Queen Elvanna

Sorsul's page

208 posts. Alias of Grumbaki.


Race

HP 16/27 | AC 19 T 14 FF 16 | F +5 R +5 W +4 / +9 vs mind effecting | CMD 15 MSD PSD 17| Init +3 | Perc +2

Classes/Levels

Hit Dice 3/3| Spell Points 7/9

Gender

Sorsul: Darkshaper 3

Strength 8
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 10
Charisma 20

About Sorsul

Armorist with the archetype darkshaper 1-14
Shadow Dancer 15

Offense and Defense:

Offense
Feint: +3 (BaB) + 5 (Cha) = +8
To Hit: +3 (BaB) + 5 (Cha) = +8
Damage: 1d4 (Base) + 5 (Cha) = 1d4+5
Fatal Strike: 1d6

[dice=Perform]1d20+16[/dice]

[dice=Feint]1d20+8[/dice]
[dice=Attack]1d20+8[/dice]
[dice=Damage]1d4+5[/dice]
[dice=Electricity]1d6[/dice]
[dice=Fatal Thrust]1d6[/dice]

[dice=Feint Strike if feint succeeded]1d20+8[/dice]
[dice=Damage]1d4+5[/dice]
[dice=Electricity]1d6[/dice]
[dice=Fatal Thrust]1d6[/dice]

Defense
* AC: 10 (base) + 3 (Dex) + 3 (Armor) + 2 (Shield) +1 (Trait) = 19/14/16
* Fort: +3 (base) + 1 (Con) +1 (Resistance) = +5
* Ref: +1 (base) + 3 (Dex) +1 (Resistance) = +5
* Will: +3 (base) + 0 (Wis) +1 (Resistande) = +4 / +9 mind effecting

Fetchling:

* Stats: +2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.
* Native Outsider: Fetchlings are outsiders with the native subtype.
* Darkvision: 60ft
* Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.
* Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
* Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
* Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
* Darkness Adept: If you later gain levels in a class granting the casting class feature, exchange this feat for the Extra Magic Talent feat.

Background and Traits:

Entertainer
Ability Boost: Charisma
Bonus Feat: Graceful Athlete
Class Skills: Acrobatics and one Perform skill of your choice
Well-Practiced: You can spend one hit die to roll it and add the result to a Perform check.
Consummate Performer: At 5th level, you can elect to permanently reduce your hit dice by three. If you do, you can spend one hit die to cast charm person or silent image, two hit dice to cast enthrall, and three hit dice to cast hypnotic pattern.

Trait
* Alluring Combatant: You spent time as a dancer and storyteller who relied on body movements to attract attention or customers. You prefer tight or revealing clothing, and you know how to move to best advantage while wearing it. When wearing light armor or no armor and clothing designed to be provocative, you gain a +1 trait bonus to AC.

Sphere Talents:

Casting Tradition

* Magic Type: Psychic
* Casting Ability Modifier: Charisma
* Drawbacks: Skilled Casting
- Somatic Casting x2 (you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.)
- Skilled Casting
- You must create your magic through singing, drawing, or performing some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability.
- The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.
- A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks.
* Boon: +1 spell point every odd level

Lvl 1: Dark Sphere (Shadow Master: You cannot create darkness, and cannot select (darkness) talents. You must select a (shadow) talent as your bonus talent for this drawback.)
- Shadow Lurk x2 (As a standard action you may spend a spell point to have a target’s shadow split off from them and form a shadow lurk that acts as an independent creature unwaveringly loyal to you for 10 minutes per caster level. A shadow lurk appears as a shaded, obviously spurious version of the target. It is weightless and its equipment is entirely illusionary. It has the same skills, feats, and attributes as the target, except that its Strength score is 3, and only has a number of hit points equal to your caster level.

The shadow lurk cannot attack, use extraordinary or supernatural abilities, cast spells or use spell-like abilities, or employ its target’s class features, though it can manipulate objects and use skills. A shadow lurk must remain within long range of its original source or it ceases to exist. The target lacks a shadow while this effect is active.

Retracting a shadow lurk is a move action that does not provoke attacks of opportunity. Either the target or the shadow lurk may spend this action. If a shadow lurk is killed or exceeds its range, it winks out of existence and the target’s shadow returns to them with a surge of energy that causes them to be stunned for 1 round. In either case, the target immediately gains the knowledge of everything their shadow lurk observed and did while it was detached.

You may gain this talent a total of twice. If gained a second time, you may weave shadowstuff into your shadow lurks, giving them and their equipment increased substance. Your shadow lurks use the full Strength score of their source, have 2 hit points per caster level, and possess non-magical versions of their sources’ equipment. It may flank, threaten, and make a single attack per turn using non-magical versions of whatever weapons or natural attacks its source possesses. It attacks using its source’s full base attack bonus, Strength score, feats, and proficiencies, but deals only half damage. A shadowstuff-imbued shadow lurk may not attempt non-attack combat maneuvers, cast spells, or use its source’s class features. Alchemical items created as part of your shadow lurks do not function.)

- Imbue Shadow (You may imbue a target’s shadow with the power of your darkness magic. As shadow ability, you may spend a spell point to cause a target’s shadow to wrap itself around the target, creating a band of supernatural darkness across their eyes, rendering the target blinded. The blindfold lasts as long as you concentrate to a total of 1 round per caster level, but you may spend an additional spell point as a free action to allow the effect to endure for this duration without concentration. Darkvision has no effect on this blindfold, but creatures with the see in darkness ability are immune. Additionally, if a talent is usable as both a (darkness) and (blot), you may now use it as if it also possessed the (shadow) tag. Talents used in this fashion cost an additional spell point to use and have a duration of 1 round per caster level.)

- Shadow Strike (As a standard action, you may make a single weapon attack in conjunction with using a [shadow] effect. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also affected by the [shadow]. If using a scatter weapon, the [shadow] only applies to a single target, chosen at the time of attack. If you possess the Clinging Darkness talent, you may affect the target with a [darkness] or [blot] effect in place of a [shadow])

Combat Talents:

Shadow Dancer
* Simple weapons, light armor, buckler proficiency (Armorist)
* Equipment: Custom Training (Bladed Scarf, Totem Spear, Scimitar)
Shield Expert: Shield Expert: You increase the shield bonus to AC of any shield you wield by +1. When your base attack bonus reaches +8 you lower the armor check penalty of any shield you wield by 1. For every 8 points of base attack bonus you gain thereafter, you reduce the armor check penalty of your wielded shields by a further 1 (this cannot reduce your armor check penalty below 0).
* Variable: Fencing sphere
* Variable: Unarmored Training

Lvl 1: Fencing Sphere
- Fatal Thrust (1d6 sneak attack per 5 lvls)
- Fast Feint (move action feint)

Lvl 2: Fencing Sphere
- Feint Strike (swift action bonus attack if feint succeeds)
- Unlikely Feint (You do not suffer a penalty when feinting against non-humanoids, and the penalty against feinting a creature with an Intelligence of 1 or 2 is reduced to -4. You may attempt to feint mindless creatures, but suffer a -8 penalty. For every 5 points of base attack bonus you possess, these penalties are reduced by 2 (minimum 0).)

Lvl 4: Fencing Sphere
- Shadow Strike Exploit (Your attack cuts through essence. Your attack deals full damage to ethereal creatures and incorporeal creatures. Against corporeal creatures, your attack deals nonlethal damage, and the target must pass a Fortitude save or become fatigued for 1d4 rounds. For every 5 points of base attack bonus you possess, this penalty lasts for an additional round. This is a supernatural ability.)

Lvl 6: Dual Wield Sphere
- Dual Attack (-2 hit +1 attack)
- Mercurial Flow (full damage off hand attack)

Lvl 8: Fencing Sphere
- Expert Feint (When you succeed at a feint check against a target, that target also loses its Dexterity bonus to its armor class against all attacks until the beginning of your next turn, in addition to your next attack.)

Lvl 10: Dual Wield Sphere
- Balanced Blows (reduce penalty to -1)

Lvl 10: Equipment Sphere
- Critical Focus (18-20 crit x2, add lvl to crit damage)

Lvl 12: Dual Wield Sphere
- Three-Sword Style (50% spell failure chance to cast any spell with a verbal component, or increase any existing spell failure chance for spells with verbal components by 50%…her spells are not verbal. In addition, whenever you make a dual attack, you may make an additional off-hand attack with the weapon wielded in your mouth as an immediate action.)

Lvl 14: Fencing Sphere
- Reaving Strike (As long as you have martial focus, when you strike an opponent that has a chance of negating critical hits or precision damage, such as from the fortification armor special ability, reduce that chance by 5% per point of base attack bonus you possess.)

Feats, Arsenal Tricks, Skills, Equipment:

Background Feats
Lvl 1: Skill Focus Perform
Lvl 2: Cunning
Lvl 4: Deepsight
Lvl 6: Graceful Athlete
Lvl 8: Robustness
Lvl 10: Skill Focus Influence
Lvl 12: Skill Focus Stealth
Lvl 14: Skill Focus Deception

Feats
Lvl 1: Extra Combat Talent
Lvl 3: Steadfast Personality
Lvl 5: Weapon Focus
Lvl 7: Power Attack
Lvl 9: Furious Focus
Lvl 11: Iron Will
Lvl 13: Lightning Reflexes
Lvl 15: Great Fortitude

Arsenal Tricks
Lvl 2: Extra Feat - Extra Combat Talent
Lvl 4: Shadow Stash
Lvl 6: Extra Feat -> Extra Combat Talent
Lvl 8: Arms of the Outer Planes
Lvl 10: Extra Feat -> Extra Combat Talent
Lvl 12: Shadow Stash
Lvl 14: Hunter

Skills
* Perform (+16)
* Stealth (+11 / +10 ACP)
* Influence (+11)
* Deception (+11)
* K Planes (+4)
* Athletics (+7)

Equipment
* 3x daggers
* Totem Spear (can be used as a wind instrument, +2 athletics), Scimitar
* Dancer’s Garb (+2 perform)
* Buckler
* Backpack with fighter’s kit
* 5 gold
* 100 platinum coins

Shadow Limbs
* Attunement: Lvls 5, 8, 11, 14
* Armorist adds enchantments at lvls 3, 7, 11, 15
* Limbs: 2x lvl 6, 3x lvl 11
* Lvl 3 (Frost) Lvl 7 (Frost, Shock) Lvl 8 (Holy) Lvl 11 (Holy, Frost), Lvl 14 (Holy, Bane) Lvl 15 (Holy, Frost, Bane)