Isabella

Isabella Inkskin Locke's page

61 posts. Alias of Foxy Quickpaw.


Full Name

Isabella Inkskin Locke

Race

Human

Classes/Levels

Sorcerer(3) - Init +4 AC 12/12/10 hp 14 Fort +2, Ref +3, Will +4 Perc +1

Gender

Female

Strength 10
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 12
Charisma 19

About Isabella Inkskin Locke

Isabella Inkskin Locke
Female Human (Varisian) sorcerer 3 Archetypes Tattooed Sorcerer,
CN Medium humanoid (human)
Init +4, Senses Perception +1
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 21 ((3d6)+5)
Fort +2, Ref +3, Will +4

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OFFENSE
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Speed 30 ft.
Innate Spell-Like Abilities dancing lights (3/day),

Sorcerer Spells Known (CL 3rd; concentration +7)
1st(6/day)-color spray(DC 15), magic missile, vanish(DC 15), identify
0th(at will)-acid splash, detect magic, ghost sound(DC 14), message, prestidigitation(DC 14), read magic(DC )

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TACTICS
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STATISTICS
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Str 10, Dex 14, Con 12, Int 13, Wis 12, Cha 19,
Base Atk +1; CMB +1; CMD 13
Feats Greater Spell Focus (Evocation), Spell Focus (Evocation), Spell Specialization (Evocation) (Magic Missile), Varisian Tattoo
Skills Bluff +8, Diplomacy +5, Intimidate +9, Knowledge (Arcana) +5, Knowledge (Planes) +5, Spellcraft +7, Use Magic Device +10,
Traits Gifted Adept, Reactionary,
Languages Common, Read Lips, Varisian
SQ arcane bloodline, bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline tattoo, bonus feat, bonus sorcerer spell, cantrips, arcane bond (familiar), familiar tattoo, metamagic adept (1/day), ragario, skilled, spells, varisian tattoo, weapon and armor proficiency,
Combat Gear
Other Gear 862.0 gp
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SPECIAL ABILITIES
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Arcane Bloodline Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Arcane Bloodline ~ Bonus Spells

Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

Bloodline Arcana Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Powers Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

Bloodline Tattoo (Ex) Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don't match the school to which her Varisian Tattoo belongs.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Sorcerer Spell Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Arcane Bond (Familiar) A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar--this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces the 1st-level bloodline power.

Gifted Adept Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. Whenever you cast , its effects manifest at +1 caster level.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Metamagic Adept (Ex) You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability times per day.

No Racial Subtype You have chosen no racial subtype.

Ragario You cast spells from the evocation school at +1 caster level. Additionally, you gain dancing lights as a spell-like ability usable 3/day.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sorcerer Spell Level 0

Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 14 + the spell level.

Varisian Tattoo (Ex) A tattooed sorcerer gains Varisian Tattoo as a bonus feat. If she doesn't have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances.

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.