Alice White

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Alice White

Mensaje por Nex189 el Jue Jun 16, 2016 7:17 pm

Name: Alice White
Alignment: Chaotic Good
Race: Human, Half Fey
Language: Common
Level: Sorcerer 4, Incantatrix 6

-Str: 10/0
-Dex: 22/+6
-Con: 20/+5
-Wis: 12/+1
-Int: 18/+4
-Cha: 24/+7

Fort:1/2/5/1/3: 12
Ref: 1/2/6/1/3: 13
Will: 4/5/1/2/1/3: 16

HP: 83
Attack: 13 (5 BAB + 6 dex + 2 Pow-Pow)
Full Attack: None
AC: 21 (10 AC + 6 Dex + 3 Bracers of Armor + 2 Amulet of Natural Armor); Touch 16; Flat Footed 15
Iniciative: 6
Speed: 30ft/60ft flying

Half-fey have low-light vision and are immune to enchantment spells and effects.

A half-fey with Wisdom or Charisma of 8 or higher (after the ability score adjustments noted below) gains spell-like abilities, rising its Hit Dice as its caster level. The table below lists the abilities available. These abilities are cumulative; a half-fey with 3 HD can use the abilities on the 1-2 HD row on the table as well as those on the 3-4 HD row. When a half-fey gets a choice between two abilities (such as faerie fire or glitterdust at 1-2 HD), it can choose anew between these abilities each day.

HD Abilities
1-2 Charm person at will, hypnotism 1/day, faerie fire or glitterdust 1/day
3-4 Detect law 3/day, sleep or enthrall 1/day
5-6 Protection from law 3/day, Tasha'a hideous laughter or suggestion 1/day
7-8 Confusion or emotion 1/day
9-10 Eyebite or lesser geas 1/day
11-12 Dominate person or hold monster 1/day
13-14 Mass invisibility 1/day
15-16 Geas/quest or mass suggestion 1/day
17-18 Insanity or mass charm 1/day
19+ Otto's irresistible dance 1/day

Permanent Resistance (Saves +1)
Permanent Darkvision
Permanent Read Magic
Permanent See invicibility

Class Features:
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 arcane gestures, which can cause his spells with somatic components to fail.

Spells: A sorcerer casts arcane spells (the same type of spells available to bards and wizards), which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must.
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3—16: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells (also called cantrips) and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table 3—17: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table 3—17 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 by study. The sorcerer can't use this method of spell acquisition to learn spells at a faster rate, however.
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 he 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, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. For instance, upon reaching 4th-level, a sorcerer could trade in a single 0-level spell (two spell levels below the highest-level sorcerer spell he can cast, which is 2nd) for a different 0-level spell. At 6th level, he could trade in a single 0-level or 1st-level spell (since he now can cast 3rd-level sorcerer spells) for a different spell of the same level. 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 that he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. For example, at 1st level, the sorcerer Hennet can cast four 1st-level spells per day—three for being 1st level, plus one thanks to his Charisma score of 15. However, he knows only two 1st-level spells: magic missile and sleep. Thus, on any given day, he can cast some combination of the two spells a total of four times. He does not have to decide ahead of time which spells he'll cast.

Familiar: A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. 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. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer's experience point total can never go below 0 as the result of a familiar's demise or dismissal. For example, suppose that Hennet is a 3rd-level sorcerer with 3,230 XP when his owl familiar is killed by a bugbear. Hennet makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd level (see the Dungeon Master's Guide for rules for losing levels). 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.
A character with more than one class that grants a familiar may have only one familiar at a time.

Spells per Day/Spells Known: When a new incantatrix level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever arcane spellcasting class granted her access to 3rd-level spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the level of incantatrix to the level of whatever other arcane spellcasting class granted her access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.
If a character had more than one arcane spellcasting class that granted access to 3rd-level spells before she became an incantatrix, she must decide to which class she adds each level of incantatrix for the purpose of determining spells per day and spells known.

Bonus Metamagic Feat: At 1st level, and again at 4th, 7th, and 10th level, the incantatrix may select any metamagic feat as a bonus feat. She must meet any prerequisites for a feat in order to select it.

Focused Studies (Ex): At 1st level, the incantatrix gives up a school of magic so as to focus more on the remaining schools. She must choose a school of magic other than abjuration or divination as a prohibited school. This prohibited school is in addition to any others already chosen due to school specialization. Thus, a specialized wizard taking this prestige class has three prohibited schools instead of two.
Prohibited School: Necromancy

Cooperative Metamagic (Su): At 2nd level, an incantatrix gains the ability, to apply any metamagic feat she possesses (except Silent Spell, Still Spell, or Quicken Spell) to a spell being cast by a willing allied spellcaster. The caster need not prepare the spell in metamagic form or in a higher-level spell slot; the incantatrix simply modifies the spell during the casting. Using this ability is a standard action that provokes an attack of opportunity, just like casting a spell, though the incantatrix can use the Concentration skill with this ability as though she were casting defensively. The incantatrix must ready an action to use cooperative metamagic when her ally begins casting and must be adjacent to the caster. The incantatrix must make a Spellcraft check (DC 18 + [3 x modified spell level]) to succeed. "Modified spell level" is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Any spell level increases from metamagic feats that the caster applied also count toward the modified spell level. For example, if an incantatrix applies the Maximize Spell feat to an ally's chain lightning spell, the modified spell level is 9th (6th for the spell, +1 for the Maximize Spell feat), and the DC is 18 + (3 x 9) 45. If she applies the same feat to an ally's silent chain lightning spell, the modified spell level is 10th and the Spellcraft DC is 48. An incantatrix can use this ability a number of times per day equal to 3 + her Int modifier.

Metamagic Effect (Su): At 3rd level, an incantatrix can attempt to apply a metamagic feat she possesses to a persistent spell effect that is already in place. For example, she could use Extend Spell to extend the duration of a wall of force or Maximize Spell to maximize the damage dealt by a cloudkill. To use this ability, the incantatrix must be adjacent to or within the spell effect and make a successful Spellcraft check (DC 18 + [3 x modified spell level]. "Modified spell level" is the level of the spell slot that the spell would occupy if .it were prepared with the metamagic feat applied. Spell slot increases for metamagic feats that were applied to affect the spell's casting (such as Still Spell, Silent Spell, or Quicken Spell) do not count toward the modified spell level, but adjustments for metamagic that change the spell's effect (such as Empower Spell, Enlarge Spell, or Widen Spell) do count.
For example, applying the Extend Spell feat to a wall of fire gives it a modified spell level of 5th (4th for the spell +1 for the Extend Spell feat), so the DC would he 18 + (3 X 5) = 33. If the wall of fire had been cast with the Silent Spell feat applied, the DC is still 33, since that feat applies to the spell's casting, not its effect. On the other hand, extending an empowered wall of fire would give it a modified spell level of 7th and a Spelleraft DC of 39.
An incantatrix can use this ability a number of times per day equal to 3 + her Int modifier. Using this ability is a full-round action that provokes attacks of opportunity.

Metamagic Spell Trigger (Su): At 5th level, an incantatrix gains the ability to apply a metamagic feat she possesses to the effect of a spell trigger item (generally a wand). To use this ability, she must have the appropriate item creation feat to make the spell trigger item she is using. Using metamagic spell trigger expends a number of additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, an incantatrix can use Quicken Spell to modify a spell cast from a wand by spending 5 charges (1 + 4 additional charges for the spell slot increase). Alternatively she can apply Empower Spell to the effect by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.
An incantatrix cannot use this ability when using a spell trigger item that does not have charges, such as a strand of prayer beads.

Seize Concentration (Su): At 6th level, an incantatrix gains the ability to wrest control of a spell that requires concentration (such as implosion, major image, or summon swarm) from another spellcaster within 30 feet. If the target spellcaster is willing, this transfer of concentration occurs automatically. Otherwise, the incantatrix and the target spellcaster make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If the incantatrix wins, she gains control of the spell for as long as she maintains concentration or until the original spell duration expires. The spell functions as though the incantatrix were the caster (even if it is a spell she cannot cast), except that any variables determined when the spell was cast (including its caster level) remain as determined by the original caster. The original spellcaster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the incantatrix allows her concentration to lapse before the spell duration expires, the original caster may reassert control over his spell by making a successful caster level check (DC 15 + spell level). If he fails to do so, no one controls the spell.

Pow-Pow: (Flaming frost Beretta 92F 9mm autoloader +2) (8100)
2d6  + 1d6(Fire) + 1d6(Cold) (Total: 4d6 +6)
75 Bullets (5 Magazines, 75gp)

Cloak of Resistance +3 (9000)
Amulet of natural armor +2 (8000)
Bracers of Armor +3 (9000)
Handy Haversack (2000)
Glove of Storing (10000)
Ring of Feather Fall (2200)
Spell Component Pouch (5)
Potions of Cure Serious Wounds (3)

Noncombatant: -2 melee attack rolls

-Able Learner (Human)
-Iron Will (Flaw)
-Craft magic arms and armor (Lvl 1)
-Silent Spell (Lvl 3)
-Maximize spell (Incantatrix Bonus)
-Craft Woundrous items (Lvl 6)
-Personal Firearms Proficiency (Lvl 9)
-Rapid metamagic (Incantatrix Bonus)

Skills (85):
-Knowledge (Arcana):  8/+4: 12
-Knowledge (The Planes): 8/+4: 12
-Concentration: 13/+5: 18
-Spellcraft: 13/+4/+2: 19
-Craft (Weaponsmith): 11/+4: 15
-Craft (Armor Smith): 11/+4: 15
-Sense Motive: 13/+1: 14
-Spot: 5/1: 6
-Listen: 5/1: 6
-Survival: 0/1/+2 (On other planes): 3
-Use magic device:1/6/+2 (With Scrolls): 7 (9)
-Appraise: 0/4/+2: 6
-Diplomacy: 0/6/+2: 8

Lvl0 Spells (9 Known/6 per day):
-Resistance (Permanency)
-Read Magic (Permanency)
-Ghost Sound
-Detect magic
-No light
-Ray of frost.
-Acid Splash

Lvl1 Spells (5 known/8 per day):
-Bestow Wound
-Color Spray
-Mage Armor
-Lesser electric orb

 Lvl 2 Spells (4 known/ 8 per day):
-Rainbow Beam
-See Invicibility (Permanency)
-Darkvision (Permanency)

Lvl 3 Spells (3 known/8 per day):
-Greater Mage Armor
-Summon Monster III

Lvl 4 Spells (2/6 per day)
-Dimension Door

Lvl 5 Spells (4 per day):

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Fecha de inscripción : 14/01/2016

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