Casamir Azmeren

Lord Burton Al-irillan's page

1 post. Alias of Johnny_Panic.


Full Name

Lord Burton Al-irillan

Classes/Levels

Male NG Aasimar Sorcerer Solar Bloodline

Alignment

CG

Strength 10
Dexterity 16
Constitution 10
Intelligence 13
Wisdom 10
Charisma 18

About Lord Burton Al-irillan

Lord Burton Al-irillan
Male NG Aasimar Sorcerer Solar Bloodline CG

Description
Alternative Physical Features, Build: graceful, Ears: pointed, Eyes: glowing, Face: unearthly beauty, Voice: musical, Wings: feathered, Other: unusual temperature, Other: don’t sweat, Dressed in simple Noble robs.

Personality
Burton is a free spirit, loves fun and travel. Always looking for new things he holds himself as a Nobel, with fine manners.

=-----Statistics-----
MOVE 30' Fly 20' Init +3; Senses Dark vision 60' Perception +8

DEFENSE:

AC [17] TAC[13] FF[14] 10+4Armor+0Shield+3Dex+0Items+Other+0Size+0NA+0Dodge]

HP: 26/26
{6+0+1}x[1d6+0con+1FC]

Fort: +1, {+1Base,0Con}
Reflex: +4, {+1Base,+3Dex}
Will: +4,{+4Base,+0Wis}

Resistance:
Acid resistance 5, cold resistance 5, electricity resistance 5, Fire resistance 10.
+4 bonus on saving throws against blindness effects.

Immunity's

CMD +09 {+0Base +3Str +3Dex +0size +3misc +0Dodge}

Stats

STR[10][+0][0p]
DEX[16][+3][5p][+2Race]
CON[10][+0][0p]
INT[13][+1][3p]
WIS[10][+0][0p]
CHA[18][+4][7p][+2Race][+1Level]

feats
1:-
2:-

Class Feat
1:Eschew Materials

Race:Aasimars Azata-Blooded (Musetouched)
Azata-Blooded (Musetouched)
The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals. The capricious aasimars known as musetouched are the most likely of their kind to be found adventuring throughout lands both civilized and remote. Imbued with an undeniable spirit of wanderlust, musetouched feel the constant urge to explore new places, meet new people, and ferret out evil and corruption wherever they lurk. Of all the aasimars, musetouched tend to be among the most beautiful by most humans’ standards. They possess features with an unearthly charm, such as long, thick hair of a seemingly impossible hue and limpid, jeweltoned eyes. Musetouched are commonly possessed of innate musical talent and a love for melodies, and many train as bards while they wander.

Standard Racial Traits
Ancestry Azata
Typical Alignment CG
Ability Score Modifiers: Aasimars are insightful, confident, and personable. Ability Modifiers +2 Dex, +2 Cha

Type: Aasimars are outsiders with the native subtype.

Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Aasimars have a base speed of 30 feet.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits
Skilled: Alternate Skill Modifiers Diplomacy, Perform +2

Variant Magical Racial Traits
You have a natural fly speed of 20 feet (poor).

Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Sorcerer L5
Hit Die: d6

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
Skill Ranks per Level: 2 + Int modifier.
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).

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

Cantrips x5
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.
Level 0 DC14 x5 at will
Read Magic
Prestidigitation
Fire Bolt {DMG 1d3}
Detect Magic
Mending

Level 1 DC15 x5
Celestial Healing
Mage Armor
Vanish
Magic Missile
-

Level 2 DC15 x5
Flaming-sphere
Pyrotechnics
Burning Arc
Burst of Radiance

Bonus Spells:

Blood Line: Elemental Fire Bloodline
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Class Skill: Knowledge (planes).

Bonus Spells: burning hands* (3rd), scorching ray* (5th)
*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.

Bonus Feats:
Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline.

Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on Table: Elemental Bloodline Energy Types and Movement.

Elemental Ray (Sp): 7/7 times a day, DMG: 1d6+2
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance (Ex):
At 3rd level, you gain energy resistance 10 against your energy type.

Skills
Class Skills
Skill Ranks per Level: 2 + Int modifier. [15+10BS]
Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

-=Skills=-
5x[2class+1Int+2BSS]=[25]

Acrobatics(Dex)+3{+0Rank,+3Dex+0class}
>Appraise(Int)+1{+0Rank,+1Int+0class}
>Bluff(Cha)+8{+1Rank,+4Cha+3class}
Climb(Str)+0{+0Rank,+0Str+0class}
>Craft (Int)+0{+0Rank,+0Wis+0class}
>Diplomacy(Cha)+10{5Rank+4Cha+3class+2Race}
Disguise (Cha)+4{+0Rank,+4Cha+0class}
Disable Device (Dex)+3{+0Rank,+3Dex+0class}
>Fly(Dex)[/i]+15{+5Rank,+3Dex+3class+4Race}
Heal(Wis)+4{+1Rank,+1Wis+0class+2Item}
>Intimidate(Cha)+6{+1Rank,+4Cha+1class}
Linguistics(Int)+1{+0Rank,+1Int+0class}
>Perception(Wis)+0{+0Rank,+0Wis+0class}
>Profession(Wis)+0{+0Rank,+0Wis+0class}
>Performance(sing)(Cha)+10{+1Rank,+4Cha+3class}
Ride(Dex)+3{+0Rank,+3Dex+0class}
Sense Motive(Wis)+4{+0Rank,+4Cha+0class}
>Spell craft(Int)+5{+1Rank,+1Int+3class}
Sleight of Hand (Dex)+3{+0Rank,+3Dex+0class}
Survival(Wis)+0{+0Rank,+0Wis+0class}
Swim (Str)+0{+0Rank,+0Str+0class}
Stealth (Dex)+3{+0Rank,+3Dex+0class}
>Use Magic/Psionic Device(Cha+8{+1Rank,+4Cha+3class}

>Kn (Arcana)(Int)+5{+1Rank,+1Int+3class}
Kn (Dungeoneering)(Int)+0{+0Rank,+1Int+0class}
Kn (Engineering)(Int)+0{+0Rank,+1Int+0class}
Kn (Geography)(Int)+0{+0Rank,+1Int+0class}
Kn (History)(Int)+0{+0Rank,+1Int+0class}
Kn (Local)(Int)+0{+0Rank,+1Int+0class}
Kn (Nature)(Int)+0{+0Rank,+1Int+0class}
Kn (Nobility)(Int)+0{+0Rank,+1Int+0class}
Kn (Planes) (Int)+7{+1Rank,+1Int+3class+2Race}
Kn (Religion) (Int)+0{+0Rank,+1Int+0class}

Concentration [+6][5CL+1Int]

GEAR/POSSESSIONS
SLOTS
Belt: -
Body: -
Chest: -
Eyes: -
Feet: -
Hands: -
Forhead:-
Head: -
Neck: -
Ears: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

Followers

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