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Elaria Sashrond, Hatchling


Khakhan

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E L A R I A

Human (Ifrit) • Merchant  Sorcerer 1 (Phoenix)

SORCERER (PHOENIX) 1

Medium humanoid female (human, ifrit), neutral good


Armor Class 15 • Unarmored 0 • Dex 2 • Trained 3

Hit Points 15
Speed 25 ft.


Perception +4 • Trained 3 • Wis 1 • Item 0 • Senses none

Languages common, elven, ignan

Class DC 14 • Untrained 0 • Base 10 • Cha 4 • Item 0

 
ATTRIBUTES

Strength 10 (+0) • Dexterity 14 (+2) • Constitution 12 (+1) • Intelligence 12 (+1) • Wisdom 12 (+1) • Charisma 18 (+4)


Boosts:

Ancestry: Dexterity, Charisma

Background: Dexterity, Charisma

Class: Charisma

Free: Constitution, Intelligence, Wisdom, Charisma

 

ARMOR & SHIELDS

Armor Class 15 • Unarmored 0 • Trained 3 • Base 10 • Dex 2 • Item 0

Trained unarmored defense

Shield X • Bulk 1 • +X AC, Hard 0, HP 0 (0)

 

 SAVING THROWS

Fortitude +4 • Trained 3 • Con 1 • Item 0

Reflex +5 • Trained 3 • Dex 2 • Item 0

Will +6 • Expert 5 • Wis 1 • Item 0

 

Weapon Proficiencies

Trained simple weapons, unarmed attacks

 

Weapon

Melee :TwoActions: Produce Flame +7 (attack, cantrip, evocation, fire, range 30 feet) • Damage 1d4+4 fire • Crit Spec The target takes double damage and takes 1d4 persistent fire damage.

Melee:OneAction:Staff +3 (two-handed d8) • Damage 1d4 B • Crit Spec You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.

Ranged :TwoActions: Acid Splash +7 (acid, attack, cantrip, evocation, range 30 feet) • Damage 1d6 acid plus 1 acid splash damage. • Crit Spec The target takes 1 persistent acid damage.

Ranged :TwoActions: Produce Flame +7 (attack, cantrip, evocation, fire, range 30 feet) • Damage 1d4+4 fire • Crit Spec The target takes double damage and takes 1d4 persistent fire damage.

Ranged :TwoActions: Ray of Frost +7 (attack, cantrip, cold, evocation, range 120 feet) • Damage 1d4+4 cold • Crit Spec The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round.

Ranged :TwoActions: Crossbow +5 (crossbow) • Damage 1d8 P • Crit Spec If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.

 

SKILLS

Acrobatics +5 • Trained 3 • Dex 2 • Item 0

Arcana +4 • Trained 3 • Int 1 • Item 0

Athletics +3 • Trained 3 • Str 0 • Item 0 • Armor 0

Crafting +1 • Untrained 0 • Int 1 • Item 0

Deception +7 • Trained 3 • Cha 4 • Item 0

Diplomacy +7 • Trained 3 • Cha 4 • Item 0

Intimidation +4 • Untrained 0 • Cha 4 • Item 0

Lore: Fire Plane +4 • Trained 3 • Int 1 • Item 0

Lore: Mercantile +4 • Trained 3 • Int 1 • Item 0

Medicine +1 • Untrained 0 • Wis 1 • Item 0

Nature +4 • Trained 3 • Wis 1 • Item 0

Occultism +1 • Untrained 0 • Int 1 • Item 0

Performance +4 • Untrained 0 • Cha 4 • Item 0

Religion +1 • Untrained 0 • Wis 1 • Item 0

Society +4 • Trained 3 • Int 1 • Item 0

Stealth +2 • Untrained 0 • Dex 2 • Item 0 • Armor 0

Survival +4 • Trained 3 • Wis 1 • Item 0

Thievery +2 • Untrained 0 • Dex 2 • Item 0

Languages: Common, Elven, Ignan

 

FEATS & ABILITIES

Ancestry Feats and Abilities • Elemental Lore, ifrit

Class Feats and Abilities • bloodline (phoenix), focus pool (1), sorcerer spellcasting, spell repertoire

General Feats and Abilities • 

Skills Feats • Bargain HunterB,


Bargain HunterYou can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost.

Ifrit • You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on).

 

SPELLS & POWERS

Spell Attack +7 • Trained 3 • Cha 4
Spell DC 17 • Trained 3 • Base 10 • Cha 4
Focus Points 1/1
Spells/Day: 0: 5 • 1st: 3
 

Prepared Spells
Spell 0 —
 5 slots

  • Acid Splash
  • Detect MagicG
  • Electric Arc
  • Light
  • Ray of Frost

Spell 1 — 3 slots

  • Burning HandsG
  • Feather Fall
  • Heal

 

Focus Spells
• Rejuvenating Flames :TwoActions:
Somatic, Verbal Area 15-foot cone • Targets 1 creature • Effect You create a gout of flame that both heals and burns. You restore 1d4 HP to all allies in the area, and those allies gain a +1 status bonus to Fortitude saves for 1 minute. Enemies in the area take 1d4 fire damage with a basic Reflex save. Heightened (+1) You restore an additional 1d4 HP to your allies and deal an additional 1d4 fire damage to enemies.

 

Innate Spells
• Produce Flame :TwoActions:
Somatic, Verbal Range 30 feet • Targets 1 creature • Effect A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target’s AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal 1d4 + Cha fire damage. On a critical success, the target takes double damage and 1d4 persistent fire damage. Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.

 

INVENTORY

Money: 15 GP
Bulk 0/0 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0)

Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin
Item • Bulk 0 • Notes

Arms and Armor
Item • Bulk 0 • Notes

 

APPEARANCE

Age 26 | Height 5' 6" | Weight 130 lbs. | Hair Black | Eyes Pale Green | Complexion Bronze


 

 

BACKGROUND

BACKSTORY

 

THEMED SPELLS

Elaria is a massive fan of the outdoors and exploration and in particular, animals. As such, many of her fire spells are stylized in an animalistic way. For example, her fireball might produce a blazing bird that flies to the designated area before exploding; burning hands might emit a swirling cloud of lambent butterflies that seem harmless until alighting on an unsuspecting victim. In all cases, none of this changes the mechanical effects of the spell.

 

 

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