Fire Giant Queen

Oondeen the Undying's page

87 posts. Organized Play character for Meranthi.


Full Name

Oondeen the Undying

Race

HP 44/44; res fire 10 || AC 30/22/24; +2 vs chaotic or evil || F +6, R +10, W +5; +2 vs. chaotic or evil || Perception -2

Classes/Levels

Speed 10; 40 fly || Init: +12 || Spell-like: 1/1; 8/9 || Spells: 3 - 4/5; 2 - 5/8; 1 - 7/8 || Active Conditions: delay poison, mage armor, -1 CON, shield, air bubble, BIRB

Gender

NG F birb sorcerer (fire) 7 ||

About Oondeen the Undying

Current Oondeen
NG Diminutive animal
Init +12; Senses darkvision 60 ft.; Perception -2
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Defense
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AC 30, touch 22, flat-footed 24 (+4 armor, +2 deflection, +6 Dex, +4 shield, +4 size; +2 deflection vs. chaotic, +2 deflection bonus vs. evil)
hp 44 (7d6+14)
Fort +6, Ref +9, Will +5; Concordance; +2 resistance vs. chaotic, +2 resistance vs. evil
Resist fire 10
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee bite 0 (1d2–2)
Spell-Like Abilities (CL 7th; concentration +14)
1/day—burning hands (DC 19)
Bloodline Spell-Like Abilities (CL 7th; concentration +15)
9/day—elemental ray (1d6+3 fire)
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Statistics
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Str 6, Dex 22, Con 14 (-1), Int 12, Wis 6, Cha 21
Base Atk +3; CMB +8; CMD 18
Feats Elemental Focus (fire)APG, Empower Spell, Eschew Materials, Greater Elemental FocusAPG, Spell Focus (evocation), Spell Penetration
Traits focused mind, reactionary

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Ifrit sorcerer 7
NG Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception -2
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Defense
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AC 20, touch 15, flat-footed 17 (+4 armor, +2 deflection, +3 Dex, +1 shield; +2 deflection vs. chaotic, +2 deflection bonus vs. evil)
hp 44 (7d6+14)
Fort +6, Ref +7, Will +5; Concordance; +2 resistance vs. chaotic, +2 resistance vs. evil
Resist fire 10
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4/19-20) or
morningstar +3 (1d8)
Ranged bubble crossbow +7 (1d10/19-20)
Spell-Like Abilities (CL 7th; concentration +14)
1/day—burning hands (DC 19)
Bloodline Spell-Like Abilities (CL 7th; concentration +15)
9/day—elemental ray (1d6+3 fire)
Sorcerer Spells Known (CL 7th; concentration +15)
3rd (5/day)—fireball (DC 22), firestreamARG (DC 22), protection from energy
2nd (8/day)—aggressive thundercloudACG (DC 19), glitterdust (DC 18), scorching ray (fire), spontaneous immolationUC (DC 21)
1st (8/day)—air bubbleUC, burning hands (fire) (DC 20), ear-piercing screamUM (DC 18), ray of enfeeblement (DC 17), touch of combustionARG (DC 20), vanishAPG (DC 17)
0 (at will)—acid splash, detect magic, disrupt undead, message, prestidigitation, ray of frost, sparkAPG (DC 17)
Bloodline Elemental (fire)
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Statistics
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Str 10, Dex 16, Con 14 (-1), Int 12, Wis 6, Cha 21
Base Atk +3; CMB +3; CMD 18
Feats Elemental Focus (fire)APG, Empower Spell, Eschew Materials, Greater Elemental FocusAPG, Spell Focus (evocation), Spell Penetration
Traits focused mind, reactionary
Skills Acrobatics +0 (-4 to jump), Appraise +1 (+5), Bluff +9, Diplomacy +5 (+9), Intimidate +9, Knowledge (arcana) +11 (+15), Knowledge (planes) +8, Perform (dance) +6, Spellcraft +11, Survival -2 (+0 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather), Use Magic Device +15

Languages Auran, Common, Ignan
SQ bloodline arcana (change energy damage spells to match bloodline energy), fire affinity, wildfire heartARG
Combat Gear cold iron crossbow bolts (10), lesser acid elemental metamagic rodAPG, lesser merciful metamagic rodAPG, lesser selective metamagic rodAPG, oil of bless weapon, potion of cure light wounds, potion of shield of faith +2, silver crossbow bolts (10), wand of cure light wounds(48 charges), wand of cure moderate wounds (5 charges), wand of endure elements (50 charges), wand of gust of wind (8 charges), wand of mage armor (50 charges), wand of shield (50 charges), acid (2), alkali flaskAPG, holy water, holy weapon balmACG (2), liquid iceAPG (7), shadowcloy flaskARG; Other Gear mwk buckler, bubble underwater crossbowARG, dagger, morningstar, cloak of resistance +2, handy haversack, headband of alluring charisma +2, ring of protection +2, basic maps (major landmarks only), bedroll, belt pouch, cold weather outfit, fishhook (2), flint and steel, hot weather outfitAPG, potion spongeARG (5), sewing needle, signal whistle, string or twineAPG, tattooing tools, trail rations (2), waterskin, flame tattoo on arms, 4,257 gp, 2 sp, 4 cp
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Special Abilities
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Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Elemental Ray (1d6+3 fire, 9/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fire Affinity (Ex) Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma scores as 2 points higher for the purposes of all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster le
Greater Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Wildfire Heart +4 racial bonus on initiative

Regular statblock:
HP 44/44; res fire 10 || AC 20/15/17; +2 vs chaotic or evil || F +6, R +7, W +5; +2 vs. chaotic or evil || Perception -2
Speed 30 || Init: +9 || Spells: 3 - 4/5; 2 - 5/8; 1 - 7/8 || Active Conditions: delay poison, mage armor, -1 CON
NG F ifrit sorcerer (fire) 7 ||