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  1. Dungeons & Dragons Character
  2. Name: Matlalceuitl Xotchi
  3. Alignment: True Nuetral
  4. Deity: Mictlantecuhtli (Shiva)
  5. Age: 17
  6. Race: Human
  7. Class: Fighter (1)/Sorcerer (5) (Imbued Staff Variant)/Wild Mage (x)
  8. XP/ToLevel:
  9.  
  10. Short Summary: Long ago the [tribe name] tribe made a pact with a dragon so they could settle upon the land. The pact went as follows: each winter, as initiation, the tribe's young were to survive in the frigid wilderness for three days and three nights; those that returned were granted power to help lead the tribe -- the others were lost to the dragon. Maltalaceuitil is one of the few to survive and as a result returned with awakened powers.
  11. She resides in the village of [village name] under the liege of its Elder. Even with her flaws, she is seen as a prodigy and many believe she will become the youngest village Elder in the history of [village name].
  12.  
  13. Height: 5'4"
  14. Weight: 109
  15.  
  16. --------------------[STATS]--------------------
  17. AC: 10
  18. AC (Flatfooted): 10
  19. AC (Touch): 10
  20. BAB: +3
  21. HP: 42/42
  22.  
  23. STR: 10 ( +0 Modifier)
  24. DEX: 11 ( +0 Modifier)
  25. CON: 14 ( +2 Modifier)
  26. INT: 13 ( +1 Modifier)
  27. WIS: 12 ( +1 Modifier)
  28. CHA: 17 ( +3 Modifier)
  29.  
  30. Fortitude Save: 5 (base + 2)
  31. Reflex Save: 1 (base + 0)
  32. Will Save: 5 (base + 1)
  33.  
  34. Base land speed: 30ft
  35. Base fly speed: 0 ft
  36. Natural reach: 0 ft
  37. Racial bonus: Extra skill points (4 extra skill points at level 1, 1 extra skill point every level thereafter).
  38.  
  39. Proficiencies: All simple
  40. Languages: Aztlan, Common
  41.  
  42. -------
  43. Skills: Ranks:
  44. Bluff (Cha) 6 + 3 = 9
  45. Concentration (Con) 6 + 2 = 8
  46. Craft (Staff) (Int) 6 + 1 = 7
  47. Knowledge (Arcana) (Int) 6 + 1 = 7
  48. Profession (Wis) 6 + 1 = 7
  49. Spellcraft (Int) 6 + 1 = 7
  50. ------
  51.  
  52. Feats:
  53. Divine Sorcery: You gain access to a cleric domain, giving you the domain's granted power. Each day, you can add one spell from the domain's spell list to your sorcerer spell list. You can cast the spells made accessible by this feat as arcane spells.
  54. Magical Aptitude: +2 bonus to Spellcraft & Use Magical Device checks.
  55. Flash Frost Spell: May only be applied to a [cold] spell. The cast spell does an extra +2 cold damage per spell level. The area-of-effect is coated with frost for 1 round. Any creature moving through the area must make a Balance check or fall Prone (DC 20 if running or Charging; otherwise, DC 10).
  56. Energy Substitution (Fire): You may change any spell with an energy type (beside the one you chose) into your chosen energy type. All other effects of the spell remain the same.
  57. Combat Casting: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
  58. Battle Casting: When casting a spell, gain a +2 Dodge bonus to AC until the beginning of your next turn. You cannot make Attacks of Opportunity when claiming the Dodge bonus from this feat.
  59. Obtain Familiar:
  60.  
  61. Flaws:
  62. Comfort Object (Imbued Staff): Any time you try to sleep without your Comfort Object, you must make a Will save (DC 10 + half your ECL) or be fatigued the next day due to a restless night. This fatigue stacks and may result in exhaustion if combined with another fatigue factor.
  63.  
  64. ----
  65. Spells:
  66. 0 level spells: 6
  67. 1st level spells: 6
  68. 2nd level spells: 4
  69. ----
  70. Inventory: N/A
  71.  
  72. Equipped (53 lb): 53 lb.
  73. Equipment Damage Critical Weight
  74. [e] Imbued Staff 1d6+1 x2 4 lb.
  75. [e] Standard Adventurer's Kit:
  76. Backpack, Belt Pouch, Bedroll, Flint and Steel, 49 lb.
  77. Hempen Rope (50’), Sunrods (2),
  78. Trail Rations (10 days), Waterskin
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