Zophia Dixon

Description:

Name: Zophia Dixon
Race: Human
Class: Sorcerer with Abberant bloodline
Alignment: Chaotic Good-ish (aka self serving)

Attributes:
Str: 9
Dex: 16
Con:15
Int: 14
Wis:12
Cha: 19 (+4)

XP: 0
HP: 9
AC: 14
Move: 30 ft
Initiative: +3
Base Attack Bonus: 0
Base Spell Save DC: 14

Saves:
Fortitude: 0 +con = 2
Reflex: 0 +dex = 3
Willpower: 2 +wis = 3

Racial Traits:
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level

Class Traits: Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Skills: Skill rank per level: 2+ Int modifier
(1) Intimidate (Cha) +8
(1) Bluff (Cha) +8
(1) Spellcraft (Int) +6
(1) Use Magic Device (Cha) +8
(1) Knowledge (dungeoneering)(Int) +6

(Class Skills: Appraise (Int), Craft (Int), Fly (Dex), Kowledge (Arcana)(Int), Profession (Wis))

Weapon Proficency: All simple weapons, not proficent with any armor or sheild, they interfere with spell casting

Feats: Eschew materials, Spell Focus (necromancy), Dodge

Spells: Cast any spell known without preparing it ahead of time. Learn a spell: Charisma score at least 10 + the spell level

Spells 0 Level: Daze: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions, Light: This spell causes a touched object to glow like a torch., Mage Hand: You point your finger at an object and can lift it and move it at will from a distance, Detect Magic: You detect magical auras.
Spells 1 Level: Mage Armor: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a 4 armor bonus to AC. Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d41 points of force damage.

Gear
70g minus whatever is below because my file didn’t save my changes.
Backpack 2g
Bed roll 1s
Crossbow
20 Bolts
Dagger
50 foot Rope 1gp
Canteen/waterskin 2g
Cooking kit 3g
Sorcerer’s kit 8gp
Cold weather outfit 8g

Bio:

Background: Hermatige Dixon was always in search of great power, political, financial, and physical. Lacking mystical abilities and with no sons, he offered one of his daughters, Esovel, to an aberrant power called The Dehichugtlo in exchange for magical powers. The powers he was granted drove him insane, and Esovel was impregnated by the aberrant power.

Zophia’s mother, Sarissa Dixon, was born of the un-natural union, and their blood now carries a taint that seems to only effect the female descendants, as Zophia’s older brother has no such abilities. As her mother grew in power, her insanity did as well, fueled by her changing anatomy and inhuman blood.

Sarissa mutated after Zophia’s birth, with little control over her body, until she was more monster than human. Abandoned by her husband, her children taken from her, and her mind decaying, Sarissa took her own life when Zophia was five years old. Or so Zophia was told.

Raised by a witch, her Aunt Hsenia and her octopus familiar, Zophia fears her family’s madness but embraces the power that is a part of her. Zophia left her home with Hsenia in ______, to find a cure for the madness that now lives in her blood. Searching the libraries have held no clues to stopping her decent into her mother’s insanity, and she now travels the road searching for knowledge.

Zophia Dixon

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