A smallish, thin Half-Orc with close-cropped hair and a multitude of tattoos. 5'9", 165 lb, dark brown skin.
Tattoos:
A complex tribal pattern on the back of his left hand. (Tribal Naming Ceremony upon coming of age)
A series of 5 tiny stylized figures, spiraling around the left wrist toward the elbow. (Enemies defeated in battle)
A stylized dagger on the back of his right hand, extending into the first knuckle on his middle finger. (Has killed an enemy in battle)
An imp crouching on his left eyebrow. (A memento of his first battle)
Hueceva, dire rat on right forearm.
A bow and a club on left forearm.
An owlbear on left chest.
A boar on right shin.
A flock of stirges circling his neck.
A frog leaping across his stomach.
A sinister goblin hiding in his armpit.
A spider lurking in his hair.
A huge green dragon breathing poison across his back.
A series of humanoid undead circling his right thigh.
A devil, wrapped in chains, on his back.
A trio of vampires on his left cheek.
A pair of monoliths, impaled by an electric bolt, on his chest.
Backstory:
"You would know of Xichikitte?"
The half-orc seems reluctant to speak, as if he were a criminal or exile. He clears his throat.
"Hmm. My tribe is far away. They are mighty, and they take from the countryside what they need. But not cruel. Weakling farmers are no glory to kill."
"I was born weak and small." He looks away, ashamed. "Many times each year, there are contests and mock-battles, and the winners are granted Glory Marks on their skin. These are lucky, and all tribesmen want many."
He glances down quickly to the back of his left hand, hoping you will not notice the single 7-pointed star design tattooed there.
"I did not win contests. Not one, ever. My only Glory Mark was Name Age, which is earned by living long enough to be named."
"Without Glory Marks, I cannot hope to win a mate, nor any slaves. So I left to make my fortune in your lands. When I have earned enough Glory Marks in victory, I will return to my people."
HP/Init/Move/Vision/BAB:
Max HP 53 (9x(1d6+1)+1) Initiative +3 Vision Darkvision 60ft Move 30ft BAB +4
Init=(Dex +2, Trait +1)
Dagger
Traveler's Outfit
Cloak of Resistance +1
Amulet of Natural Armor +2
Winged Boots 3/day for 5 min each, Fly with +4 Fly
Spellguard Bracers +2 Cast Defensively; 3/day roll twice for better result
Quick Runner’s Shirt Swift for extra Move action at end of turn, 1/day
Headband of Alluring Charisma +2
Ring of Spell Knowledge I May cast Shield as if known
Ring of Spell Knowledge I May cast Reduce Person as if known
Lesser Rod of Extend 3/day Extend Spell
Lesser Rod of Reach 3/day extend a spell's range
Backpack, Masterwork
Bedroll
Disguise Kit 10/10 uses
Rope (Silk/50 ft)
x3 Potion of Cure Light Wounds
Potion of Cure Serious Wounds (3d8+5)
x2 Scroll Case
x3 Oil, Lamp
Wand of Cure Light Wounds, 50/50 charges
6280gp coins
Weight Allowance: 30/60/90
=== Feats === Combat Casting You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Eschew Materials You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Silent Spell A silent spell can be cast with no verbal components. Spells without verbal components are not affected. Level Increase +1
Bouncing Spell You can direct a failed spell against a different target. Level Increase +1
Intensified Spell An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. Level increase +1
Empower Spell All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls. Level Increase +2
Piercing Spell When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. Level Increase +1
=== Class Features === Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.
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.
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.
Cantrips Sorcerers learn a number of cantrips, or 0-level spells. 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 (Elemental (Air)) === Class Skill Knowledge (Planes)
Bonus SpellsBurning Lightning Hands (3rd), Scorching Lightning Ray (5th), Protection From Energy (7th), Elemental Body I (9th), Elemental Body II (11th), Elemental Body III (13th), Elemental Body IV (15th), Summon Monster Elemental VIII (17th), Elemental Swarm (19th)
Bonus Feats Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse
Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to electrical. This also changes the spell's type.
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 a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance (Ex) At 3rd level, you gain energy resistance 10 against electricity. At 9th level, your energy resistance increases to 20.
Elemental Blast (Sp) At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of electricity per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to electricity until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
(future):
Elemental Movement (Su) At 15th level, you gain a bonus speed: Fly 60 feet (average).
Elemental Body (Su) At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from electricity.
=== Racial Qualities === Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Darkvision Half-orcs can see in the dark up to 60 feet.
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.
Chain Fighter Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This trait replaces the weapon familiarity racial trait.
Scavenger Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine if food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating racial trait.
Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level.
=== Traits === Arcane Temper (Magic) You gain a +1 trait bonus on concentration and initiative checks.
Savage You were born and raised in untamed lands far from civilization. You learned to survive in the elements among brutal humanoids and beasts. You gain a +1 trait bonus on Knowledge (Nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you.
=== Meta ===
Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me. Feel free to use any consumables (potions, spells, daily abilities, etc.) that you feel are necessary to get the job done.