Sorcerer

Elkin Stormborn's page

351 posts. Alias of Zin Z'arin.


Full Name

Elkin Stormborn

Race

| HP: 27/30 | AC: 16 12 (12 Tch, 14 10 Fl) | CMB: +1, CMD: 13 (11 Fl) | F: +3, R: +4, W: +5 | Init: +2 | Perc: +11, SM +2

Classes/Levels

| Speed 30ft | Active conditions: mage armor

Gender

Male NG Kellid Witch 5/Sorcerer*

About Elkin Stormborn

Elkin Stormborn
Male Human (Kellid) Witch 5/Sorcerer*
NG Medium Humanoid (human)
Init +2; Senses Perception +11

Str 8 Dex 14 Con 12 Int 20 Wis 10 Cha 12

Resources:

Witch Spells
3rd
[x] Lightning bolt
[x] Sleet storm
2nd
[ ] Aggressive thundercloud
[ ] Brittle portal
[ ] Raven's flight
1st
[ ] Adhesive spittle
[ ] Cloak of secrets
[ ] Ear-piercing scream
[ ] Early judgement
[x] Hermean potential
Cantrips
. . Dancing lights
. . Guidance
. . Mending
. . Message

Thunderstaff (4/day) [ ][ ][ ][x]
Flight Hex
. . Levitate (1/day) [ ]
. . Fly (5 min/day) [ ][ ][ ][ ][ ]

Wands
. . Mage armor (48 charges) OOOO[ ][ ][ ][ ][ ]-[ ][ ][x]

Items
. . Cackling hag's blouse (2/day) [ ][ ]


Defense:

AC 12, touch 12, flat-footed 10 (+2 Dex); CMD 13, flat-footed 11
hp 30 (5d6, +1 Con, +2 fcb)
Fort +3, Ref +4, Will +5

Special Defenses
. . Cloak of resistance +1 resistance bonus on all saving throws
. . Superstitious 50% chance that you must roll a saving throw to prevent a harmless spell, even if it would benefit you; does not apply to spells cast by you upon yourself


Offense:

BAB +2; CMB +1
Speed 30 ft.

Melee
. . dagger +1 (1d4-1/19-20)
. . touch +1
Ranged
. . sling +4 (1d4-1)
. . ranged touch +4

Special Attacks
. . Thunderstaff (2 rounds; 4/day) can touch a weapon as standard action, giving it shock property for a number of rounds equal to 1/2 level (minimum 1); at 9th level, can confer shocking burst property instead, but duration is halved; can use this ability a number of times per day equal to 3 + Charisma modifier


Spells:

Witch Spells Known(CL 5th; +5 vs. SR, Concentration +10)
3rd
. . Lighting Bolt (Reflex DC 19)
. . Sleet Storm

2nd
. . Aggressive Thundercloud (Reflex DC 18)
. . Brittle Portal (Will DC 17)
. . Dust of Twilight (Fortitude DC 17)
. . Glitterdust (Will DC 17)
. . Gozreh's Trident
. . Raven's Flight

1st
. . Adhesive Spittle (Reflex DC 16)
. . Air Bubble
. . Charm Person (Will DC 16)
. . Cheetah's Spirit
. . Cloak of Secrets
. . Ear-Piercing Scream (Fortitude DC 16)
. . Early Judgment (Will DC 16)
. . Faerie Fire
. . Hermean Potential
. . Ill Omen
. . Infernal Healing
. . Itching Curse (Will DC 16)
. . Mage Armor

Cantrips
. . Arcane Mark
. . Bleed (Will DC 15)
. . Dancing Lights
. . Daze (Will DC 15)
. . Detect Magic
. . Detect Poison
. . Guidance
. . Light
. . Mending
. . Message
. . Putrefy Food and Drink (Will DC 15)
. . Read Magic
. . Resistance
. . Spark (Fortitude DC 15)
. . Stabilize
. . Touch of Fatigue (Fortitude DC 15)

Patron Stars
. . 2nd: Faerie Fire
. . 4th: Dust of Twilight
. . 6th: Guiding Star
. . 8th: Wandering Star Motes
. . 10th: Dream
. . 12th: Cloak of Dreams
. . 14th: Circle of Clarity
. . 16th: Euphoric Tranquility
. . 18th: Astral Projection

Spell Modifiers
. . Deliver Touch Spells through Familiar at 3rd level or higher, familiar can deliver touch spells; if witch and familiar are in contact at time of casting, can designate familiar as "toucher;" familiar can then deliver touch spell just as witch would; if witch casts another spell before touch is delivered, the spell dissipates
. . Distance Aptitude treat caster level as 1 higher for the purposes of determining the range of spells and spell-like abilities
. . Elemental Focus (electricity) add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select
. . Share Spells with Familiar cast spells with target "You" on familiar (as touch) instead of on self; may cast spells on familiar even if spells do not normally affect creatures of familiar's type (magical beast)


Feats & Traits:

Feats
. . Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
. . Alertness (bonus feat) +2 bonus on Perception and Sense Motive checks
. . Elemental Focus (electricity) add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select
. . Extra Hex gain one additional hex; must meet all prerequisites; can gain multiple times

Traits
. . Distance Aptitude treat caster level as 1 higher for the purposes of determining the range of spells and spell-like abilities
. . Seeker +1 trait bonus on Perception checks; Perception is a class skill
. . Stargazer gain +2 trait bonus on Knowledge checks to identify alien monsters’ abilities and weaknesses; gain a +1 trait bonus on Knowledge (geography) checks; Knowledge (geography) is a class skill; treat as if you possess Technologist feat for purposes of check to identify an alien creature using Knowledge and for all Knowledge (geography); if you possess Technologist feat, then trait bonus on Knowledge (geography) checks increases to +3

Drawback
. . Superstitious 50% chance that you must roll a saving throw to prevent a harmless spell, even if it would benefit you; does not apply to spells cast by you upon yourself

Proficiencies
. . Simple Weapon Proficiency No penalty on attacks made with simple weapons


Skills:

Skills Points 40 (2 Witch/level, +5 Int, +1 Human)
ACP -0 (-0 armor, -0 encumbrance)
* ACP applied to these skills

Adventuring Skills
[1] *Acrobatics +3
[ ] Bluff +1
[ ] *Climb -1
[ ] Diplomacy +1
[ ] Disguise +1
[ ] *Escape Artist +2
[5] *Fly +10
[1] Heal +4
[1] Intimidate +7
[5] Knowledge (arcana) +13 (+15 to identify alien creatures' abilities and weaknesses)
[1] Knowledge (dungeoneering) +6 (+8 to identify alien creatures' abilities and weaknesses)
[1] Knowledge (local) +6 (+8 to identify alien creatures' abilities and weaknesses)
[2] Knowledge (nature) +10 (+12 to identify alien creatures' abilities and weaknesses)
[2] Knowledge (planes) +10 (+12 to identify alien creatures' abilities and weaknesses)
[1] Knowledge (religion) +6 (+8 to identify alien creatures' abilities and weaknesses)
[5] Perception +9 (+11 if Nelen within arm's reach)
[ ] *Ride +2
[ ] Sense Motive +0 (+2 if Nelen within arm's reach)
[5] Spellcraft +13
[5] *Stealth +10
[ ] Survival +0
[ ] *Swim +3
[5] Use Magic Device +9

Background Skills
[ ] Appraise +5
[ ] Artistry (any) +5
[ ] Craft (any) +5 (+6 with tools)
[2] Knowledge (engineering) +7 (+9 to identify alien creatures' abilities and weaknesses)
[5] Knowledge (geography) +14 (+16 to identify alien creatures' abilities and weaknesses)
[1] Knowledge (history) +9 (+11 to identify alien creatures' abilities and weaknesses)
[1] Knowledge (nobility) +6 (+8 to identify alien creatures' abilities and weaknesses)
[1] Linguistics +6
[ ] Perform (any) +1

Skill Modifiers
. . Alertness +2 bonus to Perception and Sense Motive if Nelen within arm's reach
. . Cackling hag's blouse +2 competence bonus on Intimidate checks
. . Flight Hex +4 racial bonus on Swim checks
. . Seeker +1 trait bonus on Perception checks
. . Stargazer gain +2 trait bonus on Knowledge checks to identify alien monsters’ abilities and weaknesses; gain a +1 trait bonus on Knowledge (geography) checks
. . Technologist considered trained against technology-based subjects for purposes of resolving checks to identify an alien creature using a trained Knowledge skill and for all Knowledge (geography) checks
. . Witch's Familiar (Petromin) +3 bonus to Stealth if Nelen within 1 mile

Languages Androffan, Azlanti, Common, Dwarven, Hallit, Orc, Thassilonian


Special Abilities:

Human Abilities
+2 Intelligence
. . Bonus Feat
. . Skilled

Witch Abilities
. . Alertness gains Alertness feat when familiar within arm's reach
. . Deliver Touch Spells through Familiar (Su) at 3rd level or higher, familiar can deliver touch spells; if witch and familiar are in contact at time of casting, can designate familiar as "toucher;" familiar can then deliver touch spell just as witch would; if witch casts another spell before touch is delivered, the spell dissipates
. . Empathic Link with Familiar 1 mile; communicate empathically with familiar; cannot see through eyes; only general emotions can be shared; same connection to item or place that familiar does
. . Hexes Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
. . Patron Stars
. . Share Spells with Familiar cast spells with target "You" on familiar (as touch) instead of on self; may cast spells on familiar even if spells do not normally affect creatures of familiar's type (magical beast)
. . Speak with Master a familiar and the master can communicate verbally as if they were using a common language; other creatures do not understand the communication without magical help
. . Witch's Familiar (Petromin) +3 bonus to Stealth if familiar within 1 mile

Witch Hexes
. . Cackle (Su) (move action) creatures within 30 feet under effects of agony, charm, evil eye, fortune, or misfortune hex caused have duration of hex extended by 1 round
. . Evil Eye -2 (Su) (Will DC 17, 7 rounds) foe in sight within 30 feet takes –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks; Will save reduces duration to just 1 round; mind-affecting
. . Flight (Su) at 1st level, can use feather fall at will and gains a +4 racial bonus on Swim checks; at 3rd level, can cast levitate once per day; at 5th level, can fly, as per the spell, for a number of minutes per day equal to level (minutes do not need to be consecutive, but they must be spent in 1-minute increments); this hex only affects the witch
. . Misfortune (Su) (Will DC 17, 1 round) cause a creature within 30 feet to roll twice and take the worse result when making an ability check, attack roll, saving throw, or skill check; affects all rolls the target must make while it lasts; creature cannot be the target of this hex again for 1 day

Sorcerer Abilities
. . Bloodline Stormborn
. . Thunderstaff (2 rounds; 4/day) can touch a weapon as standard action, giving it shock property for a number of rounds equal to 1/2 level (minimum 1); at 9th level, can confer shocking burst property instead, but duration is halved; can use this ability a number of times per day equal to 3 + Charisma modifier


Gear:

Light up to 30 lbs. Medium up to 60 lbs. Heavy up to 90 lbs.
Current Load Carried 25.5 lbs. (Light)
Money 2600 gp 8 sp 4 cp

Containers
Backpack, Masterwork
Belt Pouch
Scroll Case

Worn Items
Explorer's Outfit
Spell Component Pouch
Cloak of resistance +1
Cackling hag's blouse

Magic Items
Wand of mage armor (50 charges)

Weapons
Dagger
Sling
. . Bullet (10)
. . Bullet, Sharpstone (10)

Backpack, Masterwork
Candle (10)
Candlestick
Chalk (10)
Chalkboard
Flint and steel
Mirror
Scroll Case
Soap
Waterskin

Belt Pouch
Ink, black
Inkpen
Money

Scroll Case
Paper (4)


Bot Me:


Background:

When a person is born under a storm like Elkin was, they usually grow up to shown signs of great power or fortune. And so Elkin’s parents and elders believed, at least at the time. If so, it would indeed have been fortunate, as those kinds of people often bring prosperity to a family or tribe. So you can understand the emotional investment all involved had in Elkin showing any sign at all of being touched by eldritch power.

Believing in this became praying. Praying for this became wishing. Wishing for this became hoping. And finally hoping beyond hope become simple resignation, as it was clear that Elkin was nothing special.

Oh, sure, he was smart. But he wasn’t strong, and what good is smart when you can’t help out on the hunt? (Especially when the hunters won’t listen to your smart ideas!)

So, “Stormborn” stuck, but it became more of a jibe than a title, a constant reminder of what he never became. And while he wasn’t shunned—a Kellid tribe would never turn away their own—he knew he wasn’t regarded well, either. When the tribe broke the encampment near Torch to follow the herds, Elkin finally decided he had no future in the tribe. He announced that he would stay behind and move into the small village and find some simple work.

Nobody tried to change his mind.

But it was in Torch that he discovered what Stormborn really meant. He had been working with one of the smelters who worked the torch (not doing the labor—that would be laughable—but helping to fine-tune the detection system for flare-ups). Elkin liked to take a walk to the far side of the torch hill, for a little peace; the hill blocked the light from the torch so that Elkin could gaze upon the stars.

It was on one of these walks that Nelen revealed himself. A petromin (some kind of alien creature, Elkin sort-of-understood), Nelen had sensed something that had slumbered in Elkin since that long ago storm; something that had slumbered but not yet awakened.

Well, Nelen wanted to wake it.

Elkin still doesn’t understand the ‘whys’ or ‘hows,’ but he’s starting to get a grasp on the ‘what’: magic. Loads of magic, in fact.

Elkin is currently motivated to understand just what’s happened to him as a result of the combination of his birth and this fascinating creature. He understands that his power somehow derives from the stars, using Nelen as a conduit. He understands that Nelen (or at least, Nelen’s kind; maybe not Nelen specifically?) is from the stars. He understands that his power will eventually grow.

And Nelen sure seems to think that this is fated, this was all meant to happen, in just this way.


Advancement:

Level 1 Witch VMC Sorcerer
20 point buy:
S: 8, D: 14, C: 12, I: 17, W: 10, Ch: 12
Human: +2 Int
Favored Class Bonus: +1 hp
hp 8 (d6 max at level 1, +1 Con, +1 fcb)
+0 Fortitude save, +0 Reflex Save, +2 Will save
+0 BAB
Witch Patron: Stars
Witch's Familiar: Petromin
Witch: Empathic Link with Familiar
Witch: Share Spells with Familiar
Witch's Hex: Evil Eye
Witch 1st level spells known (3, +4 Int): Charm Person, Ear-Piercing Scream, Early Judgement, Ill Omen, Infernal Healing, Itching Curse, Mage Armor
Sorcerer Bloodline: Stormborn
Feat: Extra Hex (Cackle)
Feat (human): Accursed Hex
Drawback: Superstitious
Traits: Distance Aptitude, Seeker, Stargazer
Skill points (7: 2 witch, +4 Int, +1 human): Knowledge (arcana), Knowledge (local), Knowledge (nature), Perception, Spellcraft, Stealth, Use Magic Device
Background Skills (2): Knowledge (geography), Linguistics (Androffan)
Languages: Azlanti, Common (Taldane), Hallit, Orc, Thassilonian

Level 2 Witch VMC Sorcerer
Favored Class Bonus: +1 hp
hp 7 (d6: rolled 5, +1 Con, +1 fcb)
+0 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
Witch's Hex: Misfortune
Witch 1st level spells known (2): Adhesive Spittle, Potential
Skill points (7: 2 witch, +4 Int, +1 human): Knowledge (arcana), Knowledge (dungeoneering), Knowledge (planes), Perception, Spellcraft, Stealth, Use Magic Device
Background Skills (2): Knowledge (geography), Knowledge (history)

Level 3 Witch VMC Sorcerer
Favored Class Bonus: +1 spell known (level 1 spell)
hp 5 (d6: rolled 3, took 4, +1 Con)
+1 Fortitude save, +1 Reflex Save, +0 Will save
+0 BAB
VMC Sorcerer: Thunderstaff
Witch: Deliver Spells through Familiar
Witch 1st level spells known (1: fcb): Cheetah's Spirit
Witch 2nd level spells known (2): Aggressive Thundercloud, Brittle Portal
Skill points (7: 2 witch, +4 Int, +1 human): Acrobatics, Knowledge (arcana), Knowledge (religion), Perception, Spellcraft, Stealth, Use Magic Device
Background Skills (2): Knowledge (engineering), Knowledge (geography)

Level 4 Witch VMC Sorcerer
Favored Class Bonus: +1 spell known (level 1 spell)
hp 5 (d6 rolled 2, took 4, +1 Con)
+0 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
+1 Int
Witch' Hex: Flight (Feather Fall at will; Levitate 1/day)
Witch 1st level spells known (1: fcb): Air Bubble
Witch 1st level spells known (1: +1 Int): Cloak of Secrets
Witch 2nd level spells known (2): Gozreh's Trident, Raven's Flight
Skill points (7: 2 witch, +4 Int, +1 human): Heal, Intimidate, Knowledge (arcana), Perception, Spellcraft, Stealth, Use Magic Device
Skill points (4: +1 Int bonus): Fly (x4)
Background Skills (2): Knowledge (geography), Knowledge (nobility)
Language (+1 Int): Dwarven

Level 5 Witch VMC Sorcerer
Favored Class Bonus: +1 spell known (level 2 spell)
hp 5 (d6 rolled 1, took 4, +1 Con)
+0 Fortitude save, +0 Reflex Save, +0 Will save
+0 BAB
Feat: Elemental Focus (electricity)
Witch's Familiar: Speak with Master
Witch's Hex: Flight (Fly 1 min/level/day)
Witch 2nd level spells known (1: fcb): Glitterdust
Witch 3rd level spells known (2): Lightning Bolt, Sleet Storm
Skill points (8: 2 witch, +5 Int, +1 human): Fly, Knowledge (arcana), Knowledge (nature), Knowledge (planes), Perception, Spellcraft, Stealth, Use Magic Device
Background Skills (2): Knowledge (geography), Knowledge (engineering)

Planning
Save up 6,000 gp for Cackling Witch's Blouse

6: Hex: Soothsayer
7: VMC: Stormchild (resist elec/sonic 5, wind less severe)
8: Hex:
9: Spell Penetration
10: Major Hex: Agony
11: VMC: bloodline feat (deadly aim, dodge, enlarge spell, far shot, great fortitude, point blank shot, skill focus (fly), wind stance) or eschew materials
12: Hex: Ice Tomb
13: Split Hex
14: Hex:
15: VMC: Thunderbolt (1d6/level ranged elec/sonic attack)
16: Hex:
17: Greater Spell Penetration
18: Grand Hex: Dire Prophesy
19: VMC: Ride the Lightning (move 10x speed as lightning)
20: Hex:


Nelen:

Nelen
Petromin
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 13 (1d8)
Fort +2, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., fly 40 ft. (poor)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 8 (12 vs. overrun, trip)
Feats Weapon Finesse
Skills Acrobatics +6 (+2 to jump), Climb +10, Fly +10, Knowledge (arcana) +4, Knowledge (dungeoneering) +0, Knowledge (engineering) +1, Knowledge (geography) +4, Knowledge (history) +0, Knowledge (local) +0, Knowledge (nature) +1, Knowledge (nobility) +0, Knowledge (planes) +1, Knowledge (religion) +0, Linguistics +0, Perception +9, Spellcraft +4, Stealth +22, Use Magic Device +3; Racial Modifiers +4 Stealth
SQ cloaked, gliding flight, improved evasion, luminous
--------------------
Special Abilities
--------------------
Climb (20 feet) You have a Climb speed.
Cloaked (Ex) Invisible to darkvision, but not any other senses.
Fly (40 feet, Poor) You can fly!
Gliding Flight (Ex) Can't hover or fly at greater than 45 degree angle, must end movement on ground.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Luminous (Ex) You shed light like a candle.