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Signy Threeheart's page
26 posts. Organized Play character for Cellion.
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Full Name |
Signy Threeheart |
Race |
Art | Female Orc Sorcerer 1 | |
Classes/Levels |
AC: 14 | HP: 17/17 Hero:0/3 | Fort +5 Ref +4 Will +7 | Perc +5 (darkvision) | FP: 0/1 | Spell:: 1st:3/3 | Active Status: |
Size |
Medium |
Age |
21 |
Alignment |
N |
Deity |
Fandarra |
Strength |
10 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
14 |
Charisma |
18 |
About Signy Threeheart
Signy Threeheart
Female Orc Sorcerer 1
Neutral Medium Humanoid (Orc)
<Irriseni Winter Orc, Root Worker, Water Elemental Sorcerer>
Perception +5; Senses darkvision
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DEFENSE
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HP 18
AC 14
Fort +5, Ref +4, Will +7
Defensive Abilities ---
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OFFENSE
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Size Medium, 5ft reach.
Speed 25 ft.
Melee Strike
> Dagger +4 (Dmg 1d4 P; Agile, Finesse, Thrown 10ft, Versatile S)
Ranged Strike
> Dagger +4 (Dmg 1d4 P; Agile, Finesse, Thrown 10ft, Versatile S)
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SPELLS
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Statistics: (Primal DC17, Spell Attack +7; Per Day- 1st: 3)
Focus Spells (Max 1 FP)
Elemental Toss
Spells Known
Cantrips Electric Arc, Ray of Frost, Read Aura, Detect Magic, Produce Flame**
1st Levels Heal*, Hydraulic Push, Burning Hands**
(*) Are Signature Spells
(**) Are Bloodline Spells
Blood Magic Effect (Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell's initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast.)
Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.
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STATISTICS
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Str 10 (+0), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 14 (+2), Cha 18 (+4)
Background Root Worker (Some ailments can’t be cured by herbs alone. You learned ritual remedies as well, calling on nature spirits to soothe aches and ward off the evil eye. Taking up with adventurers has given you company on the road, as well as protection from those who would brand you a fake—or worse. You're trained in the Occultism skill, and the Herbalism Lore skill. You gain the Root Magic skill feat.)
Skills
. . Untrained - Arcana +0, Athletics +0, Crafting +0, Deception +4, Diplomacy +4, Medicine +2, Performance +4, Society +0, Stealth +1, Thievery +1.
. . Trained - Acrobatics +4, Intimidation +7, Herbalism Lore +3, Nature +5, Occultism +3, Religion +5, Survival +5
. . Expert - N/A
Feats
. . Ancestry - @1 Orc Warmask (divine)
. . Class - N/A
. . General - N/A
. . Skill - @1 Root Magic, @1 Dubious Knowledge (Religion),
Languages Common, Skald, Orc.
Proficiencies Armor Proficiencies (Unarmored Defense - Trained), Weapon Proficiencies (Unarmed, Simple - Trained), Save Proficiencies (FORT - Trained, REF - Trained, WILL - Expert), Perception (Trained), Primal Spell Attacks and DCs (Trained)
Combat Gear Dagger, Sling
Consumables Caltrops x2, Chalk x10,
Magic Items Scroll of Pest Form x1, temp Scroll of Heal x1
Other backpack, bedroll, flint & steel, 50ft rope, rations, soap, torches x5, waterskin, bullseye lantern (w/ 10 pints oil)
Cash Money 7.5 gp
Bulk / Encumbrance
Build Notes:
Animal Accomplice:
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