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About UtheBasics:
Sorcerer 7 (fey bloodline) CG Medium Catfolk, Humanoid - 29 years old, 5'2", 98 lbs Senses low-light vision Perception +3 Languages Amurrun, Common, Sylvan, Osiriani Defense:
HP 30 (7d6) AC 12/16 (+4 shield spell, Dex +2) Fort +3 (base +2, Con +0, cloak +1); Ref +5 (base +2, Dex +2, cloak +1); Will +6 (+5 base, Wis +0, cloak +1) Offense:
Speed 30' Melee Unarmed Strike +3 (1d3 20/x2; non-lethal)
Statistics:
Str 10 (+0) Dex 14 (+2) Con 10 (+0) Int 12 (+1) Wis 10 (+0) Cha 22 (+6) Ancestry - Amurrun (catfolk):
Low-Light Vision
Cat’s Luck (Ex)
Natural Hunter
Sprinter
Class - Sorcerer:
Bonus Feat: Eschew Materials Bloodline: Fey Class Skill: Knowledge (nature) Bloodline Arcana:
Bloodline Power: Laughing Touch (Sp) - 9/day
Level 3 Bloodline Spell: entangle Bloodline Power: Woodland Stride (Ex)
Level 5 Bloodline Spell: hideous laughter Level 7 Bloodline Spell: deep slumber Bloodline Feat: Improved Initiative Traits:
Arcane Temper
Foreign Opportunist
Trustworthy (Christmas present)
Feats:
1st Level Eschew Materials
Persuasive
3rd Level Black Cat (Su)
5th Level Craft Magic Arms and Armor
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place. 7th Level Improved Initiative
Spell Focus: enchantment
Spells:
Concentration: +14
+2 to the DC for all Compulsion spells - *
Cantrips - DC 16
1st Level - 8/day - DC 17 Burning Hands
2nd Level - 7/day - DC 18
3rd Level - 5/day - DC 19
Skills:
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Acrobatics +2 (Dex +2)
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Appraise +12 (6 ranks, +3 class skill, Int +1, +2 trait - foreign opportunist)
Gear:
[head] ???
dagger
bandolier (2 gp, 2 lbs)
handy haversack (2000 gp, 2 lbs)
Combat Macros:
[dice=Staff Attack]1d20+3[/dice]
[dice=Dagger Attack]1d20+3[/dice]
[dice=Ray of Frost Ranged Touch]1d20+5[/dice]
[dice=Acid Splash Ranged Touch]1d20+5[/dice]
[dice=Burning Hands Damage]5d4[/dice] [ooc]fire damage[/ooc]
[dice=Magic Missile]4d4+4[/dice] (Two rays at 7th level)
Appearance/Personality:
Tall for a cat-folk, Uthe stands at five foot two inches and has the coloring of a snow-leopard. With larger than normal ears and eyes of shimmering gold, she gives a distinct kittenish appearance. Depending on her fur to conceal her modesty, she doesn't normally wear anything else in the form of clothes. A simple belt worn bandolaro-fashion has her bag attached to the back and a dagger sheath on the front. Bells dangling from piercings in her ears and hanging from her tail give her gait a jingling accompaniment. While presenting an innocent and playful demeanor, she's very intelligent and has no qualms about using people's perceptions of her to her own advantage. Perhaps this is a trait carried over from her nymph blood - perhaps not. Background:
Uthe earned herself a degree at the prestigious Magaambya academy in Nantambu, learning magical traditions dating back to Old-Mage Jatembe. After a disagreement with some of her peers regarding the proper way to store ink - it wasn't her fault valuable texts were kept below the ink cupboard - she's decided to part company with the academy and self-educate. That self-education has led her to Wati and the lottery. As she got to know the city before entering the heavily publicized exploration lottery, she found herself in a card game with other like-minded individuals. Unfortunately for her, the game included Say'ri Al Bashere, a very vexing naked-skinned human who ended up with most of her funds. Promising to return her lost coin if Uthe joins with her group in the lottery, the sorceress reluctantly agreed. Her reluctance stems entirely from her annoyance with the cocky human. It has absolutely nothing to do with any attraction she might have to the stinky human. Because humans are stinky and stupid. And stinky. Although, this one smells mostly of cinnamon. |