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About RosanneROSANNE Female Changeling sorcerer 2 / rogue 3. CN medium humanoid (changeling) Init +2; Senses Darkvision (60 ft.), Perception +10, Languages Aklo, Common, Draconic AC 13 (17*), touch 12 (16*), flat-footed 11 (15*). hp 29 Fort +1, Ref +5, Will +5, +1 Reflex to avoid traps Defensive Abilities Danger Sense +1, Evasion, Melee claw +5/+5 (1d4+2)
Special Actions Dehydrating Touch 6/day (1d6+1 nonlethal), Known Sorcerer Spells (CL 2nd):
Abilities Str 11, Dex 14, Con 10, Int 12, Wis 12, Cha 17 Special Qualities Aquatic Bloodline, Bloodline Arcana (water spells cast at CL+1 and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls), Cantrips, Claws, Darkvision, Finesse Training, Hag Racial Trait, Natural Armor, Ocean's Daughter (Sea Hag), Spells, Trapfinding, Trap Spotter, Weapon and Armor Proficiency, Weapon Choice (Claw), Feats Eschew Materials, Accomplished Sneak Attacker, Point-Blank Shot, Precise Shot, Spell Penetration, Greater Spell Penetration, Weapon Finesse, Toughness Skills Acrobatics +7,
Possessions pirate clothes (basic); masterwork dagger; Crossbow, Light ; Accomplished Sneak Attacker. Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed 3. Aquatic Bloodline Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command. Aquatic Bloodline ~ Bonus Spells Bloodline 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. Bloodline Arcana Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls. Bloodline Powers Your seaborn magical talents awaken changes in you, both mystical and physical, as you develop your powers. Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. Claws (Sp) Changelings get two claw attacks. Danger Sense (Ex) You gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, you gain a +1 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class). Darkvision Changelings can see in the dark up to 60 feet. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Dehydrating Touch (Sp) You can make a melee touch attack as a standard action that inflicts 1d6 + 1 points of nonlethal damage and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability 6 times per day. Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level. Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion. Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Greater Spell Penetration. You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration. Hag Racial Trait (Ex) Changelings inherits a trait from her mother. Natural Armor (Ex) Changelings have a +1 natural armor bonus. Ocean's Daughter (Sea Hag) You gain a +1 trait bonus on Skill checks, and automatically succeed at Swim checks made to avoid nonlethal damage from swimming. Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment. 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 throw against a sorcerer's spell is 13 + the spell level. Street Wary (Any City) Sense Motive is always a class skill for you, and you gain a +2 trait bonus on Sense Motive checks to get a hunch. Touched by the Sea You've always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you're as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you. Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. 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. Weapon Choice (Claw) (Ex) Dexterity to Damage with Claw Description:
Rosanne is of average height, with thick black hair framing a lovely, pale face. Despite her time in the sun she never seems to tan. Her eyes are hetrochromiac. One blue, one green. Of a slender build, she favors practical garb though she seems to devote a lot of attention to her long, sharp nails.
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