Thunder Wizard

Malinda Marne's page

21 posts. Alias of Nathanael Love.


Race

AC 13 T 13 FF 11| HP 18/18 | F +4, R +5, W +7 | Init +3 Perception +3 |

Classes/Levels

Sorcerer 5

Gender

F

Size

S

Alignment

CG

Strength 6
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 14
Charisma 21

About Malinda Marne

Background:

Malinda Marne was born and raised in Sembia in the forests of the Highlands. In the depths of the forest, the Unicorn and the goddess Lurue always called out to her. Under the full moon, she would hunt the wilds to find the beasts themselves and sit with them in communion in the wild places.

But the peace and tranquility was not to last-- the Netherese Magocracy came, subjugating her homeland beneath their evil grip. It was then that her connection to the Unicorn Goddess and her blood totem fully manifested, and as the Netheril forces advanced, she worked tirelessly to take as many of the villagers, halfling and human alike through the mountain pass and out of their grasp to Cormyr and other free lands.

It was during this that she risked her life on one final mission, taking a group of refugees that included of Aden Grimdawn and his family out right beneath the advancing foes. After this, she joined the Harpers, traveling Faerun to help further the causes of freedom and good wherever she could.

Appearance:
Malinda is tall for a halfling at 3' 2", and has long lean features, a stern, angular face, green eyes, and golden hair, though this she keeps tucked behind a hood at all times. Dressing in the wilderness costume similar to what the other Harpers wear, she fights to keep the accent and her heritage from showing.

Personality:
Malinda is swift with a joke, and light on her feet- always looking to bring cheer to those around when she is at rest. But when innocents are at risk, or worse when a unicorn is threatened by evil doers she fights as one possessed by the spirit of the unicorn herself, unleashing rage, bending her usual keen smile and her angular features bending in a harsh figure of rage

Female halfling Sorcerer (Unicorn)
CG Small humanoid (halfling)

Init +3; Senses Perception +3, low light vision
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Defense
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AC 16, touch 14, flat-footed 13 (+3 Dex, +1 Size, +2 Armor)
hp 14 (4d6+8)
Fort +4, Ref +5, Will +7 *+2 vs. Fear
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Offense
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Speed 20 ft.
MWK Melee Cestus +1 (1d3-2)
MWK Ranged Heavy Crossbow +6 (1d8)
Ray +5
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Spellcasting Caster Level 1 Concentration +7
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0th Level— Detect Magic, Detect Poison, Light, Mage Hand, Read Magic, Ray of Frost
1st Level—(6/day +2 bonus) Color Spray, Cure Light Wounds*, Magic Missile, Summon Monster I
2nd Level-- (3/day +1 bonus) Summon Monster II
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Statistics
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Str 6, Dex 16, Con 14, Int 10, Wis 14, Cha 21

Base Atk +2; CMB -1; CMD 12

Feats Eschew Materials*, Summon Good Monster
Bonus*

Variant Multiclass- Cleric
Deity- Lurue
Domain: Healing
Rebuke Death 5/day (1d4+2 healing to dying only)

Traits

Blessed Touch:
You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Racial Traits
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 checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks
Shadowplay: Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Halflings can take this trait in place of Weapon Familiarity.

Languages Common, Halfling

Skills (8)
Bluff +10 (2 rank, 3 CS, 5 CHA)
Heal +7 (2 rank, 3 cs, +2 WIS)
Spellcraft +5 (2 rank, 3 cs, 0 INT)
Use Magic Device +10 (2 rank, 3 CS, 5 CHA)

Background:
Linguistics +2 (2 rank, 0 INT)
Perform (Sing) +10 (2 rank, 3 CS, 5 CHA)

Bloodline Abilities:

Bloodline Arcana: Every time you cast a spell, you can restore a number of hit points equal to double the level of the spell you cast to one target of your choice that you can see. A creature at its maximum hit points cannot be affected by this ability. Healing a dying creature with this ability does not automatically stabilize the creature unless its hit points are brought to 0 or above.

Class Skill: Heal

Bonus Spells: cure light wounds (3rd), cure moderate wounds (5th), cure serious wounds (7th), neutralize poison (9th), atonement (11th), heal (13th), greater restoration (15th), mass cure critical wounds (17th), mass heal (19th).

Bonus Feats: Alertness, Animal Affinity, Brew Potion, Fleet, Greater Fortitude, Improved Counterspell, Self-Sufficient, Skill Focus (Heal).

Bloodline Powers: Your connection to the unicorns’ blessing shapes you as you grow, empowering you with the forces of good and restoration.

Safekeeping (Su): At 1st level, you can touch a creature as a standard action, granting it a +2 insight bonus to AC for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Pure of Mind (Su): At 3rd level, you gain a +2 bonus on saving throws against charm effects and a +4 bonus on saving throws against spells with the evil descriptor. At 9th level, your bonus on saving throws against charm effects increases to +4 and your bonus on saving throws against spells with the evil descriptor increases to +6.

Righteous Fury (Su): At 9th level, once per day you can create a spear of pure light and throw it at a creature within 60 feet as a standard action. This is a ranged touch attack that uses your Charisma modifier in place of your Dexterity modifier to determine the attack bonus. The spear deals 1d6 points of damage per sorcerer level and ignores all damage reduction and hardness. This damage increases to 1d8 points of damage per sorcerer level against an evil creature. At 13th level, you can use this ability twice per day. At 17th level, you can use this ability three times per day.

Friend to Nature (Su): At 15th level, creatures with the animal or magical beast type and a nonevil alignment instinctually trust you. Such creatures automatically have a starting attitude of indifferent or better toward you unless you or a creature allied with you has attacked or otherwise threatened violence against such a creature.

Blessing (Su): At 20th level, you gain immunity to poison, to charm effects, and to spells and weapons with the evil descriptor. You can also cast magic circle against evil at will with a caster level equal to your sorcerer level.

Equipment:

424 gold

MWK Darkwood Heavy Crossbow (430 g) 4 lbs
MWK Cestus (305 g) 1 lbs
10 bolts (1 g) 1 lb

+1 Silken Ceremonial Armor

Metamagic Wand Extend Lesser (3000 g) 5 lbs.
Page of Spell Knowledge (Produce Flame) (1000 g)
Wand of Cure Light Wounds (750 g)

Muleback Cords 1/4 lbs.

19 lbs