Female Sorcerer

Kala Thelas's page

127 posts. Organized Play character for nightdeath.


Full Name

Kala Thelas

Race

| HP: 21 /28| AC: 14(22)/14/11|Init: +3| Perc: +4| Fort: +2 | Ref: +3| Will: +4| CMB: +3| CMD: 16| Q.Staff: +3;1d6+3| Ray:+3|

Classes/Levels

Skills:
Acro: +3| Appraise:+1| Bluff:+7| Climb:+2| Diplo: +7| Fly:+6| Inti: +7| K.(Arc/Nat): +6| K.(His/Pla/Reli): +5| Linguis: +2| Ride:+6| S.M:+0| Spell:+5| Stealth: +3| Survial:+5| Swim:+6|UMD: +7|

Gender

Female Human Oracle () 1/ Sorceror (Crossblooded Draconic/Stormborn) 3

Size

Medium

Age

15

Alignment

Chaotic Neutral

Location

Mwangi

Languages

Common, Polyglot, Draconic, Dwarven

Strength 14
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 10
Charisma 16

About Kala Thelas

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[Url [/url]
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PFS #76925-7 Kala Thelas

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Character Crunch:

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Female Human Oracle () 1/ Sorceror (Crossblooded Draconic/Stormborn) 3
Chaotic Neutral Medium Humanoid
Init +3; Senses Dark Vision 30ft Perception +4

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Defense
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AC 14 , touch 14 , flat-footed 11 (+0 armor, +0 Shield, +3 Cha, +0 natural, +1 Deflection, +0 Trait)
hp 28 (1d8+1+3d6+3) (Toughness +4)
Fort +2 , Ref +3, Will +4
Resist Electricity 5 and Sonic 5

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Offense
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Speed 30 ft
Ranged +4 ()
Melee Quarterstaff +3 (1d6+3 20/x3)
Special Attacks Shock 1/rd 6/day
Spell-Like Abilities

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Statistics
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Str 14, Dex 14, Con 13, Int 12, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 16
Languages Common, Polyglot, Draconic, Dwarven

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Feats
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Skill Focus (Nature) (Racial)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Toughness (1)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Eschew Materials (Sorceror Bonus Feat)
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Eldritch Heritage (Verdant) (3)
Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

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Traits
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Arcane Temper (Magic)
You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Savage (Region)
You were born and raised in untamed lands far from civilization. You learned to survive in the elements among brutal humanoids and beasts. You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you.

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Class Features
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Weapon and Armor Proficiency:
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spells:
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one.

The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystery:
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent.

Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.

Oracle’s Curse (Ex):
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must a single curse.

Orisons:
Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation:
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

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

Spells:
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. 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 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells

Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

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.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Cantrips:
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.”

These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials:
A sorcerer gains Eschew Materials as a bonus feat at 1st level.

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Skills
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Acrobatics +3 (+1 Rank, +0 trained, +2 Ability, -0 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff +7 (+1 Rank, +3 trained, +3 Ability)
Climb +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Craft +0 (+0 Rank, +0 trained, +0 Ability)
Diplomacy +7 (+1 Rank, +3 trained, +3 Ability)
Disable Device +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Disguise +3 (+0 Rank, +0 trained, +3 Ability)
Escape Artist +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Fly +6 (+1 Rank, +3 trained, +2 Ability, -0 Armor)
Handle Animal +3 (+0 Rank, +0 trained, +3 Ability)
Heal +0 (+0 Rank, +0 trained, +0 Ability)
Intimidate +7 (+1 Rank, +3 trained, +3 Ability)
Knowledge (Arcana) +6 (+2 Rank, +3 trained, +1 Ability)
Knowledge (Nature) +6 (+1 Rank, +3 trained, +1 Ability, +1 Trait)
Knowledge (History) +5 (+1 Rank, +3 trained, +1 Ability)
Knowledge (Plane) +5 (+1 Rank, +3 trained, +1 Ability)
Knowledge (Religion) +5 (+1 Rank, +3 trained, +1 Ability)
Linguistics +2 (+1 Rank, +0 trained, +1 Ability)
Perception +4 (+1 Rank, +3 trained, +0 Ability)
Perform +3 (+0 Rank, +0 trained, +3 Ability)
Ride +6 (+1 Rank, +3 trained, +2 Ability, -0 Armor)
Sense Motive +0 (+0 Rank, +0 trained, +0 Ability)
Spellcraft +5 (+1 Rank, +3 trained, +1 Ability)
Stealth +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Survival +5 (+1 Rank, +3 trained, +0 Ability, +1 Trait)
Swim +6 (+1 Rank, +3 trained, +2 Ability, -0 Armor)
Use Magic Device +7 (+1 Rank, +3 trained, +3 Ability)

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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd: 1)
Caster Level:
Oracle Spells Known (4) Level 0 DC 13
Create Water: Creates 2 gallons/level of pure water.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Spark: Ignites flammable objects.

Oracle Spells Known (2) Level 1 DC 14 4/4
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Endure Elements: Exist comfortably in hot or cold regions.

Sorceror Spells Known (4+3 favored Bonus) Level 1 DC 14
Acid Splash: Orb deals 1d3 acid damage.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Prestidigitation: Performs minor tricks.
Mage Hand: 5-pound telekinesis.
Dancing Lights: Creates torches or other lights.
Disrupt Undead: Deals 1d6 damage to one undead.

Sorcerer Spells Known (2) Level 1 DC 14 5/5
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Ear-Piercing Scream: Deal sonic damage and daze target.

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Special Abilities
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Oracle Curse - Clouded Vision:
Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.

Oracle Mystery (Nature) - Nature's Whispers (Ex):
You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

Bloodline:
At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Stormchild (Ex):
At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.

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Equipment
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Equipment list
Melee Weapons Quarterstaff
Ranged Weapons
Armor
Other Gear Sorcerer's kit :This includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
Cold Weather Outfit
Explorer's Outfit,
Smelling Salts
Magic Item
Wand of Infernal Healing (29/50)
Wand of Mage Armor (38/50)
Wand of Shield (38/50)
RIng of Protection +1

Wealth gp


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Racial Traits
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Human:

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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Background Story
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Kala Thelas: