LE's Character Sheet (Pathfinder): Difference between revisions
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*Suffocation | *Suffocation |
Revision as of 22:15, 27 July 2013
Sorcerer 11 / "DireCiple" 2
Pathfinder 20 Point
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Level | Char. Level: 13 / Cast. Level: 11 |
Race | Human |
Class | Sorcerer/"DireCiple" |
Armor | Mage Armor (+Shield Spell) |
Weapon(s) | Staff of Melkior |
Hometown | A Ruined Village |
LE is a Human Female, aged 21. She is only 5'1". A very wan figure, she has deep set eyes, such that the color is difficult to make out.
Attributes
Strength | 7 (-2) |
Dexterity | 13 (+1) |
Constitution | 10 (0) |
Intelligence | 12 (+1) |
Wisdom | 12 (+1) |
Charisma | 26 (+8) (20 Base, +3 from leveling, +2 from DireCiple, +1 from Cloak) |
Secondary Attributes
Hit Points | 73 = (6) + (9 x 5) + (2 x 11) |
Armor Class | 14 / 22 (+1 Deflection, +1 Dexterity, +2 Natural / +4 Mage Armor Spell +4 Shield Spell) |
Combat Maneuver Defense | 15 (14 Fl) (10 +6 BaB +1 Dexterity, -2 Str) |
Combat Maneuver Bonus | +4 (+6 BaB -2 Str) |
Base Attack Bonus | +6 / +1 |
Base Speed | 30 Feet |
Concentration Check | +23 (11 Caster Level +8 Chr +4 Combat Casting) |
Fort Save | +4 (+4 Sorc) |
Reflex | +4 (+4 Sorc, +1 Dex) |
Will Save | +16 (+8 Sorc, +8 Forceful Personality) |
Languages
- Ubrekti
- Flannari
Feats
Bonus
- Regional Herbalist (+2 to Alchemy checks to make poison or antipoison in Wydmoor Region)
Class
- Weapon Proficiency: Simple
- Sorcerer: Eschew Materials
- Sorcerer: Combat Casting
- DireCiple1: +1 Caster Level
- DireCiple1: +2 Natural Armor Class
- DireCiple2: Darkvision 60'
- DireCiple2: Light Sensitivity (-1 to hit and some skills in bright light/sunlight)
Purchased
- Human: Endurance
- 1st: Diehard
- 3rd: Extend Spell
- 5th: Master Alchemist
- 7th: Forceful Personality
- 9th: Expanded Arcana (4th)
- 11th: True Name
Skills
- Acrobatics (+1) = +1 Dex
- Appraise (+5) = 1 +1 Int +3 Class Skill
- Bluff (+12) = 1 +8 Chr +3 Class Skill
- Climb (-2) = -2 Str
- Craft [Alchemy] (+14) = 6 +1 Int +2 Master Alchemist +2 Alchemy Kit +3 Class Skill
- Diplomacy (+12) = 1 +8 Chr +3 Class Skill
- Disguise (+8) = +8 Chr
- Escape Artist (+5) = 1 +1 Dex +3 Class Skill
- Fly (+5) = 1 +1 Dex +3 Class Skill
- Intimidate (+12) = 1 +8 Chr + 3 Class Skill
- Knowledge [Arcana] (+11) = 7 +1 Int +3 Class Skill
- Knowledge [Wydmoor] (+5) = 1 +1 Int +3 Class Skill
- Perception (+11) = 7 +1 Wis +3 Class Skill
- Sense Motive (+6) = 5 +1 Wis
- Spellcraft (+15) = 11 +1 Int +3 Class Skill
- Survival (+5) = 4 +1 Wis
- Use Magic Device (+15) = 4 +8 Chr +3 Class Skill
- Swim (+1) = -2 Str +3 Ring of the Turtle Priest
Bloodline: Accursed
- Gain Perception as a Class Skill
- Bloodline Arcana: You count as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another sorcerer with this bloodline or a witch with the coven hex, you can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round.
- Horrific Visage (Su): At 1st level, you can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken for 1 round for every 2 sorcerer levels you possess (minimum 1 round). This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
- Wretched Endurance (+4) (Ex): At 3rd level, you gain a +2 bonus on all saving throws against charm, cold, fear, fire, and sleep effects. And 9th level, these bonuses increase to +4.
- Dread Gaze (Su): At 9th level, you gain a form of the green hag’s evil eye power. As a standard action, you may fix your gaze on any one creature within 60 feet. The target must make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be staggered for 1 round for every 2 sorcerer levels you possess. You may use this ability once per day at 9th level. At 17th level, you can use this ability twice per day. At 20th level, you may use this ability three times per day.
Spells
Cantrips
Unlimited Use; DC 18 (12 Known)
- Enumerate
- Acid Splash
- Arcane Mark
- Detect Magic
- Detect Poison
- Jolt
- Mage Hand
- Penumbra
- Ray of Frost
- Read Magic
- Resistance
- Touch of Fatigue
Level One
8/day; DC 19
- Charm Person
- Crafter's Fortune
- Delusional Pride
- Mage Armor
- Magic Missile
- Polypurpose Panacea
- Ray of Enfeeblement
- Shield
Level Two
8/day; DC 20
- Bear's Endurance
- Blindness/Deafness
- Disfiguring Touch
- False Life
- Miserable Pity
- Oppressive Boredom
- Spectral Hand
- Touch of Idiocy
Level Three
8/day; DC 21
- Dispel Magic
- Fireball
- Haste
- Hold Person
- Ray of Exhaustion
- Sands of Time
- Suggestion
Level Four
8/day; DC 22
- Bestow Curse
- Confusion
- Invisibility, Greater
- Moonstruck
- Phantasmal Killer
- Terrible Remorse
Level Five
5/day; DC 23
- Feeblemind
- Hold Monster
- Suffocation
Cool Items
Staff of Melkior
Statistics Withheld by Request
Bethanalay's Roguish Cloak
- +1 to Charisma [1/day: Lose charisma bonus for 24 hours, cast Invisibility on self as 9th level caster]
Ring of the Turtle Priest
- +3 to Swim Checks
- 3/day Air Bubble as a swift action. Autocasts on self when drowning.
Ring of Protection +1
- +1 AC (deflection)
Alchemist's Lab
- +2 to Alchemy Checks
- 2x Potion of Troll's Essence
- 27 empty vials.
- 1 vial with centipede (STILL "ALIVE"!)
Mantatlus' Spellbook (Scrolls)
- Alter Self
- Dispel Magic
- Fireball
- Heroism
- Invisibility
- Locate Object
- Misdirection
- Nondetection
- Obscure Object
- Summon Swarm
Edrell's Pearl of Power
*Allows the recall of up to 2 spells levels of arcane magic per day.