Lem

Tae's page

444 posts. Alias of JAF0.


Full Name

Traxelreaux Tivaard Shadowbranch

Race

halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5

Classes/Levels

skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

Gender

hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 |

Special Abilities

* +2 to these skills when concealed in darkness or dim light

Alignment

NG (N)

Languages

common, halfling, +1

Homepage URL

4th lvl +1 cha

Strength 10
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 10
Charisma 18

About Tae

racial traits:

Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces fearless. (perc/acro)
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Halflings can take this trait in place of weapon familiarity.

traits:

Wild Shadow Select one terrain type from the ranger’s favored terrain list. - Underground (caverns/dungeons) Benefit(s) You can attempt Stealth checks in this terrain in normal light without having cover or being invisible. You still can’t attempt Stealth checks in areas of bright light without invisibility or cover.

Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level. - Fireball

feats:

eschew materials (bonus feat)

toughness (1st lvl)

combat casting (3rd lvl)

craft wondrous item (5th lvl)

piercing spell +1 (-5 to SR of targets) (7th lvl)

Improved Initiative (7th lvl bloodline feat)

spells:

0 lvl, dc 14 (know 6) dancing lights, prestidigitation, mage hand, detect magic, penumbra, acid splash

1st lvl, dc 15 (know 4) 4/7, magic missile, snowball, ear piercing scream, windy escape, bonus: ray of enfeeblement

2nd lvl, dc 16 (know 3) 7/7 glitterdust, scorching ray, mirror image, bonus: invisibility

3rd lvl, dc 17 (know 2) 5/5 fly, fireball bonus: dispel magic

sorceror abilities:

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer’s abilities.

The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.

Cantrips Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

crossblooded sorceror archetype features:

A crossblooded bloodline combines the powers of two distinct heritages. In most cases, sorcerers with this bloodline are the offspring of two sorcerers from different ancestries, but occasionally a crossblooded sorcerer arises from the conjunction of other powers. A draconic sorcerer who is also the culmination of a great destiny, an abyssal sorcerer from a family that dealt with devils, and an arcane sorcerer raised from birth by fey are all possible sources for crossblooded bloodlines.

A crossblooded sorcerer selects two different bloodlines. The sorcerer may gain access to the skills, feats, and some of the powers of both bloodlines she is descended from, but at the cost of reduced mental clarity and choice (see Drawbacks).

Class Skill A crossblooded sorcerer receives the bonus class skill from both of her bloodlines. If these are the same skill, this does not grant any additional benefit.

Bonus Spells A crossblooded sorcerer may select her bonus spells from either of her bloodlines. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.
Example: A 3rd-level aberrant/abyssal crossblooded sorcerer has the choice of learning cause fear or enlarge person as her bloodline bonus spell. If she selected cause fear as her 3rd-level bonus spell, at 5th level she could use her new bonus spell to learn enlarge person instead of bull’s strength or see invisibility, and she would add it to her list of 1st-level spells known (just as if she had learned it as her 3rd-level bonus spell).

Bonus Feat A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list.

Bloodline Arcana A crossblooded sorcerer gains the bloodline arcana of both her bloodlines.

Bloodline Powers At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.

Drawbacks A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known. Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.

Arcane bloodline abilities:

Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Class Skills Any one knowledge skill .

Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).

Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

...Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

--->*...Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

Oni bloodline abilities:

Class Skill: Disguise.

Bonus Spells: ray of enfeeblement (3rd), invisibility (5th), fly (7th), charm monster (9th), cone of cold (11th), greater dispel magic (13th), waves of exhaustion (15th), trap the soul (17th), dominate monster (19th).

Bonus Feats: Combat Expertise, Combat Reflexes, Enforcer, Fast Healer, Improved Initiative, Iron Will, Power Attack, Skill Focus (Intimidate), Weapon Proficiency (katana)

Bloodline Arcana: Whenever you cast a spell of the charm or compulsion subschool, you gain a bonus on Bluff, Diplomacy, and Intimidate skill checks equal to the level of the spell for 1d4 rounds.

Bloodline Powers: While some would call you cursed, you have learned to unlock the powers of your oni heritage. Your emergent cruelty becomes more dominant as your power increases.

--->...(Touch of Agony (Sp): At 1st level, you can make a melee touch attack as a standard action that wracks a living creature with agonizing pain. The target takes 1d4 points of nonlethal damage each round for a number of rounds equal to 1/2 your sorcerer level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.)

...(Altered Form (Sp): At 3rd level, you gain the ability to change shape (as the spell alter self) for a number of minutes per day equal to your sorcerer level. These rounds need not be consecutive. At 17th level, the duration of this effect is no longer limited, and you may remain in your chosen form as long as you want.)

equipment:

clothing
handy haversack1000
rations x5
waterskin
bedroll
50' silk rope
flint/steel/tinderbox
dagger
2 spring loaded wrist sheathes
boots of the cat500
lesser talisman triskelion150
wand infernal healing750
lesser rod of empower9000
scroll deep slumber450
sorceror's robe2500
spectacles of understanding1500

brief background: