Female Human Crossblooded Sorcerer 5
Neutral Good Medium Humanoid (Human)
Player Swyrlyn

Init +5 (+1 dex, +4 familiar)
Senses Perception +7

AC 12, touch 11, flat-footed 11; (+1 dex, +1 natural)
HP 37 (5d6 + 10 con + 5 fcb)
Fort +3 (con +2, sorcerer +1)
Refl +2 (dex +1, sorcerer +1)
Will +3 (wis +1, sorcerer +4, -2 archetype)
Special Defences: Resist Fire 5

Speed 30ft, with armor 30ft
1-handed Melee Dagger +0 1d4-2 (19-20/*2)

Ranged Ray +3 (20/*2)

Spells:(CL 5, Concentration +9, vs SR +7 / +8 with evocation / +10 with burning arc)
2nd (4+1/day)(DC 16) Burning Arc 8d6+8 second 4d6+4 (DC 17), See Invisibility
1st (6+1/day)(DC 15) Burning hands 5d4+5 (DC 16), Magic Missile, Grease, Mage Armor (B)
Knacks (4) Detect Magic, Read Magic, Light, Acid Splash

Str 7 , Dex 12, Con 14, Int 14, Wis 12, Cha 18
Base Atk +2; CMB -1; CMD 11

  • 1: Spell Focus: Evocation, Spell Perfection (Burning Arc), Eschew Materials (Sorcerer)
  • 3: Varisian tattoo (evocation)
  • 5: Spell Penetration

Skills acp: 0; total skill ranks: Level 5 x (Sorcerer 2 + int 2 + 1 human) = 25

  • Acrobatics
  • Appraisec
  • Bluffc
  • Climb
  • Craftc
  • Diplomacyc (5) +14 / +16 to gather information
  • Disable device
  • Disguise
  • Escape artist
  • Flyc
  • Handle animal
  • Heal
  • Intimidatec
  • Knowledge(arcana)c (3) +8
  • Knowledge(dungeoneering)
  • Knowledge(engineering)
  • Knowledge(geography)
  • Knowledge(history)
  • Knowledge(local)c (1) +6
  • Knowledge(nature)
  • Knowledge(nobility)
  • Knowledge(planes)
  • Knowledge(religion)
  • Linguistics (1) +5
  • Perceptionc (5) +9
  • Perform Oratory +6
  • Professionc
  • Ride
  • Sense motive
  • Sleight of hand
  • Spellcraftc (5) +10
  • Stealth
  • Survival
  • Swim
  • Use magic devicec (5) +12

Traits: Affable, Magical Lineage (Fireball)
Languages: Common, Varisian, Draconic, Celestial, Ignan
RSQ Bonus Feat, Skilled
SQ Bloodline Crossblooded(Phoenix&Draconic) Powers:

Class Skill: A crossblooded sorcerer receives the bonus class skill from both of her bloodlines. Draconic: Perception, Phoenix: Knowledge (Arcana)

Bonus Spells: A crossblooded sorcerer may select her bonus spells from either of her bloodlines. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.

Bonus Spells Draconic: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bonus Spells Phoenix: color spray (3rd), see invisibility (5th), magic circle against evil (7th), wall of fire (9th), break enchantment (11th), path of the winds (13th), firebrand (15th), prismatic wall (17th), fiery body (19th).

Bonus Feat: A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list.

Draconic: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Phoenix: Dodge, Elemental Focus (fire), Fast Healer, Improved Initiative, Iron Will, Mobility, Quicken Spell, Skill Focus (Knowledge [arcana]).

Bloodline Arcana: A crossblooded sorcerer gains the bloodline arcana of both her bloodlines.

Draconic: Whenever you cast a spell with an energy descriptor that matches your draconic (Gold-Fire) bloodline's energy type, that spell deals +1 point of damage per die rolled.

Phoenix: When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal. A phoenix sorcerer's bloodline arcana only affects instantaneous spells whose spell level is 1 or higher.

Bloodline Powers: At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.

1-level: Bloodline Familiar (Jerboa named Lin)

3- leve: Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Drawbacks: A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on the sorcerer spells known table. Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.

On person: Familiar Satchel, Cold Iron Dagger
In backpack: Antitoxinx2, Antiplaguex2, Air Crystal, Alchemist Firex5
Potions/Oils: Touch of the sea
Scrolls: Comprehend Languagesx5
Wands: Wand of CLW, Wand of Magic Missile
Ioun Stones:
Encumbrance lb. without backpack (//), lb. with backpack

Wondrous Items

  • Head
  • Headband
  • Face/Eyes
  • Neck
  • Shoulders
  • Chest
  • Body
  • Armor
  • Belt
  • Wrist Spring-loaded wristh sheathx2
  • Hand
  • Ring Envoy Ring (+2 competence Diplomacy, Linguistics and Perform checks, 1/day disguise self)
  • Ring
  • Feet


  • 0
  • 1
  • 2

Things to buy



Male Jerboa Sage Familiar 3
Neutral Diminutive Animal

Init +7
Senses Perception +6, low-light vision, scent

AC 18, touch 17, flat-footed 15; (+3 dex, +1 nat, +4 size)
hp 18
Fort +2, Ref +5, Will +2
Special Defenses

Speed 20 ft., fly 30 for 1 min/day
Melee Bite +5 1d2-5 (x2)

Str 1 (-5), Dex 16 (+3), Con 8 (-1), Int 10 (+0), Wis 15 (+2), Cha 3 (-4)
Base Atk +0; CMB -1; CMD 4
Feats Imp. Init.
Skills Acrobatics +11 (1), Kn. (Dungeoneering, Engineering, Geography, History, Local, Nature, Religion) +6, Kn. Planes +8
SQ Empathic Link, Deliver Touch Spells, Imp. Evasion, Low-light vision, Sage's Knowledge, Scent, Share Spells, Speak with Master

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