Zelmesdria

The Witch Anne's page

19 posts (40 including aliases). No reviews. No lists. No wishlists. 3 aliases.


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I am finishing up now.
Final submission with hexes and spells etc. to come tonight.
Good luck to all thoose more than happy to be evil!


Yuugasa said wrote:
Your stats are fine. I am cool with changeling, and I like your back story=)

Brilliant. I will just get my hexes and spells together, tidy it all up a bit and submit a final version in the next few days. Praise to Asmodeous, Master of Witches!


I still have some bugs to work out in both build and backstory but I would like to post what I have just to put it out there and perhaps get some feedback. I would also like to say this is the first time I have been tasked with choosing my own ability scores so I'm still uncertain how over or under stated the character is ;p

Here is the link to the Changeling Racial page
www.d20pfsrd.com/races/other-races/uncommon-races/arg-changeling

Imogene The Witch

Backstory:

Found in a crude wicker basket as a baby on the steps of an orphanage run by The Shinning Sisters of Mitra (i.e.nuns), Imogene Bainesworth had always felt like she didn't belong to the "good" world growing up. The orphanage is dedicated to the training of children in skills predominately suited for household/servant positions to some of the more affluent families across Talingarde.

As a child she caused constant trouble at the orphanage and found it quite difficult to relate with the world/culture around her. Imogene did however have a knack for getting others to do what she wanted and could usually lie her way out of any situation. Some of this behavior was due to the fact that she has always been strikingly beautiful in an almost unearthly and intimidating way which allowed her to manipulate those around her with ease.

Tall and slender with hair black as coal and skin white as snow, Imogene commands her space very well. Her most ethereal/eccentric feature is her two different colored eyes; one pale violet and the other a complex hazel-grey.

When she was 11 years old Imogene first heard her true mothers "call" in the thick of a late midsummer's night. Not quite in a trance but with more of an intuitive heeding/answering, she followed a melodic voice to the deep humid marshes far outside of town as if she were walking to a place she had been many times before and yet had never seen. It was there, at midnight, under a rusted full moon, Imogene first met her Hag mother and learned that she herself was in fact a changeling.

The Hag had a very specific agenda for her daughter;
"Burn them from the inside out" she said.

Imogene's task was to infiltrate the most prominent household she could as a servant/chambermaid/nursemaid and convert other servants to the worship of Asmodeous to help slowly promote Infernal ideals amongst the children of higher class families. This was part of a larger agenda the Hag was a part of for a dominant infernal rule throughout Talingarde. After this, Imogene finally felt she knew who she was, or rather confirmed who she always knew she was, and, what she was destined for.

At the age of 13 Imogene was placed as a scullery maid by the sisters of the orphanage in the house of a duke and was very successful at converting the more unhappy scullery maids of the manner to the secret worship of Asmodeous, who they in time lovingly called "the master of witches". She worked in the duke's household for three years and was then traded/recommended to the house of a lord when she was 16. It was right around this time that news had come to Imogene that her mother and the last of the marsh Hags were slaughtered by the so-called righteous knights of the Talin government. At first her mothers death was ostensibly the end her world but Imogene quickly regained focus on her task and in her heart of hearts vowed to take revenge on the world that destroyed her true mother and denied the true law of Asmodeous.

During the next two years Imogene was blessed, slowly at first, with powers beyond just her charisma and her wildest dreams came true ... she was in fact a witch. She was befriended by her tiny viper familiar named Sigmund and from whom she learned a handful of magical spells. Imogene, now 18 had also become increasingly sexual in her behavior with both the men of the household and the small mock "coven" she was attempting to create amongst the chambermaids. It is during this time Imogene became slightly reckless without the guidance of her hag mother. Jealousy and fear spread amongst the servants and eventually Imogene was revealed as a witch and a promoter of the worship of Asmodeous. She and five other servants were arrested late at night during a ritualistic orgy the authorities were tipped off on by the chambermaid that ratted her out and has been convicted of the crime of heresy.

Now, sitting in prison, her mind is no longer set to "burn them from the inside out" ...
Now, sitting in prison, her mind is set to hurl the world blazing into the pits of hell.

STATS:

Imogene Bainesworth aka Imogene The Witch
Changeling/Witch/Level 3
Lawful Evil/M/Humanoid, changeling (18 years old)
Patron: Enchantment
Familiar: Viper (master gains a +3 bonus on Bluff checks)
Crime:
"Heresy"
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving throws against divine spells.
----------------------------------------------
Defense
----------------------------------------------
AC 14 =10+3(DEX)+1(natural armor)
Touch 13 Flat Footed 11
Fort 1 = 1(Base) + 0(CON)
Ref 4 = 1(Base) + 3(DEX)
Will 4 = 3(Base) + 1(WIS)
CMD 14 = 1(BAB) -1(STR)+ 3(DEX) + 10
Spell Resistance 9 (racial feat)
----------------------------------------------
Offense
----------------------------------------------
Speed : 30 ft
Base Atk +1 ; CMB 0 = 1(BAB)-1(STR)
Melee 0 = 1(BAB)-1(STR)+ Size
Ranged 4 = 1(BAB)+3(DEX)+ Size
----------------------------------------------
Statistics
----------------------------------------------
STR 8
DEX 16
CON 10(12-2)
INT 17 (3)
WIS 13(11+2)
CHA 20 (18+2)
----------------------------------------------
Skills
----------------------------------------------
WITCH : 2+INT+2(DM granted)= 7 ranks

3 Acrobatics = 3(DEX)
3 Appraise = 3(INT)
12 Bluff = 5(CHA)+1(trait)+3(class/trait)+3(ranks)
15 Bluff = 5(CHA)+3(familiar)+1(trait)+3(class/trait)+3(ranks)
18 Bluff = 5(CHA)+3(familiar)+1(trait)+3(class/trait)+3(ranks)+3(green widow, racial trait)
Climb = -1(STR)
Craft = 3(INT)
8 Diplomacy = 5(CHA) +3(ranks)
Disable Device* = 3(DEX)
5 Disguise = 5(CHA)
3 Escape Artist = 3(DEX)
3 Fly = 3(DEX)
Handle Animal* = 5(CHA)
1 Heal = 1(WIS)
9 Intimidate = 5(CHA) +3(class) +1(ranks)
8 Know.(arcana) = 3(INT) +3(class) +2(ranks)
8 Know.(local) = 3(INT)+1(trait)+3(class/trait) +1(ranks)
7 Know.(planes) = 3(INT) +3(class) +1(ranks)
5 Linguistics* = 3(INT)+2(ranks)
2 Perception = 1(WIS)+1(ranks)
5 Perform = 5(CHA)
Profession*= 1(WIS)
3 Ride = 3(DEX)
1 Sense Motive = 1(WIS)
Sleight of Hand* = 3(DEX)
9 Spellcraft* = 3(INT)+3(class) +3(ranks)
5 Stealth = 3(DEX)+2(ranks)
2 Survival = 1(WIS)+1(ranks)
Swim = -1(STR)
9 Use Magic Device* = 5(CHA)+3(class) +1(ranks)

Languages: common, infernal, Aklo
----------------------------------------------
Feats:
----------------------------------------------
Uncanny Resistance (Su)(via "Mother's Gift" racial trait)
Benefit: You gain spell resistance equal to 6 + your character level.

Additional Traits
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

*Liars Tongue(religion)
Benefit(s) You gain a +1 trait bonus on Bluff checks, and Bluff is a class skill for you

*Civilized(social)
Benefits: You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.

----------------------------------------------
Traits
----------------------------------------------
Claws(racial):
Changelings' fingernails are hard and sharp, granting them two claw attacks
(1d4 points of damage each).

Natural Armor(racial):
Changelings have a +1 natural armor bonus.

Darkvision(racial):
Changelings see perfectly in the dark up to 60 feet.

Green Widow (racial):
The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.

Favored Class Option:
(Witch)Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.

Note:
If a familiar is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per witch level. The ritual takes 8 hours to complete. A new familiar begins knowing all of the 0-level spells plus two spells of every level the witch is able to cast. These are in addition to any bonus spells known by the familiar based on the witch’s level and her patron.


Sounds deviously delicious. Cheers.


I am working on a Changeling Witch by the name of Imogene Bainesworth who has been imprisioned for heresy. Imogene had been sent into the household of a prominent family as a servant/chamber-maid to covertly spread the ideals of Asmodeous amongst the other servants and children of the household. She is a fantastic liar and a seducer of many a man (and woman), and she is highly intelligent; however she lacks wisdom due to her young age(18/19ish).More to come very soon ....


Dotting.


Born interested!


Just wanted to say good luck to all and to all a good night ... also if sayyess the sorceress is recruited I too have some minor adjustments to make if allowed. Cheers!


1 person marked this as a favorite.

Posting as "Sayyesss the Sorceress". Profile will be created if recruited.

*mage hand: her glass from the table to her hand where she stands.*
Downs the drink in one swig.

looks like I'm gonna have my pick of the litter here today ... This barbarian is a chump, easy conquest ... The tall sexy elf is interesting, I've always had a weakness for the elven tongue .... This little blonde boy might have some money on him tho .... and the wizard ... I bet he knows a few tricks, I don't care how old he is, he looks like a freak on the low ...

She slinks towards where Bohunk has sat himself and notices Greta leaning over passing out drinks.

... mmmm, Greta ....


Posting as "Sayyesss the Sorceress". Profile will be created if recruited.

I've never heard of him either, but I don't need to hear him ... I can just watch!

She stands and slinks past yurian brushing very close to him.

@yurian ... Take my seat if you like young man ...

She slinks even slinkier up to Bohunk delicately placing one hand on a pectoral and the other on the tip of his swords handle.

@bohunk You got a good bonus on that thing?

Dipolmacy: 1d20 + 13 ⇒ (19) + 13 = 32


Yes. Familiar is from her serpentine sorcerer bloodline power, 3rd level *Serpent-friend. Thnx!


Reworked a bit. I had to fix some of the original work too. Added mount and familiar stats. Any thoughts?

Stats/Skills:

Sayyesss the Sorceress
Half-orc Sorcerer 3
CN/Medium/Humanoid (Human, Orc)
Senses Darkvision
------------------------------------------------------------
DEFENSE
------------------------------------------------------------
AC 11 Touch 11 Flat Footed 10 (+1DEX)
HP 15
Fort 2 = 1(Base) +1(CON)
Ref 2 = 1(Base) + 1(DEX)
Will 5 = 3(Base) + 2(WIS)
CMD 14= 1(BAB) + 2(STR) + 1(DEX) + 10
CMD +1(grapple)= 15
------------------------------------------------------------
OFFENSE
------------------------------------------------------------
Speed 30 ft
Base Atk +1; CMB 3 = 1(BAB) + 2(STR)
CMB+1(grapple)=4
+1 to fire damage (favored class bonus x2)
Melee 3 = 1BAB+2(STR)
Long sword +3 (1d8)
Whip +3 (1d3/15ft non lethal)
Dagger +3 (1d4/19-20x2)
Ranged 2 = 1BAB+1(DEX)
Javelin +2 (1d4/30ft)
Short Spear +2 (1d6/20ft)
------------------------------------------------------------
STATISTICS
------------------------------------------------------------
STR 14
DEX 13
CON 13
INT 16 (15+1"odd")
WIS 14
CHA 18 (17 -1"odd"+2)

Class Skills: Appraise, Bluff, Craft, Fly, Intimidate, Know.(Arcana), Profession, Spellcraft, Use Magic Device.
Skill Ranks/Sorcerer Level: 4= 2+INT

12 Diplomacy = 1(Rank)+3(Class/bloodline)+2(racial)+2(Trait)+4(CHA)
13 Diplomacy = 12(skill)+1(charming trait, sexually attracted targets)
12 Intimidate = 1(Rank)+3(Class)+2(racial)+2(Trait)+4(CHA)
11 Bluff = 1(Rank)+3(Class)+3(familiar)+4(CHA)
12 Bluff = 12(skill)+1(charming trait, to sexually attracted targets)
7 Know.(arcana) = 1(Rank)+3(Class)+3(INT)
6 Know(local) = 1(Rank)+2(Racial)+3(INT)
9 Handle Animal = 1(Rank)+2(Trait)+2(Feat)+4(CHA)
11 Handle Animal = 9(skill)+2(on mount wearing harness)
6 Ride = 3(Rank)+2(Feat)+1(DEX)
6 Profession(Fortune-telling) = 1(Rank)+3(Class)+2(item/cards)
8 Spellcraft = 2(Rank)+3(Class)+3(INT)
8 Use Magic Device = 1(Rank)+3(Class)+ 4(CHA)

Proficiency:
All simple weapons. No armor or shields. Proficient with whips and longswords.
Whips and Nets treated as martial weapons.

Languages: Common, Orc, Draconic, Giant, Goblin.

Racial Abilities/Specials:

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Burning Assurance: +2 racial bonus to Diplomacy (replaces intimidating)

Beast master: +2 on Handle Animal and Treat Whips and Nets as Martial Weapons (replaces orc ferocity)

City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.(replaces weapon familiarity)

Sorcerer Bloodline:

Bloodline: Serpentine

The treacherous and yet hypnotic serpent’s blood that flows through you taints your magic with a sinuous and seductive grace.

Class Skill: Diplomacy.

Bonus Spells: hypnotism (3rd)

Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.

Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.

Serpentfriend (Ex): At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level –2 as your effective wizard level.

Spells Per Day/Known:

Spells Per Day
LVL 0: cantrips
LVL 1: 5

Spells Known
LVL 0: Detect Magic, Message, Prestidigitation, Read Magic, Mage Hand
LVL 1: Burning Hands, Color Spray, Shocking Grasp

Feats/Traits/Drawbacks:

Feats:
Persuasive: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Animal Affinity: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Traits:
Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Serpentine Squeeze: You gain a +1 trait bonus on combat maneuver checks to grapple a foe, as well as a +1 trait bonus to your CMD whenever an opponent tries to grapple you.

Drawbacks:
Hedonistic: Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Gear:

Long sword (15gp, 4 lbs)
Javelin x4 (4gp, 4 lbs)
Short Spear x2 (2gp, 6lbs)
Whip (1gp, 2 lbs)
Dagger (2gp, 1lbs)

Scroll of Magic Missle x2 (50gp)
Scroll of Ear Piercing Scream x2 (50gp)
Scroll of Charm Person (25gp)
Scroll of Sleep x2 (50gp)
Scroll of Flaming Sphere x2 (400gp)
Scroll of Burning Gaze x2 (200gp)
Potion of Cure Light Wounds x4 (200gp)
Alchemist Fire x3 (60gp)
Tangle-foot Bag x2 (100gp)
Elixir of Love x2 (300gp)

Lizard, Giant Frilled (combat trained) 550gp
Med. Tent (15gp, 30 lbs)
Water-proof Bag x2 (1 gp, 1 lbs)
Sorcerers Kit (8gp,19 lbs)
Grooming Kit (1 gp, 2 lbs)
Blanket (5sp, 3lbs)
MW Survial Kit (50gp, 5 lbs)
Silk Rope 50ft (10gp, 5 lbs)
Grappling Hook (1gp, 4 lbs)
Perfume, common 10 dose (10 gp)
MW Fortune-telling Cards (50gp, 1 lbs)
Board-game (1gp, 2 lbs)
Training Kit, Beast (15gp, 26 lbs)
Riding kit, exotic, no feed (36 gp, 49 lbs)
Carnivore Feed x8days (4sp, 40 lbs)
Rations x5 (25gp, 5 lbs)
Bread x2 (4cp, 1 lbs)
Cheese x2 (4cp, 1lbs)
Honey (1gp, 0.5 lbs)
Coffee, exotic (6cp, 1 lbs)
Milk (5cp, 0.5 lbs)
Fortune Cookie (1cp)
Rumboozle x4 (4sp, 2 lbs)
Ale, gallon (2sp, 8lbs)
Wine, common (2sp, 1.5 lbs)

Carrying Capacity:
Light 58 Med. 116 Heavy 175

Wealth:
GP 746 SP CP

Mount:

Giant Frilled Lizard (Name:Bhumfhati)
N Large animal
Init +5 Senses low-light vision, scent; Perception +11
Carrying Capacity L 459 M 1,080 H 1,380
------------------------------------------------------------
DEFENSES
------------------------------------------------------------
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 59 (7d8+28)
Fort +11, Ref +8, Will +4
------------------------------------------------------------
OFFENSE
------------------------------------------------------------
[bSpeed[/b] 30 ft., climb 30 ft.
Melee bite +9 (2d6+5), tail +4 (1d8+2)
Space 10 ft.; Reach 5 ft.
Special Attacks intimidating charge
------------------------------------------------------------
STATISTICS
------------------------------------------------------------
Str 21, Dex 13, Con 19, Int 2, Wis 14, Cha 10
Base Atk +5; CMB +11; CMD 22 (26 vs. trip)
Feats
Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Perception)
Skills
Climb +13, Perception +11, Stealth +8; Racial Modifiers +4 Stealth
------------------------------------------------------------
SPECIAL ABILITIES
------------------------------------------------------------
Intimidating Charge (Ex)
When a giant frilled lizard charges, it hisses ferociously, extends its neck frills, and darts forward on its hind legs, increasing its base speed to 50 feet for that round. In addition to the normal effects of a charge, the creature charged must make a DC 13 Will save or be shaken for 1d6 rounds. This is a fear effect. The save DC is Charisma-based.

Familiar:

Viper (Name: Itzibitz)
N Tiny animal LVL 1
Init +3; Senses low-light vision, scent; Perception +9
------------------------------------------------------------
DEFENSE
------------------------------------------------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 7
Fort +1, Ref +5, Will +1
------------------------------------------------------------
OFFENSE
------------------------------------------------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
------------------------------------------------------------
STATISTICS
------------------------------------------------------------
Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11;
Racial Modifiers +4 Perception, +4 Stealth
------------------------------------------------------------
SPECIAL ABILITIES
------------------------------------------------------------
Poison(Ex), Alertness, improved evasion, share spells, empathic link

Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Character Background:

Here she comes, do a double take... that sexy, over-sexed half-orc sorceress looking for a good time, a good man, and, his money.

Born into the life of a shrine maiden in the grand temple of her native desert metropolis, this buxom babe had an inappropriate taste for the adventure in the rough and tumble streets, burning with a desire that the life of a simple shrine maiden could never satisfy. Cast out of the temple for her brandish ways, Sayyesss the Sorceress found her calling as an adventurer and hedonist in her early adulthood, moving from city to city, region to region, man to man .... and women .... of really any race.

She's the lover of a good fire spell as much as she loves a good drink and lover. The alluring and seductive sorceress wants what she wants, when she wants it (and better get it). Sayyesss is a 24 year old sandskin half-orc of the serpentine sorcerer bloodline who rides a giant frilled lizard named Bhumfhati, 'cause its sexy and intimidating. She also has a small viper familiar named Itzipits. She often reads fortunes amongst other hustles, major or minor, to make extra money.

Appearance:
6ft2 195lbs brown eyes
light golden-brown toned skin.
Small orc tusks
long and thick pin-straight black hair with severe bangs.
busty, hippy, usually wearing little more than a leather bikini
under a scant white robe/sheer gown(temple vestment).
Aesthetic= Ancient Egyptian


posting as "Sayyesss the Sorceress". Profile will be created if recruited.

I've been riding the lizard all night and needed some pillow talk ...

Picks up her drink

... I find my best stories always begin with me and a corner, one way or another ...

Sips, smacks lips

@greta If you want I can read your fortune later babe ... I'll give you a two for one, love AND destiny .... <winks>

... And you boys?


careful wizard, you might live up to your name if you dig in those pockets too deep ... Tell me Heiwa, are enlightenment and vengeance kissing cousins? Cause I could def. get into that ...


Cool. I'll take a look tonight and repost any change. Glad she is of interest.


Posting as "Sayyesss the Sorceress". Profile wil be created if recruited.

well well, one at a time boys ... I had a sense this table was good company

She slips into the monks seat, and gestures the kind wizard to sit down.

thank you gentlemen. No need for introductions, I've been eavesdropping. <wink> My name is Sayyesss, I come from the desserts .... The hot, hot desserts ... And I've got a burning itch for a good adventure. It's been a while. Any ... big tips?

She sips a drink, doesn't care whos it was, and licks her lips.


Posting as "Sayyesss the Sorceress". Profile wil be created if recruited.

A name is like a spell ...

Emerging from a shadowed corner struts a buxom sand-skinned half-orc with the best figure one has ever seen on a woman, or a half-orc, shuffling a deck of cards.

... Careful what they call you ...

As she reaches the table she takes some gold pieces out of her leather bikini top and gentley places them on the table, eyes locked on the monk.

... You might find its permanent.

@Greta Greta my dear, bring these good looking gentlemen a round, on me ...


Look out fellas ..! Here comes that over-sexed, unexpectedly sexy half-orc sorceress looking for a good time, a good man, and, his money ...

stats:

Sayyesss the Sorceress
Half-orc Sorcerer 3
CN/Medium/Humanoid (Human, Orc)
Senses Darkvision
-----------------------------------------------------
Defense
-----------------------------------------------------
AC 11 Touch 11 Flat Footed 10 (+1DEX)
HP 15
Fort 2 = 1(Base) +1(CON)
Ref 2 = 1(Base) + 1(DEX)
Will 5 = 3(Base) + 2(WIS)
CMD 14= 1(BAB) + 2(STR) + 1(DEX) + 10
CMD +1(grapple)= 15
-----------------------------------------------------
Offense
-----------------------------------------------------
Speed 30 ft
Base Atk +1; CMB 3 = 1(BAB) + 2(STR)
CMB+1(grapple)=4
+1 to fire damage (favored class bonus x2)
Melee 3 = 1BAB+2(STR)
Long sword +3 (1d8)
Whip +3 (1d3/15ft non lethal)
Dagger +3 (1d4/19-20x2)
Fangs +3 (1d4+2+poison) fort save DC=12
Ranged 2 = 1BAB+1(DEX)
Javelin +2 (1d4/30ft)
Short Spear +2 (1d6/20ft)
-----------------------------------------------------
Statistics
-----------------------------------------------------
STR 14
DEX 13
CON 13
INT 15
WIS 15
CHA 19 = 17+2

Skills:
Class Skills: Appraise, Bluff, Craft, Fly, Intimidate, Know.(Arcana), Profession, Spellcraft, Use Magic Device.
Skill Ranks/Sorcerer Level: 4= 2+INT

12 Diplomacy = 1(Rank)+3(Class/bloodline)+2(racial)+2(Trait)+4(CHA)
13 Diplomacy = 12(skill)+1(charming trait, to sexually attracted targets)
12 Intimidate = 1(Rank)+3(Class)+2(racial)+2(Trait)+4(CHA)
8 Bluff = 1(Rank)+3(Class)+4(CHA)
9 Bluff = 9(skill)+1(charming trait, to sexually attracted targets)
7 Know.(arcana) = 1(Rank)+3(Class)+3(INT)
5 Know(local) = 1(Rank)+2(Racial)+3(INT)
9 Handle Animal = 1(Rank)+2(Trait)+2(Feat)+4(CHA)
11 Handle Animal = 9(skill)+2(on mount wearing harness)
6 Ride = 3(Rank)+2(Feat)+1(DEX)
6 Profession(Fortune-telling) = 1(Rank)+3(Class)+2(item/cards)
8 Spellcraft = 2(Rank)+3(Class)+3(INT)
8 Use Magic Device = 1(Rank)+3(Class)+ 4(CHA)

Spells Per Day:

LVL 0: cantrips
LVL 1: 5

Spells Known:

LVL 0: Detect Magic, Message, Prestidigitation, Read Magic, Mage Hand
LVL 1: Burning Hands, Color Spray, Shocking Grasp, Hypnotism(bloodline)

Languages:

Common, Orc, Draconic, Giant, Goblin.

Feats:

Persuasive: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Animal Affinity: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Traits:

Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Serpentine Squeeze: You gain a +1 trait bonus on combat maneuver checks to grapple a foe, as well as a +1 trait bonus to your CMD whenever an opponent tries to grapple you.

Drawbacks:

Hedonistic: Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Special:

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Burning Assurance: +2 racial bonus to Diplomacy (replaces intimidating)

Beast master: +2 on Handle Animal and Treat Whips and Nets as Martial Weapons (replaces orc ferocity)

City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.(replaces weapon familiarity)

Proficiency:
All simple weapons. No armor or shields. Proficient with whips and longswords.
Whips and Nets treated as martial weapons.

Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.

Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.

Serpentfriend (Ex): At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level –2 as your effective wizard level.

Gear:

Long sword (15gp, 4 lbs)
Javelin x4 (4gp, 4 lbs)
Short Spear x2 (2gp, 6lbs)
Whip (1gp, 2 lbs)
Dagger (2gp, 1lbs)

Scroll of Magic Missle x2 (50gp)
Scroll of Ear Piercing Scream x2 (50gp)
Scroll of Charm Person (25gp)
Scroll of Sleep x2 (50gp)
Scroll of Flaming Sphere x2 (400gp)
Scroll of Burning Gaze x2 (200gp)
Potion of Cure Light Wounds x4 (200gp)
Alchemist Fire x3 (60gp)
Tangle-foot Bag x2 (100gp)
Elixir of Love x2 (300gp)

Med. Tent (15gp, 30 lbs)
Water-proof Bag x2 (1 gp, 1 lbs)
Sorcerers Kit (8gp,19 lbs)
Grooming Kit (1 gp, 2 lbs)
Blanket (5sp, 3lbs)
MW Survial Kit (50gp, 5 lbs)
Silk Rope 50ft (10gp, 5 lbs)
Grappling Hook (1gp, 4 lbs)
Perfume, common 10 dose (10 gp)
MW Fortune-telling Cards (50gp, 1 lbs)
Board-game (1gp, 2 lbs)
Training Kit, Beast (15gp, 26 lbs)
Riding kit, exotic, no feed (36 gp, 49 lbs)
Carnivore Feed x8days (4sp, 40 lbs)
Rations x5 (25gp, 5 lbs)
Bread x2 (4cp, 1 lbs)
Cheese x2 (4cp, 1lbs)
Honey (1gp, 0.5 lbs)
Coffee, exotic (6cp, 1 lbs)
Milk (5cp, 0.5 lbs)
Fortune Cookie (1cp)
Rumboozle x4 (4sp, 2 lbs)
Ale, gallon (2sp, 8lbs)
Wine, common (2sp, 1.5 lbs)

Carrying Capacity:
Light 58 Med. 116 Heavy 175

Mount:
Lizard, Giant Frilled (combat trained) 550gp
carrying capacity L 459 M 1,080 H 1,380
Speed 30ft, Climb Speed 30ft

Wealth:
GP 746 SP CP

Backstory:

Here she comes, do a double take... that sexy, over-sexed half-orc sorceress looking for a good time, a good man, and, his money.

Born into the life of a shrine maiden in the grand temple of her native desert metropolis, this buxom babe had an inappropriate taste for the adventure in the rough and tumble streets, burning with a desire that the life of a simple shrine maiden could never satisfy. Cast out of the temple for her brandish ways, Sayyesss the Sorceress found her calling as an adventurer and hedonist in her early adulthood, moving from city to city, region to region, man to man .... and women .... of really any race.

She loves a good fire spell as much as she loves a good drink and a lover. The alluring and seductive sorceress wants what she wants, when she wants it (and better get it). Sayyesss is a 24 year old sandskin half-orc of the serpentine sorcerer bloodline who rides a giant frilled lizard named Bhumfhati, 'cause its sexy and intimidating. She also has a small viper familiar named Itzipits. She often reads fortunes amongst other hustles, major or minor, to make extra money.

Appearance:
6ft2 195lbs brown eyes
light golden-brown toned skin.
long and thick pin-straight black hair with severe bangs.
busty, hippy, usually wearing little more than a leather bikini
under a scant white robe/sheer gown(temple vestment).
Aesthetic= Ancient Egyptian


dotting. sounds like a blast!

5d6 ⇒ (1, 2, 6, 1, 6) = 16
5d6 ⇒ (3, 1, 6, 6, 1) = 17
5d6 ⇒ (6, 5, 3, 6, 5) = 25
5d6 ⇒ (5, 5, 1, 4, 1) = 16
5d6 ⇒ (4, 3, 1, 6, 1) = 15
5d6 ⇒ (3, 1, 5, 3, 5) = 17