Full Name |
Zallarra |
Race |
Gnome Sorcerer 6 |NG | AC 21 | HP 56/56 | Fort +12 Reflex +11 Will +12 | Perception +10 | Spd 25 |
Classes/Levels |
Sorcerer 6 (Hag sorcerer) |
Gender |
F |
Size |
S |
Age |
21 |
Alignment |
NG |
Languages |
Common, Gnomish, Sylvan, Goblin |
Strength |
10 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
14 |
Wisdom |
14 |
Charisma |
18 |
About Zallarra
Zallarra
Wellspring Gnome
Hag Sorcerer 6
NG
S 10 D 16 C 14 I 14 W 14 Ch 18
AC 21
HP 56
Fort +12; Refl +11; Will +12
Skills: Acrobatics +11; Arcana +5; Athletics +3; Crafting +5; Deception +12; Diplomacy +14; Intimidation +12; Lore (Absalom) +10; Lore (Herbailsm) +10; Lore pathfinder society +10, Medicine +10; Nature +7; Occultism +12; Performance +12; Religion +5; Society +10; Stealth +11; Survival +5; Thievery +11
Long Spear +8 1d8 P Reach
Dagger +11 1d4 P or S Agile, thrown 10’, Finesse, Versatile S
Sling+1, striking +12 2d6 B 50’ Propulsive
Ancestry feat: First World Magic, unexpected shift
Skill Feat: Streetwise, Skill training Performance, No cause for Alarm, skill training: acrobatics
General feat: Untrained Improvisation
Class feats, etc: Cantrip expansion, Lie to me, Cantrip expansion, Signature spells, occult evolution, magical fortitude, advanced bloodline.
Class features and feats: Reach Spell
Equipment: Long Spear, Dagger (x2) Sling, Wayfinder of Rescue*, Healing potion, minor*, Healing potion lesser*, Healer's gloves, Necklace of fireballs I (1 6d6, 2 4d6)
Spell attack roll +12
Spontaneous spell casting. Per day 5 1st level, 5 2nd level ? 3rd level
Spells Known:
Cantrips: Daze, Ray of Frost, Acid Splash, Ghost Sound, Guidance, Detect Magic, Mage Hand, Message, Read Aura, Chill Touch, Dancing lights
1st: Illusory Disguise, Color Spray, Soothe, Magic Weapon
2nd: Comprehend languages, Faerie Fire, Mirror Image, Touch of idiocy
3rd: Haste, Ghostly weapon, Blindness, Agonizing despair.
Powers: Jealous Hex
Cast Single Action verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration up to 1 minute. You draw forth a hag's innate jealousy to deny a target its greatest attribute. The target gains an adverse condition depending on its highest ability modifier: Strength (enfeebled); Dexterity (clumsy); Constitution (drained); or Intelligence, Wisdom, or Charisma (stupefied). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save.
Success The target is unaffected.
Failure The condition's value is 1.
Critical Failure The condition's value is 2.
At the start of each of your turns, the target can attempt another Will save, ending the effect on a success.
Power: Horrific visage: Cast Two Actions somatic, verbal
Area 30-foot-radius emanation centered on you
Saving Throw WillYou briefly transform your features into the horrific visage of a hag, striking fear into your enemies. Foes in the area must attempt a Will save.
Success The foe is unaffected.
Failure The foe is frightened 1.
Critical Failure The foe is frightened 2.
Heightened (5th) Foes in the area are frightened 1 on a success, frightened 2 on a failure, and frightened 3 and fleeing for 1 round on a critical failure. They are still unaffected on a critical success.
Low light vision.
Wayfinder of Rescue: Wayfinder, also 1/day cast Heal on self or another creature using the 1 or 2 action versions.
Bot me!
[dice=ray of frost 120'] 1d20+12[/dice]
[dice=C damage] 3d4+4 [/dice]
Crit Double damage, -10' move for 1 round
[dice=Acid Splash 30'] 1d20+12 [/dice]
[dice=A damage] 1d6+4 [/dice]
Splash damage 1, Crit 2 persistent.
[dice=chill touch, living C damage] 3d4 [/dice]
+The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure
Chill touch, unliving: The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.
[dice=soothe healing] 1d10+4 [/dice]
As second level spell +1d10+4 more healing
also gains +2 status bonus to saves against mental effects for the duration
Color spray 15'cone. Will save
Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.
Critical Failure The creature is stunned for 1 round and blinded for 1 minute.
[dice=long spear] 1d20+8 [/dice]
[dice=P damage] 1d8 [/dice]
[dice=dagger] 1d20+11 [/dice]
[dice=p/s damage] 1d4 [/dice]
[dice=sling] 1d20+12 [/dice]
[dice=B damage] 2d6 [/dice]