Kellen is a survivor of a Society attack on his hometown. Being of mixed race and a touched by some sort of divinty placed him and his kinfolk in the "unclean" category with the Society. Having escaped the purge at the costs of his loved ones, he wants justice on the Society. This venture to defeat seems the best way to achieve that goal.
KELLEN HEGRA
Half-Elf
Sorcerer 1
CG Medium Humanoid (Half-Elf)
Init +4; Perception +4
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DEFENSE
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AC 13 {Flatfooted 10; Touch 13}
{AC +4 vs AOO}
hp 12 (1d6, +6)
Fort +2, Ref +2, Will +5
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OFFENSE
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Spd 30 ft.
Melee - Heavy Mace +1 (1d8+1//x2)
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention.
Class Skill Bonus: Heal
Bonus Spells: bless(3rd), resist energy (5th), magic circle against evil (7th), remove curse(9th), flame strike (11th), greater dispel magic (13th),banishment (15th), sunburst (17th), gate (19th).
Bonus Feats: Skill Focus - Knowledge (Religion); Dodge; Iron Will; Mobilty; Extend Spell; Mounted Combat; Ride By Attack; Weapon Finesse
Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire(SP): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Racial Traits:
*Half-elf characters get a +2 bonus to one ability score (Constitution) of their choice at creation to represent their varied nature.
*Half-elves are Medium creatures and have no bonuses or penalties due to their size.
*Half-elves have a base speed of 30 feet.
*Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
*Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level (
*Elf-Blood: Half-elves count as both elves and humans for any effect related to race.
*Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
*Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
*Multitalented: Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. (Sorcerer/Rogue)
*Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Traits:
Elven Reflexes: One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.
Magical Talent: Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based. {Resistance}