Isilda

Scintillate's page

23 posts. Alias of LitanyOfCurses.


About Scintillate

Scintillate
Female Half-orc Sorcerer 7
CN Medium humanoid
Init +4;
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+ Armor, +3 Dex, + 2 Natural Armor, + Shield, +1 Deflection)

Mage Armor, Shield, Prot from Evil
AC 25, touch 15, flat-footed 22 (+4 Armor, +3 Dex, + 2 Natural Armor, +4 Shield, +2 Deflection)

hp 37(7d6+7)
Rage
hp 44(7d6+14)

Fort +6, Ref +8, Will +9

--------------------
Offense
--------------------
Great axe +1 320 gp

+6 1d12 +4(6) x3

Rage, Alter self, Bulls str

+10 1d12 +10(12)

Speed 30 ft.

--------------------
Equipement
--------------------
Headband of Cha +2 4000 gp
Ring of protection +1 2,000 gp
Belt of Dex +2 4000 gp
Hat of disguise 1,800 gp
Amulet of natural armor +1 2,000 gp
Cloak of resistance +2 4,000 gp
Great Axe +1 2320 gp
Wand of Protection from evil 750
Wand of Grease 750
Wand of Comprehend Languages 750
Wand of Silent Image 750

380 gp

--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 8, Wis 12, Cha 22
Base Atk +3; CMB +5; CMD 18
Traits:

Reactionary

You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

Desperate Focus

You've often found yourself in situations where a lack of focus can lead to worse than a lost spell.

Benefit: You gain a +2 trait bonus on concentration checks.

Feats:
Elemental Spell (Fire)

You can manipulate the elemental nature of your spells.

Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell’s normal damage with that energy type or split the spell’s damage, so that half is of that energy type and half is of its normal type.

Level Increase: +1 (an elemental spell uses up a spell slot one level higher than the spell’s actual level.)

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.

Combat Casting

You are adept at spellcasting when threatened or distracted.

Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Arcane Strike (Combat)

You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Intimidating Prowess (Combat)

Your physical might is intimidating to others.

Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier

Skills : 2 per lvl +1 Skilled

Intimidate: 20 = 7 +3 +6 +2 +2
Perception: 8 = 7 +1
UMD: 16= 7 +6 +3

STR Bonus : +2
DEX Bonus : +3
INT Bonus :
WIS Bonus : +1
CHA Bonus : +5

--------------------
Spells
--------------------
Sorcerer 7th

0 lvl 7 known
Acid Splash
Mage Hand
Read Magic
Detect Magic
Mending
Message
Prestidigitation

1st lvl 5+1 known 8 slots
burning hands
Shield
Mage Armor
Magic Missile
Expeditious Retreat
Corrosive Touch

2nd lvl 3+1 known 7 slots
bull’s strength
Acid Arrow
Alter Self
Mirror Image

3rd lvl 2+1 known 5 slots
rage
Fireball
Fly

Languages: Common, Orc

--------------------
Special Abilities
--------------------

Standard Racial Traits
•Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
•Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
•Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
•Base Speed: Half-orcs have a base speed of 30 feet.
•Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits
•Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Offense Racial Traits
•Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Senses Racial Traits
•Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Other Racial Traits
•Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

--------------------
Class Abilities
--------------------

Orc Bloodline

The rage of your ancestors burns within you, and the taint of savage orc blood flows through your veins. Your anger is never far from the surface, giving you strength and driving you to seek greater power.

Class Skill: Survival.

Bonus Spells: burning hands (3rd), bull’s strength (5th), rage (7th), wall of fire (9th), cloudkill (11th), transformation (13th), delayed blast fireball (15th), iron body (17th), meteor swarm (19th).

Bonus Feats: Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness, Widen Spell.

Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Bloodline Powers: You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you.

Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.

Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.

Warlord Reborn (Su): At 20th level, you become a true orc warlord of legend. You gain immunity to fire and DR 5/—. Once per day, you can cast transformation as a spell-like ability using your sorcerer level as your caster level.

Favored class bonus +3.5 to fire damage spells

Sorcerer Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.

Background:

Aspirations: