[Rogues Gallery] The Fifth City

KirayaTiDrekan

Adventurer
This is the Rogues Gallery thread for my Fifth City play-by-post campaign.

This first post will also serve as the primary place for bookkeeping where I'll be keeping track of XP and treasure.

Players, please post your final characters here.
 

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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
character name here

Heh, just found my dmg in the old comp. But I will use this as it is here!
Code:
[sblock]
8. [U]Basics[/U] - Starting level is 1 (high LA and HD monster races will start
    with 1 HD and must earn up to their normal HD total before selecting a
    regular class), ability scores are 25 point buy, starting gold is  maximum
   (100 for monster races characters without a regular class at 1st  level). 
  system: Pathfinder  
[U]plans[/U]: Prc: Eldrich Knight   
[U]reqium:[/U] prof w/ all martial wpns (Ftr 1); cast lv 3 arcane spells (wiz 5)
   http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/eldritch-knight[/sblock]


    Markus Martenes Stiles XIII, Investigator / Barrister 


    abil  bonus  cost  
str 14     +2     5  
dex 14     +2     5  
con 14     +2     5  
int 16     +3     5  
wis 14     +2     5  
cha 10     +0     0    

human bonus: +2 int


    Fort: +2 [base +0][con +2]
     Ref: +2 [base +0][dex +2]
    Will: +4 [base +2][wis +2]

    Hit die: D6 hit points: 6+2[con]=8    

    Skill Points: [2 + int]+[1(race)]+[1(fav class)] per lvl [2+3]+2*1=[U]7 skill points[/U] 

    BAB +0; cmb +2; cmd 14; Intiative +3; concentration: +4

    base speed: 30
    Languages: common, Elvin

[U][B]Class stuff [Wizard - fire elementalist]:[/B][/U]

  Class skills:  Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int),
   Linguistics (Int), Profession (Wis), and Spellcraft (Int).      

  Special: summon familiar or bonded object; Scribe Scroll

 [B]Race stuff [humans]:[/B]

  [B]  Ability Score Racial Traits[/B]: Human characters gain a +2 racial bonus to one ability
     score of their choice at creation to represent their varied nature.

  [B]  Size[/B]: Humans are Medium creatures and thus receive no bonuses or penalties due
    to their size
  [B]  Base Speed[/B]: Humans have a base speed of 30 feet.
  [B]  Languages[/B]: Humans begin play speaking Common. Humans with high Intelligence
    scores can choose any languages they want (except secret languages, such as
    Druidic). See the Linguistics skill page for more information about these languages.

   [B]   Skills Feats and Traits:[/B]

    Human: [B]Spell Focus[/B] [Evocation]
    http://www.d20pfsrd.com/feats/general-feats/spell-focus---final [SIZE=3] 
    Add +1 to the Difficulty Class for all saving throws against spells from the school
    of magic you select.[/SIZE]

   Level 1:[B] Elemental focus[/B] [fire]
   http://www.d20pfsrd.com/feats/general-feats/elemental-focus
  [SIZE=3][SIZE=3]Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for
  all [URL="http://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws"]saving throws[/URL] against spells that deal damage of the energy type you select.[/SIZE]

 [/SIZE]  plans: ; greater spell focus; Combat casting

    [U]Traits[/U]:  
     [B]Tireless Logic [/B]- Once per day when you make an Intelligence-based skill check or
     ability check, you can roll twice and take the better result.
     [URL]http://www.d20pfsrd.com/traits/social-traits/tireless-logic[/URL]

   [B]Arcane temper - [/B]
   You gain a +1 trait bonus on concentration and initiative checks.
   [URL]http://www.d20pfsrd.com/traits/magic-traits/arcane-temper[/URL]  [U][B]

Skill               ranks  abil   class  misc   total[/B][/U]  
Appraise (Int)        1     +3     +3     +0     +7 
Craft (Int)                              
xxxxxxxxxx            0     +3     +3     +0     +3 
Fly (Dex)             0    
Knowledge (Int)        ---         
Arcane                1     +3     +3     +0     +7         
Dunguneering          0     +3     +3     +0     +3         
Engineering           1     +3     +3     +0     +7         
Geology               1     +3     +3     +0     +7         
History               0     +3     +3     +0     +3         
Local                 1     +3     +3     +0     +7         
Nature                0     +3     +3     +0     +3       
Nobility              0     +3     +3     +0     +3         
Planes                0     +3     +3     +0     +3         
Religion              0     +3     +3     +0     +3  
Linguistics (Int)     0     +3     +3     +0     +0  
Profession (Wis)      1     +2     +3     +0     +6       
barrister 
Spellcraft (Int)      1     +3     +3     +0     +7    

[B]Spell book:  [/B]

0 Level             Level 01                Level 02                  
* Resistance               
* Acid Splash [c]   * [COLOR=#ff0000]Burning Hands[/COLOR] (E,*)        
* Detect Magic      * Magic Missile 
* Detect Poison      
* Read Magic         
* Daze               
* Dancing Lights     
* Flare              
* Light              
* [COLOR=#ff0000]Spark[/COLOR]              
* Disrupt Undead      
* Touch of Fatigue          
* Mage Hand          
* Mending           
* Message            
* Open/Close         
* Arcane Mark                                      
* Prestidigitation     
 
DC:
norm: spell level + 3
fire: spell level +4
Evocation: spell level +4
Fire Evocation: spell level +5

Spells per day  [base+int+other]  
0: 3
   Detect Magic, Dancing lights, Touch of fatigue
1: 1+1=2   + 1 fire 
  Magic Missile, Magic Missile, Burning hands
more to come . . . . . . background/history: Everyone remembers the war with the elves, few know the true cost. The humans, led by King Santiago were brought nearly to their knees when the secret of the elves was finally revealed: A force of fighters taught in the arcane arts. Knights of their own merit, They make their own rules. The Humans made a counter force . . .. . .The Eldrich Knights were formed. A copy of what the Elves had: Knights that faught Martially and with arcane might.

At birth he was given a nam, a name of his family, but that was forgotten as his powers manifested at the age of 7 when he caught a field on fire where he and his father were looking to till after letting it falow for a year. At the very least he cleared the brush out without his father toiling over a flint and steel. As a plus, they were alone, no one saw them, So he ws able to be brought home with a story of a lightning strike from a freak storm. though the thought of the bow speaking a wrd and fire from his finger, well, and where did he hear that word? Was it in the taver the other night? Those dark clad men in the corner speaking low? Maybe he heard them when he wandered the tavern floor.

The same men were found at the tavern that night, His father ad he brought themselves after steeling their mettle and approaching the strangers. His father interruped ad what was hoped to be an opportune moment with the clearing of his throat. The strangers listened attentively and the all went to a room. That night his family were spirited away and he was inducted ito the secret order of magi, and was given a new name to a new family. Marcus Stiles XIII was born.

Student Neuvoux for 7 years then apprincice neauvaux the first year, freshman, the sophmore, Junior and now Graduated Senior Apprincice. Along the way he learned the laws of the king and would use his knowledge and logic to investigate possible infractions of the law of magi. He was given the side title of junior investigative Barrister as well.

[sblock=gnoats] fire supremacy [su] You gain resistance 5 to fire. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire damage. In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.

fiire jet [su] As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. [/sblock]
 
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Scotley

Hero
Felix Reeve

Male Human
Rogue 1 0 exp.
Alignment: Neutral Good
Height: 6'1”
Weight: 150 lbs
Hair: Brown
Eyes: Brown
Age: 19
Patron Deity: ?

Str: 12 (+1) [2 points]
Dex: 18 (+4) [10 points, +2 Race]
Con: 12 (+1) [2 points]
Int: 12 (+1) [2 points]
Wis: 12 (+1) [2 points]
Cha: 15 (+2) [7 points]

Hit Dice: 1d8+1 HP: 7
AC: 17 (3 armor, +4 Dex,)
Flat Footed 13,
Touch 14
Init: +5 [+4 Dex, +1 Trait]
Speed: 30ft
Armor Check Penalty: 0 [1base, -1 Trait]
Arcane Spell Failure: 15%

Saves:
Fortitude +1 [+0 base, +1 Con]
Reflex +6 [+2 base, +4 Dex]
Will +1 [+0 base, +1 Wis.]

BAB: +0
Melee Attack: +1 (or +4 with finessable weapons)
Rapier +4 (+3 two-weapon), 1d6+1 18-20/x2 P
Short Sword +4 (+3 two-weapon), 1d6+1 Dmg, 19-20/x2 P
Dagger +4 (+3), 1d4+1 Dmg. 19-20/x2 P or S
Sap +4 1d6+1 non-lethal B
Club +1 (-1/-1 two-weapon) 1d6+1 Dmg 20/x2 B

Ranged Attack: +4
Dagger Thrown +4 1d4+1 19-20/x2 P or S r 10’
Club Thrown +4 1d6+1 20/x2 B r10’
Sling +4 1d4+1 20/x2 B r50’


Racial Abilities:
•Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
•Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
•Base Speed: Humans have a base speed of 30 feet.
•Bonus Feat: Humans select one extra feat at 1st level.
•Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
•Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). •Favored Class: Rogue--The rogue gains +1/6 of a new rogue talent as a favored class bonus if desired.

Class Abilities
• Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
• Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

•Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.


Skills:
Rogue: 8+(+1 Human)(+1 Int.)=10
Acrobatics +8 [1 ranks, +3 CS, +4 Dex.]
Appraise +1 [0 ranks, +1 Int.]
Bluff +6 [1 ranks, +3 CS, +2 Cha.]
Climb +1 [0 ranks, +1 Str.]
Diplomacy +5 [1 rank, +3 CS, +1 Cha.]
Disable Device +8 [1 ranks, +3 CS, +1 Int.+2 item, +1 Trapfinding]
Disguise +2 [0 ranks, +2 Cha.]
Escape Artist +4 [0 ranks, +4 Dex.]
Heal +1 [0 ranks, +1 Wis.]
Intimidate +2 [0 rank, +2 Cha.]
Jump +1 [0 rank, +1 Str.]
Knowledge Dungeoneering +0 [0 ranks, +3 CS, +1 Int.]
Knowledge Local +5 [1 ranks, +3 CS, +1 Int.] Fifth City
Perception +5(+6) [1 ranks, +3 CS, +1 Wis. +1 (trapfinding only)]
Ride +4 [0 ranks, +4 Dex.]
Search +2 [1 ranks, +1 Int]
Sense Motive +6 [1 ranks, +3 CS, +1 Wis.+1 Trait]
Sleight of Hand +8 [1 ranks, +3CS, +4 Dex.]
Stealth +8 [1 rankss, +3 CS, +4 Dex.]
Survival +1 [0 ranks, +1 Wis.]
Swim +1 [0 ranks, +1 Str.]
Use Rope +3 [0 ranks, +3 Dex]

Feats:
Two Weapon Fighting, Weapon Finesse

Traits:
Armor Expert - Reduce your armor check penalty by 1.
Survivor - +1 bonus to initiative and Sense Motive. Sense Motive becomes a class skill.

Languages
Common, Elvish

Gear: 62 gp 8 sp 10 cp
Explorers Outfit 0 gp
Studded Leather Armor 25 gp
Rapier 20 gp
Short Sword 10 gp
Dagger x4 8 gp
Sap 1 gp
Club 0 gp
Sling and 10 stones 1 sp
MW Thieves’ Tools 100 gp
Flint and Steel 1 gp
Backpack 2 gp
Adventurers’ Sash 10 gp


[sblock=Appearance:] Felix is lean and wiry. His hair and eyes are brown and he is a good looking lad just reaching manhood. His clothes are clean and well-made and he usually wears leather armor and swords on his hips. He has surprisingly serene aspect for one so young. He slowly scans his surrounding taking in everything then lapsing into periods of deep thought. [/sblock]

[sblock=Personality:] Felix is always trying to solve puzzles and mysteries. Even as a small child his favorite toys were the blacksmiths' puzzles his father kept on his desk. He was well educated but only excelled at subjects with problems to solve. Other subjects soon lost his interest. In recent years he has developed an obsession with Poker and other games of skill. He loves the mystery of knowing who's bluffing and who really has good cards. Of guessing what's in other players hands and making the right moves. Unfortunately, he has lost more than a little money learning these games. His father and others worry he gambles too much. He is honest and forthright in his dealings and always willing to help out a person with a mystery.[/sblock]

[sblock=Background:] Felix is one of the earliest inhabitants of the Fifth City. His father, Jasper, is one of the builders. He grew up as the city was being constructed. His mother, Amelina, vanished with the Fourth City. His father fears to leave the city as he worked on the two previous cities and both encountered problems while he was away. He has been a good father and secured his son a position with the city's constabulary where his skills at solving mysteries have been useful. Felix knows the ins and outs of the city well and loves it here. He finds the various unusual inhabitants and constant political tussle intriguing and keenly observes the actions of the different races as the jockey for position and influence. When not working he is often found at the public houses and common spaces of the city people watching or gambling. [/sblock]
 
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Fenris

Adventurer
Korgon Wolfgrin

Korgon Wolfgrin
Height 6’ 5”; Weight 250# ; Hair: Blond ; Age 21; Patron Deity:
Sex: Male Race: Human Class: Barbarian (Urban Barbarian) Level:1
Alignment: Chaotic Good Size: Medium Type: Humanoid
Init +2; Senses Perception +0
Languages : Common, Goblin

AC 15, touch 12, flat-footed 13
HP 15 (HD: 12 + 2 Con +1 Favored Class)
Fort +4 , Ref +2 , Will+2
Speed 30ft.
Melee +5
Ranged +3
Base Atk +1; CMB +6 (+8 Raging); CMD 17 (19 if Raging)
Special Actions
Combat gear: None

Abilities Str 18, Dex 14, Con 14 , Int 12, Wis10, Cha 13
Combat Stats:
Greatsword: +5 2d6+6
Power Attack +4 2d6+9
Rage +7 2d6+9
Rage +Power Attack +6 2d6+ 12
Racial Traits:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
• Bonus Feat: Humans select one extra feat at 1st level.
• Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Class Abilities: [sblock]
Weapon and Armor Proficiency
An urban barbarian is not proficient with medium armor.
Skills
An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.
Crowd Control (Ex)
At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
This ability replaces fast movement.
Controlled Rage (Ex) (6 rounds/day)
When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
Rage Powers: The following rage powers complement the urban barbarian archetype: boasting taunt, clear mind, deadly accuracy, guarded stance, intimidating glare, lethal accuracy, no escape, quick reflexes, perfect clarity, sharpened accuracy, surprise accuracy, and unexpected strike.
[/sblock]

Feats : Power Attack (-1 to hit, +3 damage 2H or +2 damage 1H), Iron Will (+2 to Will Save)

Traits: Navigator [sblock] You gain a +1 trait bonus on Knowledge (geography) checks and Profession (sailor) checks, and one of these skills becomes a class skill for you. [/sblock]
Bred for War [sblock] You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.[/sblock]
A

Skills 6 Skill Points
+ 5 Craft (Carpentry) (1 rank + 1 Int +3 Class Skill)
+ 5 Diplomacy (1 rank + 1 Cha +3 Class Skill)
+6 Intimidate ( 1 rank +1 Cha + 3 Class Skill +1 Trait)
+6 Kn (Geography) (1 rank +1 Int +3 Class Skill +1 Trait)
+5 Kn (Local) (1 ranks + 1 Int + 3 Class Skill)
+6 Profession (Sailor) (1 rank + 0 Wis + 3 Class Skill +1 Trait)
+0 Perception (0 ranks +0 Wis)

Equipment: 23 gp 9 sp
Greatsword 50 gp
Wooden Armor 20 gp
Shortbow 30 gp
Quiver w/ 20 arrows 1 gp
2x Shortspear 2 gp
Battleaxe 10 gp
Dagger 2 gp
Heavy wooden shield 7 gp
Bone dice 1 sp
Explorer’s outfit (free)
Hemp rope 50 ft 1 gp
Backpack 2 gp
Belt pouch 1 gp
3 months Average Lifestyle 30 gp [sblock] Average (10 gp/month: The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less. [/sblock]

[sblock=Background]: Korgon was born on a remote island in the lands of the old Human Tribe Herger (placeholder) in the Human archipelago. He grew up fishing and sailing until he was old enough to head out raiding and trading. Like so many who live on the islands, the sea was freedom and promise. And of course a ship was the key that freedom. So Korgon had to learn to work on the ship, and make repairs. Tradition dictated that a young warrior’s first vessel had to be built in part by the warrior. Raiding is not permitted under King Santiago, however the Herger humans have been using raiding to supplement fishing for generations and it is a hard habit to eliminate. These days they mostly raid into the Unaligned islands so as not to invoke the ire of the King. The Royal navy usually turns a blind eye to these raids, not the least in part due to the fearsome reputation as warriors the Herger have.
Korgon did do some raiding, but also trading. The Herger are well known for their ivory jewelry and timber, both of which are in demand in the Fifth City. Korgon was entranced by his first trading visit to the Fifth City. The size of it, the people, all the buildings. By his third visit he decided to stay. There is always work for a strong back in the Fifth City. It didn’t hurt that Korgon could fight and sail. He found plenty of opportunity to work as a sailor, a hired sword or stevedore.
He was making a good living, if not an easy one. Then he saw HER. He didn’t know who she was but knew she was the most beautiful woman he had ever seen. He started to follow her through the crowd but lost her. The next day he waited and waited, but she did not return. The following day though she did and he was ready. He pushed and dodged his way through the crowd as he sought to catch up with her. She entered a building just as he was about to reach her. He stopped and looked up at the building, it was one of the governors buildings. He shrugged and entered. There she stood talking to a man behind the desk, she turned, smiled at him and said “Oh are you here to sign up as well? My name is Amisi” And so Korgon entered into the service of the governor, on his special squad for the highest of motives, a beautiful woman. [/sblock]
[sblock=Appearance]: Korgon is a tall, fair fair-haired man. Like many of the Herger, he has broad shoulders and is well muscled. His should length hair, falls freely around his face, with a blond beard, streaked with red. He received his moniker of Wolfgrin during his raiding days. Korgon always has a smile and is quick with a jest or a laugh. But he has this unnerving tendency to grin all the time, even as he enters battle. And it is the same grin. One of his shipmates remarked that he grinned like a wolf and that you didn’t know if he was going to laugh or bite. [/sblock]
 
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Queenie

Queen of Everything
Okay, she is still being worked on but we will get it done. Coming soon a picture and better description, plus one spell and one feat and some equipment.

Amisi
Height 5’ 8”; Weight 130 ; Hair: Black ; Age 18; Patron Deity:
Sex: Female Race: Human Class: Sorceress Level:1
Alignment: Chaotic Good Size: Medium Type: Humanoid
Init +3; Senses Perception +1
Languages : Common,

AC 12, touch 12, flat-footed 10
HP 8 (HD: 6 + 1 Con +1 Favored Class)
Fort +1 , Ref +2 , Will+1
Speed 30ft.
Melee +0
Ranged +2
Base Atk +0; CMB; CMD
Special Actions
Combat gear: None

Abilities
Str 8 -1
Dex 14 +2
Con 12 +1
Int 14 +2
Wis 8 -1
Cha 20 +5

Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
• Bonus Feat: Humans select one extra feat at 1st level.
• Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

SQ : Celestial Bloodline.
Arcana: Summoned creatures gain DR/evil equal to 1/2 your sorcerer level (minimum 1,

Bloodline Power: Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Feats :
Eschew Materials, Expanded Arcana, 1 more (leadership, persuasive, expanded arcane?)

Traits:
Magi Corp Training [sblock] (social) You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you.[/sblock]
Teacher’s Pet [sblock] You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill.– Knowledge Nobility and Royalty [/sblock]

Skills 5 Skill Points
+ 9 Bluff (1 rank + 5 Cha +3 Class Skill)
+ 10 Diplomacy (1 rank + 5 Cha +3 Class Skill +1 trait)
+10 Intimidate ( 1 rank +5 Cha + 3 Class Skill +1 trait)
+6 Kn (Arcana) (1 rank + 2 Int + 3 Class Skill)
+ 0 Kn (Nobility) (0 rank +2 Int + Class Skill +2 trait)
-1 Perception (0 ranks -1 Wis)
+ 9 Spellcraft (1 rank + 2 Int +3 Class Skill)

Spells:
Spells per Day: 1st: 5
Spells Known:
0 level: Detect Magic, Light, Prestidigitation, Read Magic
1st level: Magic Missile, 1


Equipment: 120 gp


Background[Sblock]
Amisi was born to a rich merchant and his wife. They bought and sold fabrics from all over the islands, bringing them to the Fifth City to trade. Amisi lived a comfortable life and had beautiful clothes and dresses along with anything else her heart desired. Until of course it was her turn to be tested, and she had the gift, or the curse, as her parents called it.

Amisi was brought to the academy and trained in her skills. She proved quite adept with magic and was one of the best in her group. However, from her upbringing she had been rather spoiled and she learned along the way to use her looks and charms to get whatever she wanted, both which presented some problems in school.

After she aged out, she rebelled a bit by conforming to the letter, but not spirit of the law. She wears black of course. What little she does wear at least. Amisi challenges the law by wearing beautiful, form fitting dresses and corsets, but of course all in black as she must. She is excited to finally be out in the world on her own. [/sblock]

Description [sblock]
Tall, with long black flowing hair and green eyes, [/sblock]
 


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