Danae Redwine (
arcanescion) wrote2013-11-16 04:47 pm
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danae redwine ♔ character stats
Danae Redwine
Aristocrat 0 Sorceress 2
Lawful Evil // Human

Str 7 ( -2 )
Dex 14 ( +2 )
Con 14 ( +2 )
Int 12 ( +1 )
Wis 10 ( +0 )
Cha 20 ( +5 )
Hit Points | 19
Initiative | +2
Armor Class | 12 ( + 2 dex )
Fort | +2
Ref | +2
Will | +5
CMB | 3 (1 bab + 2 dex)
CMD | 11 (1 bab -2 str + 2 dex + 10)
Base Attack Bonus | +1
Melee Attack | -1
Ranged Attack | +3
§
One-handed attacks
Dagger | -1
1d4, x 2 / 19-20
§
1st level spellcaster
0 level spells DC 15 | infinite
Drench | close (25 ft. + 5 ft./2 levels)
A sudden downpour soaks the target creature or object. The rain follows the subject up to the range of the spell, soaking the target with water. If the target is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell. Reflex negates.
Detect magic | 60 ft cone
Read magic | 10 min/level
Ray of frost | ray, close (25 ft. + 5 ft./2 levels)
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
1st level spells DC 16 | 5/day
Shield | 1 min/level, personal
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
Magic missile | up to five creatures, no two of which can be more than 15 ft. apart,
medium range (100 ft. + 10 ft./level)
2nd level spells DC 17 | 1/day
3rd level spells DC 18 | 1/day
4th level spells DC 19 | 1/day
5th level spells DC 20 | 1/day
Aristocrat 0 Sorceress 2
Lawful Evil // Human

Str 7 ( -2 )
Dex 14 ( +2 )
Con 14 ( +2 )
Int 12 ( +1 )
Wis 10 ( +0 )
Cha 20 ( +5 )
Hit Points | 19
Initiative | +2
Armor Class | 12 ( + 2 dex )
Fort | +2
Ref | +2
Will | +5
CMB | 3 (1 bab + 2 dex)
CMD | 11 (1 bab -2 str + 2 dex + 10)
Base Attack Bonus | +1
Melee Attack | -1
Ranged Attack | +3
§
One-handed attacks
Dagger | -1
1d4, x 2 / 19-20
§
Bluff | ( 2 ranks + 5 cha + 3 class skill + 2 traits) = +12
Craft | ( 1 rank + 1 int + 3 class skill ) = +5
Diplomacy | ( 2 ranks + 5 cha + 3 class skill ) = +10
Bluff | ( 2 ranks + 5 cha + 3 class skill + 2 traits) = +12
Craft | ( 1 rank + 1 int + 3 class skill ) = +5
Diplomacy | ( 2 ranks + 5 cha + 3 class skill ) = +10
Knowledge (arcana) | ( 2 ranks + 1 int + 3 class skill ) = +6
Perception | ( 1 rank + 3 class skill ) = +4
Perception | ( 1 rank + 3 class skill ) = +4
Sense motive | ( 1 rank + 3 class skill ) = +4
Spellcraft | ( 1 rank + 1 int + 3 class skill ) = +5
Use magic device | ( 1 rank + 5 cha + 3 class skill ) = +9
§
Simple, martial weapons proficiency
All armor, shields proficiency
Bloodline Arcana | Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat
Arcane Bond amulet | cast any one spell known / day
Eschew Materials
Combat Casting | +4 concentration to cast defensively or while grappled
Expanded Arcana
§
Power Hungry | –2 penalty Will vs. charm and compulsion effects if the creature creating the effect promises wealth or power.
Rich parents | starting wealth +900gp
Secret-Keeper | +1 bluff, +1 saves vs. domination, divination, truth compelling effects
Convincing Liar | +1 Bluff
§
Simple, martial weapons proficiency
All armor, shields proficiency
Bloodline Arcana | Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat
Arcane Bond amulet | cast any one spell known / day
Eschew Materials
Combat Casting | +4 concentration to cast defensively or while grappled
Expanded Arcana
§
Power Hungry | –2 penalty Will vs. charm and compulsion effects if the creature creating the effect promises wealth or power.
Rich parents | starting wealth +900gp
Secret-Keeper | +1 bluff, +1 saves vs. domination, divination, truth compelling effects
Convincing Liar | +1 Bluff
§
1st level spellcaster
0 level spells DC 15 | infinite
Drench | close (25 ft. + 5 ft./2 levels)
A sudden downpour soaks the target creature or object. The rain follows the subject up to the range of the spell, soaking the target with water. If the target is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell. Reflex negates.
Detect magic | 60 ft cone
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties
Mage Hand | 25 ft + 5ft/2 lvls
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Mage Hand | 25 ft + 5ft/2 lvls
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Read magic | 10 min/level
You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Ray of frost | ray, close (25 ft. + 5 ft./2 levels)
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
1st level spells DC 16 | 5/day
Shield | 1 min/level, personal
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
Magic missile | up to five creatures, no two of which can be more than 15 ft. apart,
medium range (100 ft. + 10 ft./level)
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Burning Disarm| Short (25 ft. + 5 ft./2 levels)
This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.
Burning Disarm| Short (25 ft. + 5 ft./2 levels)
This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.
2nd level spells DC 17 | 1/day
3rd level spells DC 18 | 1/day
4th level spells DC 19 | 1/day
5th level spells DC 20 | 1/day