sorceresslite: (Default)
Elinór "Ella" Caílte ([personal profile] sorceresslite) wrote2020-08-20 01:45 pm

“It's still magic even if you know how it's done.”

sᴜɴsʜɪɴᴇ, ᴅᴀɪsɪᴇs, ʙᴜᴛᴛᴇʀ ᴍᴇʟʟᴏᴡ

elinór "ella" caílte
level eight
sorceress level eight


strength 7 (- 2)
dexterity 18 (+ 4)
constitution 10 (+ 0)
intelligence 17 (+ 3)
wisdom 9 (- 1)
charisma 22 (+ 6)



ᴠɪᴛᴀʟ sᴛᴀᴛs

fort save + 2
ref save + 6
will save + 6
action points 48
initiative + 4
hit points 25 (25)
defense 17
base attack bonus + 4
melee + 3 ; ranged + 9
damage sgian-dubh 1d3

sᴋɪʟʟs

*bluff + 11
*concentration + 17
*craft (alchemy) + 3
*craft (trapmaking) + 3
*know (arcana) + 15
*lang (english) -
*lang (gaelic) -
*spellcraft + 18
*treat injury + 6
balance + 4
climb - 2
disguise + 6
hide + 10
know (history) + 6
listen - 1
move silently + 4
ride + 4
spot - 1

sᴘᴇᴄɪᴀʟs & ғᴇᴀᴛs

alertness
+ 2 bonus on all listen and spot checks whenever her familiar is within arm’s reach.
braid spell
you can join two spells from the same school of magic to form a single effect. only spells that can cast in a single action can be combined. the spells need not be the same level, but must have the same legal target. all variable effects from the spell are based on the highest level spell. a braided spell uses up a spell slot two levels higher than the highest level spell in the braid and uses up a slot in the other spell's actual level.
simple weapons proficiency
character makes attack rolls with simple weapons normally.
summon familiar
a sorcerer can obtain a familiar; a familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. the creature serves as a companion and servant. the sorcerer chooses the kind of familiar he gets. as the sorcerer advances in level, his familiar also increases in power. if the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. a slain or dismissed familiar cannot be replaced for a year and day. a slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a constitution point when this happy event occurs.
combat casting
+ 4 bonus on concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
coolness under fire
+ 6 concentration bonus when casting a spell. this feat stacks with combat casting.
eschew materials
you can cast spells without needing to utilize minor material components.
greater spell focus
+ 1 to the difficulty class for all saving throws against spells from the school of magic you select. this bonus stacks with the bonus from spell focus. (evocation)
heroic surge
the character may take an extra move action or attack action in a round, either before or after the character’s regular actions. the character may use heroic surge two times per day, but never more than once per round.
iron will
+ 2 bonus to all will saving throws
magical aptitude
+ 2 bonus on all spellcraft checks and use magic device checks.
personal firearms proficiency
character can fire any personal firearm without penalty.
spell focus
+ 1 to the difficulty class for all saving throws against spells from the school of magic you select. (evocation)
toughness
+ 3 hit points.
weapon focus
+ 1 bonus on all attack rolls you make using the selected weapon. (ray)


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