Traits: Magical Knack (Sorcerer): Your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Metamagic Master (shocking grasp): When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline (cold).
Elemental Ray (SLA, 6/day): ranged touch (30ft), 1d6+2 cold, no save, SR: no
Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type.
Arcane Bond (Su): Prickles (familiar at level-2)!
Share Spells: The sorcerer may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Sneak Attack (5d6): Pew pew pew!
Expert Acrobat: At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks.
Second Chance: At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check she has just made. This reroll is made at a –5 penalty. She must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. She can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd.
Evasion: If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Combat Trick: The rogue gains an extra combat feat (Shadow Strike).
Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.
Impromptu Sneak Attack (Ex, 2/day): Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
Tricky Spells (Su, 4/day): Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.
Equipment:
Total Weight: 15.5lbs. (light encumbrance)
Weapons and Armor:
shortbow (1lb)
arrows x20 (1.5lbs)
MW dagger (.5lb)
cold iron dagger (.5lb)
dagger (.5lb)
dagger (.5lb)
Magic Items:
Sneakyboots (1lb)
cloak of resistance +2 (1lb)
ring of protection +1 (—)
belt of dexterity +2 (1lb)
piercing metamagic rod, lesser (5lbs)
spellguard bracers (1lb)
tunic of careful casting (1lb)
ring of spell knowledge II (—)
glove of storing (—)
sniper goggles (1lb)
Various:
spell component pouch (2lbs)
MW thieves' tools (1lb)
needle (—)
wand of magic missile (CL1, 13 charges; —)
wand of shield (CL1, 43 charges; —)
wand of false life (7 charges; —)
potion of protection from evil x2 (—)
potion of haste (—)
stillgut (—)
Cash: 1745gp, 5sp, 0cp
Backstory:
Fíriel was born in Magnimar to Ferdibrand and Amaranth Goldworthy. And apparently I forgot to finish writing this!
Familiar:
"Prickles" the Hedgehog
N Diminutive animal
Init: +3, Perception: +11 (low-light vision)
DEFENSE
SR 17
AC 29, Tch 17, FF 26 (+3 Dex, +7 natural, +4 size, +5 armor)
CMD 9 (13 vs. trip)
HP: 47 (12HD)
Fort +4, Ref +8, Will +9 (Rog 1/3/1, Sorc 1/1/4, AT 2/4/4)
OFFENSE
Speed 20 ft.
Space 1 ft.; Reach 0 ft.
EQUIPMENT
Mask of the Skull (3lbs)
Slippers of Spider Climbing (1/2 lb)
Shadow Falconer's Glove (1lb)
Muleback Cords (1/4lb)
Wand of Splinter Spell Resistance (—)
USED: war paint of the terrible visage (—)
SPECIAL ABILITIES
Familiar: The master of a hedgehog familiar gains a +2 bonus on Will saves.
Spiny Defense (Ex): As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The sorcerer may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, 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.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Mask of the Skull: Once per day, after it has been worn for at least 1 hour, the mask can be loosed to fly from the wearer's face. It travels up to 50 feet away from the wearer and attacks a target assigned to it. The grinning skull mask makes a touch attack against the target based on the wearer's base attack bonus. If the attack succeeds, the target must make a DC 20 Fortitude save or take 130 points of damage, as if affected by a finger of death spell. If the target succeeds on his saving throw, he nevertheless takes 3d6+13 points of damage. After attacking (whether successful or not), the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness 6.
Shadow Falconer's Glove: Once per day on command, its wearer can gesture toward a creature within 30 feet. When he does, a featureless silhouette of a bird of prey appears, swoops toward the target, and performs a disarm or steal combat maneuver (wearer’s choice, CMB +16). The shadow falcon is a magical effect, not a creature, and this action does not provoke attacks of opportunity. If the hand wearing the glove is empty, the shadow falcon brings the item to the wearer’s hand. If the gloved hand is occupied, the shadow falcon deposits the item on the ground in an unoccupied space adjacent to the wearer. The shadow falcon then disappears.
Misc:
FCB (sorc): +4HP
Header: Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 17 Tch 17 FF 12 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]