About Drake Finnigan the MagnificentDrake Finnigan the Magnificent
HP 69 / 69 Speed 30ft, Fly 40 (Overland Flight) Init 6
Tanglevine (12/day) +20 (15 foot reach; Disarm, Steal, or Trip)
Str 7 (-2) Dex 14 (2) Con 14 (2) Wis 8 (-1) Int 12 (1) Cha 28 (9) Skills: Appraise +5, Bluff +22, Climb -2, Diplomacy +30, Fly +6, Intimidate +20, Knowledge (Arcana) +6, Knowledge (Nature) +5, Linguistics +5, Perception +12, Sense Motive +3, Spellcraft +14, Swim -2, Use Magic Device +20 Feats:
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Improved Initiative: You get a +4 bonus on initiative checks. Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Cosmopolitan: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. Greater Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus. Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. Level Increase: +1 (an extended spell uses up a spell slot one level higher than the spell’s actual level.) Nimble Moves (Bonus): Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain. Persistent Spell: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. Level Increase: +2 (a persistent spell uses up a spell slot two levels higher than the spell’s actual level.) Quicken Spell: Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 full-round action cannot be quickened. Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell’s actual level.)
Special Abilities:
Verdant Bloodline
Class Skill: Knowledge (Nature) Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell’s level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have. Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier. Photosynthesis (Ex): At 3rd level, you feed upon nature’s raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +2 racial bonus on saving throws made against poison and sleep effects. At 9th level, these bonuses increase to +4. Massmorph (Sp): At 9th level, as a full-round action, you can alter the size and health of plant life, as if using plant growth or diminish plants. Alternatively, you can transform one willing non-plant creature per sorcerer level (no two of which can be more than 30 feet apart) as tree shape. You may transform creatures as plant shape I at 15th level, or plant shape II at 20th level. You can transform non-plant creatures using this power once per day. Spells (CL 11, Concentration +21)
*+2 to DC of Conjuration spells Traits: World Traveler (Diplomacy), Observant (Perception) Gear:
Equipment: Light Crossbow, Masterwork Backpack, Wayfinder, Cloak of Resistance +3, Mini Shovel (Focus for Create Pit), Sleeves of Many Garments, Quick Runner’s Shirt, Headband of Alluring Charisma +6, Circlet of Persuasion, Skillslot & Mark III Diplomacy Skillchip (8-04), Belt of Mighty Constitution +2, Ring of Protection +2, Eyes of the Eagle, 1596 gp
Consumables:
Scrolls: Ray of Enfeeblement x1, Protection From Evil x1, Mount x1, Disguise Self x1, Silent Image x4, Expeditious Retreat x1, Fly x1, Invisibility x1, Knock x2, Tongues x2, Water Breathing x2, Make Whole x2 Wands: Cure Light Wounds 26 charges, Burning Hands 13 charges, Mage Armor 6 charges, Endure Elements 50 charges, Touch of the Sea 33 charges, Feather Step 50 charges, Ant Haul 50 charges Other Magic Items: Bottled Scream x1, First Aid Gloves 5 charges Property: Caravan (Diplomacy for Day Job rolls) Chronicles (Spoilers):
45: Delirium’s Tangle
You Rescued the Minotaur Prince +1 circumstance bonus to all Int & Cha checks in Absalom. 2: The Hydra’s Fang Incident
3-07: Echoes of the Overwatched
5: Mists of Mwangi
3-18: The God’s Market Gamble
2-13: Murder on the Throaty Mermaid
4-15: The Cyphermage Dilemma
4-05: The Sanos Abduction
2-15: Shades of Ice 1: Written in Blood
5-19: The Horn of Aroden
6-05: Slave Ships of Absalom
5-14: Day of the Demon
4-06: The Green Market
4-09: The Blakros Matrimony
6-02: The Silver Mount Collection
5-09: The Traitor’s Lodge
6-97: Siege of Serpents
8-03: Captives of Toil
7-28: Ageless Ambitions
8-04: Wardens of Sulfur Gulch
5-10: Where Mammoths Dare Not Tread
9-03: On the Border of War
9-00: Assault on Absalom
8-15: Hrethnar’s Throne
8-20: Torrent’s Last Will
9-07: Salvation of the Sages
38: No Plunder No Pay
8-99: The Solstice Scar, Version A
7-04: The Ironbound Schism
2-08: The Sarkorian Prophecy
|
