Fiona del Fuego
CHARACTER NAME: Fiona del Fuego
PLAYER NAME: Randy Ray
CLASS: Sorcerer 10 / Fighter 1 SENSES: Perception +0
ALIGNMENT: Chaotic Neutral
BACKGROUND: Sasserine Native
INITIATIVE: + 4 [+ 2 Dex, + 2 trait]
AC: 25 [+ 2 Dex, + 5 armor, + 3 shield, + 1 dodge, +2 ring, +2 amulet], Tch 15, Fl 21
CHA: 21 / 25
FORT: + 9 (+ 5 base, + 2 Con, + 2 vest)
REF: + 7 (+ 3 base, + 2 Dex, + 2 vest)
WILL: + 9 (+ 7 base, + 0 Wis, + 2 vest)
FEATS: armor proficiency (heavy, medium, and light), martial weapon proficiency (all), simple weapon proficiency (all), shield proficiency, tower shield proficiency, arcane armor training, combat casting, dodge, eschew materials, point blank shot, precise shot, spell focus (evocation), spell penetration, selective spell, and toughness.
TRAITS: charming and reactionary.
TRAINED SKILLS: bluff + 14, diplomacy + 18, knowledge (arcane) + 8, knowledge (the planes) + 4, profession (sailor) + 4, and spellcraft + 14.
BASE ATTACK: + 6/ + 1 / CMB: + 6 / CMD: 21 / 18 Fl
MELEE ATTACKS: + 1 longspear + 6 (1d8+ 1/x3) OR dagger + 5 (1d4/19-20/x2)
RANGED ATTACKS: dagger + 7 (1d4/19-20/x2), OR + 2 evil outsider bane longbow + 9 (1d8+2/x3), OR ranged touch + 7 (spell; +1 atk and dmg w/in 30 feet; x2).
LEVEL 0 (At Will) – acid splash, arcane mark, detect magic, disrupt undead, light, mage hand, message, prestidigitation, and read magic.
LEVEL 1 (8) – alarm, burning hands, feather fall, grease, magic missile, and ray of enfeeblement.
LEVEL 2 (8) – acid arrow, darkvision, flaming sphere, scorching ray, and see invisibility.
LEVEL 3 (7) – dispel magic, fireball, lightning bolt, and protection from energy.
LEVEL 4 (5) – elemental body I, enervation, and resilient sphere.
LEVEL 5 (3) – cone of cold.
SPELLS PER DAY 8/8/7/5/3
WEAPONS: + 1 longspear, + 2 evil outsider bane longbow, masterwork longbow, dagger, sap.
ARMOR: + 1 mithral chain shirt, + 2 mithral buckler, + 2 ring of protection, +1 amulet of natural armor.
GEAR: 2x flasks of acid, courtier’s outfit, flint and steel, float bladder, goggles, noble’s outfit, 3x flasks of oil, robe of shimmering lavender silk, 50 ft. silk rope, shendrilavri perfume (6 doses; 1 used), 4x sunrods, traveler’s outfit, and a waterskin.
MAGIC ITEMS: brooch of shielding (97 points), vest of resistance + 2, handy haversack, headband of alluring charisma + 4, 4x potions of cure light wounds, scroll of remove paralysis, scroll of lesser restoration, wand of cure light wounds (50 charges), wand of magic missiles (50 charges), wand of true strike (50 charges), lesser metamagic rod of empower, + 2 ring of protection, + 1 amulet of natural armor, and staff of fire (10 charges).
Class Skill: Knowledge (the planes).
Bonus Spells: burning hands (3rd), scorching ray (5th), protection from energy (7th) and elemental body I (9th).
Bonus Feats: dodge.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline.
Bloodline Powers (Fire): One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below.
Elemental Ray (10/day – + 8 ranged touch; 1d6+ 5 Fire damage) (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance (Fire 20) (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.
Elemental Blast (1/day – 10d6 Fire damage; Ref DC 20 half) (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.