Name: Zherys
Alignment:
Age:
Race: Human (Dragonblooded, Medium)
Class: Sorcerer (
Blood of Siberys) 7/
Loremaster 5/
Incantifier 3
Flaws:
Grudge Keeper,
Feats:
Draconic Heritage(Red), Skill Focus (Knowledge History), Draconic Aura (Energy Fire), Invisible Spell, Searing Spell, Craft Wondrous Item,
Fire Casting, Practical Metamagic (Searing Spell) +1 Metamagic from Incantifier
Skill Trick:
Swift Concentration
Class Features: Blood of Siberys, Lore, Secret (Inner Strenght, Stamina, Avoidance), Arcane Body, Spell Eater, Spell Resistance, Spell Leach, Spell Eater 2
HP: 12d4 +3d6 +15
Armor Class:
Movement: Ground (30ft)
Initiative: +0 (DEX)
Base Attack Bonus: +6/+1
Spell Save: DC: 10 + 5(CHA) (+3 for Fire) + spell level
Weapon Proficiency:
Immunities: Aging
SR: 23
STATS:
8 (-1)
Strength
10 (+0)
Dexterity
13 (+1)
Constitution
20 (+5)
Charisma
14 (+2)
Intelligence
12 (+1)
Wisdom
SAVES (+1 against Sleep, Paralysis and Fire)
FORTITUDE: 4 + 1(Con) +2 (Secret) = 7
REFLEX: 4+2 (Secret) = 6
WILL: 11 + 1 (Wis) +2 (Secret) = 14
SKILLS (90)
Diplomacy: 16 +5 (CHA) +2 (Syn) = 23
Concentration: 18 + 1 (CON) = 19
Knowledge (Arcana): 16 + 2 (INT) = 18
Knowledge (History): 10 +2 +3(SF) = 15
Sense Motive: 10 + 1 (WIS) = 11
Spellcraft: 18 + 2(INT) +2 (Syn) = 22
Spells Known (Caster level 15):
Level 0 (9):
Level 1 (5):
Level 2 (5):
Level 3 (4): Dispel Magic, Air of Nobility,
Ancestral Awakening ,
Battlemagic Perception
Level 4 (4): Assay Spell Resistance, Dimensional Anchor, Heart of Earth, Black Tentacles
Level 5 (3): Draconic Polymorph, Arcane Fusion, Firebrand
Level 6 (3): T Greater Dispel Magic, Greater Shadow Enchantment,
Hellfire Ray
Level 7 (2): Arcane Spellsurge,
Kiss of Draconic Defiance
Features:
Blood of Siberys
You possess a deep bond to Siberys, the Dragon Above, which shapes your sorcerous powers. Many believe the Dragon Above is the source of all arcane magic, and the first dragons were born from the blood that fell when Khyber slew Siberys. Your bond to the Dragon Above enhances your ability to channel magic.
Level: 1st.
Replaces: If you select this class feature, you do not gain the normal list of class skills, nor do you gain a familiar.
Benefit: The following are your sorcerer class skills: Bluff, Concentration, Craft, Diplomacy, Knowledge (arcana), Knowledge (the planes), Profession, Spellcraft.
In addition, you add +4 to your effective Charisma for purposes of determining bonus sorcerer spells and the maximum level of spell you can cast. For example, even if your natural Charisma is 14, you can still cast up to 8th-level sorcerer spells. This bonus does not affect saving throw DCs, skill rolls, or provide any of the other benefits dependant on Charisma.
Arcane Body (Ex): An incantifier's body ceases to function as most living creatures' do, coursing with unbridled magical energies. While he is not undead, elements of his existence are fundamentally warped by the arcane energies he relies upon to sustain him.
An incantifier does not heal naturally, nor can he be healed through normal magical means. Only through draining magic using his spell eater ability can an incantifier replenish his physical health.
An incantifier no longer has any need to eat, drink, or sleep and does not take penalties from neglecting these needs. In addition, an incantifier no longer takes any negative effects from aging and has no maximum age. Instead, he must replenish his body by absorbing spell levels equal to his character level every month, using his spell eater ability (see below), or he permanently loses a level. For example, an 11th-level wizard/5th-level incantifier has to consume 16 spell levels within one month's time or permanently lose a level (see Energy Drain and Negative Levels in Appendix 1: Special Abilities in the
Pathfinder Roleplaying Game Core Rulebook). Levels lost in this manner can not be restored by any means.
Spell Eater (Su): An incantifier depends on magic to live and must absorb arcane magic to heal. If an arcane spell or spell-like ability does not beat an incantifier's spell resistance, the incantifier absorbs the magic and heals 1d4 hit points per spell level. Spells that ignore or overcome the incantifier's spell resistance affect him as normal. The incantifier decides whether or not his spell resistance affects spells he casts on himself, either benefitting from the spell or healing as he chooses.
When an incantifier uses this ability to absorb his monthly requirement of spell energy (see arcane body, above), the incantifier does not gain hit points.
When a spell is negated by the incantifier's spell resistance, he may choose to use either the spell eater or spell leech ability, but not both.
Spell Leech (Su): At 3rd level, an incantifier can channel absorbed arcane energy back into his own magic. If an arcane spell or spell-like ability does not beat the incantifier's spell resistance, the incantifier regains a spell of the absorbed spell's level or lower that he has already cast that day or regains a used spell slot of the appropriate level or lower. If the incantifier has his full compliment of spells, and thus has no cast spells or used spell slots, he cannot benefit from this ability. For example, if a wizard incantifier's spell resistance negates a
lightning bolt, he can restore a single 1st-, 2nd-, or 3rd-level spell he had previously cast, regaining it as if he had never cast it.
When a spell is negated by the incantifier's spell resistance, he may choose to use either the spell eater or spell leech ability, but not both.
Spell Eater 2 (Su): At 3rd level, the incantifier can heal himself using arcane magic drained from single-use or charged magic items. This ability requires a full-round action and can only be used on an item the incantifier is holding. Using spell leech on a potion or scroll destroys the item but heals 1d4 hit points per spell level of the item destroyed. Using this ability on a charged magic item drains 5 charges and heals the incantifier of 1d4 hit points per spell level of the highest-level spell the item possesses. The incantifier cannot be healed more than his maximum number of hit points. This ability has no effect on multiple-use items without charges, like magic weapons, armour, or rings.
Very raw version again, but how about it?