| Full Name |
Enna Hammerhand |
| Race |
Dwarf |
| Classes/Levels |
Sorceror (Wildblood) Init +1; Senses Perception +8,Dark vision 60' AC 11, touch 11, flat-footed 10 hp 8 Fort +2, Ref +2, Will +6 (+2 racial bonus on saving throws against poison, spells, and spell-like abilities) |
| Gender |
Female |
| Size |
4' 2" 156 lbs |
| Age |
43 |
| Alignment |
LG |
| Deity |
Dwarven pantheon |
| Languages |
Common, Dwarven, Celestial, Terran, Thassilonian |
| Strength |
10 |
| Dexterity |
13 |
| Constitution |
14 |
| Intelligence |
14 |
| Wisdom |
18 |
| Charisma |
8 |
About Enna
Init +1; Senses Perception +8,Dark vision 60'
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DEFENSE
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AC 11, touch 11, flat-footed 10
hp 8
Fort +2, Ref +2, Will +6 (+2 racial bonus on saving throws against poison, spells, and spell-like abilities)
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OFFENSE
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Speed 20 ft.
Melee
Ranged
Combat Options
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STATISTICS
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Base Attack Bonus +0; CMB +0; CMD 11
Favored Class Sorceror: Add 1/2 level to acid and earth damage.
Class
Bloodline
Bloodline Arcana
Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
This ability replaces the Celestial Bloodline Arcana.
Bloodline Powers
Your quasi-divine nature gives you strange powers.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Sacred Cistern (Su): At 9th level, your bloodline makes you a natural receptacle of divine energy. You can channel energy once per day as a cleric of your sorcerer level –4.
Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain:
Immunity to acid, cold, and petrification
Resist electricity 10
Resist fire 10
+4 racial bonus on saves against poison
Unlimited use of the Wings of Heaven ability
the ability to speak with any creature that has a language (as per the tongues spell).
Spells per day 1st/4
Cantrips: Detect Magic, Acid Splash, Read Magic, Arcane Mark, Mending
First: Keep Watch, Magic Missle
Racial
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Feats
Eschew Materials, Skill Focus (Perception)
Skills
Appraise 1 rank +6
Heal 1 rank +8
Know (Arcana) 1 rank +7
Know (History) 1 rank +4
Perception 1 rank +8
Spell craft 1 rank +6
Traits
Grounded: You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Scholar of the Ancients: +1 Know(Arcana) and Know (History) And read and speak Thassilonian.
Equipment
Weapons
Staff
Sling
Armor
None
Other Gear
Traveler's clothing
Sorceror's kit This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
Healer's Kit 10 uses
Wealth
10 gp