Xya | |
Aliases: | None |
Age: | 20 |
Hair: | White |
Eyes: | Yellow |
Height: | 5'2" |
Weight: | 105 lbs |
Race: | Half-Elf |
Class: | Sorcerer (Infernal) 1 |
Alignment: | Lawful Neutral |
Level: | 1 |
Experience: | 0 |
Hit Points: | 7/7 |
Gold: | 210 |
Current Status: | Active |
Played by Ibis |
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 12 | +1 | +0 | +0 |
Dexterity | 16 | +3 | +0 | +0 |
Constitution | 16 | +3 | +0 | +0 |
Intelligence | 12 | +1 | +0 | +0 |
Wisdom | 10 | +0 | +0 | +0 |
Charisma | 20 | +5 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Dexterity = 13 |
Flat-Footed | 10 |
Touch | 13 |
Saving Throws | Base | Bonus | Total |
Fortitude | +0 | +3 | +3 |
Reflex | +0 | +3 | +3 |
Will | +2 | +0 | +2 |
BAB | Mod | Total Range/Melee |
+0 | +Dex/+Str | +3/+1 |
Initiative |
Dex = +3 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +1 | +0 | +0 | +1 |
C | Balance (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Bluff (Cha) | +0 | +5 | +0 | +0 | +5 |
C | Climb (Str) | +0 | +1 | +0 | +0 | +1 |
X | Concentration (Con) | +4 | +3 | +0 | +0 | +7 |
X | Craft (Int) | +0 | +1 | +0 | +0 | +1 |
C | Decipher Script (Int) | +0 | +1 | +0 | +0 | +1 |
X | Diplomacy (Cha) | +0 | +5 | +0 | +0 | +5 |
C | Disable Device (Int) | +0 | +1 | +0 | +0 | +1 |
C | Disguise (Cha) | +0 | +5 | +0 | +0 | +5 |
C | Escape Artist (Dex) | +0 | +3 | +0 | +0 | +3 |
C | Forgery (Int) | +0 | +1 | +0 | +0 | +1 |
C | Gather Information (Cha) | +0 | +5 | +0 | +0 | +5 |
C | Handle Animal (Cha) | +0 | +5 | +0 | +0 | +5 |
C | Heal (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Hide (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Intimidate (Cha) | +0 | +5 | +0 | +0 | +5 |
C | Jump (Str) | +0 | +1 | +0 | +0 | +1 |
X | Knowledge (Stuff) (Int) | +0 | +1 | +0 | +0 | +1 |
C | Listen (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Move Silently (Dex) | +0 | +3 | +0 | +0 | +3 |
C | Open Lock (Dex) | +0 | +3 | +0 | +0 | +3 |
C | Perform (Cha) | +0 | +5 | +0 | +0 | +5 |
X | Profession (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Ride (Dex) | +0 | +3 | +0 | +0 | +3 |
C | Search (Int) | +0 | +1 | +0 | +0 | +1 |
C | Sense Motive (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Sleight of Hand (Dex) | +0 | +3 | +0 | +0 | +3 |
C | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
X | Spellcraft (Int) | +4 | +1 | +0 | +0 | +5 |
C | Spot (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Survival (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Swim (Str) | +0 | +1 | +0 | +0 | +1 |
C | Tumble (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Use Magic Device (Cha) | +4 | +5 | +0 | +3 | +12 |
C | Use Rope (Dex) | +0 | +3 | +0 | +0 | +3 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Sylvan, Infernal
Skill Tricks:
None yet.
Skill Point Total: Total Here
1st: 12
Feats:
1st: Point-Blank Shot
Half-Elf: Skill Focus (Use Magic Device)
Class: Eschew Materials
Class Abilities:
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor
interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.
Spells: A sorcerer casts arcane spells which are drawn from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it
ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving
throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spell casters, a sorcerer can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given in the
table above. In addition, she receives bonus spells per day if she has a high Charisma score, see: Bonus Spells.
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new
sorcerer level, she gains one or more new spells, as indicated in the table below. (Unlike spells per day, the number of spells a sorcerer knows is not affected
by her Charisma score; the numbers in the table below are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be
unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one
she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being
exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time she gains new spells known
for the level.
Like all other spellcasters in Therafim, the Sorcerer cast spells spontaneously however a full nights sleep is still required to recover spent spell slots.
Illiteracy: Sorcerers begin play illiterate.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
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.
This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as
a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as
the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the spells given
on the above table. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen chosen from a list specific to each bloodline. The sorcerer must meet the
prerequisites for these bonus feats.
Bloodline Arcana: Whenever you cast a spell of the enchantment school, increase the spell's DC by +2.
Bloodline Powers: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.
Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Racial Abilities:
+2 to One Ability Score: Half-Elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-Elves have a base speed of 30 feet.
Low-Light Vision: Half-Elves can see twice as far as Humans in conditions of dim light.
Adaptability: Half-Elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-Elves count as both Elves and Humans for any effect related to race.
Elven Immunities: Half-Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Languages: Half-Elves begin play speaking Common and Sylvan. Half-elves with high Intelligence scores can choose any languages they want
(except secret languages, such as Druidic).
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Light Crossbow | +3 | 1d8 | 19/20 x2 | P |
Dagger | +1 | 1d4+1 | 19/20 x2 | P or S |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
- | +100 | +0 | - | - | 30ft | 0lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Monk's Outfit
Dagger
Crossbow
30 Crossbow Bolts
Statistics of Items Here:
Spells per Day:
0: 6
1: 5
Spell DCs:
15 + Spell Level
Spells Known:
Cantrips:
Prestidigitation
Detect Magic
Dancing Lights
Mending
Level 1:
Character History:
Several generations ago, an ancestor of Xya’s made a pact with a devil. He asked two things of the devil: first, he desired the heart of a certain elf wizard he knew from his village, and asked that the devil have her fall in love with him. He then asked for eternal youth, so that he may stay with her by her side and not age as a normal human would. The devil felt this was a very easy way to nab a soul, and of course accepted these terms. However, one should remember to always read the fine print of a contract written up by a lawful evil outsider, for if the man had bothered to notice, he was also cursing his offspring with the taint of Baator.
Each generation showed different signs of this taint. Some were easily lured into making deals of their own for wealth or power. Some simply went mad from dark whispers in their very souls, compelling them to murder those they hated. And still others locked themselves away and wrote about crazed, impossible things they saw in their dreams.
And today we come to Xya, a half-elf who finds herself gifted with magical powers she didn’t ask for. Born from an unknown father and a brothel worker who committed suicide to stop the voices in her head, Xya today attempts to make her way through life by using her gifts to simply earn a living. Growing up in a less than ideal situation, all she asks for is a bit of peace and normalcy, if such a thing is possible in this world.