Age: 21
Gender: Female
Sexuality: Lesbian
Height: 5'6"
Weight: 140 lbs
Eye Color: Violet
Hair: Brown
Build: Curvy
Breast Size: A bouncy and full DD
General Taste: She is soft and tender with a creamy flavor that is just right for a dessert.
Personality: Forward in her desires, she is still rather meek and shy and easy to make blush.
Occupation: Transmuter specialist mage
Pred/Prey: 50/50. Depends on partner and scene.
Appearance: A very attractive girl that usually wears bunny ears for some reason.
Weapons: She has a dagger she is profecient in using, but usually doesn't use it.
Home: Depends on the RP, but will typically be a dorm at school or an apartment/hut if not in school
Clothing: See image for she'll typically be wearing thanks to her profession's choice of uniform for women.
Abilities: Can transform herself and others.
Other Forms: Whatever the hell she wants thanks to her magic, but will often turn into a herm when about to have sex with another woman.
Backstory: She is a student of magic in a prestigeous school and has yet to actually graduate into being a professional mage.
Marylucas the Transmuter
Female Human Focused Transmuter 5 True Neutral
Strength
11
(+0)
Dexterity
16
(+3)
Constitution
16
(+3)
Intelligence
19
(+4)
Wisdom
14
(+2)
Charisma
16
(+3)
Size:
Medium
Height:
5' 6"
Weight:
140 lb
Skin:
Light
Eyes:
Violet
Hair:
Light Brown Wavy
Specialty: Transmutation
Gave up: Enchantment Evocation Necromancy
Total Hit Points: 28
Speed: 30 feet
Armor Class: 13 = 10 +3 [dexterity]
Touch AC: 13 Flat-footed: 10
Initiative modifier:
+7
= +3 [dexterity] +4 [improved initiative]
Fortitude save:
+4
= 1 [base] +3 [constitution]
Reflex save:
+4
= 1 [base] +3 [dexterity]
Will save:
+6
= 4 [base] +2 [wisdom]
Attack (handheld):
+2
= 2 [base]
Attack (unarmed):
+2
= 2 [base]
Attack (missile):
+5
= 2 [base] +3 [dexterity]
Grapple check:
+2
= 2 [base]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag:
38 lb. or less 39-76 lb. 77-115 lb. 115 lb. 230 lb. 575 lb.
Languages:
Abyssal Celestial Common Draconic Infernal
No familiar yet
Feats:
Improved Initiative
Spell Focus (Transmutation)
Spell Penetration
Family Domain
[hand-edit as needed]
Scribe Scroll
[free to wizard]
Vore Feats: ((http://www.furaffinity.net/view/2183214/))
Predator's Careful Planning
Witty Prey
Strechyness
Knowledge of Anatomy
Traits:
Skill Name
Key Ability
Skill Modifier
Ability Modifier
Ranks
Misc. Modifier
Appraise
Int
4 =
+4
Balance
Dex*
3 =
+3
Bluff
Cha
3 =
+3
Climb
Str*
0 =
+0
Concentration
Con
11 =
+3
+8
Craft_1
Int
4 =
+4
Craft_2
Int
4 =
+4
Craft_3
Int
4 =
+4
Decipher Script
Int
12 =
+4
+8
Diplomacy
Cha
5 =
+3
+2 [Knowledge, nobility]
Disguise
Cha
3 =
+3
Escape Artist
Dex*
3 =
+3
Forgery
Int
4 =
+4
Gather Information
Cha
3 =
+3
Heal
Wis
2 =
+2
Hide
Dex*
3 =
+3
Intimidate
Cha
3 =
+3
Jump
Str*
0 =
+0
Knowledge (arcana)
Int
12 =
+4
+8
Knowledge (architecture)
Int
12 =
+4
+8
Knowledge (nobility)
Int
12 =
+4
+8
Knowledge (planes)
Int
12 =
+4
+8
Listen
Wis
2 =
+2
Move Silently
Dex*
3 =
+3
Perform_1
Cha
3 =
+3
Perform_2
Cha
3 =
+3
Perform_3
Cha
3 =
+3
Perform_4
Cha
3 =
+3
Perform_5
Cha
3 =
+3
Ride
Dex
3 =
+3
Search
Int
4 =
+4
Sense Motive
Wis
2 =
+2
Spellcraft
Int
14 =
+4
+8
+2 [Knowledge, arcane]
Spot
Wis
2 =
+2
Survival
Wis
2 =
+2
Swim
Str**
0 =
+0
Use Rope
Dex
3 =
+3
* = check penalty for wearing armor
Know Architecture >=5 ranks gives +2 on search checks for secret doors. Know Planes >=5 ranks gives +2 on survival checks on other planes.
Zero-level Focused Transmuter spells: 6 (3+3) per day
First-level Focused Transmuter spells: 6 (3+1+3) per day
Second-level Focused Transmuter spells: 5 (3+1+3) per day
Third-level Focused Transmuter spells: 4 (3+1+3) per day
Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Wizard (Focused Transmuter):
Familiar / Alertness, etc.
Bonus Feats (already included)
High intelligence gains bonus spells daily
Specialist gets 1 extra transmutation spell/level/day
Focused specialists get two extra spell slots at each level for the specialty spells, and give up one general slot.