Righto, time for feats and other stuff, but fiiiiiiirst...for everyone who uses spells...
http://dnd.freeminded.org/tables/DnD3.5Index-Spells-Summaries.pdfThere's a spell-list. If you're a spell-caster, you'll need that.
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Feats.
...You get two feats of your choice. That's it. Too bad you multiclassed. :P
Well, okay, you get from two levels of Rogue...
Sneak Attack - Add 1d6 to a Sneak Attack.
Evasion - See Neon's Character for more.
(Feats Chosen)
Silent Spell: Spells no longer need to be said aloud to be cast.
Empower Spell: All damage roll dice are upped by 50%, so 2d4 becomes 3d4, 4d4 becomes 6d4 and so on.
Spell Penetration - Aurora gains a +2 bonus on Caster checks to overcome Spell Resistance. This stacks with...
Greater Spell Penetration - Which ups the bonus from +2 to +4.
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[FLAWS]
Overconfident - If Aurora is ever challenged to an act or to battle, she must make a Will save (DC 15 + character level) to back down. Failure means she suffers -2 penalty to all rolls and checks due to personal embarrassment.
This penalty is cumulative and will last until she/the group successfully defeat whatever issued the fight. by that caused the penalty. These penalties are negated during a challenge.
Archaeophilia - Aurora is 'somewhat' obsessed with ancient artifacts and major relics of all types. When encountering such an item, she character must succeed at a will save (DC 10 + half character's level + the item's ego score) or become fascinated by the object for 1d4 rounds. Whenever she tries to destroy said artifact, she must make the same save or will be unable to destroy it.
Should she be reponsible for it's destruction, sees or hears about it, she will suffer a Morale Penalty for all actions for 1d6 days, although a successful Will save halves this time.
Also, certain factors will make the Will Save easier/harder.
(Easier, so the overall DC is lessened.)
Take 4 from the 'Item Ego Score' per level of difference in alignment. So, Lawful Evil would be -8.
Take 20 from the check if it caused some catastrophe in the past which Aurora would refuse to let it happen again.
Take 1 from the check for every hit points of damage she's received as a result of the item.
Take 5 to the check for every friend or ally the item has caused the death of.
(Harder)
Add 10 to the DC if possession of this item intact would allow Aurora to achieve some private goal. This is increased to +20 if the task is impossible without this item.
Add 5 from the roll for every friend or ally who has been revived by the item.
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About Spells
Okay, you're a sorcerer, so you don't need to memorize spells. BUT, you can only know FIVE Level 0 Spells and TWO Level 1 Spells. You cannot change them once you've chosen them unless you change it for another spell on Sorcerer Level 4/6/8/10/ect.
Do note you get 1 extra Level 1 spell of your choice if you level up your sorcerer class again.
At the moment, you can cast Level 0 spells 6 times a day and Level 1 spells 4 times a day.
And Because of your high Charisma score, you get two extra Level 1 Casts a day (taking it up to 6 casts), along with 1 extra cast of Lvl 2, 3, 4 & 5 (but you don't learn those level of spells for quite some time.)
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Spells Chosen:
Level 0: Fleeting Flame, Silent Portal, Read Magic, Detect Poison, Ghost Sound
Level 1: Ice Dagger, Shock & Awe.
(Descriptions next post.)
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Skills
For Rogues:
Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Had, Spot, Swim, Tumble, Use Magic Device and Use Rope.
You get 12 x 4 + 24, so 72 Skill Points for your Rogue Skills.
For Sorcerers:
Bluff, Concentration, Craft, Knowledge (arcana), Profession and Spellcraft.
You get 14 Skill Points for your Sorcerer Skills.
...And that's it~. Almost.