Bard

Ravanalonna's page

802 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Ravanalonna Etxtebarria

Gender

Female Human Sorceress 4/Archmage 2; HP: 27/27; AC: 15, T: 12; FF: 11; Fort: +3, Reflex: +6, Will: 7, Init: +10, Perception: +0

Size

Medium 5'10 160lbs

Age

23

Alignment

Neutral Evil

Languages

Elven

About Ravanalonna

Max HP:27 Current HP:21
STR 10 (0) DEX 18 (+4) CON 14 (+2) INT 12 (+1) WIS 8 (-1) CHA 27 (+8)

Defense
AC:15 Currently
Touch: 15
Flat footed: 11
CMD: 15
Fort: +3 (+5 vs poison) Reflex: +6 Will: +7
Fire resistance 5

Offense
Speed: 30 Initiative +10
BAB:+2 CMB: +2

Combat:
Melee: Dagger +2 (+6 thrown) 1d4 19/20
Melee: Arcane Strike +3 (+7 thrown) 1d4+1 19/20
Melee: Touch spell +2
Ranged: Light Crossbow +6 1d8
Ranged: Spell +6

Special Abilities:

Cantrips
Spellcasting
Infernal Bloodline:You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.

Bonus Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th).

Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration.

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline power: Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Familiar Tattoo (Su): Greensting Scorpion A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
This ability replaces her 1st-level bloodline power.

Mage’s Tattoo (Ex): At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances. (Enchantment: 1 CL for enchantment/Bloodline spells. Daze SLA)
This ability replaces her Eschew Materials bonus feat.

Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su) 7/day
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Arcane Surge (Su)
As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you’re a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result.
If you must attempt a caster level check for the spell to overcome a creature’s spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can’t add a metamagic feat to a spell you cast using this ability.

Arcane Endurance (Ex)
Treat your caster level as 4 higher when determining the duration of spells you cast.
This doesn’t alter any other variable effects of the spell.

Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Skills: 2+1 Int mod+1 sorcerer /per level:

Acrobatics +4
Bluff +15
Climb +0
Craft +
Diplomacy +13
Escape artist +4
*Fly +
*Intimidate +8
Jump +0
Handle Animal +8
*Knowledge Arcana +9
Knowledge History+
Knowledge Nature+
Knowledge Planes+6
Perception -1
Sense motive 0
Ride +4
*Spellcraft +6
Stealth +4
Swim
*UMD+8

Feats::

Alertness(bonus),Dodge, Arcane strike
Mythic: Extra Mythic power

Traits::

Domineering

When you were young, you attracted a group of devoted companions thanks to your impressive talent, and the experience inspired in you a powerful self-assurance and air of superiority. Your confidence is so strong that others feel naturally compelled to follow your commands.
Benefit(s): Choose one 1st-level enchantment spell you are capable of casting. The DC of that spell increases by 1. (Charm person)

Consorting with the Dark Powers
(Witchcraft)
You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

Spells: (CL 4):

Concentration check +8
Caster level check +4 (+6 Enchantment)
Spell Like Abilities:
Daze (DC 22) 3x/day Used :
Unnatural Lust (CL 6, DC 23 Will) 3x/day Used:

Cantrips:(5 known)
Detect Magic, Read magic, Prestidigitation, Dancing lights, Flare

1st ( 3 known+1 Bloodline. 6 per day Cast: )
Charm Person (DC 25 Will/ Duration 6 hours), Burning Hands (2d4 fire, DC 19 reflex), Lock Gaze (DC 20 Will), Protection from Good*
2nd (2 known. 3 per day. Cast: )
Touch of Idiocy (DC 23 Will), Burning Gaze (DC 20 Fort, 1d6 fire),
*Bloodline spells: Each manifests as a tattoo on her body

Protection from good (lower back)

Mythic Spells:

Burning Gaze

You may focus your burning gaze on a creature or object as a move action instead of as a standard action. the target takes 1d8 points of fire damage for failing its save and for each round it’s on fire.

Augmented: If you expend two uses of mythic power, once during the spell’s duration you can, as a full-round action, direct your burning gaze at up to one creature per caster level.

Protection from Good
The bonuses to AC and on saves increase to +4. Any good creature attempting to possess or exercise mental control over the target must attempt a Will save against this spell. If it fails, the creature takes 1d6 points of damage per 2 caster levels (maximum 5d6) from mental feedback. A good creature that uses spell resistance to bypass the spell’s protection against contact must successfully save or take this damage once each round it attacks the protected target

Capacity::

Light: lbs
Medium: lbs
Heavy: lbs

Equipment:

Cortesan’s outfit, backpack, a bedroll, a belt pouch, a flint and steel, and grooming kit, along with a bottle of perfume. Spell component pouch. Belt pouch.

Crossbow, dagger

Silk Dress of the Unholy Harlot - This beautiful blood red dress is cut in a rather revealing way, and has the symbol of Noticula on the inside that only her followers will see. When worn, it confers a +4 Charisma bonus. In addition, it also allows the wearer to cast Unnatural Lust (CL 4 or PC CL, whichever is greater) three times per day.

If the wearer has Mythic powers, as a Move Action they can spend 3 Mythic Points to to convert a number of enemies equal to their Charisma Modifier for a number of rounds equal to their Tier into allies. Targets not sexually attracted to the wearer (as noted by the GM) get a will save vs DC 10+Cha Mod+Tier to negate effect.

Background:

Appearance and Personality:

Tingle:

GREENSTING SCORPION CR 1/4
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 20, touch 15, flat-footed 15 (+3 Dex, +5 natural, +2 size)
hp 13 (3HD)
Fort +2, Ref +3, Will +4
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4Perception, +4 Stealth
SPECIAL ABILITIES
Familiar
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does

Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

Wealth:

pp gp sp cp

Post:

A revealing dress of fine red silk, seemingly tailored to best display her quite notable figure, inflaming the imagination with tantalizing glimpses of what was visible.