About Ezebelle ThesunCharacter Sheet:
Ezebelle Thesun Female Arcanist 7 (Elementalist)/Bard 7 (Magician)// Archmage 3 CG Small Humanoid (Gnome Magi) Init +7;Senses Perception +10 ----------- Defense ----------- 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 ----------- Offense ----------- Speed 30 ft. Melee Rapier +6 (1d4) Ranged MW Shortbow +10 (1d4) Special Attacks -----------
Path Abilities Wild Arcana (Su)
Elemental Bond (Su)
Crafting Mastery (Ex)
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)
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Elemental Focus (Su)
Arcanist Exploits
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)
Magical Talent (Ex)
Bardic Performance
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.
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.
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).
Expanded Repertoire (Ex)
Well-Versed (Ex)
Arcane Bond (Ex)
Hard to Kill (Ex)
Surge (Su)
Amazing Initiative (Ex)
Recuperation (Ex)
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)
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)
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