Iggwilv

Zaℓamandra's page

106 posts. Alias of Human.


Full Name

Zalamandra

Race

human sorcerer 13 | affected by:

Classes/Levels

|HP 71/71|AC 13/12/12|Fort +6,Ref +6,Will +11|Init +1|Perception +4|Mind reader 3/3|Silver tongue 8/8

Gender

Female

Size

Medium (5'7", 155 lbs)

Age

29

Alignment

Chaotic Neutral

Location

Magepoint

Occupation

Emporium proprietor, adventurer

Strength 8
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 14
Charisma 19

About Zaℓamandra

ZALAMANDRA

Female human sorcerer 10
CN Medium humanoid (human)
Init +1; Senses Perception +4
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 deflection, +1 Dex, +1 natural)
hp 71/71 (13d6+19)
Fort +6, Ref +6, Will +11
OFFENSE
Speed 30 ft.
Melee darkwood quarterstaff +6/+1 (1d6-1) or darkwood quarterstaff +2/-2/-3 (1d6-1)
Ranged +1 light crossbow +8 (1d8+1/19-20), within 30 ft. +9 (1d8+2)
Spells Known (CL 13th, concentration +18 or +22 casting defensively)
6th (4/4) - greater dispel magic, mass suggestion (DC 23), programmed image
5th (7/7) - magic jar, mind fog, polymorph, prying eyes, teleport
4th (7/7) - ball lightning, black tentacles, charm monster (DC 20), detect scrying, scrying
3rd (7/7) - fly, halt undead, haste, magic circle against evil, shrink item, stinking cloud, suggestion (DC 19)
2nd (7/7) - blindness/deafness, invisibility, false life, mirror image, scorching ray, web (DC 17)
1st (7/7) - burning hands (DC 16), charm person (DC 17), identify, disguise self, mage armor, magic missile, shield
0 (at will) - acid splash, daze, dancing lights, detect magic, detect poison, ghost sound (DC 15), light, message, prestidigitation (DC 14), read magic, resistance
Bloodline Rakshasa
Spell-Like Abilities (CL 13th, concentration +18)
Constant - hide aura
3/day - mind reader (DC 17)
8/day - silver tongue (DC 23)
STATISTICS
Str 8, Dex 12, Con 12, Int 14, Wis 14, Cha 20 (+1 8th, +1 12th)
Base Atk +6; CMB +5; CMD 16
Feats Combat Casting, Deceitful (B), Empower Spell (B), Eschew Materials (B), Extend Spell, Point-Blank Shot, Precise Shot, Quicken Spell, Spell Focus (enchantment), Spell Focus (necromancy), Threnodic Spell
Traits Charming, World Traveler
Skills Appraise +6 (1), Bluff +21 (+22 when Charming applies) (13), Diplomacy +9 (+10 when Charming applies) (4), Disguise +13 (5), Knowledge (arcana) +8 (3), Knowledge (local) +14 (6), Knowledge (planes) +7 (5), Knowledge (religion) +9 (7), Linguistics +8 (6), Perception +4 (2), Sense Motive +4 (2), Spellcraft +13 (8), Use Magic Device +11 (3)
Languages Abyssal, Auran, Avolakia, Celestial, Common, Draconic, Flan, Infernal, Undercommon
Favored Class sorcerer (+6 hp, +7 spells: polymorph)
SQ bloodline arcana, bonus feat, cantrips, skilled, weapon and armor proficiency
Gear amulet of natural armor +1 (2000 gp), cloak of resistance +2 (1000 gp, 1 lb), +1 crossbow with 10 bolts (2335+1 gp, 5 lbs), darkwood quarterstaff (340 gp, 2 lbs), handy haversack (2000 gp, 5 lbs) (with sorcerer's kit, 8 gp & 19 lbs), ring of protection +1 (2000 gp), rod of lesser silent spell (3000 gp, 5 lbs), and 16 gp (1 lb); all non-wearable gear stored in haversack unless otherwise noted

SPECIAL ABILITIES

Bloodline Arcana Add 6 to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).

Bonus Feat Humans select one extra feat at 1st level.

Bonus Sorcerer Spell (7x) Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Eschew Materials

Hide Aura (Sp): At 9th level, you can conceal yourself from prying magic. This ability acts like a constant nondetection spell cast upon yourself. You can end or restore this protection as a move action.

Mind Reader (Sp) You can read minds as a spell-like ability. This ability acts like detect thoughts, except it lasts only 1 round, you use it on a single target as a standard action, and if the target fails its Will save, you gain information as if you had concentrated on it for 3 rounds. You may use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 20th level.

Rakshasa Bloodline At some point in your family's history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birthright is a secret you may be forced to keep from societies that would never deal with you if your heritage were known.

Silver Tongue (Su) At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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.

World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Knowledge (Local), and it is always a class skill for you.