About Sasha LineBlood-stained gloves:
The original color of these supple, calfskin gloves is obfuscated by layers of brown bloodstains that persist through any amount of cleaning.
Effect: If the gloves are soaked in the blood of a recently killed creature, the wearer gains a \(+1\) insight bonus on attack and damage rolls against creatures of the same type for 1 hour. Slayer Bonus: A slayer who uses the gloves receives a damage bonus equal to their studied target bonus. Activation: The wearer must have the gloves soaked in blood from a recently killed creature to activate the ability.
--- She walks over to the Well of Tears and asks, "What is the time frame for when Jafar's plans are to come to fruition with the Fire Bleeder?"
Gained a familiar:
Sublime Ifrit
Init +9;
DEFENSE
hp 91 (2d8+1d6+1d8+28+45+4) Slayer HD, Sorcerer HD, Monk HD, Con, Cha, Toughness. Fort +12, (Slayer +3, Sorcerer +0, Monk +2, CON +7)
Special Defenses: fast healing (equal to Charisma bonus)(15)
Vital:
HP: 91/91, AC: 44_ T: 34_ FF: 35_ Perception +8, Sense Motive +9, Initiative: +9, Fort: +12 _ Ref: +15_ Will: +19, CMB: +7, CMD: 24, Speed: 40 OFFENSE Speed 30 ft.
Base Atk +2; CMB +7; CMD 24
Sorcerer Spells:
1st:
STATISTICS
Feats
Skills:
Acro+17_Ap+15_Bluf+20_Climb+10_Dip+24_DD+17_Disg+20_EscA+15_Heal+5_Intimida te+20_K(Pla,Loc,Dun)+15_Ling+17_P Dance+20_Ride+10_SoH+17_Spell+17_Ste+17_Sur+12_Swim+10_UMD+20 Skills 58 Acrobatics +17, (4 rank, Dex +10, CS +3)
Languages Ignan, Terran , Draconic , Common, Auran, Giant, Aquan, Elven, Undercommon, Alko, Dwarven, Sylvan, Abyssal, Celestial, Infernal, SPECIAL ABILITIES
Channel Positive Energy:
Positive Energy Affinity: x2 healing from spells. Gear:
masterwork dagger,
cold iron of slashing grace. adamantine +1 dagger Canteen of Vodka, it refills every day! bandoleer of throwing daggers.:
Belt of many pockets:
Hewerd's Handy Haversack:
Middle:
right:
Wishes:
Transform her racial identity to the sublime template.
I wish to be able to go back in time 10 to 1000 years into the past. Belt of bodily perfection Headband of mental perfection Manual of ... (6)
Racial Bonuses:
Ifrit Standard Racial Traits Ability Score Modifiers: Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom. Type: Ifrits are outsiders with the native subtype. Size: Ifrits are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Ifrits have a base speed of 30 feet. Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran. See the Linguistics skill page for more information about these languages. Energy Resistance: Ifrits have fire resistance 5. Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit’s level; DC 11 + Charisma modifier). Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level. Darkvision: Ifrits can see perfectly in the dark up to 60 feet. Sublime
Creating a Sublime Creature
A sublime creature uses all of the base creature’s statistics and special abilities, except as noted here. CR: +2 Armor Class: Increase natural armor by +2. Speed: Increase all the base creature’s natural speeds by 10 ft. Special Defenses: fast healing (equal to Charisma bonus); Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, increase the base creature’s Cold and Electricity resistance by 10. Special Abilities: The sublime creature gains the following special abilities. Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging. Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling. 30-foot radius centered on the cleric. Will DC 19. 11/day. [dice]1d6[/dice]
Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two). Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points. Abilities: Increase from the base creature as follows: Strength +2; Dexterity +2; Constitution +8; Intelligence +4; Charisma +8. Feats: Gain Toughness as a bonus feat. Skills: +4 racial bonus to Diplomacy. |