female human sorcerer 10
CG medium humanoid (human)
Init +2; Senses darkvision 10 ft, low-light vision; Perception +11
AC 20, touch 13, flat-footed 18 (+4 armor, +2 Dex, +3 nat, +1 deflect)
hp 64 (10d6+20)
Fort +6, Ref +7, Will +8
Energy Resistance Elec 10
Speed 30 ft.; fly 60 ft (good)
Melee dagger +6 (1d4+1 19-20/x2)
Ranged varies +7 (varies)
Special Attacks blood havoc, breath weapon: 60 ft line, 9d6 elec (dc 19) 1/day
Spells (CL 10; concentration +16 [+18 defensive]):
5th (4/day)—hold monster (dc 20)
4th (7day)—enervation, arcane eye, fear (dc 19) (bs)
3rd (7/day)—lightning bolt (dc 20), haste, draconic ally (hfcb8), draconic malice, fly (bs)
2nd (7/day)—false life, invisibility. shatter (dc 19), fog cloud, fog cloud, resist energy (bs)
1st (8/day)—shocking grasp, unseen servant, alarm, true strike, mage armor (bs)
0 (at will)—detect magic, prestidigitate, jolt, mending, mage hand, spark, arcane mark, dancing lights, read magic
Str 12, Dex 14, Con 14, Int 12, Wis 9, Cha 21
Base Atk +5; CMB +6;CMD 18
Feats WP: simple; AP: none; reach spell (1st); spell focus (evocation) (hbf), point blank shot (3rd), precise shot (5th), greater spell focus (evocation) (7th), quicken spell (blf), spell penetration (9th)
Traits magical lineage, natural born leader
Fly +8 (+16)=+2+3+3(+4+4)
Knowledge (arcana) +9=+1+5+3
Use Magic Device +18=+5+10+3
Craft (clothing) +11=+1+7+3
Lore (true dragons) +6=+1+2+3
Languages common, infernal, draconic
Combat Gear ammo 1 (n);
handy haversack (2000)
headband of alluring charisma +2 (4000)
rod of intensify spell (minor) (3000)
rod of persistent spell (minor) (9000)
gloves of storing (10000)
ring of protection +1 (2000)
amulet of natural armor +1 (2000)
ring of sustenance (2500)
cloak of resistance +2 (4000)
spellguard bracers (5000)
Total Magic Gear 45,200
potion of cure serious wounds x2 (600)
bTotal Potions/Scrolls/etc 600 gp
trail rations (5 days)
spell component pouch
Bloodline Draconic (blue)
[b]Bloodline Arcana Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Blood Havoc Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline. This ability replaces the sorcerer’s 1st-level bloodline power or the bloodrager’s 4th-level bloodline power.
Breath Weapon (Su) At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Draconic Heritage At times, a human’s family history can have a dragon’s power bound to the bloodline. Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch HeritageAPG and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level.
Draconic Resistance At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Natural Born Leader
You excel in the role of manager. You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.
Magical Lineage Pick one spell when you choose this trait (shocking grasp). When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Rizolla is a beautiful blond human woman who is often mistaken for a tiefling at first sight due to her draconic heritage. She stands a five foot four and weighs around one hundred and forty five pounds. She has a pair of foot long horns coming from the crown of her head that rise slightly as they taper back and a series of three short nubs behind her ears on each side. The horns bases are surrounded by delicate pale blue scales and her shoulders, neck, and shoulder blades are also scaled. Her eyes are deep blue and have vertically slit pupils and have delicate blue scales around them. She wears dresses that she makes herself, the cut leaving her shoulders and back bare to make it easier on her clothing as the scales will tear them apart.
Rizolla is a pleasant person, she always has a smile and a friendly word, and has become a protector of the children in the Devil’s Nursery where she grew up. She tries to help those in need and wants to see the city returned to what it was before the recent unpleasantness. She enjoys creating clothing and collecting shiny objects, especially gold and jewelry, but has had to spend much of her horded treasure to help fund her activities in the rebellion, something that, though regrettable, she sees as a necessary evil.
Rizolla never knew her birth family, in fact she had no memories before the age of five when she was found by her foster parents. How she got into the Devil’s Nursery is unclear, what is known is that she was found by a tiefling couple named Gezrond and Terrena. The couple brought her home with them and, despite the difficulties in living in the Nursery they took the strange five year old girl in as their own. While she grew up in the Kitchen, a rough place, particularly if you’re not a tiefling, the pseudo human girl was able to pass herself off as a tiefling due to the delicate blue scales around her vertical pupiled eyes and on her shoulders along with tiny nubs of bone at the back of her skull.
As she grew up Rizolla was able to fit in fairly well with the tiefling children, even if she did age much faster than most, and didn’t have any clue she wasn’t one of them. Her parents suspected she was not one of their kind but they didn’t care, they’d been childless and were delighted to have one of their own finally, even if not by birth. The Kitchen could be tough at times, particularly once she got older and started to develop into a very attractive young woman. She didn’t quite realize how badly it could have been for her when she got trapped in an alleyway at the age of thirteen by some thugs who didn’t care she was too young to have some adult fun with. They were in for a rude awakening when Rizolla called upon the eldritch might in her blood out of reflex and hit both of them with enough electricity to nearly kill them.
Rizolla began to learn how to make her own clothing from Hetamon, a family friend, when he scales and horn began to grow, the scales making most clothes ruined in short order. She became his apprentice and, while not working for him, would spend her time trying to clean up the streets of the Devil’s Nursery earning a reputation as a protector of children in particular. While this did cause her some troubles it also helped her feel better about herself as she was often viewed as just more tiefling trash by those who didn’t know her. When Hetamon began to work with the Silver Ravens Rizolla found a chance to do some greater good and joined the Silver Ravens working as a saboteur and literal shock trooper. Currently Rizolla is seeing a tiefling barkeep from the Devil's Nursery by the name of Xeno.