Aquatic Elf

Krystali Sabtal's page

41 posts. Alias of Ravagwen Darksbane.


Full Name

Krystali Sabtal

Race

Changeling

Classes/Levels

Sorcerer 5/ Dragon Disciple 3 59/59 Hit points

Gender

Female

Size

4'9'' 110 lbs

Age

19

Strength 14
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 12
Charisma 18

About Krystali Sabtal

Bio: The daughter of two poor people, she was raised as their own. She like most changelings was left on the steps of a random house since the hag could not care for her. Her mother and father were killed by a man and he was never found. After doing her own searching she found the man and used her changling charm to seduce the man, killing him in the midst of what the man thought was a dance and a tease.

Init +7; Senses Perception +12, Darkvision 60ft
Languages Common, Draconic

AC 25, touch 13, flat-footed 22
hp 59 (7HD)

Fort +5, Ref +4, Will +7
Resistances Acid 5,

Speed 30 ft. (6 squares)

Melee bite +6 (1d6+3)
Melee claw +6/+6 (1d6+2)
Melee dagger +6 (1d4+2/19-20)
Melee quarterstaff (two handed) +6 ((two handed) 1d6+3)
Ranged dagger (thrown) +6 (1d4+2/19-20)
Dragon Breath +8

Base Atk +4; CMB +6; CMD 19

Atk Options Power Attack,

Special Actions Dragon Bite, Dragon Breath (1per day 30ft cone)

Known Sorcerer Spells (CL 6th):
3rd (5/day) - elemental aura (DC 17), Lightning Bolt (DC 17)
2nd (7/day) - acid arrow , arrow eruption , knock , resist energy (DC 16) , Flaming sphere (Dc 16)
1st (7/day) - detect secret doors , endure elements (DC 15) , hydraulic push , magic missile , shocking grasp , mage armor (DC 15), High Pitched Scream (Dc 15)

0th (at will) - acid splash , dancing lights , detect magic , mage hand , mending (DC 14) , open/close (DC 14) , spark (DC 14)

Special Qualities Bloodline Arcana, Blood of Dragons, Bonus Feat, Cantrips, Claws, Draconic Bloodline (Green), Dragon Resistances, Natural Armor Increase, Sea Lungs

Feats Arcane Armor Training, Armor Proficiency, Light, Combat Casting, Eschew Materials, Improved Initiative, Mother's Gift, Power Attack, Simple Weapon Proficiency

Skills
Acrobatics +2
Appraise +1
Bluff +4
Climb +4
Diplomacy +4
Disguise +4
Escape Artist +2
Fly +7
Handle Animal +5
Heal +1
Intimidate +4
Knowledge (Arcana) +10
Knowledge (Nature) +5
Perception +12
Ride +3
Sense Motive +1
Spellcraft +12
Stealth +2
Survival +1
Swim +2

Possessions belt of mighty constitution +2; mithral shirt +4; acid (flask); pearl of power (1st level) (x2); rations (trail/per day) (x50); dagger; quarterstaff;

Bloodline Arcana Whenever you cast a spell with the acid descriptor, that spell deals +1 point of damage per die rolled.

Blood of Dragons A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.

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

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Your claws are considered magic weapons for the purpose of overcoming DR. You can use your claws 7 rounds per day. These rounds do not need to be consecutive.

Draconic Bloodline (Green) At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Dragon Bite (Ex) At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deasl 1d6 points of damage (1d4 if the dragon disciple is small) plus 1-1/2 times the dragon disciple's Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.

Dragon Resistances (Ex) You gain Acid Resistance 5 and a +1 natural armor bonus

Magical Knack (Sorcerer) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Sorcerer gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Natural Armor Increase (Ex) As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table 11-4. These armor bonuses stack.

Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.