Fey Friend

Trace Jebadiah "TJ" Hunter's page

40 posts. Alias of TheoreticallyYours.


Full Name

Trace Jebadiah "TJ" Hunter

Race

HP: 4/4 |AC: 12 (tch 12, ff 10) | CMB: -1, CMD +11| F: +0 R: +2 W: +1 | Init +2 | Perc: +1, Darkvision

Classes/Levels

| Spd: 30ft. | Active Conditions: None |

Gender

Male Ifrit Sorcerer (Efreeti) 0.1

Size

Medium

Age

12

Special Abilities

Darkvision; Burning Hands; Fire Ray

Alignment

CG

Languages

Common, Ignan

Strength 10
Dexterity 14
Constitution 10
Intelligence 10
Wisdom 12
Charisma 16

About Trace Jebadiah "TJ" Hunter

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BASIC STATS
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Trace Jebadiah “TJ” Hunter
Medium Outsider (Native)
CG Male Sorcerer (Efreeti) 0.1

Str 10 (+0) | Dex 14 (+2) | Con 10 (+0) |
Int 10 (+0) | Wis 12 (+1) | Cha 16 (+3) |

Senses; Perception +1; Darkvision 60ft

DEFENSE:

Fort +0 (CON); Ref +2 (DEX); Will +1 (WIS)
Resistences: fire 5
Immune:
Conditional
AC 12, ff ?, touch ?; (+? Armor, +? Deflection, +2 Dex, +? Dodge, +? Natural, +? Shield, +? Sacred)
HP 4 (HD: 1d6, +1 favoured)


OFFENSE:

Init +2; Speed 30 ft.
BAB -1; CMB -1; (BAB + Str + Size) CMD +11; (10 + BAB + Str + Dex + Size + Misc)
Concentration +?

Melee

Ranged

Supernatural
Burning Hands (Sp) – 1/1 (daily)
Fire Ray (Sp) – 6/6 (daily)


FEATS AND TRAITS:

Traits

Feats

SKILLS AND LANGUAGES:

Bold are class skills; Italic means the skills can’t be used untrained.
( 2+INT | 2 BG )

Adventuring Skills
Acrobatics (DEX)
Bluff (1) +5 (CHA)
Climb (STR)
Diplomacy (CHA)
Disable Device (DEX)
Disguise (CHA)
Escape Artist (DEX)
Fly (DEX)
Heal (WIS)
Intimidate (CHA)
Knowledge (arcana) (1) +2 (INT)
Knowledge (dungeoneering) (INT)
Knowledge (local) (INT)
Knowledge (nature) (INT)
Knowledge (planes) (INT)
Knowledge (religion) (INT)
Perception (WIS)
Ride (DEX)
Sense Motive (WIS)
Spellcraft (INT)
Stealth (DEX)
Survival (WIS)
Swim (STR)
Use Magic Device (CHA)

Background Skills
Appraise (INT)
Craft (pyrography) +2 (INT)
Handle Animal (1) +5 (CHA)
Knowledge (geography) (INT)
Knowledge (engineering) (INT)
Knowledge (history) (INT)
Knowledge (nobility) (INT)
Linguistics (INT)
Lore (INT)
Perform (CHA)
Profession (WIS)
Sleight of Hand (DEX)

Languages
Common, Ignan


ADVANCEMENT:


CLASS ABILITIES (DETAILED):

Favoured Class Bonus Choose a bloodline power from the elemental (fire) bloodline or the efreeti bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +½ higher (to a maximum of +4) when determining the effects of that power.

Weapon and Armor Proficiency
Proficient with Short Spear and Sling.

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.


BLOODLINE – EFREETI:

You were born with the power of fire genies, and the magic of the efreet is strong in you.

Class Skill: Knowledge (Planes)
Bonus Spells:
3rd - Enlarge Person
5th - Scorching Ray
7th - Fireball
9th - Wall of Fire
11th - Persistent Image
13th - Planar Binding
15th - Plane Shift
17th - Giant Form II
19th - Wish

Bloodline Arcana - Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell’s descriptors to match this energy type.

Bloodline Powers:
Fire 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 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance (Ex): At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20.

Efreeti Form (Su): At 9th level, you gain the ability to assume the form of an efreeti once per day. This acts like the spell giant form I, except you only use it to become an efreeti and its duration is 1 round per level. While in this form, you also gain an efreeti’s heat ability.

Elemental Movement (Su): At 15th level, your base speed increases by +30 feet.

Power of the Efreet (Su): At 20th level, you gain the power of genies to grant wishes. Once per day, you can cast limited wish as a spell-like ability. Such wishes must begin with the words “I wish,” and cannot duplicate a wish you have granted within the past 24 hours. If you use this ability to duplicate a spell with a costly material component, you must provide that component.

You also become immune to fire damage, and can use plane shift once per day to travel to or from the Plane of Fire.


RACIAL ABILITIES:

Favoured Class Bonus - Choose a bloodline power from the elemental (fire) bloodline or the efreeti bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/6 higher (to a maximum of +4) when determining the effects of that power.

Standard Racial Traits
Ability Score Racial Traits (Witchborn) Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.

Defense Racial Traits
Energy Resistance: Ifrits have fire resistance 5.

Magical Racial Traits
Spell-Like Ability Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit’s level; DC 11 + Charisma modifier).
Fire-Starter Ifrits with this racial trait derive sadistic satisfaction from watching others burn. Anytime the ifrit causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round. The ifrit only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus. This racial trait replaces fire affinity.

Senses Racial Traits
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.

MAGIC:

Spells Per Day
1st – 3/3 | 2nd – 1/1 | 3rd – 1/1

3rd (0) – NONE
2nd (0) – NONE
1st (2) – Mount 1 hour, Unseen Servant 30 min,
Cantrips (4) – Mage Hand, Open/Close, Prestidigitation30mins, Spark

Bloodline Powers
Fire Ray (Sp) – Ranged Touch | 1d6 + 1 ea 2 lvls | 30ft | 3 + CHA

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EQUIPMENT AND GOLD (SUMMARY)
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EQUIPMENT AND GOLD (DETAILED):