So far I have made her this ... due to celestial bloodline I get feats
that dont make sense for my "race" (hey are these)
, Ride-By Attack
, Weapon Finesse
Is there any chance that the gm's can assign 3 other ones
(which will let me know how else to flesh her out)... I dont mind
if they are not that powerful - just ones they think would suit instead please.
Str 8 - 2 (race) = 6
Con 8 - 2 (race) = 6
Cha 18 + 6 (Race) + 5 (inherit genie wish thing) + 5 (lvlups) = 34
Sight: Oracle's Clouded Vision. darkvision, blindsense 30 ft, blindsight 15 ft, can't see beyond 60 ft
Permenant Flight 40 ft (average) with only a light
Count as “small” for most things: ¾ carrying capacity, small weapons, -4 CMB/CMD
Auto Sorcerer Feats: eschew materials (auto for sorcerer)
Auto Bloodline Feats:
Dodge, Extend Spell, Iron Will, Mobility, Skill Focus (Knowledge [religion]),
, Ride-By Attack
, Weapon Finesse
Ignore Matierals components
Epic Leadership [Epic]
Greater Spell penetration
Epic Spell Penetration [Epic]
SKills: Heal (Bloodline)
Yet to be determined.
Need ring for the following
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus.
StoneskinM: Grants DR 10/adamantine. (granite and diamond dust worth 250 gp)
Resistance immunity to acid, cold, and petrification.
resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison.
Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
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.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).
Spells: cantrips (Auto sorcerer)
Bonus Spell Bloodline: bless (3rd),
Bonus Spell Bloodline: resist energy (5th),
Bonus Spell Bloodline: magic circle against evil (7th),
Bonus Spell Bloodline: remove curse (9th),
Bonus Spell Bloodline: flame strike (11th),
Bonus Spell Bloodline: greater dispel magic (13th),
Bonus Spell Bloodline: banishment (15th),
Bonus Spell Bloodline: sunburst (17th),
Bonus Spell Bloodline: gate (19th) (The gate itself is a circular hoop or disk from 5 to 20 feet in diameter)
9 x 1vl 0
Read Magic: Read scrolls and spellbooks.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Dancing Lights: Creates torches or other lights.
Ghost Sound: Figment sounds.
Prestidigitation: Performs minor tricks.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
5 x lvl 1
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Grease: Makes 10-ft. square or one object slippery.
Unseen Servant: Invisible force obeys your commands.
Identify: Gives +10 bonus to identify magic items.
Expeditious Retreat: Your base speed increases by 30 ft.
5 x lvl 2
See Invisibility: Reveals invisible creatures or objects.
Command Undead: Undead creature obeys your commands.
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Knock: Opens locked or magically sealed door.
4 x lvl 3
Major Image: As silent image, plus sound, smell and thermal effects.
Gentle Repose: Preserves one corpse.
Solid Fog: Blocks vision and slows movement.
4 x lvl 4
Charm Monster: Makes monster believe it is your all
Stone Shape: Sculpts stone into any shape
4 x lvl 5
PermanencyM: (diamond dust ?? gp worth)
Wall of Force:
Contact Other Plane:
3 x lvl 6
Kiss of Life
Suggestion, Mass: As suggestion, affects 1 subject/level.
Legend LoreMF: (incense worth 250 gp), F (four pieces of ivory worth 50 gp each)
ContingencyF: (quicksilver and an eyelash of a spell-using creature), F (ivory statuette of you worth 1,500 gp)
Chain Lightning: 1d6/level damage and 1 secondary bolt/level.
3 x lvl 7
3 x lvl 8
Summon Monster VIII
Charm Monster, Mass
3 x lvl 9
wish (diamond worth 25,000 gp), time stop, Dominate Monster