Winter Witch

Mizuta Nomi's page

63 posts. Alias of Itzi.


Race

Appearance - Female Half-Elf Sorceress 12 | HP 116 | AC 28 | Fort +19, Ref +20, Will +16 | Perc +16 | Low-light Vision, detect magic | Class DC 31

Classes/Levels

| Hero 3/3

About Mizuta Nomi

Basics:

Sorcerer 12
CG Medium humanoid (human, elf) - Follower of Kofusachi (The Laughing God), 28 years old, 5'3", 110 lbs, silver-white hair, gray eyes, pale skin.
Senses normal vision, low-light vision, detect magic
Perception +16 (expert prof +4, level +12)
Languages Tien, Draconic, Elven, Sylvan, Taldane
~~~~~

Defense:

HP 116
AC 28 (base 10, trained prof +2, level +12, Dex +4)
Fortitude +18 (expert prof +4, level +11, Con +3) Reflex +19 (expert prof +4, level +11, Dex +4) Will +15 (expert prof +4, level +11, Wis +0)

Elven Verve
+1 vs being immobilized, paralyzed, or slowed.
Duration of immobilized, paralyzed, or slowed is reduced 1 round (min of 1).
~~~~~

Offense:

Speed 25'

{A} Fist +20/+16/+12 (1d4 B) agile, finesse, nonlethal, unarmed (E +4, level +12, Dex +4)

{A} Dagger +20/+16/+12 (1d4+3 PS) versatile S, agile, finesse (E +4, level +12, Dex +4)

Agile
Multiple attack penalties reduced by 1 (2nd attack) or 2 (3rd attack).

Finesse
Can use your Dex modifier to calculate attacks with this weapon.

Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed
Not a weapon, and can't be Disarmed.

Versatile
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.
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Statistics:

Str 10 (+0), Dex 19 (+4), Con 16 (+3), Int 16 (+3), Wis 10 (+0), Cha 20 (+5)
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Ancestry - Human (Half-Elf):

Tian-Dan
The Tian-Dan are the primary ethnic group in the country of Xa Hoi. After a period of great prosperity, their culture is undergoing a golden age, which is exemplified in their ornately decorated pagoda temples, colorful dress, and spicy, aromatic food. Tian-Dan proudly claim descent from dragons, and the occasional individual with unusually vibrant eyes or hair gives credence to this assertion.

Level 1

Hit Points: 8

Size: Medium

Movement: 25'

Ability Boosts
Two free.

Languages: Common + Int modifier

Heritage: Half-Elf

Ancestry Feat: Elven Verve

Level 5

Ancestry Feat: Elven Instincts

Level 9

Ancestry Feat: Elf Step

~~~~~

Background - Attention Addict:

A roaring crowd chanting your name. Your face plastered all over the city. Fawning fans begging for your autograph. Jealous rivals. Endless fame. The promise of all this and more is what drove you to enter this year’s Ruby Phoenix Tournament, and with your prodigious star power it’s no wonder why they selected you for the prequalifier on Danger Island. You’ve got champion stamped all over you. Obviously, the organizers knew a winner when they saw one. It’s already clear that you’ll be named Ruby Phoenix Champion — the challenges leading up to your prize ceremony are mere formalities, but you’re happy to indulge the impassioned masses. After all, the people want a show, and what kind of celebrity would you be if you denied them? You might even deign to compete in some fights, too, as long as your hair doesn’t get mussed.

Ability Boosts
Two; One must be to Strength or Charisma, and one is a free ability boost.

Trained Skill
Performance, Gladiatorial Lore

Feat: Impressive Performance

Level 5

Language: Draconic

Level 10

Language: Sylvan
~~~~~

Class - Sorcerer:

Bloodline: Imperial - Arcane
One of your ancestors was a mortal who mastered magic. Such magical blood can remain latent for generations, but in you it manifested in full.

Granted Spells: cantrip: detect magic; 1st: magic missile; 2nd: dispel magic; 3rd: haste; 4th: dimension door; 5th: prying eye; 6th: disintegrate; 7th: prismatic spray; 8th: maze; 9th: prismatic sphere

Bloodline Spells initial: ancestral memories; advanced: extend spell; greater: arcane countermeasure

Blood Magic
Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell’s initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast.

Imperial
A surge of ancestral memories grants you or one target a +1 status bonus to skill checks for 1 round.

Hit Points: 6 + Con modifier

Primary Ability: Charisma

Basics
Perception: Trained, Fortitude: Trained, Reflex: Trained, Will: Expert

Skills
Trained in Arcana, and Society. Trained in 2 other skills + Int Modifier

Offense
Trained in simple weapons, Trained in unarmed attacks

Defense
Trained in unarmored defense

Ability DCs
Trained/Expert/Master/Legend? in Sorcerer class DC

Sorcerer Spellcasting
Your bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a sorcerer, you can usually replace material components with somatic components, so you don't need to use a material component pouch.

Level 2

Skill Feat: Read Lips

Sorcerer Feat: Dangerous Sorcery

Level 3

General Feat: Incredible Initiative

Signature Spells: (mage armor, magic missile)
You’ve learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.

Skill Increase: Diplomacy (Expert)
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

Level 4

Skill Feat: Streetwise

Sorcerer Feat: Arcane Evolution

Level 5

Ability Boosts (Dex, Con, Int, Cha)
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Magical Fortitude
Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert.

Skill Increase: Arcana (Expert)
Become trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

Signature Spells: (acid arrow)

Level 6

Skill Feat: Courtly Graces

Sorcerer Feat: Familiar

Level 7

Expert Spellcaster
Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline’s tradition increase to expert.

General Feat: Untrained Improvisation

Skill Increase: Diplomacy (Mastery)
Become trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert, or to increase to become a master in a skill in which you're already an expert.

Signature Spells: (invisibility)

Level 8

Skill Feat: Recognize Spell

Sorcerer Feat: Enhanced Familiar

Level 9

Lightning Reflexes
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Skill Increase: Arcana (Mastery)
Become trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert, or to increase to become a master in a skill in which you're already an expert.

Signature Spells: (fireball)

Level 10

Ability Boosts (Dex, Con, Int, Cha)
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Skill Feat: Assurance

Sorcerer Feat: Quickened Casting {1/day}

Level 11

Alertness
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

General Feat: Shameless Request

Skill Increase: Occultism (Trained)
Become trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert, or to increase to become a master in a skill in which you're already an expert.

Weapon Expertise
Training and magic improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.

Signature Spells: (vampiric touch)

Level 12

Sorcerer Feat: Magic Sense

Skill Feat: Quick Recognition

~~~~~

Feats:

Level 1

Elven Verve (Ancestry, Elf)
While all elves are immune to the paralyzing touch of ghouls, you can shake off flesh-numbing magic of all kinds. You gain a +1 circumstance bonus to saves against effects that would impose the immobilized, paralyzed, or slowed conditions. When you would be immobilized, paralyzed, or slowed for at least 2 rounds, reduce that duration by 1 round.

Level 2

Read Lips (General, Skill)
You can read lips of others nearby who you can clearly see. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know.

If you are deaf or hard of hearing and have Read Lips, you recognize the lip movements for the spoken form of your languages. You can also speak the spoken form of your languages clearly enough for others to understand you.

Dangerous Sorcery (Class)
Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level.

Level 3

Incredible Initiative (General)
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

Level 4

Arcane Evolution (Class)
Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard’s spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook.

During your daily preparations, choose any one spell from your book of arcane spells. If it isn’t in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it’s already in your spell repertoire, add it as an additional signature spell for that day.

Streetwise (General, Skill)
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

Level 5

Elven Instincts (Ancestry, Elf)
Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.

Level 6

Familiar (Class)
An animal serves you and assists your spellcasting. You gain a familiar.

Courtly Graces (General, Skill)
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.

Level 7

Untrained Improvisation (General)
You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.

Level 8

Enhanced Familiar (Class)
You enhance your familiar by infusing it with additional magical energy. You can select four familiar or master options each day, instead of two.

Recognize Spell (General, Skill, Secret)
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

Level 9

Elf Step (Ancestry, Elf)
You move in a graceful dance, and even your steps are broad. You Step twice.

Level 10

Quickened Casting {1/day} (Class)
In a mentally strenuous process, you modify your casting of a spell to take less time. If your next action is to cast a sorcerer cantrip or a sorcerer spell that is at least 2 levels lower than the highest-level sorcerer spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).

Assurance: Arcana (General, Skill, Fortune)
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Level 11

Shameless Request (General)
You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.

Level 12

Magic Sense (Detection, Divination, Sorcerer)
You have a literal sixth sense for magic. You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense offand on with a free action at the start or the end of your turn.

{R} Quick Recognition (General, Skill)
You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action.

~~~~~

Spells:

Spell DC: 31
Spell Attack Roll: +21

* - Bloodline Spells

Cantrips
Chill touch (H6)
Daze (H6)
Detect Magic* (H6)
Electric Arc (H6)
Tanglefoot (H6)

1st Level - 4/day
Charm (H4/H6)
Mage Armor (H4/H6/H8/H10) (S)
Magic Missile* (H+2) (S)
True Strike

2nd Level - 4/day
Acid Arrow (H+2) (S)
Dispel Magic*
Invisibility (H4) (S)
Mirror Image

3rd Level - 4/day
Blindness
Fireball (H+1) (S)
Haste* (H7)
Vampiric Touch (H+1) (S)

4th Level - 4/day
Dimension Door* (H5)
Enervation (H+2)
Fly (H7)
Ice Storm (H+2)

5th Level - 4/day
Cone of Cold (H+1)
Impaling Spike (H+1)
Prying Eye*
Shadow Syphon

6th Level - 3/day
Baleful Polymorph
Chain Lightning (H+1)
Disintegrate* (H+1)
Repulsion

~~~~~

Skills:

T L+2, E L+4, M L+6, L L+8

Acrobatics +18 (Dex +4 - T)
Arcana +21 (Int +3 - M)
Athletics +14 (Str +0 - T)
Crafting +15 (Int +3 - U)
Deception +19 (Cha +5 - T)
Diplomacy +23 (Cha +5 - M)
Gladiatorial Lore +17 (Int +3 - T)
Intimidation +19 (Cha +5 - T)
Medicine +12 (Wis +0 - U)
Nature +12 (Wis +0 - U)
Occultism +17 (Int +3 - T)
Performance +21 (Cha +5 - E)
Religion +12 (Wis +0 - U)
Society +17 (Int +3 - T)
Stealth +16 (Dex +4 - U)
Survival +12 (Wis +0 - U)
Thievery +16 (Dex +4 - U)

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Gear:

(to be finalized)

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Appearance:

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History:

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Macros:

[dice={A} Unarmed Attack]1d20+20[/dice]
[dice={A} Unarmed Attack]1d20+16[/dice]
[dice={A} Unarmed Attack]1d20+12[/dice]
[dice=Unarmed Damage - B - non-lethal]1d4[/dice]

[dice={A} Dagger Attack]1d20+20[/dice]
[dice={A} Dagger Attack]1d20+16[/dice]
[dice={A} Dagger Attack]1d20+12[/dice]
[dice=Dagger Damage - P/S]1d4[/dice]

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