Sorshen

Ezebelle Thesun's page

170 posts. Alias of blondebandit.


Full Name

Ezebelle Thesun

Race

Gnome Illusionist Arcanist 7/Bard 7 // Archmage 3 HP: 86/86, AC 15, T 15, FF 11, F +6, R +11, W +7, SR 18, Perc +10, Init +7

Classes/Levels

Spells:
MP: 9/9 Arc - 1st: 6/6 2nd: 5/5 3rd: 4/4 AR: 6/10 Bard 1st: 6/6 2nd: 4/4 3rd: 2/2 BP: 21/21

Gender

Female

Size

Small

Age

18

Alignment

Chaotic Good

Languages

Common

Strength 10
Dexterity 18
Constitution 14
Intelligence 26
Wisdom 10
Charisma 20

About Ezebelle Thesun

Ezebelle's Spellbook

Character Sheet:

Ezebelle Thesun
Female Arcanist 7 (Elementalist)/Bard 7 (Magician)// Archmage 3
CG Small Humanoid (Gnome Magi)
Init +7;Senses Perception +10
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Defense
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AC 15, Touch 15, Flat-Footed 11 (+4 dex, +1 size)
HP 86 (7d8+14+9+7)
Fort +6, Ref +11, Will +7
Resistance Electricity 10, Spell Resistance 18
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Offense
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Speed 30 ft.
Melee Rapier +6 (1d4)
Ranged MW Shortbow +10 (1d4)
Special Attacks

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Statistics
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Str 10, Dex 18, Con 14, Int 26, Wis 10, Cha 20
Base Atk +5; CMB+4; CMD 18
Feats Spell focus (Illusion), Greater Spell Focus (Illusion), Spell Pen, Threatening Spell, Focus (Mythic)(Illusion), Extra Path Ability (Archmage)
Traits Trickster, Magical Lineage (Ghost Sound)
Languages Common, Gnome, Celestial, Abyssal, Draconic, Sylvan, Elven, Auran, Goblin, Infernal, Dwarvish, giant, orc, undercommon
SQ constant—nondetection, detect magic;1/day—dancing lights, ghost sounds, prestidigitation, speak with animals, blindness/deafness, blur, disguise self.
Arcane Focus, Illusionist, Penetrating spells

Path Abilities

Wild Arcana (Su)
As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.
You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Elemental Bond (Su)
You are connected to one of the elemental planes. Select one elemental plane: air, earth, fire, or water. Whenever you cast a spell with a descriptor matching that plane, add your tier to your caster level for that spell. You gain resistance 10 against an energy type associated with your chosen plane—electricity for air, acid for earth, fire for fire, and cold for water. At 6th tier, this resistance increases to 20. At 9th tier, this resistance increases to 30.

Crafting Mastery (Ex)
You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you’re crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost or any other requirements.

Coupled Arcana (Ex): Whenever you spend a standard action, move action, or swift action to activate an arcane school power, bardic performance, bloodline power, hex, or magus arcana, you can also activate an ability that uses mythic power as a free action. The mythic ability you activate must require the same action type as the other ability you activated or faster (a swift action is faster than a move action, and a move action is faster than a standard action).

Many Forms (Su)
You can alter your appearance at will as if using alter self. You can expend one use of mythic power to change shape as if using polymorph, with a duration of 1 minute per tier. Your caster level for this ability is a number equal to 10 + your tier. At 6th tier, the duration of the polymorph ability increases to 10 minutes per tier.

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Special Abilities
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Arcane Reservoir (Su)
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Elemental Focus (Su)
At 1st level, the elemental master must select one element: air, earth, fire, or water. The arcanist can prepare one additional spell per day of each level she can cast, but it must have the elemental descriptor of her chosen element. In addition, any spell she prepares from the opposite elemental school (air opposes earth, fire opposes water) takes up two of her prepared spell slots.
This ability replaces the arcanist exploit gained at 1st level.

Arcanist Exploits
By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.

Lightning Lance (Su): The arcanist can unleash a lance of lightning by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of electricity damage + the arcanist's Charisma modifier, plus 1d6 points of electricity damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target's vision is also impaired, causing the target to treat all creatures as if they had concealment (20%) for 1 round. It can attempt a Fortitude saving throw to negate the impaired vision.

Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

Face Thief (Su): The arcanist can expend 1 point from her arcane reservoir to assume an illusory disguise as disguise self. If she expends 2 points from her arcane reservoir instead of 1, the duration of the effect increases to 10 minutes per level. Source Advanced Class Origins

Consume Spells (Su)
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Magical Talent (Ex)
A magician gains a bonus equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks.
This ability replaces bardic knowledge.

Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances:

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Dweomercraft (Su): A magician can use performance to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components.
This ability replaces inspire courage.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.
Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Expanded Repertoire (Ex)
At 2nd level and every four levels thereafter, a magician can add one spell to his spells known from the spell list of any arcane spellcasting class. The spell must be of a level he can cast.
This ability replaces versatile performance.

Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Arcane Bond (Ex)
At 5th level, a magician gains the arcane bond ability as a wizard. He may not choose a familiar or a weapon as a bonded item.
This ability replaces lore master.

Hard to Kill (Ex)
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex)
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Equipment:

Combat Gear
Wand of Cure Light Wounds (375 GP)
Wand of Mage Armor (375 GP)
Other Gear
MW Shortbow (330 GP)
Lesser Extend Metamagic Rod (1500 GP)
Handy Haversack (1000 GP)
Headband of Vast Intelligence +4 (8000 GP)
Sleeves of Many Garments (100 GP)
Cloak of Resistance +2 (4500 GP)
Belt of Incredible Dexterity +2 (2000 GP)
Pearl of Power 1st (500 GP)
220 GP

Spells:

Bard Spells Known (CL 7th; Concentration +12) (+6 to DC of all illusion spells
0th (at will)(DC 15)- 6 – Summon Instrument, Unwitting Ally, Sift, Message, Dancing Lights, Ghost Sounds
1st (6/day)(DC 16)- 6 – Alarm, Feather Fall, Saving Finale, Share Language, Tap Inner Beauty, Vanish
2nd (4/day)(DC17) – 5 – Bestow Insight, Contingent Action, Heroism, Invisibility, Tongues
3rd – (2/day)(DC18) – 2 – Slow, Haste

Arcanist Spells Known (CL 7th; Concentration +15) (+6 to DC of all illusion spells)
0th (at will)[7 prepared](DC 18)- All
1st (6/day)[5 prepared](DC 19)- 12 –Shadow Weapon, Disguise Self, Magic Missile, Vanish, Color Spray, Illusion of Calm, Vanish, Silent Image, Shocking Grasp, Protection from Evil, grease, mount
2nd (5/day)[3 prepared](DC 20) – 4 – Minor Image, Blur, Mirror Image, Gust of Wind
3rd – (4/day)[2 prepared](DC 21) – 4 – Displacement, Invisibility sphere, Major Image, Loathsome Veil, Lightning Bolt*, Fly*


Skills:

Diplomacy +13 (+5 ranks, +5 Cha, +3 class)
Bluff +16 (+7 ranks, +5 Cha, +3 class, +1 race)
Disguise +16 (+7 ranks, +5 Cha, +3 class, +1 race)
Linguistics +12 (+3 ranks, +6 int, +3 class)
Fly +9 (+3 ranks, +3 dex, +3 class)
Perception +10 (+7 ranks, +3 class)
Perform (act) + 15 (+7 ranks, +5 Cha, +3 class)
Stealth +15 (+5 ranks, +3 dex, +3 class, +4 size)
Sense Motive +6 (+ 3 ranks , +3 class)
Knowledge (arcana) +19 (+7 ranks, +6 int, +3 class, +3 bard)
Knowledge (Dungeoneering) +10 (+1 rank, +6 int, +3 class)
Knowledge (Engineering) +10 (+1 rank, +6 int, +3 class)
Knowledge (Geography) +10(+1 rank, +6 int, +3 class)
Knowledge (History) +10 (+1 rank, +6 int, +3 class)
Knowledge (Local) +10 (+1 rank, +6 int, +3 class)
Knowledge (Nature) +10(+7 rank, +6 int, +3 class)
Knowledge (Nobility) +10(+1 rank, +6 int, +3 class)
Knowledge (Planes) +10(+1 ranks, +6 int, +3 class)
Knowledge (Religion) +10(+2 ranks, +6 int, +3 class)
Spellcraft +19 (+7 ranks , +6 int, +3 class, +3 bard)
Use magic Device +18 (+7 ranks, +5 Cha, +3 class, +3 bard)

Abilities/Consumables:

3rd Level Spells 4/4 Remaining (Arcanist), 2/2 Remaining (Bard)
2nd Level Spells 5/5 Remaining (Arcanist), 4/4 Remaining (Bard)
1st level spells 6/6 Remaining (Arcanist), 6/6 Remaining (Bard)

Condition/Buffs:

None

Background:

Ezebelle hadn’t meant for her life to turn out as it had. She originally had every intention in following in the footsteps of her mother, her grandmother, and her great grandmother as a village architect. She knew she was special in her abilities to manipulate the areas of the island. The subtle alteration of the illusion that permeated her home just came so easily to her. She knew that the island would be sorely pressed in her absence, but it couldn’t be helped. If there was one thing that got her angry it was slavers. People so willing to deny others their ability to enjoy exactly the life they want to live.

The ship that found her island was nothing unique as slaver crafts go, and Ezebelle was preparing her usual antics to ensure the slavers didn’t try anything suspect around the people she had come to care for. It was all going well until she saw the pseudragon chained to the deck. She could see the simmering intellect in it eyes, and to be discarded so blatantly reminded her of everything that was wrong in the world, and why her island had chosen to isolate itself from the mainland. She probably should have just let them leave, putting the well-being of the village before this one magnificent creature, but she just couldn’t let this travesty lie, and so she began to collect pebbles from the shore near where the ship had docked.

It was all so simple in the moment; a quick spell, and a handful of copper coins if they reached into the box and her grand scheme was in play. The box of rocks appearing to everyone else as if it were filled with shining platinum coins. She wasn’t quite sure what would be a sufficient value for the obviously greedy men, but a she guessed the size of the box should pass for about 2000 or so pieces. She laughed to herself as the slavers took the deal, unchaining the stunning pseudodragon in exchange for her box of rocks.

Of course, Ezebelle should have accounted for how long the illusion would last once she was out of its vicinity. A rookie mistake, and one that put them in her current predicament. It was a miracle they were able to survive, her illusions holding far longer than she thought they normally did, but the slavers were persistent, and if her village was to be spared she had to lead them away, and so she ran. She Left an obvious trail off the island, and knew that what she was doing war right, regardless of the tear trickling down her face as she ran from everything she had held dear before.

Ezebelle hasn’t seen the slavers in a long while now though, her life filled with the intrigue and corruption of the mainland, trying now to right what wrongs she comes across, and the quest of her friend Zen, the pseudodragon she had rescued that fateful day, to find his lost family. She still misses her lost island at times, but good companionship, and a previously unknown desire to adventure burned in her now.


Appearance:

Ezebelle appears most of the time as a human of which descent is common in the region she is in. She rarely takes on her true form while on the mainland as her heritage has provided her with some unique features that clearly label her as a stranger to the more common lands. In her normal form, Ezebelle stands slightly above 3 feet in height, with a diminuative phyique. Vibrant purple hair that matches her eyes cascades down her back.

Race:

Racial Class – Homo Magi – 21
Small (0 RP)
Humanoid (Gnome)
Flexible (2RP) - +2 to Int, +2 to Cha
Standard Language (0 RP)
Advanced Intelligence (4RP) - +2 int
Spell Resistance (Greater) (3 RP)
Arcane Focus (1 RP)
Gift of Tongues (2 RP)
Static Bonus Feat (2RP) – Effortless Trickery
Gnome Magic (2 RP)
Snvierlibn Magic (2 RP)
Constant spell like divination (3 RP)

Homo Magi (Humanoid; Gnome subtype)
+4 to int, +2 to Cha
Spell Resistance : Members of this race gain spell resistance equal to 11 + their character level.
Gift of Tongues: Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Arcane Focus: Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Illusionists: Members of this race gain a +2 bonus to the DC of any saving throws against illusion spells that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: constant—nondetection; 1/day—blindness/deafness, blur, disguise self, dancing lights, ghost sounds, prestidigitation, speak with animals. The caster level for these effects is equal to the user's level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier.
Constant Spell-Like Divination (3 RP): Prerequisites: None; Benefit: Choose one of the following spells: detect magic, detect poison, detect secret doors, detect undead. Members of this race can use this spell as a constant spell-like ability. The caster level of the spell-like ability is equal to the user's character level.