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Regina Mortis 15th Level White Mage/BESM Adventurer Str Dex Con Int Wis Cha 25 28 29 29 29 30 +7 +9 +9 +9 +9 +10

Movement HP (d8) AC Initiative BAB Saves F/R/W

30ft 240, DR 5/Dex+9, +4 Tumble +9 Dex, +11/+6/+6 +21/+18/+21

Spells per Day. DC = 20+ Spell Level 0 1st 2nd 6 6 6

3rd 6

4TH 6

5TH 6

6TH 6

7TH 4

Skills Bluff+17 Climb+17 Concentration+17 Craft+17 Diplomacy+17 Handle Animal+17 Heal+20 Jump+17 Knowledge+17 Perception+17 Stealth+17 Profession+17 Ride+17 Sense Motive+17 Spellcraft+17 Tumble+13 Weapon and Armor Proficiency: White Mages are proficient with all simple weapons, as well as the warhammer, the sap, and the sandwich. White Mages are proficient with light armor but not with shields of any kind. Spellcasting: The White Mage is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. A White Mage casts spells from the White Mage Spell List (below). A White mage automatically knows every spell on her spell list. She can cast any spell she knows without preparing them ahead of time, provided that spell slots of an appropriate level are still available. To cast a White Mage spell, she must have a Charisma at least equal to 10 + the Spell Level. The DC of the White Mage's spells is Wisdom based and the bonus spells are Charisma based. White Mages' spells come from the following list: 0cure minor wounds, dancing lights, detect magic, disrupt undead, flare, light, mending, purify food and drink, resistance, virtue 1stavoid planar effects[1], bless water, cure light wounds, deathwatch, delay disease[2], endure elements, faerie fire, greater dispel magic, lesser vigor[3], produce flame, protection from chaos/evil/good/law, remove fear, shield of faith 2ndaid, calm emotions, close wounds[4], continual flame, cure moderate wounds, delay poison, gentle repose, lesser restoration, make whole, protection from negative energy[5], rainbow beam[2], remove paralysis, resist energy, shield other 3rdattune form[1], create food and water, cure serious wounds, daylight, tiny hut, magic circle against chaos/evil/good/law, neutralize poison, protection from energy, remove blindness/deafness, remove disease, searing light, spark of life[5], vigor[3] 4thastral hospice[1], cure critical wounds, death ward, delay death[2], espoir, freedom of movement, good hope, planar tolerance[1], mass shield of faith, resilient sphere, restoration, revenance[2], spell immunity, stoneskin 5thbreak enchantment, greater vigor[3], life's grace[2], lucent lance[2], mass cure light wounds, plane shift (willing targets only), raise dead, revivify[2], spell resistance, undeath to death, wall of force

6thanimate objects, bolt of glory, braveheart, contingency, energy immunity[2], globe of invulnerability, heal, heroes' feast, mass cure moderate wounds, mass espoir, ray of light[6], revive outsider[7], stone to flesh, word of recall 7thfortunate fate[8], greater restoration, mass cure serious wounds, mass restoration[5], mass spell resistance[3], spell turning, radiant assault[9], regenerate, resurrection, sunbeam 8thgreater spell immunity, mass braveheart, mass cure critical wounds, mass death ward[5], mind blank, protection from spells, sunburst, telekinetic sphere 9thastral projection, freedom, mantle, mass heal, normalize, true resurrection, unbinding[3] Armored Casting: A White Mage casts arcane spells, but she is not affected by the arcane spell failure of any armor or shield she is proficient with. This ability only applies to her White Mage spells. Magic Hands (Su): As an attack action, the White Mage may either deal damage or restore hit points equal to 1d6 + her Wisdom modifier to a touched target. This is a positive energy-based effect, and thus cannot heal undead (without spark of life applied), does not affect many constructs, and cannot damage Positive Energy Plane natives. Because this is not a spell, it does not benefit from Brilliance. If the White Mage so wishes, they may use their Dexterity to determine the attack bonus instead of Strength. Brilliance: White Mage's Healing spells are uncapped by level (so a cure light wounds spell would heal 1d8+1/caster level, even if caster level exceeds 5) and her Healing spells automatically have Reach Spell (may be cast as a ray to 30ft), Chain Spell ( additional targets up to her Wisdom modifier subject to the restrictions of Chain Spell), Empower Spell metamagic is applied to all (Healing) spells,Heightened to the highest castable White Mage spell level, and are Maximized All prior effects of the Brilliance ability (uncapped bonuses, Reach, and Chain) apply to Abjuration spells and are Heightened to the highest castable White Mage spell level and Maximized. Metamagic effects applied via this ability do not cause the spells to require a higher-level slot nor do they increase the casting time. Turn Undead (Su): The White Mage can turn undead as a Cleric of her class level. If she gains turning or rebuking from more than one class, the levels stack. Equilibrium (Ex): She is treated as native to the Positive Energy Plane in addition to planes where she is already a native. She is unaffected by any harmful effect due to positive energy (including spells such as bolt of glory[3] or exploding due to being on a Major Positive-Dominant plane). However, she also does not gain temporary hit points from the Major Positive-Dominant trait. At 7th level, the White Mage equilibrates just as well with surrounding negative energy and is under a continuous death ward effect. Planar Immunity (Ex): White Mage no longer needs to sleep and gains immunity to sleep effects, to paralysis and fear, and to disease and poison and also no longer needs to eat or drink. Advanced Learning: At 3rd level and every two levels thereafter, the White Mage may permanently add one spell to her spell list from either the Abjuration school, the (Healing) subschool, or have the [Light] descriptor. Only spells from the Cleric or Wizard spell lists may be learned in this way. Instant Ward (Su): At 3rd level, the White Mage may grant any ally within 30 ft. a +5 bonus to AC and saves for one round as an immediate action. Inner Fire: Any spell which removes or suppresses a harmful status effect on herself may be activated by the White Mage as though it were both Silent and Stilled, and may be used even while unconscious (but not actually dead). Any spell used in this way only affects the White Mage and does not provoke attacks of opportunity. Spells cast under this ability require the expenditure of any XP or material components as normal; such components must be in the White Mage's possession. The metamagic effects of this ability do not increase the spell slot required or increase the casting time. Mettle (Ex): At 4th level, the White Mage gains Mettle, as the Hexblade ability.(This is Evasion for Fortitude and Will saves) Status Check (Sp): At 4th level, the White Mage gains a supernatural intuition about how her allies are faring. She may cast status at will as a swift action spell-like ability. Lifesense (Su): She gains blindsight out to 120 ft. to detect living or undead creatures, and knows how healthy they are as with deathwatch. Friggin' Lasers: At 6th level, any [Light] spells the White Mage casts gain a +2 bonus to caster level. False Divinity: White Mage spellcasting counts as both arcane and divine for the purposes of taking prestige classes. She does not gain more than one White Mage caster level from any given level of a prestige class using this ability

Flashes of Light: The White Mage may cast (Healing), [Light], and Abjuration spells as a Quicken Spell. Any [Light] spells she casts are also Empowered. In Brightest Day (Su): The White Mage emits radiance equivalent to a daylight spell, which may be suppressed/resumed as a swift action. She gains the Sun domain, giving greater turning 1/day and adding Sun domain spells to her spell list. Pew Pew: She can cast any [Light] or Cure spell as an attack action. In Darkest Night (Su): The White Mage's death ward effect extends to all allies within 30 feet. This may be suppressed or resumed as a swift action. Improved Mettle (Ex): If the White Mage fails on a Will partial or Fortitude partial saving throw, she still only takes the partial effect. Ascension (Ex): The White Mage becomes immune to petrification. She gains the Outsider type, the Native or Extraplanar subtype as appropriate for her home plane, and her previous type as an Augmented subtype. Planar Aura (Su): The White Mage may radiate the Positive-Dominant trait out to 60 feet, activated and deactivated as a move action. At The White Mage can freely switch between Major, Minor, and no aura as a move action. Reraise (Sp): As a standard action, she can cast contingent true resurrection, which lasts for 1 round/level. The affected creature will be instantly resurrected and restored to full health as per true resurrection if and when it dies under this effect. This is a (Healing) effect, and one instance is expended for each creature resurrected (so a Chained reraise will resurrect the first creature killed that is a target, then the effect ends; if it is cast twice, one reraise is expended and one remains active). When she first gains this ability, the White Mage may cast it 3/day, which increases to 5/day at 16th level and becomes usable at-will at 19th level. Planar Bubble (Su): As a swift action, she can create a Planar Breach to the Positive Energy Plane as with precipitate breach[1].

FEATS
Great Fortitude [Combat] You are so tough. Your belly is like a prism. Benefits: This is a combat feat that scales with your Base Attack Bonus. +0: You gain a +3 bonus to your Fortitude Saves. +1: You die at -20 instead of -10. +6: You gain 1 hit point per level. +11: You gain DR of 5/-. +16: You are immune to the fatigued and exhausted conditions. If you are already immune to these conditions, you gain 1 hit point per level for each condition you were already immune to. Benefits: This is a combat feat that scales with your Base Attack Bonus. +0: You gain a +3 bonus to your Willpower saves. +1: You gain the slippery mind ability of a Rogue. +6: If you are stunned, you are dazed instead. +11: You do not suffer penalties from pain and fear. +16: You are immune to compulsion effects. Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have. 0: Three times per day, when you cast a damaging spell, you do not expend the spell slot or prepared spell you would have otherwise used. 1: Every time you cast a damaging spell that affects a creature, you gain a +2 bonus to overcome that specific creature's spell resistance. You do not gain this bonus if the creature is allowed and makes a saving throw against your spell or the spell fails to bypass spell resistance. This bonus lasts until the creature gains a level. 3: All single-target damaging spells you cast are Maximized. All damaging spells you cast with multiple targets or an area or effect that affects multiple creatures are treated as Maximized against one target per level of the spell (decided before rolling damage for the others). 6: Whenever you cast a damaging spell that allows a reflex saving throw for half damage, you may deny that save to one creature per two caster levels. 9: All damaging spells you cast are Maximized Benefits: This is a skill feat that scales with your ranks in Heal. 0 ranks: You gain +3 to your Heal checks. 4 ranks: You can make first aid, treat poison, and treat wound checks as move actions. 9 ranks: For every 5 points your Heal check exceeds the DC for long term care, your patients recover another +100% faster. For instance, if your Heal check result is 23, your patients would heal at thrice the normal rate. 14 ranks: If you operate on a patient for a minute, they regain hit points equal to your Heal check result. You also may, instead of healing hit point damage, cure any condition that heal could, reattach severed limbs, or repair ruined organs, if you succeed on a DC 30 check. Patients under your long-term care heal permanent ability drain as if it was ability damage. 19 ranks: With one hour of work, 25,000 gp worth of materials (which are consumed in the process), and a DC 40 Heal check, you can restore a creature that died within the last twenty-four hours to life. The subject's soul must be free and willing to return for the effect to work

Iron Will [Combat] You are able to grit your teeth and shake off mental influences.

Arcane Bore [Spellcasting]Your magic is steady and firm, able to bore through any opposition.

Battlefield Surgeon [Skill]You like to cut people open with a saw. But it's good for them. Seriously.

BESM Powers 75pts 42pts +14 to Str, Dex, Con, Int, Wis, Cha

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