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Going for short and simple.

Spoiler:

Eleven CR 1
XP 400
Female young human sorcerer 3 (Pathfinder RPG Bestiary 295)
N Small humanoid (human)
Init +3; Senses Perception +2

----- Defense -----
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 16 (3d6+3)
Fort +2, Ref +5, Will +3; +2 vs. mind-affecting
Resist mental resistance +2

----- Offense -----
Speed 30 ft.
Bloodline Spell-Like Abilities (CL 3rd; concentration +9)
7/day—psychic strike (1d6+1)

Sorcerer Spells Known (CL 3rd; concentration +9)
1st (6/day)—break[APG] (DC 15), disguise self, ears of the city[HotS], mind thrust I[OA] (DC 15)
0 (at will)—breeze[UM], detect magic, flare (DC 14), mage hand, open/close (DC 14)
Bloodline Psychic[OA]

----- Tactics -----
Before Combat Eleven will cast disguise self to change her appearance.
During Combat Eleven prefers to use her psychic strike spell-like ability and mind thrust I to make quick work of her enemies.
Morale If Eleven senses her friends or herself are in immediate danger she will use her spell-like abilities and spells. Otherwise, she will attempt to flee.

----- Statistics -----
Str 8, Dex 16, Con 10, Int 12, Wis 9, Cha 18
Base Atk +1; CMB -1; CMD 12
Feats Ability Focus (psychic strike), Eschew Materials, Psychic Sensitivity[OA], Sorcerous Bloodstrike[UM]
Skills Appraise +5, Disguise +5, Intimidate +8, Knowledge (planes) +4, Perception +2, Sense Motive +5
Traits augmented disguise, focused mind
Languages Aklo, Common
SQ bloodline arcana: psychic
Other Gear tattoo[UE], wig[AA], traveler's outfit

----- Special Abilities -----
Bloodline Arcana: Psychic Your sorcerer spells and spell-like abilities count as psychic, and you use T & E instead of V and S
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Mental Resistance +2 (Ex) +2 save vs. mind-affecting
Psychic Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon.
Psychic Strike (1d6+1, 7/day, DC 17) (Sp) As a standard action, ranged touch attack deals damage to foe and leaves it shaken
Sorcerous Bloodstrike (1/day) Regain a bloodline power when you reduce a creature to 0 or fewer hit points

Sources: Advanced Player's Guide[APG], Adventurer's Armory[AA], Heroes of the Streets[HotS], Occult Adventures[OA], Pathfinder RPG Bestiary, Pathfinder Core Rulebook, Pathfinder Unchained, Ultimate Equipment[UE], Ultimate Magic[UM]