Marquess Tanasha Starborne

Eradessa Spritz's page

92 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Eradessa Spritz

Race

| Speed 20 ft. | Spells: 1st: 4/5 | Blood is Life: 7/7 | Eternal Hope: 1/1, Erratic Malefactor: 1/1 | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 0/1, Speak w/ Animals: 1/1

Classes/Levels

| Active Conditions: None

Gender

| HP: 12/16, Nonlethal Damage: 0 | AC 12 (T12, FF 11) | CMB: -1 CMD: 10 | F:+3 R:+1 W:+1 | Init +3 | Perc +2, SM +0, Social +4

Strength 8
Dexterity 13
Constitution 16
Intelligence 12
Wisdom 10
Charisma 18

About Eradessa Spritz

Statistics:

Eradessa Spritz
Female Gnome Sorcerer (crossblooded) 2
CE Small Humanoid (gnome)
Init +3; Senses Low-light vision, Perception +2
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DEFENSE
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AC 12, touch 12, flat-footed 11 (+0 armour, +1 Dex, +0 shield, +1 size)
hp 16 (2d6+6)
Fort +3, Ref +1, Will +1
…+2 vs. death effects, despair, fear, illusions

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OFFENSE
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Speed 20 ft.
Melee dagger +1 (1d3-1 P or S/19-20)
Ranged ray of frost +3 (1d3 cold)

Spells Known (CL 2nd (+1 higher w/ necromancy), Concentration +6, DC +1 higher w/ illusions)
1st5/daycolor spray (DC 16), ear-piercing scream (DC 15)
0At willdaze (DC 14), detect magic, light, ray of frost

Spell-like Abilities (CL 2nd, Concentration +6)
1/daydancing lights, ghost sound, prestidigitation, and speak with animals

Special Abilities
REMEMBER:
- +1 size bonus to attack rolls
- 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.

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STATISTICS
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Str 8, Dex 13, Con 16, Int 12, Wis 10, Cha 18
Base Atk +1; CMB -1; CMD 10
Traits erratic malefactor (1/day), forbidden knowledge
Feats eschew materials (bonus feat), expanded arcana (color spray)
Skills Knowledge (arcana) +8 (2 ranks), Heal +4 (1 rank), Knowledge (history) +2 (1 rank, not class skill), Knowledge (planes) use history or religion, Knowledge (religion) +6 (2 ranks), Perception +2 (0 ranks), Spellcraft +6 (2 ranks)
(4 points; 2 class, 1 INT, 0 race, 1 favoured class)
Abilities academician, crossblooded bloodlines (undead (sanguine), unicorn), eternal hope (1/day), bloodline power (blood is life), cantrips, eschew materials, fey fortitude, gnome magic, illusion resistance, keen senses
Languages Common, Elven, Gnome, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Academician (alternate gnome trait): Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. (arcana)

Bloodline Arcana
Undead (sanguine) Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.
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 Powers
Blood is Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you'd had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces grave touch (undead bloodline). (7/day)

Erratic Malefactor (campaign trait): Some people follow codes and traditions; others look out for only themselves. You don’t care—you do what you want, when you want, sometimes for a good reason, and sometimes for no reason at all. You revel in your status as an outlier, and take pride in the fact that you follow no one else’s orders—at least most of the time. In a lawful land like Cheliax, one has to be more careful and at least pay lip service to the rules and restrictions of society. As a result, you try to manage the chaos that rages within your soul, but you’re always on the lookout for the opportunity to truly unleash destruction. These days, there’s plenty of work for someone who will do what needs to be done, no questions asked, and the rewards from House Thrune for those who work with it are a strong incentive as well. If working with others gives you the freedom to carry out some of your darkest instincts without fear of repercussion, then why not—at least for now. You can worry about the future when it comes.
…Your unpredictability and volatile temperament gives you an advantage over your foes. You gain a +2 trait bonus on initiative checks. In addition, you are willing to work with others, and have learned to use your allies’ strengths to reinforce your own skills and abilities. Once per day, as long as an ally is within 10 feet of you, you can reroll a single attack roll or skill check before success or failure is known. You must take the results of the second roll, even if it is worse. You must be chaotic evil to take this trait.

Eternal Hope (alternate gnome trait): Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.

Fey Fortitude (alternate gnome trait): Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects. This racial trait replaces weapon familiarity.

Forbidden Knowledge (trait): As a child, you somehow got your hands on a lurid, forbidden text written by a now-forgotten Blood Lord of ages past. You studied the details within intently, learning much about extraplanar undead from beyond this reality, and you developed a strange, almost macabre way of thinking because of this book’s influence. Anytime you would roll a Knowledge (planes) check, you may roll a Knowledge (history) or Knowledge (religion) check instead.

Gnome Magic (gnome racial trait): Gnomes add 1 to the DCs of any saving throws to resist illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.

Illusion Resistance (gnome racial trait): Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.

Keen Senses (gnome racial trait): Gnomes receive a +2 racial bonus on Perception checks.

Crossblooded Sorceror Archetype:

A crossblooded bloodline combines the powers of two distinct heritages. In most cases, sorcerers with this bloodline are the offspring of two sorcerers from different ancestries, but occasionally a crossblooded sorcerer arises from the conjunction of other powers. A draconic sorcerer who is also the culmination of a great destiny, an abyssal sorcerer from a family that dealt with devils, and an arcane sorcerer raised from birth by fey are all possible sources for crossblooded bloodlines. A crossblooded sorcerer selects two different bloodlines. The sorcerer may gain access to the skills, feats, and some of the powers of both bloodlines she is descended from, but at the cost of reduced mental clarity and choice (see Drawbacks).

Class Skill: A crossblooded sorcerer receives the bonus class skill from both of her bloodlines. If these are the same skill, this does not grant any additional benefit.

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.

Bonus Feat: 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 Arcana: A crossblooded sorcerer gains the bloodline arcana of both her bloodlines.

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.

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.

Spells to remember
1st: grease
2nd: boneshaker
Feats to remember
Extra gnome magic, sorcerous strike, expanded arcana

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear dagger, potion of cure light wounds (2), potion of remove disease, scroll of mage armor (CL 1, x2), scroll of shied (CL 1, x2), scroll of magic missile (CL 1, x4), wand of shocking grasp (16 charges)
Possessions backpack, belt pouch, chalk, charcoal, crystal necklace containing a drop of blood (1 gp value), fancy goblet, grooming kit, ink, inkpen, journal (Eradessa’s Super Awesome Sanguinistic Studies), journal filled with salacious vampiric fiction (Vampirotica), scroll case (4, each holds four scrolls), waterskin
Carrying Capacity
Light 0-19.5 lb. Medium 19.5-40 lb. Heavy 40-60 lb.
Current Load Carried 7.65 lbs.
Money 770 GP 13 SP 9 CP

Background:

Eradessa Spritz is a chipper gnome from Cheliax that is absolutely terrified of the Bleaching. Determined to find a way to avoid it, she became obsessed with unlocking the secrets of immortality, quickly becoming enamoured with vampires. Now a massive vampire-fangirl with more than a few disconcerting fetishes, Eradessa is on a quest to become immortal without becoming gross! She left home and went on a sojourn, primarily spending her time in Geb. Twenty years ago she began to test the effects of the ingestion of blood on the gnomish immune system –– a new area of academic study she terms ‘Eradessa’s super awesome sanguinistic studies’ and began ingesting the blood of other beings. Much to her surprise, after ingesting the blood of a unicorn she developed arcane powers, both fair and foul.

Recently, she returned to Longacre to brag to her pal Cimri of her good luck, and continue her sanguinistic studies in a safer environment. (The fact that she’s drained through her savings clearly has nothing to do with it…)

Appearance and Personality:

Eradessa is a chipper little gnome with a sarcastic streak a mile wide. She adores reading, writing inappropriate fiction, chronicling her breakthroughs in sanguinistic studies, and drinking blood. Though she was born with glossy black hair, drinking unicorn blood turned it a riot of rainbow colours. She thinks its pretty rad.

Eradessa wears a black, gothic mini dress, with bright red silk bloomers sticking out the bottom, and black leather boots that are more decorative than practical. On her back is a lacy backpack, which holds her precious journals and writing supplies. Dangling from her belt is a belt pouch, and a quartet of bone scroll cases. Around her neck is a crystal phial containing a drop of iridescent unicorn blood.