places (Basic Social Trait):

Outcasts know their own, and that knowledge opens doors and loosens tongues.

Benefit(s): Gathering information in lower quarters, such as vice dens and poorer districts, takes you 1d2 hours (instead of 1d4 hours). In addition, the attitudes of any destitute or impoverished NPCs you interact with begin one step closer to helpful.

Vagabond Child (City Region Trait):

You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment.

Benefit(s): Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. (Sleight of Hand chosen) You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

SKILLS

Sorcerer Class Skills List:

The sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Perception is a bonus Bloodline skill. Sense Motive is a bonus Trait skill. Sleight of Hand is a bonus Trait skill.

SORCERER: 5 Adventuring Skill [AS] ranks per level @ 1st & 2nd Level (2 Class; + 2 Int; +1 Favoured Class); 2 Background Skill [BS] ranks per level.

Appraise +3: 1 BS Rank; +2 INT
Bluff +7*: 1 AS Rank; +3 CHA; +3 Class
Intimidate +7: 1 AS Rank; +3 CHA; +3 Class
Knowledge (Arcana) +6: 1 AS Rank; +2 INT; +3 Class
Knowledge (Local) +3: 1 AS Rank; +2 INT
Lore (East End of London) +3: 1 BS Rank; +2 INT
Perception +5: 1 AS Rank; +1 WIS: +3 Class
Profession (Prostitute) +5: 2 BS Ranks; +1 WIS; +3 Class
Sense Motive +6: 1 AS Rank; +1 WIS; +3 Class; +1 Trait
Sleight of Hand +7: 1 BS Rank; +2 DEX; +3 Class; +1 Trait
Spellcraft +6: 1 AS Rank; +2 INT; +3 Class
Use Magical Device +7: 1 AS Rank; +3 CHA; +3 Class

* +2 Racial bonus to Bluff attempts against creatures that are sexually attracted to her.

LANGUAGES:

GEAR/EQUIPMENT

Combat Equipment: Cudgel (MW Club); Dagger

Supernatural Items: Boots of the Cat; Potion of Cure Light Wounds; Potion of Magic Fang; Potion of Shillelagh.

Mundane Equipment: Entertainer's Outfit (worn); Waterproof Bag (holding the following): Common Perfume (3 doses);

Encumbrance: 06.05lbs (Light Load - max 00.00

WEALTH

Gold: 507
Silver: 73
Copper: 20
Treasure:

APPEARANCE

Age: 16 years
Height: 5'7
Weight: 97lbs

BACKGROUND

Faith: Spiritualist

Background:

Born and orphaned in Cross Fell - Northern England, Bellicose spent her infant years as a ward for the local parish workhouse. Having lost her mother at childbirth, she was an angry, wailing child hence being name "Bellicose" (meaning belligerent/pugnacious), however despite her combative nature, she was a sweet faced, pretty girl and her common use name soon became shortened to “Belle”.

So there the girl remained - in the hard environment with no idea of her true heritage. Ostracised from the other children due to her temper and strange countenance Belle never felt she belonged there, but knew little else of the world and its wonders. That was until she came of age…

Increasingly sick of the toil and tireless dredge, young Belle plotted to run away - leaving behind the bleak rural life for the lure of London and its industrial promise. However unbeknownst to the young girl it was a deeper seated call that compelled her abscondment - one that those familiar with the progeny of hags describe as “the call”. Belle felt it to her core, and heard that hypnotic, spiritual voice that compelled her to travel, to “find Long Meg and her daughters”, who would tell her who she was and what her place in this world...

So it was that the young Belle, travelled to Cumbria where she heard of and found the local standing stones named "Long Meg and her daughters”. The stones were named after Meg Meldon, a local witch and folklore told that when you put your ear to Long Meg - the tallest of the stones , you would hear her whisper.

So it was one cold eve, that a lost waif heard the whispers of Long Meg who told her she was a changeling; great grand-daughter of Peg Powler - The infamous Green Hag of Tees.

For months to come Belle would travel under the cover of darkness and listen to the whispers. They told her who she was, of Peg Powler and the other hags of witches of renown. They taught her to tap into her ancestry to uncover abilities, enchantments and items long forgotten in the modern world. Yet the whispers spoke too of a destiny of blood and murder, where Belle would assume the mantle of fell hag like her great grandame before her.

Yet Belle was not a cruel girl, and the notion of becoming a manipulative and cannibalistic crone scared her more than the joy of finding out who she actually was. Repelled Belle rejected the seductive whispers and travelled as far as she could from the cursed landscape, arriving in London.

However with no trade, nor profession to speak of, the young changeling found it difficult to find her place in this new home. Soon she realised how her fragile beauty and beguiling soul would turn the heads of men, and how willing they were to part with coin for her favours…

So it was that in the rookery Jacob’s Island , young Bellicose Powler made her nest. Working the streets, she sold her body for coin whilst mixing with the street gangs and cobble toughs learning petty thievery. Despite her young age, Belle soon developed a reputation as a woman not to be trifled with. She was a wildcat with real claws and a temper befitting of her name, whose talents often boarded on fantastical.

Appearance:

Belle has a waif-like appearance, being tall and whip thin to the point of frailty. Her skin is porcelain pale, and her beauty vulnerably delicate; a pulchritude only marred by numerous faded scars - the visual history of a misbegotten life spent on the streets, inns and brothels. However despite her outward fragility, Belle is surprisingly strong and limber.

She wears a combination of the flimsy attire of the street worker,

Portrait of Bellicose "Belle" Powler

Personality- Describe the personality of your character and how they would get along with others. What are their beliefs? How do these beliefs impact their daily life?

Goals- What goals would your character like to achieve in life if they had the means?

[spoiler=COMBAT HEADER]
HP: 10/10; AC 13/Touch 13/FF 11; CMD 14
SAVES: Fort +0 | Reflex +2 | Will +4
Buffs:
Conditions:

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