About Duroic SunmaneThe Sunmane Clan:
The first Sunmane was Duroic Sunmane. Some say he was a beggar. Some say he was a prince. What is not debated is how he earned the name, Sunmane. He was part of a group of adventurers, that included the maiden warrior Ducori with her unicorn steed, Purity. While roaming the Haunted Lands, the group came across a medusa. Many debate about the identities of the rest of their group. All agree that only Duroic and Ducori survived the encounter with the medusa. There are many tales of how the two of them finally defeated the medusa. Some say they slew the snake-haired woman. Some say that she begged mercy and offered to share the magic of her blood with Duroic and Ducori. Some say that when Duroic the Heroic sliced the medusa's head from her body, the medusa's blood splattered onto his hair, changing his dark locks to the colour of the sun. Some say that Ducori's faithful steed, Purity, sacrificed itself to save his rider during the fight. Some say that when the medusa's head was severed, some of the blood splattered onto the unicorn, changing it into a dark reflection of itself. All agree that soon after the fateful encounter with the medusa, Duroic and Ducori wed and during their lifetime together, Ducori gave birth fourteen times. The first thirteen births gave the fabled couple thirteen strong and healthy boys, all of whom inherited the sun-coloured hair of Duroic. During the fourteenth and final childbirth labour, Ducori gave birth to her only three daughters. The first daughter grew up to be the spitting image of her mother. The second daughter, was born with blonde hair and a small unicorn nub protruding from her forehead, which grew as the daugther grew into a full and proper unicorn horn (though smaller than a typical unicorn's). The third daughter, was born with venomous snakes for hair, that bit at her mother's thighs as the midwive was delivering the third babe. Ducori, the pain of the venom adding to the strain and pain of giving birth to triplets, told the midwive to save the child. Some say that the midwive did as she was bid. Some say the midwife slew the babe to prevent it from growing up. Some say that the last thing that Ducori ever saw were the eyes of her youngest daughter, briefly glowing, before Ducori turned to stone. The thirteenth son of Duroic and Ducori, name Doruci, had thirteen sons and three daughters. Doruci's thirteenth son, named Icurod, manifested magical abilities derived from the medusa and unicorn from that fateful fight his grandparents had with the medusa. Icurod gathered his brothers' and uncles' families together and formed the Sunmane Clan that roamed the Haunted Desert for a dozen generations without a rift amongst themselves. Some of the families, that had been blessed with children that possessed the healing magics of the unicorn bloodline, were approached by messengers from the Desert Mosque of the High Desert, asking them to join their tribe, the People of the Eagle, and to add their blessed healing bloodline to the the protectors of the holy site. Most of the Sunmane Clan remained in the Haunted Lands, but a few families chose to migrate to the High Desert and become the 30th clan of the People of the Eagle tribe, led by a thirteenth son of a thirteenth son, named Curido (an unicorn bloodline sorcerer), son of Cudiro (a warrior, thirteenth-born son of a seventh-born son), grandson of Durico (an unicorn bloodline sorcerer, seventh-born son of a seventh-born son). Curido had a dozen sons when his small portion of the Sunmane clan started their migration to the High Desert. Shortly after arriving at the Desert Mosque, Curido's wife, Rasmina, gave birth to his thirteenth son, named after the progenitor of the Sunmane Clan, Duroic. When Duroic 'Ro' Sunmane was young, his crossblooded sorcerer bloodline manifested (his gaze ability and his ability to cast create water once per day indicated that the unicorn bloodline was also strong in him. While all seventh born sons of seventh born sons & all thirteenth sons of thirteenths sons of the Sunmane Clan had manifested unicorn bloodline powers (sorcerers), there had been no record of any of them developing medusa bloodline powers except for Duroic's and Ducori's grandson, Icurod. All the third daughters of third daughters of the Sunmane bloodline manifested medusa bloodline powers (bloodragers) or unicorn bloodline powers (sorcerers), but never both. There had been no medusa/unicorn crossblooded sorcerers (nor bloodragers) in the Sunmane Clan since the first thirteenth son of a thirteenth son of the Sunmane bloodline, Icurod (a sorcerer). Until 'Ro'. Character Creation Summary (condensed):
Step 1: Step 2: Race: Human ( Step 3: Ability Scores: Str 13 (+1), Dex 13 (+1), Con 13 (+1), Wis 13 (+1), Cha 16 (+3) Step 4: Crossblooded medusa & unicorn bloodline Sorcerer Step 5: Alignment: Neutral Good Step 6: Religion: ?? Step 7: Languages: Common, ?? Step 8: Skills: Appraise +5, Heal +5, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (nature) +2, Knowledge (nobility) +2, Lore (Desert Mosque) +5, Perception +9, Profession (healer) +5, Spellcraft +7 (+9 brewing potions), Survival +2 Step 9: Feats: Brew Potion, Nature Magic (know direction at-will, create water once per day) Step 10: Step 11: Traits: Dormant Defenses (basic-combat), Perfectionist's Brew (basic-magic) Step 12: Hit Points: 16 Step 13: Starting Wealth: 4,000 gold Step 14: Finishing Touches: 18 year old human male, 5'9"; 175 lbs., arabian complexion, shoulder-length blonde hair, dark brown eyes that turn green when he uses his gaze power. Ability Scores:
20 point-buy: Str (3), Dex (3), Con (3), Int (3), Wis (3), Cha (5) Str 13 (+1)
Human Racial Traits:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Duroic's Languages: Common, Sylvan Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. Military Tradition: Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. Weapons chosen: scimitar, longbow (includes composite longbows) Human Favored Class (Sorcerer) Option: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast. Traits:
Basic (Combat): Dormant Defense Your body never lets down its defenses, even when you rest. The DC for Perception checks you attempt while asleep increases only by 7 (instead of the normal +10 increase). While you are dazed, stunned, or helpless, each critical hit or sneak attack scored against you has a 25% chance of being negated; when a critical hit or sneak attack is negated, roll its damage normally. This doesn’t stack with the fortification armor special ability and similar effects. Basic (Magic): Perfectionist's Brew: You know that potion recipes should be followed with exact precision. You gain a +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions. Skills:
The Sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Bloodline Bonus Class Skills: Heal (unicorn bloodline), Perception (medusa bloodline) Skill Points at each Level: 2 + Int modifier.Total Skill ranks for 3rd level: 9 Heal +5 (1 rank,+3 class skill, +1 Wis)
Background Skills: 6 ranks (max 3 ranks per skill) Appraise +5 (1 rank, +3 class skill; +1 Int)
Feats:
1st level feat: Nature Magic (Prerequisites: Knowledge (nature) 1 rank): You are able to use simple spells by drawing on nature’s raw majesty. Benefit: You gain know direction as a constant spell-like ability, and can choose another druid orison you can cast as a spell-like ability once per day. Your caster level for both of these spell-like abilities is equal to your character level. Orison Chosen: Create Water 3rd level feat: Brew Potion (Prerequisites: Caster Level 3rd): Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. https://www.aonprd.com/FeatDisplay.aspx?ItemName=Ostentatious%20Display Class (sorcerer) & Archetype (crossblooded medusa/ & unicorn bloodline sorcerer):
Alignment: Any. (Neutral Good)
Class Skills The Sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at each Level: 2 + Int modifier. 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).
Class Features BAB +1
Class Specials Bloodline Arcana Gains bloodline arcana of both bloodlines Bloodline Arcana (medusa): The DC to resist poisons you deliver via natural attacks (whether in your normal form or forms you assume via polymorph spells), increase the poison's DC by 2. Bloodline Arcana (unicorn): Every time you cast a spell, you can restore a number of hit points equal to double the level of the spell you cast to one target of your choice that you can see. A creature at its maximum hit points cannot be affected by this ability. Healing a dying creature with this ability does not automatically stabilize the creature unless its hit points are brought to 0 or above. Bloodline Class Skill: Gains bloodline skills of both bloodlines. Bloodline Class Skill (medusa): Perception Bloodline Class Skill (unicorn): Heal Bloodline Power (1st level):(medusa bloodline): Gaze (Su): You can harness the power of the medusa through your gaze. As a standard action, choose a creature within your line of sight who is within 30 feet of you. The creature must succeed at a Fortitude saving throw or have its speed halved for a number of rounds equal to your Charisma modifier (minimum 1 round). The DC of this save is equal to 10 + half your sorcerer level + your Charisma modifier. You can use this ability a number of times per day equal to 3 plus your Charisma modifier. Archetype Drawbacks: A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on the sorcerer spells known table. Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves. Cantrips Eschew Materials Bloodline Bonus Feats: A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list. Bloodline Powers: At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers. Bloodline Bonus Spells: A crossblooded sorcerer may select her bonus spells from either of her bloodlines. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell. Bloodline Power (3rd level): (medusa bloodline): Gift of the Ancients (Su): You gain a +2 resistance bonus on saving throws against gaze attacks and to resist poison. You also gain a +2 competence bonus on Perception checks. At 9th level, these bonuses increase by 2. Bloodline Spell (3rd level): (unicorn) Cure Light Wounds 1st-Level Spell Slots per Day 5 (base plus 1 (Cha bonus) = 6 Spell Repertoire Cantrips (5 - 1 crossblooded penalty + 3 favored class bonus = 7 cantrips (plus Know Direction as a constant spell-like ability and Create Water once per day from Nature Magic feat ): 1) Daze (v,s, 1st level spells (3 - 1 crossblooded penalty + bloodline spell = 2 plus bloodline spell): 1) Blurred Movement (v,s)
Unicorn bloodline. Medusa bloodrager medusa bloodline that was used as staring base to come with medusa sorcerer bloodline, which the GM has approved. Medusa Sorcerer Bloodline approved by GM:
I kept the medusa theme in mind for all aspects of expanding the bloodrager bloodline into a more expansive sorcerer bloodline. Class Skill: Perception The bloodline powers include ones that give competence bonus to Perception and it is not a default sorcerer class skill. Bloodline Arcana: The DC to resist poisons you deliver via natural attacks (whether in your normal form or forms you assume via polymorph spells), increase the poison's DC by 2. I compared the naga and serpentine bloodline arcanas. The naga bloodline is "Whenever you cast a spell with the poison descriptor, increase the spell’s DC by 2." Bloodline Bonus Feats: Alertness, Blind-Fight, Greater Fortitude, Improved Initiative, Improved Unarmed Strike, Intimidating Prowess, Toughness No change to the bloodrager list of bonus feats. Bloodline Bonus Spells: Same bonus spells as the bloodrager bloodline (spell levels 1st to 4th). 1st level spell:cause fear 2nd level spell:resist energy 3rd level spell: hold person 4th level spell: stoneskin 5th level spell: Monstrous Physique III This allows the sorcerer to assume the form of a medusa (gaining all the powers except petrifying gaze) or to assume the form of a brazen medusa (gaining all the powers except for petrifying gaze, immunity to poison and DR 5/adamantine and magic). 6th level spell: Flesh to Stone 7th level spell: Mass Hold Person 8th level spell: Polymorph Any Object This spell gives the sorcerer the ability to petrify any living creature into a stone statue of itself, which will last for 3 hours. 9th level spell: Mass Hold Monster Bloodline Powers Gaze (Su): At 1st level, you can harness the power of the medusa through your gaze. As a standard action, choose a creature within your line of sight who is within 30 feet of you. The creature must succeed at a Fortitude saving throw or have its speed halved for a number of rounds equal to your Charisma modifier (minimum 1 round). The DC of this save is equal to 10 + half your bloodrager level + your Charisma modifier. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Gift of the Ancients (Su): At 3rd level, you gain a +2 resistance bonus on saving throws against gaze attacks and to resist poison. You also gain a +2 competence bonus on Perception checks. At 9th level, these bonuses increase by 2. Staggering Gaze (Su): At 9th level, when a creature is affected by your gaze bloodline power, it is staggered in addition to being slowed. Stone Resistance (Su): At 15th level, you gain acid resistance 10 and are immune to disease, poison, and the sickened and staggered conditions. You also cannot be flanked. True Petrification (Su): At 20th level, you can use your Gaze bloodline power at-will. You can use your gaze bloodline ability to permanently turn a creature to stone, as flesh to stone. You can still use the less powerful versions of your gaze if you do not wish to turn the target to stone, but you must declare this at the time of the attack. You can use the petrifying gaze a number of times per day equal to 3 + your Charisma modifier. Spell Repertoire:
Cantrips (5 - 1 crossblooded penalty + 3 favored class bonus = 7 cantrips):
1st level spells (3 - 1 crossblooded penalty + bloodline spell = 2 plus bloodline spell):
Gear:
Wealth Budget = 4,000 gold masterwork living steel scimitar (815 gold) (4 lbs) (Stored in scabbard, which conceals the blade of the weapon), attached to belt by left hip.) gold-plated scimitar (45 gold) (4 lbs) (Stored in partial scabbard, which (does not conceal most of the blade of the weapon, attached to belt by right hip.) efficient quiver (1,800 gold) (2 lbs)
20 blunt arrows (2 gold) (stored in efficient quiver)
16 potions of cure light wounds (CL 1st) (400 gold with crafting discount) (negligible encumbrance) (Stored in steel vials.) 16 steel vials (16 gold) (negligible encumbrance) (stored in bandoliers) 2 bandoliers (1 gold) (negligible encumbrance) hot weather outfit (free) (4 lbs) (wearing) smoked goggles (10 gold) (negligible encumbrance) (stored around neck) full metal canteen (2 gold) (5 lb) (attached to belt on left side of hip behind the living steel scimitar) I used the 1 lb encumbrance of the canteen plus 4 pounds for half a gallon of water. full waterskin (1 gold) (6 lbs, attached to belt on right side of hip behind the gold-plated scimitar) I used the 2 lb encumbrance of the empty waterskin plus 4 pounds for half a gallon of water. 5 belt pouches (5 gold) (2.5 lbs) (one for platinum, one for gold, one for silver, one for copper, one for gems) (The belt pouches are attached to front of belt between his scimitars - from left hip to right hip, the order of belt pouches are: gold, platinum, gems, silver, copper). Swiftbreeze, combat-trained light horse (110 gold) military saddle (20 gold) bit and bridle (2 gold) saddlebags (4 gold) small tent (10 gold) (20 lbs) (stored in left-side saddlebag) 3 (2-gallon) buckets (15 silver) (6 lbs, stored in right-side saddlebag) (The buckets are used when he does his daily create water (that creates 6 gallons at 3rd caster level) to fill all three buckets up with water. He then uses a gallon from one of the buckets to fill up his canteen and waterskin (that he needs to survive a day in the desert. The remaining 5 gallons provides Swiftbreeze half his daily water requirement.) extra hot weather outfit (8 gold) (4 lbs, stored right-side saddlebag) masterwork backpack (50 gold) (4 lbs) (stored in right-side saddlebag) healer's kit (50 gold) (1 encumbrance, stored in masterwork backpack) flint and steel (1 gold) (negligible encumbrance, stored in masterwork backpack) mirror (10 gold) (0.5 lbs, stored in masterwork backpack) soap (1 copper) (0.5 lbs, stored in masterwork backpack) 4 days of trail rations (2 gold) (4 lbs, stored in masterwork backpack) Total encumbrance of masterwork backpack: 10 lbs (can just fit into right-side saddlebag on top of the buckets and extra set of clothes) Total encumbrance without backpack and non-scimitar weapons stowed in the efficient quiver, and all five belt pouches completely full: 47.5 lbs. (27.5 lbs with empty belt pouches) Light Load encumbrance limit: 50 lbs (58 lbs while wearing masterwork backpack) Current coins: 0 platinum
Current gems: 5 worked (10 gp-value) turquoise gems
Total coins & gem count: 13 + 7 = 2 (0.4 lbs) Current encumbrance (without backpack): 27.5 lbs + 0.4 lbs (coins & gems) (light load 50 lbs) (Can carry an additional 22 lbs and remain lightly-encumbered.) Current encumbrance (with backpack): 37.5 lbs + 0.4 lbs (coins & gems) (light load 58 lbs) (Can carry an additional 20 lbs and remain lightly-encumbered) The heaviest weapon in the efficient quiverr is the boar spear, which weighs 8 lbs. Combat Summary calculations:
WIP BAB: +1
+2 resistance bonus on saving throws against gaze attacks and to resist poisonTreat hot climates as one category less severe. +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin.The DC for Perception checks you attempt while asleep increases only by 7 (instead of the normal +10 increase). While you are dazed, stunned, or helpless, each critical hit or sneak attack scored against you has a 25% chance of being negated; when a critical hit or sneak attack is negated, roll its damage normally. This doesn’t stack with the fortification armor special ability and similar effects.
Combat Summary:
WIP |