Seoni

Tulip Weatherhollow's page

21 posts. Alias of Wander Weir.


About Tulip Weatherhollow

A character created for a now defunct Crypt of the Everflame campaign:

Halfling Elementalist Sorcerer (Fire)

Stats:
Str: 11 (+0)
Dex: 14 (+2)
Con: 10 (+0)
Int: 14 (+2)
Wis: 10 (+0)
Chr: 18 (+4)

HD: 1d6 = (6 HP)
Current HP: 6 -- Current Non-Lethal: 0
BAB: +1 = +0 (Base), +1 (Racial)
Init: +2
Movement: 30'
Experience: 0

Fortitude: 1 = +0 (Base), +0 (Con), +1 (Luck); Reflex: 3 = +0 (Base), +2 (Dex), +1 (Luck); Will: 3 = +2 (Base) +0 (Wis), +1 (Luck)

Armor Class: 14 = 10 (Base) +2 (Dex), +1 Dodge, +1 (Size)
Touch: 14; Flat Footed: 11; Mage Armor: 18

CMB: -1 = +0 (BAB) +0 (Str) -1 (Size)
CMD: 11 = 10 (Base) +0 (BAB) +0 (Str) +2 (Dex) -1 (Size)

Attacks

Dagger: +1 Melee, +3 Ranged (1d3, 19-20 x2, 10' Range, .5 lb, P or S)
Sling: +3 Ranged (1d3, 20 x2, 50' Range, 0 lbs, B)
Sickle: +1 Melee (1d4, x2, 1 lbs, S, Trip)
Disrupt Undead: +3 Ranged Touch (1d6 to Undead Only)
Ray of Frost: +3 Ranged Touch (1d3 points of cold damage)
Shocking Grasp: +1 Melee Touch (1d6 points of electricity damage)
Elemental Ray (7/day): +3 Ranged Touch (1d6 points of fire damage)

Spells
0-Level: Dancing Lights, Disrupt Undead, Ghost Sound (DC 14), Ray of Frost
1-Level (4 per day): Mage Armor, Shocking Grasp

Skills and Feats

Skills
Acrobatics: +4 = +2 (Dex), +2 (Racial)
Bluff: +8 = +4 (Chr), +1 (Rank), +3 (Class)
Climb: +2 = +2 (Racial)
Intimidate: +8 = +4 (Chr), +1 (Rank), +3 (Class)
Knowledge The Planes: +7 = +2 (Int), +1 (Rank), +3 (Class), +1 (Trait)
Perception: +2 = +2 (Racial)
Profession - Farmer: +4 = +1 (Rank), +3 (Class)
Spellcraft: +6 = +2 (Int), + 1 (Rank), +3 (Class)
Stealth: +6 = +2 (Dex), +4 (Size)

Feats
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Background Traits

Magical Talent: Resistance: Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability?s save DC is Charisma-based.

Scholar of the Great Beyond: Knowledge: The Planes: You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (Knowledge History) is always a class skill for you.

Racial Traits

Small: 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 Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word ?halfling? in its name as a martial weapon.

Class Traits
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 (1st Level = 4).

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.

Elemental (Fire) 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.

Elemental Bloodline Power

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Class Skill: Knowledge (planes).

Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bloodline Powers: The (Fire element) infuses your being, and you can draw upon its power in times of need.

Elemental 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 damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability (7) times per day.

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.

Known Languages
Common, Halfling, Goblin, Abyssal

Encumbrance & Carrying Capacity
Carrying: 14 lbs. (2 lbs in backpack: 12 lbs w/o backpack)
Light: 37.5 lbs; Medium: 57 lbs; Heavy: 86.25 lbs

Equipment
Worn/ Carried:
Sickle, Sling, Dagger, sling bullets x 10, caltrops x2, Belt Pouch, Backpack.

Inside Pouch:
Chalk x5, 50' string, Flint & Steel.

Inside Backpack:
Trail rations x2, Waterskin x1, Potion of Cure light wounds, Shield Scroll, Enlarge Person scroll.

Remaining Coin: 3 gp, 7 sp, 4 cp

Character Background
Tulip's father was fond of telling the story of her birth:

"You were a wee little thing, still and quiet and my heart near stopped when I saw how pale you were. The mid-wife didn't say a thing. She took you to the bucket I'd filled with warm water and washed you, humming a little and rubbing you with her hands. Your mama, tired though she was, was worried and asking after you and I would have spoken too but for the dryness of my mouth. So frightened, we were! Then, just when we were sure that there was nothing more to be done, the mid-wife placed you on a table. There were two lit beeswax candles on each end there and you were right in the middle. I'll never forget it. The midwife patted your wee back once and then again. The second time, a breeze rose up from nowhere. The candle flames got real bright and then they snuffed out, just like that!"

He always paused at that point of the story and took a long pull from his mug. "I was shaking so badly by then that I almost couldn't light the candles again, but when I did I saw you right there in front of me. Your skin was pinkening and it was like you were unfolding right before my eyes, a perfect...little...tulip." He would poke her nose with one thick finger as he spoke each of those last three words and she giggled every time.

When Tulip turned 12 and the strange things started to happen she thought back to that story, especially the part about the candles flaring up. What she'd always thought was just her father's penchant for dramatics become something more, something frightening and unexplained.

It began with the lights. One evening after a long day of work and play in the fields, Tulip was late in coming home. Night had fallen and the way was dark turning the fields she'd known and loved all her life into a strange land of shifting shadows and hollowing sounds of whispering. She became afraid of what might be hidden behind the long stalks of wheat and imagined all manner of creatures lurking nearby: goblins and wolves and long-legged soldiers from Far Off.

Wanting to run but afraid of tripping or becoming lost she began to yearn for some light, any kind of light that would push back the shadows and guide her home. A curious sensation began to tingle in her young body, turning to warmth that rushed into her head and caused her to go dizzy. There was the feeling of something rushing out of her, almost like a warm gale and suddenly four globes of red light bloomed into the darkness.

With a squeak, Tulip broke into a run, terrified that some unnamed evil had come to claim her soul. And the lights, they followed. All the way home she ran with the red globes dancing and whirling behind her until she burst into the yard facing her father's burrowhouse. She dashed to the door, flung it open and threw herself inside, slamming the door shut behind her.

Through a nearby window she saw the four lights wink out.

For the next few years odd things like that would occur. Tulip would get that funny, tingly, warm sensation that built up until something seemed to whoosh out of her and the odd things followed. It could be lights or a strange voices where no one could be. On hot days in the midst of summer while wishing for a cool breeze the heady warm rush would blow through her and she'd find her fingers cold and numb, sweat turned to ice.

At night she'd have strange dreams of unearthly places. Most often they were of lands that seemed composed solely of flame but sometimes it was a cold land of ice or a dark and echoing landscape empty but for the howl of the wind, or a world devoid of land entirely. She woke from those dreams feeling as though she had gained some sort of strange understanding.

Though these things frightened her and she didn't dare tell a soul about them, overtime she became almost accustomed to them. One frigid winter Tulip was walking home from Kassen so cold that she could no longer feel her fingertips; her ears in particular were throbbing lumps of agony. Thinking of the strange things that still frightened her she began to wonder if she could make it happen. She tried to imagine that tingling sensation, the flooding warmth spreading through her body and to her surprise it did. The feeling built and built until her head was throbbing with the force of it. Extending her cold and cramping fingers, she whispered to herself, "Come on, come on! Go!"

To her astonishment flames leapt from her fingertips, bursting in a roar into the air, melting the snow at her feet. It lasted for mere seconds but the heat of those flames had driven off the discomfort she'd been suffering.

Terror was replaced with euphoria. Tulip could make the strange things, perhaps even wonderous things, happen! And if she could do that much...maybe she could learn to control them. She still didn't dare say a word about her experiences, not to anyone, but for the first time she recognized that there were untold possibilities awaiting her.

Finally letting go of her fears, Tulip began to learn.

Spell Detail (For My Reference)

Dancing Lights:

School evocation [light]; Level bard 0, sorcerer/wizard 0

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Effect Up to four lights, all within a 10-ft.-radius area

Quick Reference
A torch sheds normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light.

Duration 1 minute (D)

Saving Throw none; Spell Resistance no

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.

Disrupt Undead:

School necromancy; Level sorcerer/wizard 0

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Effect ray

Duration instantaneous

Saving Throw none; Spell Resistance yes

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Ghost Sound:

School illusion (figment); Level bard 0, sorcerer/wizard 0

Casting Time 1 standard action

Components V, S, M (a bit of wool or a small lump of wax)

Range close (25 ft. + 5 ft./2 levels)

Effect illusory sounds

Duration 1 round/level (D)

Saving Throw Will disbelief; Spell Resistance no

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.

Ray of Frost:

School evocation [cold]; Level sorcerer/wizard 0

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Effect ray

Duration instantaneous

Saving Throw none; Spell Resistance yes

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Mage Armor:

School conjuration (creation) [force]; Level sorcerer/wizard 1

CASTING
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)

EFFECT
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no

DESCRIPTION

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Shocking Grasp:

School evocation [electricity]; Level sorcerer/wizard 1

Casting Time 1 standard action

Components V, S

Range touch

Target creature or object touched

Duration instantaneous

Saving Throw none; Spell Resistance yes

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).

Build Notes:
Original Ability scores:
Str: 13
Dex: 12
Con: 10
Int: 14
Wis: 10
Chr: 16

Racial Modifiers:

Dex +2 = 14
Chr +2 = 18
Str -2 = 11