Imperial Dragon Sorcerer

Dearel Ezo's page

69 posts. Organized Play character for Mystery Cult.


Race

M Half-Orc | HP 42/42 | AC 15 T 13 FF 12 | CMD 18 | F +9 R +10 W +11 | Init +3 | Perc +17/+21 traps | DV 60' [+] |

Classes/Levels

Stealth +22 | Spells: L1 8/8, L2 8/8, L3 6/6, L4 4/4 | Conditions: -

About Dearel Ezo

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M LG Half-Orc Umbral Sorcerer VIII | Art
Init +3; Perception +17/+21 traps, Darkvision 60' (spell)
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Str 10 | Deх 16 (+3) | Con 13 (+1) | Int 12 (+1) | Wis 10 | Cha 22 (+6)
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Defense
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AC 15, touch 13, flat-footed 12 (+3 dex +2 armor +4 shield)
hp 42 (8d6 +8 con)
Fort +9, Ref +10, Will +11
Special Amulet of FoM
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Offense
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Base Atk +4; CMB +4, CMD 18
Speed 30 ft.
Melee Cestus +4 (1d4; 20x2; P)
Special Cloak of Shadows (standard; 9/day)
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Spells:

+1 CL of all spells in areas of dim light or darkness
+1 CL of spells with Darkness, Light, or Shadow descriptor
* +4 on all concentration checks & CL checks made to overcome SR

- Orisons (DC16)
Read Magic, Detect Magic, Detect Poison, Acid Splash, Light [90 min], Prestidigitation, Message, Mage Hand

- Level 1 (8/day; DC17)
Ray of Enfeeblement* [F; 1d6+4; 8 rounds; 45 ft], Shield [8 min], Shadow Trap [W; 9 rounds; 45 ft], Silent Image [720 ft], Magic Missile [4d4+4], Long Arm [8 min], Disguise Self [W; +19; 80 min], Identify [24 rounds]

- Level 2 (8/day; DC18)
Darkvision* [8 hours], Invisibility [8 min], See Invisibility [80 min], Touch of Idiocy [no save; 1d6], Boneshaker [F; 7d6; 180 ft.], Raven’s Flight [swift; fly 50'; +8 to stealth]

- Level 3 (6/day; DC19)
Deeper Darkness* [60-foot radius; 90 min], Heatstroke [F 19 or 23; 8 min; 45 ft], Mad Monkeys [8 rounds; DC14, CMB +14; 45 ft], Communal Resist Energy [20 points; 80 minutes]

- Level 4 (4/day; DC20)
Enervation [no save; 45 ft]

- Scrolls: (1/day)
Dimensional Anchor (4L), Telekinetic Charge (4L), Remove Curse (4L), Tongues (3L), Wind Wall (3L), Invisibility Sphere (3L)

Skills:

Stealth +22 (+8 rank +3 class +3 dex +3 feat +5 competence +4 for 4 rounds in dim light or darkness)

Disable Device +21/+25 traps (+8 rank +3 class +3 dex +2 circumstance +5 competence +4 traps)

Diplomacy +19 (+6 rank +3 class +6 cha +3 circumstance +1 trait *+1 with good humanoids)

Perception +17/+21 traps (+8 rank +3 class +1 trait +5 competence +4 traps)

Bluff | Intimidate +14 (+1x2 rank +3 class +6 cha +3 circumstance +1 trait)

Spellcraft & Arcana +5 (+1x2 rank +3 class +1 int) | Religion +2 (+1 rank +1 int)

Traits:

Feats: False Focus, Skill Focus (Stealth), Additional Traits, Dampen Presence, Eclipsed Spell
Racial Traits: Orc Blood, Shadowplay, Sacred Tattoo, Sity-Raised, Skilled
Traits: Empyreal Cultist, Seeker, Resilient, Fates Favorite, Extremely Fashionable
Favorite class: Seeker Umbral Sorcerer (+3 to SP; +5 spells)
Languages: Celestial, Common, Varisian, Draconic

Boons:

Timelost Chronicler: +1 moral bonus to d20-roll, 1/adv [The Sky Key Solution]
Defender of Absolom: +1 trait to the character [Assault on Absalom; from Elon]

Equipment:

Outfit, Hot Weather - free
Outfit, Royal - 200 gp

Scrolls:
Dimensional Anchor (2PP), Telekinetic Charge (2PP), Remove Curse (2PP), Tongues (375), Wind Wall (375), Invisibility Sphere (375)

Wand of Infernal Healing [46/50] - 2 PP
Potion of Negate Aroma [4] - 200

Cestus - 5 & Dagger - 2
+1 Shadow Silken Ceremonial Armor - 4780

Cloak of Resistance +3 - 9000
Circlet of Persuasion - 4500
Headband of Charisma +2 - 4000
Belt of Dexterity - 3600 (10% discount - boon)

Dayfinder - 250
Shaman's kit - 22
Divine Focus Tattoo - 100
Mnemonic Vestment - 5000
Masterwork Thieves’ Tools - 100
Goggles of Minute Seeing - 2500
Spring-loaded Wrist Sheath [2] - 10
Eyes of the Eagle - 2500
Amulet of FOM [2] - 1800

Sold
-

Used
-

Coin GP 0 PP 24

Advancement:

# 198870-12

0 - 150 gp
1 - 500 GP / 2 PP / 1 XP (The Sky Key Solution, normal)
2 - 500 GP / 2 PP / 1 XP (Wonders in the Weave I: The Dog Pharaoh's Tomb, normal)
4 - 500 GP / 2 PP / 1 XP (Wonders in the Weave II: Snakes in the Fold, normal)
5 - 1398 GP / 4 PP / 3 XP (Ire of the Storm: The Deluge, normal)
6 - 3511 GP / 4 PP / 3 XP (Ire of the Storm: Beyond the Colony, normal)
7 - 4800 GP / 4 PP / 3 XP (Plunder & Peril: Rum Punch, normal)
8 - 6756 GP / 4 PP / 3 XP (Plunder & Peril: Dangerous Waters, normal)
9 - 9712 GP / 4 PP / 3 XP (Plunder & Peril: Black Coral Cove, normal)
10 - 11787 GP / 6 PP / 3 XP (Plunder & Peril: Bonus, normal)

Total:
39714 GP / 32 PP / 27 XP

Special:

Umbral Bloodline Arcana: Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1.

Cloak of Shadows (Sp): At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (minimum +1 bonus for 1 round). You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces shadowstrike.

Tinkering (Ex): Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries or sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle or sorcerer levels for determining his overall bonus on these skill checks. For a sorcerer, this ability replaces his bonus Eschew Materials feat.

Seeker Lore (Ex): By 3rd level, a seeker has already learned much about his bloodline, and is more comfortable using the bonus spells gained by that bloodline. He gains a +4 bonus on all concentration checks, on caster level checks made to overcome spell resistance, and on all Knowledge (arcana) and Spellcraft checks made on topics associated with his bonus spells. For a sorcerer, this ability replaces the bloodline power gained at 3rd level.

Eclipsed Spell: Only spells that create areas of light or darkness can be eclipsed spells. If the eclipsed spell creates an area that shines like a torch or raises the light level by one step, you can choose to have the spell lower the illumination level in the affected area by one step, functioning like darkness. If the eclipsed spell creates an area that shines like daylight or raises the light level by two steps, you can choose to have the spell lower the illumination level in the affected area by two steps and create an area of magical darkness, functioning like deeper darkness.

If the eclipsed spell lowers the illumination level in the affected area by one step, you can choose to have the spell cause the affected area to glow with normal light, functioning like light. If the eclipsed spell lowers the illumination level in the affected area by two steps, you can choose to have the spell cause the affected area to shed bright light, functioning like daylight.

An eclipsed spell does not use up a higher-level spell slot than the spell’s actual level.