Aasimar

Brizza's page

48 posts. Organized Play character for Apocalypso.


Full Name

Brizza Engledrache

Race

Aasimar

Classes/Levels

Sorcerer 2/ Bard 1

Gender

Per 6 | HP 19 | Init +5 | AC15 (19), T14, FF11 | F2, R6, W4 | DR A5, C5, E5

Size

Medium, 5' 10", 130 lbs

Age

19

Alignment

CG

Location

Absalom

Languages

Common, Celestial, Draconic

Occupation

Chanteuse

Strength 12
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 10
Charisma 17

About Brizza

Brizza's strong, graceful presence is palpable when she enters a room. She is always elegant, managing to make even mud and rags look good. Most striking is her long, thick blue hair, which she displays proudly. It marks her unusual heritage; aasimar and something... else.

Brizza Engledrache
Female Azata-Blooded Aasimar (Musetouched) Bard 1 Sorcerer (Crossblooded) 2

Init +5;
Senses Perception +6, Darkvision

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Defense
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AC 15, touch 14, flat-footed 11 (+1 armor, +3 Dex, +1 dodge)
CMD 16

HP 19 (1d8+2d6+3)
Fort +2, Ref +6, Will +4
Resist acid 5, cold 5, electricity 5

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Offense
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Speed 30 ft.
Melee Dagger +2 (1d4+1/19-20/x2)
Ranged Light crossbow +4 (1d8/19-20/x2)
Base Atk +1;
CMB +2;

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Spells, SLAs, & Bardic
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Performances (7 rounds/day
bardic performance: countersong,
bardic performance: distraction,
bardic performance: fascinate (1 targets) (dc 13),
bardic performance: inspire courage +1,

Spell-Like Abilities
Elemental Ray (6/day)
Glitterdust (1/day)

Bard Spells Known, 1 (2/day)(CL 1):
Chord of Shards (DC 15),
Ear-Piercing Scream (DC 15)

Sorcerer (Crossblooded) Spells Known, 1 (5/day)(CL 3):
Mage Armor,
Hydraulic Push
(PoSK)

Wand of Magic Missile: Level 1, 40 charges left
Wand of Burning Hands: Level 1, 45 charges left

0 (at will), DC13
Acid Splash,
Dancing Lights,
Detect Magic,
Disrupt Undead,
Light,
Mending,
Message
Prestidigitation (DC 13)

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Feats & Traits & Skills
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Traits
Magical Knack (Sorcerer [Crossblooded]),
Reactionary

Feats
Dodge,
Eschew Materials,
Spell Focus (Evocation)

Skills
Bluff +7,
Diplomacy +9,
Intimidate +7,
Knowledge (arcana) +6,
Knowledge (dungeoneering) +6,
Knowledge (engineering) +2,
Knowledge (geography) +2,
Knowledge (history) +2,
Knowledge (local) +6,
Knowledge (nature) +6,
Knowledge (nobility) +2,
Knowledge (planes) +6,
Knowledge (religion) +6,
Perception +6,
Perform (sing) +9,
Spellcraft +5,
Stealth +7,

Skill Modifiers
Survival +0 (+2 to avoid becoming lost when using a Mapmaker's Kit as you travel);
Racial Modifiers +2 Diplomacy, +2 Perform (sing)

SQ bardic knowledge, bloodlines (draconic [blue dragon [electricity]], elemental [air])

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Gear
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Bracers of armor +1,
Cloak of resistance +1,
Backpack, masterwork (12 @ 11 lbs)
Wand of burning hands,
Wand of magic missile,
Page of spell knowledge (hydraulic push),
Alchemist's fire,
Holy water;
Light crossbow,
Crossbow bolts (20),
Wrist sheath, spring loaded (1 @ 1 lbs),
Dagger,
Bedroll,
MW Entertainer's Outfit,(Qadiran)
Courtier's outfit (Kimono)
Hot weather outfit,
Parchment (5),
Ink, black,
Inkpen,
Mapmaker's kit,
94 PP, 31 GP, 7 SP

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Special Abilities
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Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Draconic (Blue Dragon [Electricity]) +1 damage per die for [Electricity] spells.
Elemental (Air) You may change any energy spell to use [Electricity] energy.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6+1 Electricity damage.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Magical Knack (Sorcerer [Crossblooded]) +2 CL for a specific class, to a max of your HD.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Page of spell knowledge (hydraulic push) This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.