A Reign of Winter Adventure Path Character

YELNOTH THE DARK LEVEL 13

Male winterborn triaxian sorcerer 13

CN Medium humanoid (Triaxian)

Init +6+2 Dex, +4 Improved Initiative; Senses low-light vision; Perception +11

  DEFENSE

AC 22, touch 14, flat-footed 20 (+4 armor, +2 deflection, +2 Dex, +4+2 bloodline power plus +1 amulet of natural armor natural)

hp 110 (13d6+5213d6 sorcerer, +26 Con, +13 Favored Class, +13 Toughness feat)

Fort +11+4 base, +2 Con, +2 Great Fortitude, +1 Life of Toil trait, +2 cloak of resistance, Ref +10+4 base, +2 Dex, +2 Lightning Reflexes, +2 cloak of resistance, Will +13+8 base, +1 Wis, +2 Iron Will, +2 cloak of resistance

Resist cold 10

  OFFENSE

Speed 30 ft.30 ft. base, -0 ft. armor

Melee

heavy mace +7/+2BAB plus +1 Str (1d8+1+1 Str)

Ranged

mwk light crossbow +9BAB plus +2 Dex plus +1 enhancement (1d8/19-20; increments 105 = thrown/early firearm | 10 = projectile; range 8080 ft. ft.)

Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 feet, +2 overcome spell resistance, breath weapon (30-ft. cone, 13sorcerer leveld6 cold, DC 2210 plus 1/2 sorcerer levels plus +6 Cha, 1/day), claws (2, 1d6+1+1 Str, magic, 93 plus +6 Cha rounds/day),

Sorcerer Spells Known (CL 13th; concentration +19 [+23 casting defensively or grappled])

6th (6/day | )—disintegrate (DC 22), form of the dragon I, true seeing

5th (7/day | )—cone of cold (DC 21), spell resistance, summon monster V, teleport

4th (7/day | )—bestow curse (DC 20), communal tongues, fear (DC 20), shout (DC 20), wall of fire

3rd (7/day | )—draconic reservoirB, dispel magic, firestream (DC 19), fly, haste, lightning bolt (DC 19), versatile weapon

2nd (8/day | )—false life, fire breath (DC 18), flurry of snowballs (DC 18), resist energy, scorching ray, see invisibility

1st (8/day | )—burning hands (DC 17), mage armor, magic missile, obscuring mist, shield, snowball (DC 17)

0 (at will)—acid splash, bleed (DC 16), flare (DC 16), light, mage hand, message, ray of frost, resistance, touch of fatigue (DC 16)

Bloodline draconic (white); B bonus from page of spell knowledge

  STATISTICS

Str 1214 base, -2 race, +0 level, Dex 1413 base, +0 race, +1 level, Con 1412 base, +2 race, +0 level, Int 88 base, +0 race, +0 level, Wis 1210 base, +2 race, +0 level, Cha 2315 base, +0 race, +2 level, +2 Black Rider bonus, +4 headband of alluring charisma

Base Atk +6/+1; CMB +7+6 BAB, +0 size, +1 Str; CMD 2110 +6 BAB, +0 size, +1 Str, +2 Dex, +2 deflection, +0 dodge

Traits Cross-Disciplined, Life of Toil

Feats Combat CastingB, Elemental Spell (cold), Eschew MaterialsB, Great Fortitude, Improved InitiativeB, Iron Will, Lightning Reflexes, Point-Blank Shot, Quicken SpellB, Simple Weapon Proficiency, Spell Penetration, Toughness

Skills (armor check penalty -0-0 armor, -0 shield); Acrobatics +20 ranks, +2 Dex, -0 armor, Appraise -10 ranks, -1 Int, Bluff +60 ranks, +6 Cha, Climb +10 ranks, +1 Str, -0 armor, Diplomacy +100 ranks, 1 GM bonus ranks, +6 Cha, +3 class skill, Disguise +60 ranks, +6 Cha, Escape Artist +20 ranks, +2 Dex, -0 armor, Fly +105 ranks, +2 Dex, +3 class skill, -0 armor, Heal +10 ranks, +1 Wis, Intimidate +60 ranks, +6 Cha, Knowledge (arcana) +31 ranks, -1 Int, +3 class skill, Linguistics +01 GM bonus ranks, -1 Int, Perception +115 ranks, +1 Wis, +3 class skill, +2 racial, Ride +20 ranks, +2 Dex, -0 armor, Sense Motive +10 ranks, +1 Wis, Spellcraft +42 ranks, -1 Int, +3 class skill, Stealth +20 ranks, +2 Dex, -0 armor, Survival +10 ranks, +1 Wis, Swim +10 ranks, +1 Str, -0 armor; Racial Modifiers +2 Perception

Languages Common, Draconic, Triaxian

SQ bloodline arcana (cold spells deal +1 damage per die), seasoned

Combat Gear elixir of dragon breath (green dragon; 2), necklace of fireballs (type II), potion of cure serious wounds, potion of lesser restoration, scroll of chain lightning, scroll of dimension door (2), scroll of hallucinatory terrain, scroll of iron body, scroll of mage's sword, scroll of mass hold person, scroll of see invisibility, scroll of wall of stone, scroll of whispering wind (2), truefrost elixirs (2)

Other Gear heavy mace, masterwork light crossbow with 20 bolts, amulet of natural armor +2, bracers of armor +4, cloak of resistance +2, headband of alluring charisma +4, page of spell knowledge (draconic reservoir), ring of protection +2, 6,121 gp

  SPECIAL ABILITIES

Claws (Su) As free action, grow claws as natural weapons for a number of rounds per day equal to 3 + Cha modifier. Can make two claw attacks as full attack using full base attack bonus. Rounds of use do not need to be consecutive. Considered magic weapons for purpose of overcoming DR.

Cross-Disciplined 1/day—Cast any one of your spells appearing on both the magus and sorcerer/wizard spell list as one caster level higher.

Eschew Materials Cast any spell with a material component costing 1 gp or less without needing that component.

Iron Axes of Jomsburg

Come to Terms Specialized in Diplomacy.

Viking Magic The following spells added to class spell list: 3rd—versatile weapon.

Magic Item Descriptions

elixir of dragon breath (green) Drink as standard action, 1 time thereafter, as standard action, breathe 15-ft. cone of acid for 7d6 acid damage (DC 16 Reflex half). Unused breath dissipates 1 hour after consumption.

necklace of fireballs (type II) As standard action, wearer (only) can detach one sphere and hurl it up to 70 ft. where it denotes as varying strength fireball spell (DC 14 Reflex half). If carried or worn by a character failing a saving throw against magical fire attack, item must save as well (with +7 save bonus) or all remaining spheres detonate. Does not take up neck magic item slot. Contains following strength spheres: 1 at 6d6, 1 at 4d6, and 2 at 2d6.

truefrost elixir Drink as standard action, for next 6 rounds your spells, spell-like abilities, and supernatural abilities dealing cold damage are not subject to cold resistance and deal half damage to those immune to cold.

Metamagic Feats Apply metamagic feat on the spot during casting, increasing standard action time to cast to full-round action (not the same as 1-round casting time). For spell with longer duration, it takes an extra full-round action to cast the spell. Does not change level of the spell, so the DC for saving throws does not increase. Does not affect spell-like abilities. Can apply multiple metamagic feats (assuming you have an available spell slot of the resulting level) but cannot apply same metamagic feat to single spell multiple times.

Elemental Spell (cold) Replace spell's normal damage with cold energy type or split so half is of cold energy type and half normal. Uses spell slot one level higher than spell's actual level.

Quicken Spell Cast spell as swift action that does not provoke an attack of opportunity; can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Uses spell slot four levels higher than the spell's actual level.

Seasoned (Ex) Exist comfortably in conditions between 40 and -20 degrees without having to attempt Fort saves. In conditions of severe cold, make Fort save every hour instead of every 10 minutes.


Height 5'10"; Weight 131 lbs.; Hair White; Eyes Blue; Skin White; Age 28; Religion Pharasma; Homeland Drakelands, Triaxus; Favored Class Sorcerer; XP Earned 393,641 of 445,000

Mercenary Company Iron Axes of Jomsburg; Fame 1313 passed training checks; Prestige Points 713 passed training checks plus 0 blog journal entries minus 6 PP Viking Magic (versatile weapon) expenditures

Defeated Enemies Animated Tank, Bone Golem (2), Mortar Troop

History None