sorceresslite: (you do what you like)
Elinór "Ella" Caílte ([personal profile] sorceresslite) wrote 2014-01-17 05:38 am (UTC)

☘ ᴄᴜʀʀᴇɴᴛ (33,155)

CLASS - SORCERER { level eight }
ability: charisma
hit die: 1d4
skill points at first level: (2 + int modifier) x 4
skill points at each additional level: 2 + int modifier
VITAL STATS
strength: 7 (- 2)
dexterity: 18 (+ 4)
constitution: 10 (+ 0)
intelligence: 17 (+ 3)
wisdom: 9 (- 1)
charisma: 22 (+ 6)

fortitude save: 2 = 2 [base] + 0 [con]
reflex save: 6 = 2 [base] + 4 [dex]
will save: 7 = 6 [base] - 1 [wis] + 2 [iron will]
action points: 48
initiative: 4 = 4 [dex]

hit points: 25
defense: 17 = 10 + 2 [base] + 4 [dex] + 1 [size]
base attack bonus: 4 = 4 [base]
melee: 3 = 4 [base] - 2 [str] + 1 [size]
ranged: 9 = 4 [base] + 4 [dex] + 1 [size]
OCCUPATION
adventurer: adventurers include professional daredevils, big-game hunters, relic hunters, explorers, extreme sports enthusiasts, field scientists, thrill-seekers, and others called to face danger for a variety of reasons.
prerequisite: age 15+.
skills: knowledge (arcane lore) & treat injury.
bonus feat: personal firearms proficiency.
SKILLS
balance: 4 = 4 [dex]
*bluff: 11 = 6 [cha] + 5 [rank]
climb: - 2 = - 2 [str]
*concentration: 17 = 0 [con] + 6 [cha] + 11 [rank]
decipher script: 3 = 3 [int]
demolitions: 3 = 3 [int]
diplomacy: 6 = 6 [cha]
disable device: 3 = 3 [int]
disguise: 6 = 6 [cha]
drive: 4 = 4 [dex]
escape artist: 4 = 4 [dex]
gamble: - 1 = - 1 [wis]
gather information: 6 = 6 [cha]
handle animal: 8 = 6 [cha] + 2 [rank]
heal: - 1 = - 1 [wis]
hide: 10 = 4 [dex] + 4 [racial] + 2 [rank]
intimidate: 6 = 6 [cha]
listen: - 1/2 = - 1 [wis] + 3 [familiar within arm's reach]
jump: - 2 = - 2 [str]
*knowledge (arcana): 15 = 3 [int] + 11 [rank] + 1 [adventurer]
knowledge (earth & life sciences): 3 = 3 [int]
knowledge (geography): 3 = 3 [int]
knowledge (history): 6 = 3 [int] + 3 [rank]
knowledge (local): 3 = 3 [int]
knowledge (nature): 3 = 3 [int]
knowledge (theology): 3 = 3 [int]
knowledge (the planes): 3 = 3 [int]
move silently: 4/7 = 4 [dex] + 3 [familiar within one mile]
navigate: 3 = 3 [int]
profession: - 1 = - 1 [wis]
read/write: english
read/write: gaelic
read/write: open
research: 3 = 3 [int]
ride: 4 = 4 [dex]
sense motive: - 1 = - 1 [wis]
sleight of hand: 4 = 4 [dex]
speak: english
speak: gaelic
speak: open
*spellcraft: 18 = 3 [int] + 11 [rank] + 2 [magical aptitude] + 2 [knowledge (arcana) rank ≥ 5]
spot: - 1/2 = - 1 [wis] + 3 [familiar within arm's reach]
swim: - 2 = - 2 [str]
*treat injury: 6 = -1 [wis] + 7 [rank]
tumble: 4 = 4 [dex]
use rope: 4 = 4 [dex]
use magic device: 10 = 6 [cha] + 4 [rank]
FEATS
alertness: + 2 bonus on all listen and spot checks whenever her familiar is within arm’s reach.
braid spell: you can join two spells from the same school of magic to form a single effect. only spells that can cast in a single action can be combined. the spells need not be the same level, but must have the same legal target. for instance, jump and spider climb can be braided together into a single spell and expeditious retreat and reduce can be braided together into a single spell so long as the caster is the target. all variable effects from the spell are based on the highest level spell. a braided spell uses up a spell slot two levels higher than the highest level spell in the braid and uses up a slot in the other spell's actual level. ß
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.
coolness under fire: you gain a +6 concentration bonus when casting a spell. this feat stacks with combat casting.
eschew materials: you can cast spells without needing to utilize minor material components.
greater spell focus - evocation: add + 1 to the difficulty class for all saving throws against spells from the school of magic you select. this bonus stacks with the bonus from spell focus.
heroic surge: the character may take an extra move action or attack action in a round, either before or after the character’s regular actions. the character may use heroic surge two times per day, but never more than once per round.
iron will: + 2 bonus to all will saving throws
magical aptitude: you get a + 2 bonus on all spellcraft checks and use magic device checks.
personal firearms proficiency: character can fire any personal firearm without penalty.
simple weapons proficiency: character makes attack rolls with simple weapons normally.
spell focus - evocation: add + 1 to the difficulty class for all saving throws against spells from the school of magic you select.
toughness: you gain + 3 hit points.
weapon focus - ray: you gain a + 1 bonus on all attack rolls you make using the selected weapon.

[ 7 ]


Post a comment in response:

This account has disabled anonymous posting.
If you don't have an account you can create one now.
No Subject Icon Selected
More info about formatting