Asimar – Sorcerer 9, Crossblooded: Celestial/Shadow
Size: Medium; Move: 30' (Fly 60'-good, 9 mins/day)
Hero Points: 3
STR:10 0
DEX:16 +3
CON:12 +1
INT:10 0
WIS:12 +1
CHA:22 +6
FORT:+4
REF:+6
WILL:+7
SR:
Armor Class:16; Touch AC: 12
Hit Points: 71; HD: 9d6+9Con(+8FC)
BAB:+4
CMB:+4
CMD:18
Initiative:+5
Passive Perception: 20
WEAPON_ATK_DMG_CRIT_RANGE
~Ray (+1 Weapon Focus)_+8_1d4+4 (divine energy, no resistance/immunity: damage vs evil only, healing for good, neutral no effect)
~Shotgun(+2 Enhancement)_+9_1d8_...
~Pistol (+1 Enhancement)_+8 1d8_...
~Dagger_+7_1d4_...
SKILLS (*trained,#ranks):
*Heal (1) 1+1+3= 5
*Stealth (3) 3+3+3= 9
*Diplomacy (1) 1+6+2+3= 12
*Perception (4) 4+1+2+3= 10
*Bluff (1) 1+6+3= 10
*Fly(1) 1+3+3+ 7
*Intimidate (1) 1+6+3= 10
*Spellcraft (1) 1+0+3= 4
*Use Magic Device (1) 1+6+3= 10
*Profession: Preacher (1) 1+1+3= 5
*Craft: Gunsmith (1) 1+0+3= 4
*Knowledge: Arcana (1) 1+0+3= 4
*Appraise (1) 1+0+3= 4
ASIMAR: +2Wis,+2Cha, Native Outsider, Medium, Speed 30', Darkvision 60', Skilled (+2 Diplo & Perc checks), Mystic Past Life (7 bard spells), Celestial Resistance (acid:5 cold:5 electricity:5), Languages: Common, Celestial
TRAITS: Reactionary (+2 Initiative), Magical Talent (Create Water 1/day as spell-like ability)
SORCERER(Crossblooded): Celestial/Shadow
Bonus Class Skills: Heal/Stealth;
*Bonus Spells(choose from both lists): Ray of Enfeeblement (3rd), Resist Energy (5th), Deeper Darkness (7th), Magic Circle vs Evil (9th);
Bonus Feats (pick from combined list): Dodge;
Bloodline Arcana(both): 1-Celestial: Summoned creatures gain DR+4 vs evil,
2- Shadow: Cast darkness or shadow spell and gain bonus to Stealth;
Bloodline Powers:
Heavenly Fire (1st):
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Shadowstrike (3rd), Wings of Heaven (9th);
Drawbacks: One less spells known per level, -2 WILL saves
FEATS:
Rapid Reload: Shotgun(reload is stnd action),
Point Blank Shot (+1 Attk/Dam within 30'),
Weapon Finesse (+DEX to Attk w/light weapons),
Weapon Focus: Ray,
Dodge (+1 AC),
Iron Will (+2 WILL saves)
SPELLS
Cantrips: Ray of Frost, Light, Detect Magic, Acid Splash, Disrupt Undead, Touch of Fatigue, Message
1st: Magic Missile, Shocking Grasp, Chill Touch, Cause Fear, *Ray of Enfeeblement, Cure Light Wounds
2nd: *Resist Energy, Scorching Ray, Acid Arrow, Summon Monster II, Cure Moderate Wounds
3rd: *Magic Circle, Magic Weapon (greater), Summon Monster III, Cure Serious Wounds
4th: *Deeper Darkness, Summon Monster IV
MAGIC ITEMS*
~Ring of Protection* (+2 AC)
~Headband of Alluring Charisma* (+2 CHA)
~Wand of Cure Light Wounds
EQUIPMENT
~Weapons: DB Shotgun (100 metal cartridges & 100 handfuls of pellets), Revolver (100 bullets), Dagger
~Clothes: Cleric's vestments, Explorer's outfit, Traveler's outfit
~Bible/Apocrypha+concordance
~12 fancy trunks
~4 weeks trail rations
~Gunsmith's kit
15gp
2.0 lbs
~Deluxe Scholar’s Kit
5x candles 5 cp
5x tindertwigs 5 gp
black, red, and blue ink 40 gp
pen 1 sp
100 sheets of parchment 20 gp
sealing wax 1 gp 1 lb
signet ring 5 gp
soap 5 sp 1 lb
steel mirror 10 gp .5 lbs
magnifying glass 100 gp
bell 1 gp
hourglass 25 gp 1 lb
merchant’s scale 2 gp 1 lb
2 flasks holy water 50 gp 2 lbs
sunrod 2 gp 1 lb
wooden holy symbol 1 gp
Total Cost: 262.65 gp
Weight: 7.5 lb
~Deluxe Dungeoneering Kit
everburning torch 110 gp 1 lb
crowbar 2 gp 5 lbs
5 pitons 5 sp 2.5 lbs
grappling hook 1 gp 4 lbs
50-foot silk rope 10 gp 5 lbs
3x chalk 3 cp
10-foot pole 2 sp 8 lbs
caltrops 1 gp 2 lbs
acid 10 gp 1 lb
alchemist’s fire 20 gp 1 lb
Total Cost: 154.73 gp
Weight: 29.5 lb
~Full Wilderness Kit
hunting knife 2 gp 1 lb
whestone 2 cp 1 lb
shovel 2 gp 8 lb
hammer 5 sp 2 lbs
2 square yards canvas 2 sp 2 lbs
fishing line and hook 1 sp
flint and steel 1 gp
iron pot 5 sp 10 lbs
tent 10 gp 20 lbs*
waterskin 1 gp 4 lbs*
Total Cost: 17.32 gp
Weight: 48 lbs (30 Small)
TREASURE
5848 GP remaining...
BACKGROUND:
Preacher was initially born as Mosley Skyfire, the only son of a deposed Asimar princess. Her family is held in bondage on a plantation of the Deep South. The land is ruled by an elite family of dark fey. Hired changelings and mongrel men serve as their slave overlords.
The plantation lord is known as Fae-Ro. When Mosley was just a babe, Ro decreed all the first born males of all the slave families shall be put to death. Mosley's mother quickly stashed him in a wicker basket and stole away to the wood. She said a prayer on the banks of the Mighty Miss and sent him floating down the river.
Mosley was picked up by a family of alligator hunters in the southern Swamplands. Adopted by a family of Irish immigrants, he was given the name Lloyd McMenamin.
Lloyd grew up thinking he was a fellow human, only adopted. He learned tricks of the alligator hunting trade, but his true love was for the fire-and-brimstone church the McMenamins attended regularly.
While still a young teen, he attended one particularly energizing Sunday service. Lloyd's latent Asimar powers became manifest. He kept them secret though, knowing how sorcery was negatively viewed by the community.
When Lloyd had grown into adulthood, he went to seminary for a short time, then became a traveling preacher. He believed his powers were gifted by the Almighty. He worked for good and to help the downtrodden.
Preacher visited Haiti during his travels. He stayed on as a student for several months to the tribal witch Olivia Ormonde. Preacher went on a vision quest and his true heritage became revealed. His mother the asimar princess and her family had been betrayed by a clan of shadow spirits. Lloyd's blood was mixed with the energy matrix of both celestial and shadow.
Preacher swore to find out more and returned to the continental US. In the Deep South, he keeps his powers secret. Fae-Ro's minions regularly comb the territory looking for runaway slaves. They are known to capture or kill anyone who might possess a threat to Ro's power grip.
Preacher continues his travels. He preaches the gospel and helps the downtrodden. Meanwhile he secretly works against Fae-Ro's influence.
But that is another tale, in the World of Darkness...
Last edited by Robyo on Sun Jul 16, 2017 9:59 am; edited 7 times in total