May 7, 2014

Jelik- The Frostfire

Jelik would look human except that his hair seems to flow like flickering fire. His tattoos of blue and red fire seem to dance up his arms and collide on his chest. An Ifrit with the power of water elementals coursing through his body could drive one mad. Instead the he has found a balance, a calm center. Jelik is easy to get along with, but those who provoke him are quickly destroyed by his combined mastery of fire and ice.

Jelik is an Elemental Water Bloodline Socerer/Oracle of Flame. He specializes in the fireball transforming it as necessary  between fire or ice damage. While he normally stays at range, Jelik is not afraid to get into melee combat and throw his nukes at point blank range. When he has an opportunity to prepare he utilizes punching daggers enhanced with fire and frost enchantments during melee combat.

Stat Block:
Jelik- level 8 Socerer/Oracle
Init +10
Perception +8

AC: 20 (10 +4 dex + 3 armor +2 nat, +1 deflection) or 25 buffed with armor and shield
Saves Fort 6, Reflex 8, Will 8
Resist: 10fire/frost (Plus resist elements when cast 20 to element)
Defensive abilities: heat aura (20% miss chance after using this ability)

Speed: 30ft
Melee :
Masterwork Punching Dagger- +10/+5 (1d4)
Key Spells: +8 to overcome spell resistance
Level 3: 12/day
Standard Action Fireball:  (10D6) fire or frost damage. Reflex 19
Full Round Action Piercing Fireball: (10D6) fire or frost damage Reflex 19 -5 to opponents spell resistance
Level 4: 8/day
Full Round Action: Empowered Fireball (10d6)times 1.5 Fire/frost damage Reflex 19


Making this character:
Stats:
Cha 16- Used for both spellcasting classes
Con 14- As always useful for health
Int 14- skill points
Dex 13- Using weapon finesse, this will be our melee attack stat
Wis 12- will save and perception (but I hate negatives)
Str 10- only needed for melee damage and carrying stuff

After Racials:
Str 10, Dex 15, Con 14, Int 14, Wis 10, Cha 18. Leveling up puts 1 into dex, then all into charisma.
At 8: str 10, dex 18, con 14, int 14, wis 10, cha 21

Racial traits:
Fire affinity doesn't help us any since we are not taking fire elemental bloodline, nor fire domain. If a DM will rule to change this in our favor somehow we would take it. The best thing to replace it is Fire in the blood, which would heal us twice our level every day.
Since we will get fire resistance from our class we don't need it for our race. Instead we will get Wildfire Heart giving us +4 to initiative.

Traits:
Magical Lineage: Fireball (-1 to level adjustment to metamagic)
reactionary (+2 to init)

Feats:
1)Spell focus Evocation (+1 DC to saves)
3)Empower spell
5)Piercing spell
7)Spell Specialization (Fireball treated as caster level +2)
BL1) Weapon Finesse

Planed further-
9)Spontaneous Metafocus (Fireball use metamagic feats without increasing cast time)
11)Quicken spell
13)Spell Penetration (+1 to overcome spell resistance)
BL2)Power Attack
15)Spell Perfection

Oracle Class:
Curse of Tongues- Can only speak a mix of  Aquan  and Ignan during combat.
Revelations:
1)Molten Skin - Fire resistance (10 currently)
3)Heat Aura- 4d4 AoE damage as a swift action- 20% conceal until next turn. (DC 18)
7)Wings of Fire- Fly 8 min/day

Planned:
11)Form of Flame- turn into a fire elemental
15)Firestorm

Skills: (favored class bonuses here)
7 per level- Max out Perception, Sense motive, Diplomacy, Bluff, Fly, and Acrobatics, Some points into perform (dance), intimidate, Knowledge (planes) and whatever as needed. This character can easily become the "face" of the party and everyone needs perception as high as they can get it.

Spells Known
Sorcerer-
4th-1- detonate
3rd-2- Fireball, Lightning bolt, (protection from energy)
2nd-3- Resist Energy, Knock, Invisibility, (Scorching Ray)
1st-5- Mage Armor, Shield, Expeditious Excavation, grease, vanish (burning hands)
0-8-  as desired

Oracle- (+Cure spells each level)
4th-1- Spell Immunity (Wall of Fire)
3rd-2- Daylight, Dispel Magic (Fireball)
2nd-3- Consecrate, Restoration lesser, Make whole(Resist Energy)
1st-5- Sanctuary, 4 other spells as desired(Burning Hands)
0-8 as desired

Gear:
+1 Ring of Protection, +3 Bracers of Armor, +2 Amulet of Natural Armor, +2 Belt of Incredible Dexterity, +2 Headband of Charisma, and +2 Cloak of resistance

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