Thassilonian Ambassador

Sasha Line's page

124 posts. Alias of BloodWolven.


Race

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

Classes/Levels

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

Strength 21
Dexterity 30
Constitution 25
Intelligence 30
Wisdom 20
Charisma 40

About Sasha Line

Blood-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?"
If we stay for four days before the Fire Bleeder awakens." She relays.

Gained a familiar:
Spooky the Luck Cat

She stands with an air of undeniable confidence, every movement exuding grace and power. Her crimson skin, like polished ruby, contrasts beautifully with the smooth black silk of her attire, which hugs her form perfectly. Her smoldering eyes, dark yet fiery, seem to pierce through the space around her, drawing all attention in her direction. There's an allure to her presence, a magnetic force that suggests she’s no ordinary woman—her beauty is both striking and dangerous, like a flame that tempts you to get too close.

Sublime Ifrit
LN Med Slayer 2/Sorcerer 1/Monk of the Scaled Fist 1

Init +9;
Senses darkvision 60 ft.; Perception +7

DEFENSE
AC 44, touch 34, flat-footed 35 (+4 armor, +4 shield, +9 Dex, +2 natural, –0 size, +15 Cha)

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)
Ref +15, (Slayer +3, Sorcerer +0, Monk +2, Dex +10)
Will +19, (Slayer +0, Sorcerer +2, Monk +2, Cha +15)

Special Defenses: fast healing (equal to Charisma bonus)(15)
Immune: magic aging, disease, positive energy damage
Resist: Negative Energy 10, Fire 5, Cold 10, Electricity 10.

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.
Melee
[dice=Cold Iron dagger of slashing grace +1] 1d20+13[/dice]
[dice=damage]1d4+11+1d6[/dice]
( 1d6 sneak, studied target)

Base Atk +2; CMB +7; CMD 24
Space 5 ft.; Reach 5 ft.

Sorcerer Spells:
Cantrips:

1st:
Alarm
Vanish
burning hands

STATISTICS
Final, base, base race, race, bonuses
Str 21, (+5) 10, +0, +2, manual +5, belt +4
Dex 30, (+10) 16, +2, +2, manual +5, lvl +1, belt +4
Con 25, (+7) 8, +0, +8, manual +5, belt +4
Int 30, (+10) 14, +0, +4, manual +5, Headband of vast +4, Age +3
Wis 20, (+5) 10, -2, +0, manual +5, Headband of vast +4, Age +3
Cha 40, (+15) 18, +2, +8, manual +5, Headband of vast +4, Age +3

Feats
1 Sorcerer: Eschew Materials
1 Slayer: Track
1: Steadfast Personality
3: Weapon focus: small blades (daggers)

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)
Appraise +15, (2 rank, Int +10, CS +3)
Bluff +20, (2 rank, Cha +15, CS +3)
Climb +10, (2 rank, Str +5, CS +3)
*Craft (armor) +17, (2 rank, Int +10, CS +3, MC tools +2)
Diplomacy +24, (2 rank, Cha +15, CS +3, +4 Sublime)
Disable Device +17, (4 rank, Dex +10, CS +3)
*Disguise +20, (2 rank, Cha +15, CS +3)
Escape Artist +15, (2 rank, Dex +10, CS +3)
*Intimidate +20, (2 rank, Cha +15, CS +3)
*Knowledge (planes) +15, (2 rank, Int +10, CS +3)
Knowledge (dungeoneering) +15, (2 rank, Int +10, CS +3)
Knowledge (local) +15, (2 rank, Int +10, CS +3)
*Linguistics +17, (4 rank, Int +10, CS +3)
*Perception +12, (4 rank, Wis +5, CS +3)
Perform (Dance) +20, (2 rank, Cha +15, CS +3)
Profession (Wis), Bartender, magic shop owner, magic crafter, cook, blacksmith, mithril smith,
*Sense Motive +10, (2 rank, Wis +5, CS +3)
Sleight of Hand +17, (4 rank, Dex +10, CS +3)
*Spellcraft +17, (4 rank, Int +10, CS +3)
*Survivial +12, (4 rank, Wis +5, CS +3)
*Stealth +15, (2 rank, Dex +10, CS +3)
Swim +10, (2 rank, Str +5, CS +3)
Use Magic Device +20, (2 rank, Cha +15, CS +3)

Languages Ignan, Terran , Draconic , Common, Auran, Giant, Aquan, Elven, Undercommon, Alko, Dwarven, Sylvan, Abyssal, Celestial, Infernal,

SPECIAL ABILITIES
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).

Channel Positive Energy:
30-foot radius centered on the cleric. Will DC 25. 18/day. [dice]1d6[/dice]
Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Times per day = 3 + Cha modifier. This is a standard action that does not provoke an attack of opportunity.

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.:
24 throwing daggers,

Belt of many pockets:
(8) Runestone of Power 1st level
16 shurikens,
(4) thunderstones,
(16) pieces of chalk (multicolored)

Hewerd's Handy Haversack:
left:
(4) bags of caltrops
(4) smokesticks
(4) flasks of acid
(4) alchemist's fire

Middle:
courtier’s outfit, parchment and quills, sealing wax, 4 lb. bag of flour, (3) waterskins of water, (3) wineskins,

right:
Thieves kit.
Eternal Wand of Mage Armor 5/day CL 10
Eternal Wand of Shield 5/day CL 10


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
Positive energy fills and enlivens all naturally born beings to one degree or another. It is the very essence of life. Sublime creatures are individuals and beings with a much stronger connection to this wellspring of energy than is typical. Preternaturally strong and healthy they nearly glow, so strong is the life force within them. While some sublime creatures are born with their abilities, others are beings who have been blessed by the gods or have been exposed to sources of pure positive energy.
A sublime creature is the epitome of health and beauty, being more comely than other members of its race.

Creating a Sublime Creature
“Sublime” is a template that can be added to any living creature. The creature is distinguished by its strong aura of positive energy, and its extraordinary health and beauty.

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]
Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier.

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.