[Battle Sorcerer] Jornathel Mithraiian

Started by Manzokushi, November 13, 2012, 03:33:49 AM

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Manzokushi

https://docs.google.com/spreadsheet/ccc?key=0AmXHPBzqtR1PdFAtZ2Q1MUx5UFB0bWNUbjc0UWhqRVE&usp=sharing



Level Progression
Level 1
Level 2
Level 3
Level 4



Level 1
[spoiler]Name: Jornathel Mithraiian
Race: Darkmoon Elf
Class: Battle Sorcerer
Alignment: Chaotic Good
Deity: Dehanine Moonbow, Daughter of the Night Skies, Goddess of the Moon

Age: 130
Height:  6'0
Weight: 185 lbs
Appearance: Long white hair, golden eyes, pale milky skin. Jorn carries himself as a man possessed of confidence. He always appears to have a smile on his face it can easily become contagious. His presence seems to calm those around him, allowing them to relax and just enjoy life.

Stats:    Stat Bonus:
Str: 12  ( 1)
Dex: 18 ( 4)
Con: 12 ( 1)
Int: 20 ( 5)
Wis: 10
Cha: 20 ( 5)

Used the stat roller on the web site, 4d6 value no modifiers, dropped the lowest.
[4d6] 6, 6, 1, 6 = 18 => 18
[4d6] 2, 6, 5, 4 = 16 => 15
[4d6] 4, 4, 1, 2 = 10 => 10
[4d6] 4, 3, 5, 1 = 12 => 12
[4d6] 3, 5, 4, 5 = 14 => 14
[4d6] 6, 6, 6, 5 = 18 => 18

Darkmoon Elf
2 Dexterity, -2 Constitution,  2 Intelligence,  2 Charisma
Immune to Magic Sleep Effects,  2 Save vs mind-affecting enchantments
Spell Resistance of 5   (1/Hit Dice)
Dark Vision: 60ft, Low-light Vision
Weapon Proficiency: Longbow, Shortbow, and Longsword
Blessing of the Moon: A darkmoon elf receives a  1 racial bonus on all skill checks and saving throws when outside at night when the moon is showing.
2 racial bonus on Listen, Spot, Search, Hide, Move Silently, and Sense Motive skill checks.
A darkmoon elf that passes within 5 ft. of a secret door is entitled to a Search check as though actively searching for it.
LA:  1

Armor Class: 10 (base)   3 (Armor)  4 (dex) = 17
Touch Armor Class: 10  4 (dex) = 14
Flatfooted Armor Class: 10  3 (studded leather) = 13

Hit Die: d8
Hitpoints: = 9
Hitpoints per level: 1d8 1 (con)

Speed:  40 feet  10 Feet from Boots = 50 feet

Fortitude save:   0 (class)  1 (con)  0 (racial) =  1
Reflex save:   0 (class)  4 (dex)  0 (racial) =  4
Will save:  2 (class)  0 (wis)  0 (racial) =  2

Attack (melee, longsword):  0 (BAB)  1 (str)  0 (size) =  1
Attack (unarmed):   0 (BAB)  1 (str)  0 (size) =  1
Attack (missile):  0 (BAB)  4 (dex)  0 (size) =  4

Damage (longsword): 1d8 1
Damage (unarmed): 1d4 (non lethal)

Light load: 43 lbs
Medium load: 44-86 lbs
Heavy load: 87-130 lbs
Push or drag: 650 lbs

Languages: Elven, Darkmoon Sign, Common. Bonus languages: Draconic, Undercommon, Dwarven, Gnomish, Gnoll, Orc.

Carrying/Wearing:
Studded Leather Armor
Long Sword
Backpack
Belt with belt pouches

Skills:
28 Points at level 1
7 skill points per level
*Denotes a class skill

*Appraise INT:  5 (int)  1 Rank = 6
Balance DEX:  4 (dex) = 4
*Bluff CHA:  5 (cha) = 5
Climb STR:  1 (str) = 1
*Concentration CON:  1 (con)   1 Rank = 2
*Craft () INT:  5 (int)   1 Rank = 6
Diplomacy CHA:  5 (cha) = 5
Disguise CHA:  5 (cha) = 5
Escape Artist DEX:  4 (dex) = 4
Forgery INT:  5 (int) = 5
Gather Information CHA:  5 (cha) = 5
*Heal WIS:  0 (wis) = 0
Hide DEX:  4 (dex)  2 Racial  1 Rank = 7
*Intimidate CHA:  5 (cha) = 5
Jump STR:  1 (str)  5 Boots = 6
*Knowledge (Arcana) INT:  5 (int)  4 Rank = 9
Listen WIS:  0 (wis)  2 Racial = 2
Move Silently DEX:  4 (dex)  2 Racial  1 Rank = 7
Perform WIS:  0 (wis) = 0
*Profession WIS:  0 (wis) = 0
Ride DEX:  4 (dex) = 4
Search INT:  5 (int)  2 Racial  1 Rank = 8
Sense Motive WIS:  0 (wis)  2 Racial = 2
*Spellcraft INT:  5 (int)   4 Rank = 9
Spot WIS:  0 (wis)  2 Racial  1 Rank = 3
Survival WIS:  0 (wis) = 0
Swim STR:  2 (str) = 2
Tumble DEX:  4 (dex)  1 Rank = 5
*Use Magic Device CHA:  5 (cha)  4 Rank = 9
Use Rope DEX:  4 (dex) = 4

Feats:
Bonus Feats: Eschew Materials, Channel Touch Spell

Equipment:
*Back Pack
-Bed Roll
-5 Torches
-5 pieces of Chalk
-Flint and Steel
-Grappling Hook
-50ft of Rope, hempen
-2 Weeks of Rations
-water Skin
-Change of Clothes
*Belt Pouch
-Small Mirror
-Whetstone
-Razor
-Soap
-50 Gold Pieces

On person:
Back Pack
Belt Pouch
Boots of Striding and Springing

Battle Sorcerer
Level / BAB / Fort / Ref / Will / Special
1st  / 0 /  0 /  0 /  2 / Summon Familiar, Bloodline Power
2nd / 1 /  0 /  0 /  3
3rd  / 2 /  1 /  1 /  3 / Bloodline Power, Bloodline Spell
4th  / 3 /  1 /  1 /  4
5th  / 3 /  1 /  1 /  4 / Bloodline Spell
6th  / 4 /  2 /  2 /  5
7th  / 5 /  2 /  2 /  5 / Bloodline Feat, Bloodline Spell
8th  / 6: 1 /  2 /  2 /  6
9th  / 6: 1 /  3 /  3 /  6 / Bloodline Power, Bloodline Spell

Bloodline: Celestial

Bloodline Power:
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.

Spells per Day
Level 0/1/2/3/4/5/6/7/8/9
1st 4/4
2nd 5/5
3rd 5/6
4th 5/7/3
5th 5/7/4
6th 5/7/5/3
7th 5/7/6/4
8th 5/7/6/5/3
9th 5/7/6/6/4

Spell DC: 10   5 (cha)  0 Spell Level = 15 Base DC

Spells Known per Day
0 lvl ? (4): Acid Splash, Detect Magic, Read Magic, Mage Hand
1 lvl ? (2 2): Mage Armor, Magic Missile
[/spoiler]

Manzokushi

#1
Level 2
[spoiler]

Str: 12  (+1)
Dex: 18 (+4)
Con: 12 (+1)
Int: 20 (+5)
Wis: 10
Cha: 20 (+5)

Base Attack Bonus: +1
Armor Class: 10 (base) + 3 (Armor) +4 (dex) = 17
Touch Armor Class: 10 +4 (dex) = 14
Flatfooted Armor Class: 10 +3 (studded leather) = 13

Hit Die: d8
Hitpoints: = 9 (level 1) + 8 (level 2) = 17
Hitpoints per level: 1d8+1 (con)
Quote[1d8+1] 7 = 7 + 1 = 8
Speed:  40 feet +10 Feet from Boots = 50 feet

Fortitude save: +0 (class) +1 (con) +0 (racial) = +1
Reflex save:  +0 (class) +4 (dex) +0 (racial) = +4
Will save: +3 (class) +0 (wis) +0 (racial) = +3

Spell Resistance: 7

Attack (melee, longsword): +1 (BAB) +1 (str) +0 (size) = +2
Attack (unarmed):  +1 (BAB) +1 (str) +0 (size) = +2
Attack (missile): +1 (BAB) +4 (dex) +0 (size) = +5

Damage (longsword): 1d8+1
Damage (unarmed): 1d4 (non lethal)

Light load: 43 lbs
Medium load: 44-86 lbs
Heavy load: 87-130 lbs
Push or drag: 650 lbs

Languages: Elven, Darkmoon Sign, Common. Bonus languages: Draconic, Undercommon, Dwarven, Gnomish, Gnoll, Orc.

Carrying/Wearing:
Studded Leather Armor
Long Sword
Backpack
Belt with belt pouches
Boots of Striding and Springing
Skills:
35 Points at level 2
7 skill points per level
*Denotes a class skill

*Appraise INT: +5 (int) +2 Rank = 7
Balance DEX: +4 (dex) = 4
*Bluff CHA: +5 (cha) = 5
Climb STR: +1 (str) = 1
*Concentration CON: +1 (con) + 1 Rank = 2
*Craft (Jeweler) INT: +5 (int) + 1 Rank = 6
Diplomacy CHA: +5 (cha) = 5
Disguise CHA: +5 (cha) = 5
Escape Artist DEX: +4 (dex) = 4
Forgery INT: +5 (int) = 5
Gather Information CHA: +5 (cha) = 5
*Heal WIS: +0 (wis) +2 Rank = 2
Hide DEX: +4 (dex) +2 Racial +1 Rank = 7
*Intimidate CHA: +5 (cha) = 5
Jump STR: +1 (str) +5 Boots = 6
*Knowledge (Arcana) INT: +5 (int) +4 Rank = 9
Listen WIS: +0 (wis) +2 Racial +1 Rank = 3
Move Silently DEX: +4 (dex) +2 Racial +1 Rank = 7
Perform WIS: +0 (wis) = 0
*Profession WIS: +0 (wis) = 0
Ride DEX: +4 (dex) = 4
Search INT: +5 (int) +2 Racial +1 Rank = 8
Sense Motive WIS: +0 (wis) +2 Racial = 2
*Spellcraft INT: +5 (int) + 5 Rank = 10
Spot WIS: +0 (wis) +2 Racial +1 Rank = 3
Survival WIS: +0 (wis) = 0
Swim STR: +2 (str) = 2
Tumble DEX: +4 (dex) +1 Rank = 5
*Use Magic Device CHA: +5 (cha) +5 Rank = 10
Use Rope DEX: +4 (dex) = 4

Feats:
Bonus Feats: Eschew Materials, Channel Touch Spell

Equipment:
*Back Pack
-Bed Roll
-5 Torches
-5 pieces of Chalk
-Flint and Steel
-Grappling Hook
-50ft of Rope, hempen
-2 Weeks of Rations
-water Skin
-Change of Clothes
*Belt Pouch
-Small Mirror
-Whetstone
-Razor
-Soap
-50 Gold Pieces

On person:
Back Pack
Belt Pouch
Boots of Striding and Springing

Battle Sorcerer
Level / BAB / Fort / Ref / Will / Special
1st  /+0 / +0 / +0 / +2 / Summon Familiar, Bloodline Power
2nd /+1 / +0 / +0 / +3
3rd  /+2 / +1 / +1 / +3 / Bloodline Power, Bloodline Spell
4th  /+3 / +1 / +1 / +4
5th  /+3 / +1 / +1 / +4 / Bloodline Spell
6th  /+4 / +2 / +2 / +5
7th  /+5 / +2 / +2 / +5 / Bloodline Feat, Bloodline Spell
8th  /+6:+1 / +2 / +2 / +6
9th  /+6:+1 / +3 / +3 / +6 / Bloodline Power, Bloodline Spell

Bloodline: Celestial

Bloodline Power:
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.

Spells per Day
Level 0/1/2/3/4/5/6/7/8/9
1st 4/4
2nd 5/5
3rd 5/6
4th 5/7/3
5th 5/7/4
6th 5/7/5/3
7th 5/7/6/4
8th 5/7/6/5/3
9th 5/7/6/6/4

Spell DC: 10 + 5 (cha) +0 Spell Level = 15 Base DC

Spells Known per Day
0 lvl ? (5): Acid Splash, Detect Magic, Read Magic, Mage Hand, Resistance
1 lvl ? (3+2): Mage Armor, Magic Missile
[/spoiler]

Manzokushi

#2
Level 3
[spoiler]
Str: 12  (+1)
Dex: 18 (+4)
Con: 12 (+1)
Int: 20 (+5)
Wis: 10
Cha: 20 (+5)

Base Attack Bonus: +2
Armor Class: 10 (base) + 3 (Armor) +4 (dex) +1 (Bracers) = 18
Touch Armor Class: 10 +4 (dex) +1 (Bracers) = 15
Flatfooted Armor Class: 10 +3 (studded leather) +1 (Bracers) = 14

Hit Die: d8
Hitpoints: =  9 (level 1) + 8 (level 2) + 3 (level 3)= 20
Hitpoints per level: 1d8+1 (con)

Speed:  40 feet +10 Feet from Boots = 50 feet

Fortitude save: +1 (class) +1 (con) +0 (racial) = +2
Reflex save:  +1 (class) +4 (dex) +0 (racial) = +5
Will save: +3 (class) +0 (wis) +0 (racial) = +3

Spell Resistance: 8

Attack (melee, longsword): +2 (BAB) +1 (str) +0 (size) +1 (Sword) = +4
Attack (unarmed):  +2 (BAB) +1 (str) +0 (size) = +3
Attack (missile): +2 (BAB) +4 (dex) +0 (size) = +6

Damage (longsword +1): 1d8+2
Damage (unarmed): 1d4 (non lethal)

Light load: 43 lbs
Medium load: 44-86 lbs
Heavy load: 87-130 lbs
Push or drag: 650 lbs

Languages: Elven, Darkmoon Sign, Common. Bonus languages: Draconic, Undercommon, Dwarven, Gnomish, Gnoll, Orc.

Carrying/Wearing:
Studded Leather Armor
Long Sword +1
Backpack
Belt with belt pouches
Boots of Striding and Springing
Bracers of Defense +1

Skills:
42 Points at level 3
7 skill points per level
*Denotes a class skill

*Appraise INT: +5 (int) +2 Rank = 7
Balance DEX: +4 (dex) = 4
*Bluff CHA: +5 (cha) = 5
Climb STR: +1 (str) = 1
*Concentration CON: +1 (con) + 1 Rank = 2
*Craft (Jeweler) INT: +5 (int) + 1 Rank = 6
Diplomacy CHA: +5 (cha) = 5
Disguise CHA: +5 (cha) = 5
Escape Artist DEX: +4 (dex) = 4
Forgery INT: +5 (int) = 5
Gather Information CHA: +5 (cha) = 5
*Heal WIS: +0 (wis) +3 Rank = 3
Hide DEX: +4 (dex) +2 Racial +1 Rank = 7
*Intimidate CHA: +5 (cha) = 5
Jump STR: +1 (str) +5 Boots = 6
*Knowledge (Arcana) INT: +5 (int) +4 Rank = 9
Knowledge (The Planes) INT: +5 (int) +1 Rank = 6
Listen WIS: +0 (wis) +2 Racial +1 Rank = 3
Move Silently DEX: +4 (dex) +2 Racial +1 Rank = 7
Perform WIS: +0 (wis) = 0
*Profession WIS: +0 (wis) = 0
Ride DEX: +4 (dex) = 4
Search INT: +5 (int) +2 Racial +1 Rank = 8
Sense Motive WIS: +0 (wis) +2 Racial +1 Rank = 3
*Spellcraft INT: +5 (int) + 5 Rank = 10
Spot WIS: +0 (wis) +2 Racial +2 Rank = 4
Survival WIS: +0 (wis) = 0
Swim STR: +2 (str) = 2
Tumble DEX: +4 (dex) +1 Rank = 5
*Use Magic Device CHA: +5 (cha) +5 Rank = 10
Use Rope DEX: +4 (dex) = 4

Feats:
Bonus Feats: Eschew Materials, Channel Touch Spell, Improved Familiar

Equipment:
*Back Pack
-Bed Roll
-5 Torches
-5 pieces of Chalk
-Flint and Steel
-Grappling Hook
-50ft of Rope, hempen
-2 Weeks of Rations
-water Skin
-Change of Clothes
*Belt Pouch
-Small Mirror
-Whetstone
-Razor
-Soap
-50 Gold Pieces

On person:
Back Pack
Belt Pouch
Boots of Striding and Springing

Battle Sorcerer
Level / BAB / Fort / Ref / Will / Special
1st  /+0 / +0 / +0 / +2 / Summon Familiar, Bloodline Power
2nd /+1 / +0 / +0 / +3
3rd  /+2 / +1 / +1 / +3 / Bloodline Power, Bloodline Spell
4th  /+3 / +1 / +1 / +4
5th  /+3 / +1 / +1 / +4 / Bloodline Spell
6th  /+4 / +2 / +2 / +5
7th  /+5 / +2 / +2 / +5 / Bloodline Feat, Bloodline Spell
8th  /+6:+1 / +2 / +2 / +6
9th  /+6:+1 / +3 / +3 / +6 / Bloodline Power, Bloodline Spell

Bloodline: Celestial

Bloodline Power:

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.

3rd - Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Spells per Day
Level 0/1/2/3/4/5/6/7/8/9
1st 4/4
2nd 5/5
3rd 5/6
4th 5/7/3
5th 5/7/4
6th 5/7/5/3
7th 5/7/6/4
8th 5/7/6/5/3
9th 5/7/6/6/4

Spell DC: 10 + 5 (cha) +0 Spell Level = 15 Base DC

Spells Known per Day
0 lvl ? (5): Acid Splash, Detect Magic, Read Magic, Mage Hand, Resistance
1 lvl ? (6): Mage Armor, Magic Missile, Chill Touch, Bloodline Spell: Bless
[/spoiler]

Manzokushi

Level 4
[spoiler]
Str: 12  (+1)
Dex: 18 (+4)
Con: 12 (+1)
Int: 20 (+5)
Wis: 10
Cha: 21 (+5)(+1) 4th lvl

Base Attack Bonus: +3
Armor Class: 10 (base) + 3 (Armor) +4 (dex) +1 (Bracers) = 18
Touch Armor Class: 10 +4 (dex) +1 (Bracers) = 15
Flatfooted Armor Class: 10 +3 (studded leather) +1 (Bracers) = 14

Hit Die: d8
Hitpoints: =  9 (level 1) + 8 (level 2) + 3 (level 3) +8 (level 4) = 28
Hitpoints per level: 1d8+1 (con)
Quote[1d8+1] 7 = 7 + 1 = 8

Speed:  40 feet +10 Feet from Boots = 50 feet

Fortitude save: +1 (class) +1 (con) +0 (racial) = +2
Reflex save:  +1 (class) +4 (dex) +0 (racial) = +5
Will save: +3 (class) +1 (wis) +0 (racial) = +4

Spell Resistance: 9

Attack (melee, longsword): +3 (BAB) +1 (str) +0 (size) +1 (Sword) = +5
Attack (unarmed):  +3 (BAB) +1 (str) +0 (size) = +4
Attack (missile): +3 (BAB) +4 (dex) +0 (size) = +7

Damage (longsword +1): 1d8+2
Damage (unarmed): 1d4 (non lethal)

Light load: 43 lbs
Medium load: 44-86 lbs
Heavy load: 87-130 lbs
Push or drag: 650 lbs

Languages: Elven, Darkmoon Sign, Common. Bonus languages: Draconic, Undercommon, Dwarven, Gnomish, Gnoll, Orc.

Carrying/Wearing:
Studded Leather Armor
Long Sword +1
Backpack
Belt with belt pouches
Boots of Striding and Springing
Bracers of Defense +1

Skills:
49 Points at level 4
7 skill points per level
*Denotes a class skill

*Appraise INT: +5 (int) +2 = Rank 7
Balance DEX: +4 (dex) = 4
*Bluff CHA: +5 (cha) = 5
Climb STR: +1 (str) = 1
*Concentration CON: +1 (con) + 1 Rank = 2
*Craft (Jeweler) INT: +5 (int) + 1 Rank = 6
Diplomacy CHA: +5 (cha) = 5
Disguise CHA: +5 (cha) = 5
Escape Artist DEX: +4 (dex) = 4
Forgery INT: +5 (int) = 5
Gather Information CHA: +5 (cha) = 5
*Heal WIS: +0 (wis) +3 Rank = 3
Hide DEX: +4 (dex) +2 Racial +2 Rank = 8
*Intimidate CHA: +5 (cha) = 5
Jump STR: +1 (str) +5 Boots +1 Rank = 7
*Knowledge (Arcana) INT: +5 (int) +5 Rank = 10
Knowledge (The Planes) INT: +5 (int) +1 Rank = 6
Listen WIS: +0 (wis) +2 Racial +2 Rank = 5
Move Silently DEX: +4 (dex) +2 Racial +2 Rank = 8
Perform WIS: +0 (wis) = 0
*Profession WIS: +0 (wis) = 0
Ride DEX: +4 (dex) = 4
Search INT: +5 (int) +2 Racial +1 Rank = 8
Sense Motive WIS: +0 (wis) +2 Racial +1 Rank = 3
*Spellcraft INT: +5 (int) + 5 Rank = 10
Spot WIS: +0 (wis) +2 Racial +3 Rank = 5
Survival WIS: +0 (wis) = 0
Swim STR: +2 (str) = 2
Tumble DEX: +4 (dex) +1 Rank = 5
*Use Magic Device CHA: +5 (cha) +5 Rank = 10
Use Rope DEX: +4 (dex) = 4

Feats:
Bonus Feats: Eschew Materials, Channel Touch Spell, Improved Familiar

Equipment:
*Back Pack
-Bed Roll
-5 Torches
-5 pieces of Chalk
-Flint and Steel
-Grappling Hook
-50ft of Rope, hempen
-2 Weeks of Rations
-water Skin
-Change of Clothes
*Belt Pouch
-Small Mirror
-Whetstone
-Razor
-Soap
-50 Gold Pieces

On person:
Back Pack
Belt Pouch
Boots of Striding and Springing

Battle Sorcerer
Level / BAB / Fort / Ref / Will / Special
1st  /+0 / +0 / +0 / +2 / Summon Familiar, Bloodline Power
2nd /+1 / +0 / +0 / +3
3rd  /+2 / +1 / +1 / +3 / Bloodline Power, Bloodline Spell
4th  /+3 / +1 / +1 / +4
5th  /+3 / +1 / +1 / +4 / Bloodline Spell
6th  /+4 / +2 / +2 / +5
7th  /+5 / +2 / +2 / +5 / Bloodline Feat, Bloodline Spell
8th  /+6:+1 / +2 / +2 / +6
9th  /+6:+1 / +3 / +3 / +6 / Bloodline Power, Bloodline Spell

Bloodline: Celestial

Bloodline Power:

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.

3rd - Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Spells per Day
Level 0/1/2/3/4/5/6/7/8/9
1st 4/4
2nd 5/5
3rd 5/6
4th 5/7/3
5th 5/7/4
6th 5/7/5/3
7th 5/7/6/4
8th 5/7/6/5/3
9th 5/7/6/6/4

Spell DC: 10 + 5 (cha) +0 Spell Level = 15 Base DC

Spells Known per Day
0 lvl ? (5): Acid Splash, Detect Magic, Read Magic, Mage Hand, Resistance
1 lvl ? (7): Mage Armor, Magic Missile, Chill Touch, Bloodline Spell: Bless, Endure Elements
2 lvl - (3): Scorching Ray, Knock
[/spoiler]

Manzokushi

#4
Sytheer
[spoiler]


Cath Shee

These large felines are white in color with flecks of green and blue mixed within, and their eyes are a milky white. These majestic creatures carry the divine favor of Sehanie Moonbow in their steps. Just as she is the daughter of the Night Skies, so too are the Cath Shee?s the guardians of her favor. Typically they are confused with snow leopards or lynx.

Medium Outsider (Extraplanar, Good)

Hit Die: d10
Hitpoints: = 1/2 of Master
Hitpoints per level: 2d10+1 (con)

Initiative: +4

Speed: 50 feet

Armor Class: 10 (Base) +4 (Natural Armor) +6 (Dex) = 20
Touch Armor Class: 10 +4 (Natural Armor) +6 (Dex) = 20
Flat-footed Armor Class:  10 +4 (Natural Armor) = 14

Base Attack/Grapple: +3 /+4
Attack: Claw +5 melee (1d6+2)
Full Attack: 2 claws +4 melee (1d6+2) and bite +4 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: spell-like abilities
Special Qualities: Dark Vision 60ft, immune to sleep, low-light vision, Moon?s Gift, scent, telepathy
Spell Like Abilities: See level breakdown below

Abilities:
Str 14 (+2)
Dex 18 (+4)
Con 12 (+1)
Int 12 (+1)
Wis 12 (+1)
Cha 12 (+1)

Skills:
Balance +4
Concentration +1
Hide +6
Jump +4
Knowledge (Religion) +5
Listen +3
Move Silently +6
Spot +3
Tumble +4

Languages: Celestial, Common and Elven

Fortitude save: +2 (class) +1 (con) = +3
Reflex save:  +2 (class) +4 (dex) = +6
Will save: +3 (class) +1 (wis) = +4

All Spell abilities cast as level  of caster
Feats: Gained as per level of caster

Alignment: Always Chaotic Good

As a Familiar:

When chosen as a familiar the Cath Shee bond with their master in a very special way. They learn all of their memories knowing the good and the bad of their master?s heart. If the master?s heart should conflict with that of the Cath Shee it may unbind itself from the ritual and leave to find a new master.

If a Cath Shee should become a familiar and the caster is lower than 7th level its abilities shall match the owner. Assume all spell-like abilities are zero then consult the progression chart below.

3rd Level: Spell-like abilities: Blink 1/day, Faerie Fire 1/day, Magic Missile 1/day as a 3rd lvl caster
Feat: Weapon Finesse (claws)   
Conferred to the master: +2 bonuses on Spot and Listen checks.

5th Level: Spell-like abilities: Blink 1/day, Faerie Fire 1/day, Magic Missile 1/day as a 5th lvl caster
Feat: Alertness
Grants the master a +1 to Attack Rolls.

7th Level: Spell-like abilities: Blink 1/day, Invisibility, Greater 1/day as a 7th lvl caster
Feat: Improved Evasion   

Abilities:

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a Cath Shee takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Moon?s Gift (Su): When in shadowy light, a Cath Shee can move itself and manipulate the shadows around it to create a special shadow pattern. Creating the pattern is a full-round action, and the pattern lasts as long as the Cath Shee concentrates to maintain it, plus 1 additional round. The pattern emanates in a 30 foot radius around the Cath Shee. Those of good alignment receive a +1 to all attack rolls, and a +1 on all saving throws. All evil creatures within the radius of the pattern suffer a -2 on all attack rolls.

Telepathy (Su): A Cath Shee can communicate telepathically with any creature within 50ft that has a language.

Special Familiar Progressions:
Master Class Level/Natural Armor Adj./Intelligence/Special
1st-2nd /+1/6/Alertness, improved evasion, share spells, empathic link
3rd-4th/+2/7/Deliver touch spells
5th-6th/+3/8/Speak with master
7th?8th/+4/9/Speak with animals of its kind
9th?10th/+5/   10/ None
11th?12th/+6/11/   Spell resistance
13th?14th/+7/12/   Scry on familiar
15th?16th/+8/13/ None
17th?18th/+9/14/   None
19th?20th/+10/15/ None

[/spoiler]

Manzokushi