Imrijka

Velania's page

56 posts. Alias of Toodles or summat.


Race

Half-Orc

Classes/Levels

Bronze Dragon Sorcerer/2

Spells per Day:
I:5/5

Gender

HP 3/14 | AC 12, T 12, FF 10 | CMD 14 | F 3, R 3, W 4 | Init +3 | Perc +5, Darkvision |

Active Spells and Conditions:
HAF

Age

19

Alignment

CN

Languages

Common, Orc, Draconic

Strength 14
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Velania

Portrait

Racial Features:
+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

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

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Class Features:
Bloodline:Bronze Draconic

Class Skill: Perception.

Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type (electricity), that spell deals +1 point of damage per die rolled.

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Skills:
Intimidate 11
K Arcana 5
K Geography 4
Linguistics 1
Perception 5
P Sailor 5

Traits and Feats:
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Devil Fruit User: Logia type Smoke-Smoke Fruit. You have the affects of the Sonic Form spell on you at all times except that it is considered smoke instead. Ignore the half damage from you using mundane items. Instead of taking damage from a silence effect, you instead double the effects of any strong wind affecting you.

Also, you receive Lunge as a bonus feat.

You do not gain the incorporeal subtype, you gain just the ability to not be affected by mundane weapons and take half damage from magical ones. Ghost touch weapons or weapons or effects made of force deal full damage. While you can't be damaged by mundane weapons, you are still affected by falling damage and can still be grappled or otherwise affected by CMB maneuvers.

L1 Feat: Combat Casting
Bonus Feat: Eschew Materials
Bonus Feat: Lunge

Offense:
MW Falchion: AT +4, DAM 2d4+3 C 18-20x2 Slash
Claws: AT +3/+3, DAM 1d4+2/1d4+2, C x2, Slash, 7 rounds/day
Shocking Grasp: AT +3 (+6 v opponant with metal armor or weapon) Dam 2d6+2 Cx2, Electricity
CMB: 3

Defense:
Init =3
AC:12, Touch:12, Flat Footed:10
Fortitude: 3, Reflex: 3, Will: 4
Speed:30
CMD: 15

Spells Known:
Cantrips:
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within 60 ft.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Ray of Frost: Ray deals 1d3 cold damage.

Level 1; 5/day:
Shock Shield: Invisible disc gives +2 to AC, blocks magic missiles. Can be dispersed at will causing 1d6+1 electricity damage in a 5'burst
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Equipment:
MW Falchion
Potion of CLW cl 1 x2
Potion of Enlarge Person cl 1 x2
Potion of Mage Armor cl 1 x2
Potion of Air Bubble cl 1
Sorcerer's Kit
Bottle of Absinthe x4
147gp