About Livvy GoldenscaleHalfling Sorcerer (favored) 2 (Brass Dragon bloodline) Description
The tiny woman before you has obviously spent most of her life in the sun and it has given her skin a definite golden glow. The tiny lines already forming on her young face tell you that the smile you see is not unusual -- in fact, if are around her much, you will find that she is almost always smiling. Her black hair is long for her height, nearly to her waist, and she seems to be fond of various combs and clips, which barely control the wild mass from falling into her dark brown eyes. She wears the robes of a desert traveler and they show signs of rough use, but they are immaculately white. Other than a small pouch at her waist, it's not obvious whether she's carrying anything in the way of equipment. Init +2
DEFENSE
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AC 13, touch 13, flat-footed 11 (Size +1, Dex +2) hp 20 (2d6 [sorcerer]+4 [CON]+6 [DM bonus]) wounds 0 If enlarged:
Saves:
OFFENSE
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Base Atk +1 CMB +2 (+1 [BAB]-1 [size]+2 [STR]) CMD 14 (10 [base]+1 [BAB]-1 [size]+2 [STR]+2 [DEX]) Melee claw +4 (1d3+2, 20/x2)
Melee dagger +4 (1d3+2, 19-20/x2)
FEATS, SKILLS, ABILITIES, LANGUAGES
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Ability Scores: Str 15, Dex 15, Con 15, Int 16, Wis 12, Cha 17 Feats: Eschew Materials [bonus], Magical Aptitude [1st] Traits: Focused Mind [magic], Gnoll Killer [campaign] Skill points: 4 [sorcerer] + 6 [ability] + 2 [favored] Class skills: Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha) Acrobatics +5 = +0 [rank]+3 [ability]+2 [race]
SQ: Favored Class (Sorcerer - +2 skill point), Keen Senses, Bloodline Arcana (Spells with the fire descriptor deal +1 point of damage per die), Bloodline Power (Claws (Ex): Starting at 1st level, 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. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small)); Can be used 3+Cha Mod rounds/day)) Languages Common, Draconic, Halfling, Gnoll, Goblin
GEAR
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Combat Gear None Other Gear 2 potions of cure light wounds and 2 scrolls of cure light wounds from the Lady, A dagger, quarterstaff, light crossbow with 20 bolts, backpack, waterskins, rations, 8 gp Encumbrance 0.0 + coin
SPELLS
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SORCERER 5 Cantrips (0-level), at will (CL 2) Acid Splash - "minimus acidus" - Ranged Touch, 25'+CL*5'/2=30' range, +7 to hit (incl PBS), 1d3+1 acid damage (incl PBS) Dancing Lights - "luminarius ambulus" - Up to four lights within 10' radius, 110'+CL*10'=130' range, Lasts 1 minute Detect Magic - "spectus magus" - 60' cone, Concentration up to 2 minute Mending - "" - Range 10', Target object up to CL=2 lb, Duration instantaneous, Restores 1d4 hp, removes broken condition if restored to over half total hp, Will negates (harmless, object) Prestidigitation - "abracapocus" - Range 10', Target varies, Duration 1 hour, Various effects, No save SORCERER
Concentration +7 = +2 [caster level]+3 [ability]+2 [trait]
REWARDS
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Fast track XP Experience Points: Check FW's profile Spoils spoiler:
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Unclaimed items / party property
RESOURCES
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French Wolf's Howl of the Carrion King
In the exotic nation of Katapesh, a land of fortune and wonders, heroes are those with the courage to command their destinies. Such wisdom leads a daring band to the abandoned village of Kelmarane with the hopes of re-establishing a once prosperous community.
Here is the discussion thread for Howl of the Carrion King. This is the place to discuss the game, characters, real life issues and post warnings for when you may not be free to join in for a holiday or whatever. Firstly the Discussion thread will allow us all to get to know each other better. Rules Character Generation
Background
House Rules
Initiative I will probably roll myself or get the next player to roll for each guy. This is just to speed up play. DM’s decision is final. Keep any rules discussion off the game thread and here in the discussion thread please. Game Etiquette
But let me know if you are going to be away for a while. The worse thing that can happen is if someone just stops posting. If we have a fight or important piece of roleplay waiting for one player, then the delay can spoil things, so I may need to NPC that person just to keep things flowing. Although I shall use the scenario I may change things from time to time. If you are running or just reading the Adventure Path outside of the game then that’s fine by me. Let me know if that is the case though too. Also try to make sure you keep the player and character knowledge separate for the game. Feel free to roll your own dice, use an online roller or what you prefer. I won’t require dice rolls to be proved, or need invisible castle links.
Halfling Racial Traits
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+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. Traits
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Focused Mind: (Magic Trait) Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. Gnoll Killer: (Campaign Trait)
Sorcerer Class Features
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The sorcerer’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier. Class Features All of the following are class features of the sorcerer. 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 (see Arcane Spells and Armor on page 83). Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Chapter 10. 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 3–14. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3). 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 3–15. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table 3–15 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 inf luence 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 3–15. 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 3–15 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. Draconic (Brass) Bloodline:
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At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Class Skill: Perception. Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th). Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness. Bloodline Arcana: Whenever you cast a spell with the fire descriptor (based on brass dragon bloodline), that spell deals +1 point of damage per die rolled. Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table. Dragon Type *** Energy Type *** Breath Shape Black ********* Acid ********** 60-foot line Blue ********** Electricity *** 60-foot line Green ********* Acid ********** 30-foot cone Red *********** Fire ********** 30-foot cone White ********* Cold ********** 30-foot cone Brass ********* Fire ********** 60-foot line Bronze ******** Electricity *** 60-foot line Copper ******** Acid ********** 60-foot line Gold ********** Fire ********** 30-foot cone Silver ******** Cold ********** 30-foot cone Claws (Ex): Starting at 1st level, 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. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of fire damage on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. Dragon Resistances (Ex): At 3rd level, you gain resist 5 against fire and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4. Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of fire damage per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon is a 60' line, shown in the chart above for the brass dragon. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action. Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and fire damage. You also gain blindsense 60 feet. Brainstorming her next level:
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Going to Bard 1
+d8 hit points (no favored class bonus) +6+3 skill points (no favored class bonus) [Acrobatics, Knowledge (Arcana), Spellcraft, Use Magic Device, Linguistics, Perform (Sing), Perform (Oratory), Stealth, Knowledge (History)] Add following class skills: Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (all other than Arcana) (Int), Linguistics (Int), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex). Add the following proficienies: longsword, rapier, sap, short sword, shortbow, whip, light armor, and shields Add known bard spells: 4 0-level (Flare, Ghost Sound, Mending, Message), 2 1st-level (Comprehend Languages, Grease) Add bard spells per day: 2 1st-level Add Bardic Knowledge ability (+1 bonus to all Knowledge checks, can make any knowledge check untrained) Add Bardic Performance 7 rds/day (Countersong, Distraction, Fascinate, Inspire Courage) Add Bardic Cantrips Add one feat (Spell Focus (Evocation or Illusion)) Going to Sorcerer 3
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