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Meralda Starstrike's page

40 posts. Organized Play character for Steven_Evil.


Full Name

Meralda Starstrike

Race

Halfling Sorceress (Arcane Bloodline) 1

Classes/Levels

HP: 7 | AC: 12, Touch: 12, Flat Footed: 10 | Fort: +2, Ref: +3, Will: +3 (+2 vs Fear) | Speed: 20 | Initiative: +4 | Halfling Sling Staff (Ranged): +3, 1d6+4, x3; Halfling Sling Staff (Melee): +4, 1d4+2, x2; Bluff: 7, Diplo: 8, Intim: 7

Gender

Female

Size

Small

Alignment

Chaotic Good

Deity

Desna

Location

Absalom

Languages

Common, Halfling

Occupation

Bartender

Strength 14
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 10
Charisma 16

About Meralda Starstrike

Racial Traits:

Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: 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 CMB and CMD, and a +4 size bonus on Stealthchecks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Defense 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.

Feat and Skill Racial Traits
Sure-Footed: Halflings receive a +2 racial bonus on Acrobaticsand Climb checks.

Offense Racial Traits
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Senses Racial Traits
Keen Senses: Halflings receive a +2 racial bonus on Perceptionchecks.

Traits:
Ease of Faith: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Reactionary: You gain a +2 trait bonus on initiative checks.

Class Abilities:

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).
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. 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 throwagainst a sorcerer's spell is 10 + the spell level + the sorcerer's Charismamodifier.
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: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
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: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known 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 (Arcane):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 influence 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: Sorcerer Spells Known. 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.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer's abilities.

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

Arcane Bloodline:

Skill: Knowledge (any one).

Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight(11th), true seeing (13th), greater teleport (15th), power word stun(17th), wish (19th).

Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item. (Arcane Bond: Halfling Slingstaff).
Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.
School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.
Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.

Stats
HP: 7
AC: 12
Touch: 12
Flat Footed: 10
Speed: 20ft
Initiative: +4

Saves
Fort: +2 (+4 vs Fear)
Ref: +3
Will: +3

Attacks
Masterwork Halfling Sling Staff (Ranged): +3, 1d6+4, x3
Masterwork Halfling Sling Staff (Melee): +4, 1d4+2, x2
Dagger (Ranged): +2, 1d4+4, 19-20x2
Dagger (Melee): +3, 1d4+2, 19-20x2
Ranged Spell: +3

Feats:
Eschew Materials
Deadly Aim

Skills
Bluff: 7
Diplomacy: 8
Intimidate: 7

Spells Per Day
0:--
1:4

Spells Known
0:
Ray of Frost
Disrupt Undead
Light
Message

1:
Grease
Color Spray

Gear:
Masterwork Halfling Sling Staff
--Cold Iron Bullets (10)
--Alchemical Silver Bullets (10)
--Bullets (10)
Dagger (2)

Backpack
--Bedroll
--Rope, Hemp (50 ft)
--Grappling Hook
--Pitons (5)

Belt Pouch (5)
--Sunrod (2)
--Acid Flask (2)
--Alchemist's Fire
--Holy Water

Princess Luna (Combat Trained Pony)
Medium animal
Init +3; Senses low-light vision, scent; Perception +5

DEFENSE
AC 15, touch 13, flat-footed 15 (+3 Dex, +2 Natural Armor)
hp 17 (2d8+8)
Fort +7, Ref +6, Will +2

OFFENSE
Speed 40 ft.
Melee 2 hooves +4 (1d3+3)

STATISTICS
Str 17, Dex 17, Con 18, Int 2, Wis15, Cha 8
Base Atk +1; CMB +4; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +5

SPECIAL ABILITIES
Combat Trained
A combat trained pony can bear a rider into combat and knows the tricks attack, come, defend, down, guard, and heel.
* Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals.
* Come The animal comes to you, even if it normally would not do so.
* Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
* Down The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
* Guard The animal stays in place and prevents others from approaching.
* Heel The animal follows you closely, even to places where it normally wouldn’t go.