Classes/Levels |
HP: 27/27 | AC: 21, Touch: 12, FF: 19 | Fort: +4, Ref: +5, Wil: +11 | CMB: +1 CMD: 13 | Perception +10(12) | Initiative: +6 |
About Scandalous
Class: Sorcerer(Psychic Bloodline)(Seeker)
Hitpoints: 27
Stats:
Str: 8
Dex: 14
Con: 12
Int: 14
Wis: 12
Cha: 20 (+2 Racial, +1 Level)
Alignment: NG
Saves:
Fort: +4
Ref: +5
Will: +11
Init: +6
Speed 30'
AC 21 Touch 12, Flat-footed 19 (+2 Dex, +5 Armor, +3 Shield, +1 Nat)
CMD 13
CMB +1
Base Attack Bonus +2
Ranged touch attack +4
Wealth: 496 gp
Tip 50 gp
Bad Guy Plat 10 gp
mithral chain shirt +1 2100
mithral shield +1 2020
Cloak of Resistance +1 1000
Amulet of Natural Armor +1 2000
Bag, Handy Haversack 2000
Manacles, masterwork 50 gp
Crowbar 2 gp
Rope, spider’s silk (50 ft.) 100 gp
Hook, grappling, common 1 gp
Outfit, Cold-Weather 8 gp
This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Kit, Sorcerer’s
Price 8 gp; Weight 19 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
Masterwork Thieves’ Tools
Price 100 gp; Weight 2 lbs.
This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.
Tools, Artisan’s (Traps)
55 gp 5 lbs.
Masterwork Artisan’s Tools: These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.
Race: Human
Racial Traits:
Awareness: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks. This racial trait replaces humans’ bonus feat.
Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
Languages: Common, Elven, Dwarven, Gith, Undercommon, Ignan, Protean, Terran
Feats:
Steadfast Personality
You rely on your assuredness and sense of self to help keep your mind clear.
Benefit: Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.
Spell Penetration
Your spells break through spell resistance more easily than most.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
Traits:
Eyes and Ears of the City
Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Fate’s Favored
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Class Skills (10 Ranks + 10 Stat Ranks + 3 FCB = 23 Ranks)
Intimidate: 13 = +5 rank, +3 Class, +5 Stat
Perception: 10(12) = +5 rank, +3 Class, +1 Stat, +1 Trait (+2 Class trait)
Disable Device: 10 = +1 rank, +3 Class, +2 Stat +2 Class trait, +2 Tools
Sense Motive: 5 = +1 rank, +3 Class, +1 Stat
Spellcraft: 10 = +5 rank, +3 Class, +2 Stat
Knowledge (Local): 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (Arcana): 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (dungeoneering) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (nature) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (planes) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (religion) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Background Skills (10 Ranks)
Knowledge (engineering) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (geography) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (history) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (nobility) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Craft(Traps): 8 = +1 rank, +3 Class, +2 Stat, +2 Tools
Linguistics: 7 = +5 rank, +2 Stat
Spells:
Cantrips (At Will)
Acid Splash
Detect Magic
Read Magic
Light
Mage Hand
Prestidigitation
1st level (8 slots)
Mind thrust I
Protection from Evil
Grease
Web Bolt
Heightened Awareness
Magic Missile FCB
Silent Image FCB
2nd level (5 slots)
id insinuation I
Burning Arc
Glitter Dust
Class Features
Seeker Archtype
Tinkering (Ex)
Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his sorcerer levels for determining his overall bonus on these skill checks.
This ability replaces his bonus Eschew Materials feat.
Psychic Bloodline
Class Skill: Sense Motive.
Bonus Spells: Mind thrust I (3rd), id insinuation I (5th), ego whip I (7th), intellect fortress I (9th), psychic crush I (11th), mental barrier V (13th), tower of iron will III (15th), bilocation (17th), microcosm (19th).
Bonus Feats: Focused Spell, Heighten Spell, Intuitive Spell, Iron Will, Logical Spell, Persuasive, Quicken Spell, Skill Focus (Sense Motive), Spell Focus.
Bloodline Arcana: Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.
Bloodline Powers:
Psychic Strike (Su)
At 1st level, you can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Bloodline Mutation: Blood Intensity
Whenever you cast a bloodrager or sorcerer spell that deals damage, you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier, whichever is higher. This otherwise functions as —and does not stack with—the Intensified Spell feat. You can use this ability once per day at 3rd level and one additional time per day for every 4 caster levels you have beyond 3rd, up to five times per day at 19th level.
This ability replaces the sorcerer's 3rd-level bloodline power or the bloodrager's 8th-level bloodline power.
Undercasting Prodigy (Sp)
Starting at 9th level, whenever you gain a new level of spells, you automatically replace any psychic bloodline spells that can be undercast with the highest-level version you can cast in your list of spells known. For example, at 9th level, you would replace mind thrust I, id insinuation I, and ego whip I with mind thrust IV, id insinuation III, and ego whip II, respectively, as spells known.
Seeker Archtype: Seeker Magic (Su)
At 15th level, a seeker becomes skilled at modifying his bloodline spells with metamagic. When a seeker applies a metamagic feat to any bonus spells granted by his bloodline, he reduces the metamagic feat’s spell level adjustment by 1. Thus, applying a Metamagic feat like Still Spell to a spell does not change its effective spell level at all, while applying Quicken Spell only increases the spell’s effective spell level by 3 instead of by 4. This reduction to the spell level adjustment for Metamagic feats does not stack with similar reductions from other abilities.
This ability replaces the bloodline power gained at 15th level.
True Thought-Form (Sp)
At 20th level, you can shed the restrictions of the flesh and become a thoughtform— a being that exists independently of its substance. Whenever a creature would kill you, you can attempt to use mind swap against that creature as an immediate action just before dying.