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About Sienna SingerVital Stats:
Height: 5'1"
Weight: 125 lbs. Speed: 30 ft. Traits:
Arcane Temper (+1 to initiative and concentration checks) Seeker (+1 to perception checks) Racial Traits:
Native Outsider Low-light Vision Darkvision 120 ft. Vestigial Wings Spell-like ability: darkness/1 day (CL 10) Fiendish Resistance: cold, electricity and fire resistance 5 Prehensile Tail Saves:
Fort: +8, Ref: +10, Will: +11 Trained Skills:
Knowledge (planes): +14 (+8 ranks, +3 class skill +3 skill focus) Knowledge (arcana): +15 (+12 ranks, +3 class skill) Linguistics: +1 (+1 rank) Profession (Cook): +7 (+4 rank, +3 class skill) Perception: +11 (+10 ranks, +1 trait) Perform (Oration): +9 (+3 ranks +6 mod) Spellcraft: +4 (+1 rank, +3 class skill) Feats:
Armor of the Pit: +2 natural AC Elemental Focus (Fire): Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. Greater Elemental Focus (Fire): Mythic Spell Lore (Mythic Magic Missile, Mythic Fireball, Mythic Scorching Ray) Piercing Spell (Metamagic) When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. (a piercing spell uses up a spell slot one level higher than the spell's actual level.) Skill Focus: Knowledge (Planes) Extra Mythic Power Ectoplasmic Spell (Metamagic) An ectoplasmic spell has full effect against incorporeal or ethereal creatures. (an ectoplasmic spell uses up a spell slot one level higher than the spell’s actual level.) Improved Initiative Fiend Sight
Bloodline:
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline. Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+5 points of fire damage. You can use this ability 9 times per day. Elemental Resistance (Ex): At 9th level, your energy resistance increases to 20 against fire. Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day Spells:
0 - Detect Magic, Read Magic, Mage Hand, Message, Prestidigitation, Spark, Dancing Lights, Open/Close, Ray of Frost 1st (8/day) - Burning Hands (B) (DC 19), Mage Armor, Magic Missile (1d4+1 per missile, 5 missiles), Burning Disarm (DC 19), Comprehend Languages, Forced Quiet, Mythic Magic Missile (2d4+1 per missile, 5 missiles) 2nd (8/day) - Scorching Ray (B) (3 rays, 4d6), Mythic Scorching Ray (6d6, first ray bypasses fire resistance and fire immunity), Bull's Strength, Burning Arc (DC 20: primary, DC 18: secondary) (10d6), Glitterdust (DC 18), Spontaneous Immolation (DC 20), See Invisibility 3rd (7/day) - Protection From Energy (B), Displacement, Fireball (DC 21, 10d6), Fly, Mythic Fireball (DC 21, 10d10, Any creature that fails its Reflex saving throw catches on fire, taking 2d6 points of fire damage each round until the fire is extinguished.), Tongues 4th (7/day) - Greater Invisibility, Secure Shelter, Greater Flaming Sphere (DC 22), Malfunction, Elemental Body I (B) 5th (7/day)- Lightning Arc (11d6) (DC 21), Fire Snake (11d6) (DC 23), Damnation Stride, Elemental Body II (B) 6th (6/day) - Chains of Fire (DC 24), Disintegrate (26d6), Elemental Body III (B) 7th (4/day) - Mage's Magnificent Mansion Combat:
Base Atk +7/+2; CMB +8; CMD 21 Ranged Spell: +11 atk Light Crossbow: +11/+6 atk, 1d8 dmg, 19-20/x2 80 ft. range Mythic Abilities:
Hard to Kill Mythic Power 13/day Surge +1d8 Archmage Arcana: Arcane Surge (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result.
Eldritch Breach (Su): You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result. Mythic Spell Lore (Mythic Magic Missile, Mythic Fireball, Mythic Scorching Ray) Amazing Initiative Energy Conversion(Su): Whenever you cast a spell with the acid, cold, electricity, or fire descriptor, you can expend one use of mythic power to switch the energy type to a different one of those energy types. If the spell normally has its original energy type as a descriptor, it loses that descriptor and gains the new type as a descriptor. All other effects of the spell remain unchanged. Arcane Metamastery (Su): As a swift action, you can expend one use of mythic power and pick any one metamagic feat you know that increases the slot level of the spell by 0 or 1 levels. For the next 10 rounds, you can apply this metamagic feat to any arcane spell you cast without increasing the spell slot used or casting time. You can also use this ability on an arcane spell you cast from a scroll, staff, or wand. You can't have more than one use of this ability active at a time. If you use this ability again, any previous use immediately ends (though this doesn't affect spells already cast). You can select this ability more than once. Each time you select this ability, the maximum spell slot level increase of the metamagic feat you can choose goes up by 1, to a maximum of 4. Recuperation Pure Destiny (Su): Your mythic destiny is guided by providence. You’re immune to all non-mythic curses and compulsions. Curses and compulsions from mythic sources count as mythic for the purposes of this ability. Equipment and Possessions:
Sorcerer's Kit Light Crossbow 20 bolts Masterwork Fortune Teller's Deck Headband of Alluring Charisma +2 Cloak of Resistance +2 Bracers of Armor +4 Ring of Protection +1 Mirroring Belt: This broad belt is constructed of steel plates polished to a gleaming finish. The belt grants its wearer a +2 enhancement bonus to Dexterity. Three times per day, the wearer can use mirror image to bring forth illusory duplicates that persist for 6 minutes or until destroyed. These function as normal images from that spell, except any ranged attack (including ranged touch spells) that strikes and destroys an image rebounds onto the attacker, using the attacker's original result to determine whether the attack hits. If the wearer expends one use of mythic power to activate the belt, the mirror images replenish when the wearer is hit. This functions as above, except each time an attack hits the wearer instead of an image, the belt creates a new image, up to the spell's limit of eight images. Unlike mirror image, the effect doesn't end when the images are gone. If there are no more images, the belt continues to create new images for the effect's full duration. |