Post by NineOfSpades on Jan 15, 2015 16:10:06 GMT
Sarina Albel
Played by: NineOfSpades
Character Sheet: Sarina Albel
Other Characters: None
Race: Human
Classes: Ritualist 5
Effective Character Level: 5
Gender: Female
Age: 23
Alignment: Neutral Good
Deity: Mystra
Height/Weight: 5’5” / 138 lbs.
Personality: Sarina is energetic, bookish, and a bit eccentric. She lets her mouth run freely, with whatever her current thoughts are flowing in an endless stream of consciousness. Most folks consider her a blend of odd, annoying, and friendly, with the exact ratio’s of these three elements depending on the disposition of the person in question. She’s not especially good at social situations, being quite awkward in conversation. She loves exploration, both academically, and in the more literal sense of traveling out into the world. Sarina is a thinker and planner, living by the mantra of preparedness. She is full of curiosity, and a casual observer could be forgiven for thinking that her meticulous study of the world robs it of any sense of wonder by attempting to quantify abstracts. Sarina is really the opposite, and finds a deeper appreciation for the world because of her attention to the underlying interplay of everything around her.
Appearance: Sarina is an attractive young woman, bearing the unmistakable features of her Tethyrian ancestor. Her brown hair is naturally straight, hanging at about shoulder height, with her bangs dyed blond as the result of a magical experiment literally backfiring in her face. Speaking of face, she has a fairly slender face, with high cheekbones that might suggest somewhere in her ancestry is a bit of elf blood, though she lacks any sort of point to her ears, so whatever relations might exist are probably several generations removed. She has a moderate build, though poor physical conditioning. Where it not for her poor diet, she’d likely be thin as a rail. As is, she’s got a healthy layer of babyfat which gives a bit of shape to her figure. Not that you can tell, since she usually buries herself under layers of fabric, along with a large leather coat that is adorned with several oversized pockets.
History: Born and raised in Waterdeep, Sarina knew from a very young age that, more than anything, she wanted to study magic. Such aspirations were charming, but didn’t seem like a very realistic goal, given that her family worked as tavern owners who barely made enough to get by. The study of the arcane arts required intelligence and dedication, yes, but it also required money. Mystic tomes, exotic materials, candles, as well as some sort of instructor. None of this seemed to be within the families reach.
Sarina didn’t let such obstacles inhibit her aspirations. She worked hard to try and save up money; she peeked into the windows of magical shops, trying to glean a bit of information. Her parents did their best to support her, even if it was only words of encouragement. It was ultimately an act of luck that managed to get Sarina in touch with a practicing spellcaster.
Her teacher-to-be was an aged man, far past his prime, who had once been an excellent mage in his own right, but now was a washed up nobody with little more than a few gold to his name. He stumbled into the family tavern, looking for a place to stay for a few months while he was conducting a small research project.
Sarina hounded him constantly with questions, getting more than a few cantrips thrown in her face as discouragement. Sarina’s persistence won out, though, and she was taken on as an assistant and apprentice of sorts. She ran errands, fetched books and generally aided her mentor in his work, and in return, was granted a crash course instruction on magical theory and practice. It only lasted a few months before her teacher again departed, but that was enough to give Sarina the tools she needed to carry on herself.
By day, Sarina worked in the tavern, tending to tables and cleaning up spills. But her evenings we’re spent pouring over notes and practicing the limited spells she knew. In time, she managed to pick up enough talent to actually make some money preforming minor acts of spellcasting for people. Most of her profits went to helping her family, but a decent chunk went into supporting her own studies. She eventually managed to get enough stored away to apply for a student position at the Watchful Order of Magists and Protectors.
She was admitted, and for the next several years, her every day was spent in study, improving and refining her craft. Through her diligent study, she was able to earn respect from her teachers, even if her personal style of spell casting was a tad unconventional to most wizards. Her method was slower, by far, than most wizards. But different doesn’t mean bad, and her approach was embraced, eventually, though she did receive frequent teasing jabs from her peers over her snail-paced casting.
Five years of study granted Sarina enough know-how to graduate, now a talented spellcaster in her own right. She immediately set out from her home town, wanting to explore the region and see the sights she had only read about.
Threads:
None Yet.
Party Role Proficiency:
Battlefield Control: 3 Eventually, she will be able to readily reshape the battlefield. At present, her ability to fulfil this roll is rather limited.
Buffer: 3 Has few buffs at present. Will eventually rise to a 1, due to large number of spells with very long durations.
Curiosity: 1 Rituals are very well suited to supply utility magics that are seldom used, but helpful when needed.
Debuffer: 3 Has the potential to gain debuff spells, but the limited nature of her spellcasting makes her a poor fit for this roll.
Dominator: 3 As above. She will gain spells that can do this, but is not suited to doing so on command
Game Changer: 1 Given enough time, there is very little that a Ritualist cannot do. Item crafting, huge access to spells, and no limits on spells per day mean that there are few problems that cannot be overcome, eventually.
Healer: 4 Virtually no healing abilities
Meat Shield: 4 Poor Hit points, Poor AC and no way to counter incoming attacks.
Melee Damage: 4 Very limited ability to damage in melee beyond basic weapons. There are some touch range spells, but direct damage is a poor fit for using rituals.
Mobility: 2 On her own, limited. Spells like Fly, Phantom Steed, and eventually teleportation and similar effects give her a wide range of mobility.
Party Face: 3 Poor Charisma, and no access yet to any of the charm spells or similar social-enhancing magic’s.
Ranged Damage: 2 Reserve feats give a reliable source of ranged damage, although at present the actual range is fairly limited. Other spells can support this, but the limited availability of spells for a given encounter make blast spells a poor choice.
Sage: 1 High intelligence, high knowledge skills, excellent use of divination magic’s, and class abilities that provide even more information when needed.
Scout: 3 Magic allows some pretty impressive recon abilities, provided your not in a hurry.
Thief: 3 No real stealth abilities. Some magical support, and a familiar that can steal items in a pinch.
Summoner: 2 Rituals work great for summons, and only continue to improve over time. At present, she has a very limited scope of creatures she can summon up mid fight, but this will drastically improve as she levels.
Trapfinder: 3 Virtually useless, beyond summoning up disposable minions and sending them ahead to trigger any traps.
Racial Abilities:
Human: Bonus Feat, Bonus Skill Point
Feats:
1st: Fiery Burst (Complete Mage): As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells. Current effect: 3d6 Damage, Reflex DC 18
1st (Human): Improved Initiative (PHB): Gain a +4 bonus to initiative.
1st (Bonus): Acid Splatter (Complete Mage): As long as you have an acid spell of 2nd level or higher available to cast, you can throw an orb of acid as a ranged touch attack. The attack has a range of 5 feet per level of the highest-level acid spell you have available to cast and deals 1d6 points of damage per level of that acid spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting acid spells. Current Stats: 3d6 Damage, 15ft Range
1st (Bonus): Extend Spell (PHB): An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.
2nd (Bonus): Sculpt Spell (Cityscape): You can modify an area spell by changing the area's shape to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. The sculpted spell works normally in all respects except for its shape. For example, a lightning bolt whose area is changed to a ball deals the same amount of damage, but affects a 20-foot-radius spread. A sculpted spell uses a spell slot one level higher than the spell's actual level.
3rd: Obtain Familiar (Complete Arcane): You can obtain a familiar in the same manner as a sorcerer or wizard. For the purpose of determining familiar abilities that depend on your arcane caster class level, your levels in all classes that allow you to cast arcane spells stack.
4th (Bonus): Craft Wondrous Item (PHB): You can create any wondrous item whose prerequisites you meet . Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.
Class Abilities:
Weapon and Armor Proficiency: Ritualists are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
Rituals: Rituals are drawn from the Sorcerer/Wizard list. A Ritualist may cast a ritual with a spell level equal to one-half his class level. Spells above seventh level may not be made into rituals— they are too complicated, and require too much power. However, a Ritualist may cast lower-level spells with metamagic applied to increase the effective spell level to eight level or above.
Casting a ritual takes ten minutes per spell level. If the spell’s casting time is normally more than one full round, add that time to the total casting time of the ritual. Material components must be provided normally. At the conclusion of the ritual, the spell is cast normally. He may apply any metamagic feat he knows to the spell being emulated, taking the increased time to cast a spell of the adjusted level. A Ritualist may cast any ritual he knows without preparing it ahead of time. To cast a ritual, you must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ritual is 10 + the spell level + your Intelligence modifier. A Ritualist begins his career with (Intelligence Modifier) rituals in his spellbook. Each time he levels up, he may add two new rituals of any level he can cast to his spellbook for free. Further rituals must be added to his spellbook in the same manner as a wizard adding spells to his spellbook. This ability qualifies the Ritualist as an arcane spellcaster with a caster level equal to his Ritualist level.
Mystic Reserve (Su): A Ritualist's specialty is his rituals, but he is not entirely devoid of power. He may learn and power Reserve Feats as though he had a spell of the appropriate type available with a spell level scaling based on his level. Current Reserve Level: 3
Mystic Reserve (Su): A Ritualist's specialty is his rituals, but he is not entirely devoid of power. He may learn and power Reserve Feats (Complete Mage) as though he had a spell of the appropriate type available with a spell level shown on the table above.
Lore (Ex): Thanks to long hours of study, a Ritualist has a wide range of stray knowledge. This ability is identical to the Bard's Bardic Knowledge class feature, using the Ritualist's class level in place of the Bard level. Lore Bonus: +10
Mystic Focus: A Ritualist creates a Mystic Focus, a sentient object that helps you in your studies and practices. Your Mystic Focus has hardness as normal for an item of its type, with a bonus equal to your Intelligence modifier. It has a number of hit points equal to your own. If your Mystic Focus is destroyed, you must attempt a DC 15 Fortitude saving throw. Failure means you is stunned for one round and take 1d4 points of Wisdom damage. A destroyed Mystic Focus can be replaced the next day, in a process costing fifty gold per Ritualist level.
Your Mystic Focus is an intelligent item, with two mental abilities at 12 and one at 10, the ability to communicate empathically and see and hear out to a distance of 30 feet. In addition, it has one lesser power. Your item familiar has an ego score, but is always considered Helpful towards you. The caster level of any of its special abilities is equal to your Ritualist level.
You may enchant your Mystic Focus as a magic item using normal item crafting rules. If you choose to do so, you may treat the item's market price as if it were 10% lower when calculating gold and experience point costs. If you enchant your Focus as a limited use item, such as a wand or staff, it is not destroyed when the last charge is expended-- instead, it merely returns to its normal, unenhanced (but still intelligent) state.
Finally, if you have your Mystic Focus available while using a Reserve feat that deals damage, you deal bonus damage equal to your Wisdom modifier.
Knowledge Focus -Arcana(Ex): Gain a permanent +3 bonus to Knowledge (Arcana). This ability counts as having Skill Focus in the appropriate skill for the purposes of prerequisites.
Versatile Craftsman (Ex): A Ritualist may use any Craft skill in the place of any other, although he takes a -5 penalty when he does so. If the new skill is trained-only, he must still be trained in it to make checks.
Imbued Focus (Su): A Ritualist is able to imbue his Mystic Focus with additional, temporary power. When casting a ritual, you have the option of channeling it into your Mystic Focus. You may "store" a number of rituals in this manner, with a total spell level equal to one-half your Ritualist level plus your Wisdom modifier. The maximum level of any individual ritual you can store is two lower than the highest level of ritual you can normally cast.
As a full-round action which provokes an attack of opportunity, you may release a stored ritual, casting it as though it were a normal spell. If the spell's casting time is normally greater than one full-round action, use that casting time instead. Spells cast in this fashion have a DC of 10 + 1/2 Ritualist Level + your Intelligence Modifier.
Releasing a stored ritual in this way leaves behind fragments of the power, allowing you to replace expended rituals with fresh versions of the same ritual much faster than normal— one minute per spell level, rather than ten minutes per spell level. If you wish to store a different ritual, you still must cast it fully.
Anyone who makes a Use Magic Device check with a DC of 15 + Ritualist Level + Intelligence Modifier may release stored spells. Other Ritualists get a +5 bonus to this check, and anyone whom your Focus wishes to allow access to the power gains a bonus to their check equal to the Focus' Ego score. If the Focus does not wish to have its power drawn upon, anyone trying to do so takes a penalty to their check equal to the Focus' Ego score.
Equipment:
Quarterstaff (PHB): Simple Melee weapon: -0 GP
Light Crossbow + 30 bolts(PHB):Simple Ranged Weapon + Ammo -30 GP
Spellbook (PHB): Stores 100 pages worth of spells: -0 GP
Spell Component Pouch x3 (PHB): Allows access to inexpensive material components: -3 GP
Headband Of Intellect +2 (DMG): +2 Enhancement Bonus To INT: -4000 GP
Handy Haversack (DMG): Stores 120 lbs of goods, only weighs 5 lbs. Retrieving a storied item is a move action: -2000 GP
Ever burning Torch (PHB): Torch enchanted with continual flame.: -110 GP
Vest Of Resistance +1 (DMG): Provides a +1 resistance bonus to all saves: -1000 GP
Tanglefoot Bag x6(PHB): Alchemical item which entangles in a small area. Hand Crafted: -100 GP
Silk Rope 100ft (PHB): This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks: -20 GP
Travelers Cloak: Continuous endure elements (cold), and keeps the wearer dry. Produces trail rations 3/day, 2 galleons of water or tea/day, transforms into a 1 person tent 1/day.(255, 0, 0);"] -1200 GP[/b]
Total Inventory Cost:8808 GP, 192 GP remaining
Companions: Mortimer, Familiar
Other Misc Information:
Mystic Focus: Ramiel
Neutral Good (Helpful)
Intelligent Magic Item (Scepter)
INT 12 (+1)
WIS 10 (+0)
CHa 10 (+0)
EGO 2
31 HP, Hardness 15
Vision/Hearing 30ft
Empathic Communication
Detect Magic At Will