Full Name |
Draxia Drekaar |
Race |
Half-Orc |
Classes/Levels |
Arcqnist(Bloodied:Orc Blood)1st HP:8,AR:11(15)[t:11,ff:10]F/R/W:+2/+2/+6 Percept:+2 Spells:0-*(4) 1-5(2) |
Gender |
Female |
Size |
Medium |
Age |
15 |
Alignment |
Neutral |
Languages |
Common, Orc, |
Occupation |
Sorcerer, |
Strength |
12 |
Dexterity |
12 |
Constitution |
13 |
Intelligence |
14 |
Wisdom |
14 |
Charisma |
19 |
About Draxia "Longtooth" Drekaar
Draxia "Longtooth" Drekaar
Female Half-Orc Sorcerer(Orc Blood)level 1st Neutral
Hgt:6 Wgt:155 Hair:Black Eyes:Gold Deity:
Str:12 Dex:12 Con:13 Int:14 Wis:14 Cha:19
Init:+1 HP:7
Fort:+2[+0+1[con]+1[luck]
Reflex:+2{+0+1[dex]+1[luck]
Will:+6[+3+2[wis]+1[luck]
BAB:+0
Melee:+1
Ranged:+1
CMB:+1[+0[bab]+1[str]
CMD:12[10+0[bab]+1[str]+1[dex]
AC:11[10+1[dex]]
Weapons:
Spear:+1(+2) 1d8+1 x3 20ft piercing
Cestus:+1 1d4+1 19-20/x2 bludgeoning
10 Dagger:+1 1d4+1 19-20/x2 piercing
Falchion:+2 2d4+2 18-20/x2 slashing
Bite:+1 1d4+1 x2 piercing
Fist:+1 1d4+1 x2 bludgeoning
Skills:5(2+2(int)+1(Favored)
Bluff:+6 [1+4+3+1-2]
Intimidate:+9 [1+4+3+1]
Diplomacy:+5(+7) [1+4+2*]
Spellcraft:+6 [1+2+3]
Survival:+6 [1+2+3]
Background Skills:
Linguistics:+7 [1+2+3+1]
Profession[Croutesan]:+6 [1+2+3]
Feats: Razor Tusk, Eschew Materials*, Endurance*
Traits:
Cosmopolitan
Benefit: You gain a +1 trait bonus on Linguistics checks, and Linguistics becomes a class skill for you.
Alluring
Benefit: You receive a +2 trait bonus on Diplomacy checks with those who find you attractive. You can use daze once per day as a spell-like ability, with a Caster Level equal to your character level.
Adventurers' Blood:One of your ancestors was an infamous Korvosan soldier whose very name struck fear in the hearts of those who sought to interfere with the founding of Magnimar. Adventuring is in your blood, and you've always longed to follow in your forebear's footsteps and found a city. You gain a +1 trait bonus on Intimidate and Diplomacy checks.
You went to a tavern called the Rusty Dragon, a notorious adventurer hangout in Sandpoint, eager to start your career as a diplomat. While you were there, however, a dashing and flirtatious maiden caught your eye, and after a whirlwind night of booze and romance, you found yourself beaten senseless and stuffed in a sack, carried
off to who knows where.
Drawback:
Scarred:An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance.
Effect You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.
Abilities:
-Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
-Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
-Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
-Base Speed: Half-orcs have a base speed of 30 feet.
-Languages: Half-orcs begin play speaking Common and Orc.
-Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
-Darkvision: Half-orcs can see in the dark up to 60 feet.
-Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
-Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
-Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Class:
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).
Cantrips
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials
A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Bloodline:
The rage of your ancestors burns within you, and the taint of savage orc blood flows through your veins. Your anger is never far from the surface, giving you strength and driving you to seek greater power.
Class Skill: Survival.
Bonus Spells: burning hands (3rd), bull’s strength (5th), rage (7th), wall of fire (9th), cloudkill (11th), transformation (13th), delayed blast fireball (15th), iron body (17th), meteor swarm (19th).
Bonus Feats: Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness, Widen Spell.
Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Bloodline Powers: You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you.
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Currently:+1, and up to 7/day
Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.
Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.
Warlord Reborn (Su): At 20th level, you become a true orc warlord of legend. You gain immunity to fire and DR 5/—. Once per day, you can cast transformation as a spell-like ability using your sorcerer level as your caster level.
Spells:
-Spells
•0=unlimited 1st=
-Spells Known:
•0=Spark,Detect Magic, Read Magic,Mending
•1=Magic Missile,Mage Armor
Equipment:
Bedroll
Blanket
Soap
Belt pouch
Spell component pouch
whetstone
wineskin
Holy text of the Goddess
courtiers outfit(elven)
flint and steel
signet ring
Backpack