Omen: post-transformation


Half-elf (P), Sorcerer (P) 10th							
Medium Humanoid (Human, Elf)
Alignment: ???
Hit Dice: 10d6 + 16 (50 hp)
Initiative: + 4									
Speed: 30' (6 sq) (light enc.)						
Space/Reach: 5 ft./5 ft.

AC: 16 (+ 4 Dex, + 1 Natural Armor, + 1 Deflection), Touch 14, Flat-Footed 12

Saves: Fort + 6, Ref + 8, Will + 8

Abilities: Str 8, Dex 18 Con 14, Int 12, Wis 10, Cha 20

Base Att/CMB/CMD: + 5 / + 4(+ 5 / 19

Single Attack:
Light Crossbow: + 9ranged (1d8/19-20)
Dagger: + 10 melee (1d4/19-20)
Ray: + 10 ranged (0/20)
Touch Attack: +9 melee (0/20)
Ranged touch attack: +9 melee (0/20)						

────┤ FEATS ├────
Eschew Materials, Skill Focus: Spellcraft-p, Empower Spell, Combat Casting, 
Wpn Focus: Ray, Spell Penetration, Reach Spell, Weapon Finesse

────┤ SKILLS ├────
Acrobatics +4, Appraise +1, Bluff +6, Climb -1, Diplomacy +6, Disguise +6, Escape Art +4, 
Fly +4, Heal +0, Intimidate +6, Perception +2, Ride +4, Sense Mot +0, Spellcraft +20, 
Stealth +4, Survival +0, Swim -1, Use Mag Dev +19, Kn:Arcana +14.

────┤ SORCERER (P) SPELLS ├────

Spells per Day: (∞/8/8/7/6/4; save DC 16+spell level): 

Level 0 - Mage Hand, Detect Magic, Detect Poison, Read Magic, Light, Message, Mending, Arcane Mark, Acid Splash, 

Level 1 - Magic Missile, Shield, Protection from Evil, Mage Armor, Detect Secret Doors, Burning Hands, 

Level 2 - Oppressive Boredom, Invisibility, See Invisibility, Scorching Ray, 

Level 3 - Haste, Fireball, Protection from Energy, Vampiric Touch 

Level 4 - Dimension Door, Elemental Body I, Invisibility (Greater) 

Level 5 - Teleport

────┤ Racial Traits: Half-elf (P) ├────
Elf Blood: For all effects related to race, a Half-elf is considered an Elf
Elven Immunities: Half-elves are immune to magic sleep effects
Keen Senses: +2 racial bonus on Perception skill checks
Multitalented: Choose two favored classes at first level
Adaptability: Receive Skill Focus, as a bonus feat

────┤ Energy Resistance ├────
Electricity: 10

────┤ Vision & Senses ├────
Low-Light x2

────┤ Class Features: Sorcerer (P) 8th ├────
Concentration check: 1d20+16
Cantrips: You can cast your Cantrips at will
Bonus Feat: Eschew Materials
Sorcerer Bloodline: Elemental
    • 1x BloodLine Feats
    • Class Skill: Knowledge: Planes
    • Bloodline Arcana: Change energy damaging spells to deal Electricity dmg
    • Bonus Spells Known: burning hands* (3rd), scorching ray* (5th),
        protection from energy (7th), elemental body I (9th)
        * These spells always deal Electricity damage. In addition, the subtype
        of these spells changes to Electricity
    • Elemental Ray (Su): 9/day   < OOOOOOOOO >
        As a std action, Ranged Touch attack within 30', 1d6+5 Electricity dmg
    • Elemental Resistance (Ex): Gain resist Electricity 10
    • Elemental Burst (Su): 1/day release a 20' radius burst which does 10d6 of  
        Electricity dmg.  DC21 Ref for half.  Creatures that fail their save gain
        Vulnerability to Electricity for 1 rnd.  Range of 60'.

────┤  Conditional Bonus - Half-elf (P) Race  ├────
+2 racial bonus on saves vs enchantment spells & effects [Elven Immunities]

────┤ Languages ├────
Common, Elven, Abyssal

Headband of Alluring Charisma +4
Amulet of Natural Armor +1
Ring of Protection +1
Ring of Sustenance
Belt of Incredible Dexterity +4
Cloak of Resistance +1
Perm. Telepathic Bond (Kolev)

────┤ EQUIPMENT ├────
Light Crossbow, 20xCrossbow Bolt, Dagger, Dagger +1,  

39,549 gp.


After running into failure after failure with a group of adventurers, he decided to cut his losses, and seek to employ his talents as an apprentice to a wizard (preferable under an assumed name, and far away from the thugs to whom he owed his gambling debt.) He was able to locate a wizard that was willing to take him on – a rather absent-minded and bumbling gnome named Belfothas.

In his service, he found disapointment as the wizard’s ways did not suit his own style of handling his power. This service was short-lived, however as one night the gnome was meddling with an artifact that blasted away the gnome, the tower, and a fair chunk of the surrounding forest. Omen only just escaped the explosion and was flung by it into the nearby trees.

When he woke up, the sun hung directly overhead and all was quiet. After picking himself up off the ground, he had a look around. Of the tower there was no sign, save a huge crater where it once stood. Trees were knocked flat for hundreds of yards around it. He felt odd and soon discovered that his powers had changed. He no longer felt the dragon’s legacy within him. instead it was replaced by the crackle of lightning.

Once again he was set to wander. Card games here, dice games there, and the occasional parlor trick to impress a local farmer’s daughter were how he made his way. Eventually the gang to which he owed his gambling debt caught up to him. It was in a side alley in Greyhawk that the leader and his three lackies cornered him. He managed to cut down two of them before they stuck a dagger in him a half a dozen times. As they were preparing to slit his throat, he closed his eyes and waitied for a quick pain and darkness to come. When it did not, he opened his eyes and before him he saw the last of his attackers lying face down in the muck. Standing over them was a figure in a black cloak with two blades of a making Omen had never seen.

Omen, being unable to muster much more than a whisper and fading quickly, asked “Why did you save me?”

The figure looked down at him and said, “I didn’t intervene on your behalf. These men’s lives were bought with gold.”

“Are you going to kill me now?”

“No, you have some potential in you…if you live through the night.”

This is how he came into the service of Kolev.