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Vikaru N
Character Name Alignment
Sorcerer 1
Character Level
Dragonborn-Golem M
Race Size
Intersex -
Gender Age
- -
Height Weight
- -
Hair Eyes
mgrg
Player
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
12 +1 N/A +1
Dex
Dexterity
11 +0 N/A +0
Con
Constitution
16 +3 N/A +3
Int
Intelligence
19 +4 N/A +4
Wis
Wisdom
13 +1 N/A +1
Cha
Charisma
18 +4 N/A +4
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
6
0
0
Initiative
Dex
Modifier
+0
+0
+0
BAB
+0
ARMOUR CLASS
Total AC
Armour
Shield
Dex
12
+0
+0
+0
Size
Natural
Deflection
Misc
+0
+2
+0
+0
Touch
12
Flat Footed
12
Flat Footed + Touch
12
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +3 +0 CON +3 +0 +0 +0
Reflex +0 +0 DEX +0 +0 +0 +0
Will +3 +2 WIS +1 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+1 +0 +1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
11 10 +0 +1 +0 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft
-
-
-
-
-
Languages

Draconic, Hokenian(Common), Elven, Dwarven, Gnoll Catfolk

Spell List

Cantrips

Detect Magic

School: divination; Level: sorcerer 0

CASTING

Casting Time: 1 standard action

Components: V, S

EFFECT

Range: 60 ft.

Area cone-shaped emanation

Duration: concentration, up to 1 min./level (D)

Saving Throw: none; Spell Resistance: no

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

[tbody][/tbody]
Original StrengthDuration: of Lingering Aura
Faint1d6 rounds
Moderate1d6 minutes
Strong1d6 x 10 minutes
Overwhelming1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

[tbody][/tbody]
Spell or ObjectAura Power
FaintModerateStrongOverwhelming
Functioning spell (spell level)3rd or lower4th-6th7th-9th10th+ (deity-level)
Magic item (caster level)5th or lower6th-11th12th-20th21st+ (artifact)




Jolt

School: transmutation [electricity]; Level: sorcerer/wizard 0

CASTING

Casting Time: 1 standard action

Components: V, S

EFFECT

Range: close (25 ft. + 5 ft./2 levels)

Effect spark of electricity

Duration: instantaneous

Saving Throw: none; Spell Resistance: Yes

You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage.


Mage Hand

School: transmutation; Level: sorcerer 0

CASTING

Casting Time: 1 standard action

Components: V, S

EFFECT

Range: close (25 ft. + 5 ft./2 levels)

Target one non-magical, unattended object weighing up to 5 lbs.

Duration: concentration

Saving Throw: none; Spell Resistance: no

DESCRIPTION

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.


Message

School: transmutation [language-dependent]; Level: sorcerer 0; Elemental School: air 0

CASTING

Casting Time: 1 standard action

Components: V, S, F (a piece of copper wire)

EFFECT

Range: medium (100 ft. + 10 ft./level)

Targets: one creature/level

Duration: 10 min./level

Saving Throw: none; Spell Resistance: no

DESCRIPTION

You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper.



1LV

Burning Sands

School: evocation [fire]; Level: sorcerer 1; Domain fire 1; Bloodline elemental 1; Elemental School: fire 1; Mystery flame 1, volcano 1

CASTING

Casting Time: 1 standard action

Components: V, S

EFFECT

Range: 15 ft.

Area cone-shaped burst

Duration: instantaneous

Saving Throw: Reflex half; Spell Resistance: yes

DESCRIPTION

A cone of searing flame shoots from your fingertips.

Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).

Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.


Vanish

School: illusion (glamer Level: sorcerer 1

CASTING

Casting Time: 1 standard action

Components: V, S

EFFECT

Range: touch

Targets: creature touched

Duration: 1 round/level (up to 5 rounds) (D)

Saving Throw: Will negates (harmless Spell Resistance: yes (harmless)

DESCRIPTION

This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +1 (DEX)  +0 +1 +0
Bluff +4 (CHA)  +4 +0 +0
  Climb +1 (STR)  +1 +0 +0
  Diplomacy +4 (CHA)  +4 +0 +0
  Disguise +4 (CHA)  +4 +0 +0
  Escape Artist +0 (DEX)  +0 +0 +0
Fly +0 (DEX)  +0 +0 +0
  Heal +2 (WIS)  +1 +1 +0
Intimidate +4 (CHA)  +4 +0 +0
Knowledge: Arcana +4 (INT)  +4 +0 +0
  Knowledge: Dungeoneering +4 (INT)  +4 +0 +0
  Knowledge: Local +4 (INT)  +4 +0 +0
  Knowledge: Nature +4 (INT)  +4 +0 +0
  Knowledge: Planes +4 (INT)  +4 +0 +0
  Knowledge: Religion +4 (INT)  +4 +0 +0
  Perception +2 (WIS)  +1 +1 +0
  Ride +0 (DEX)  +0 +0 +0
  Sense Motive +1 (WIS)  +1 +0 +0
Spellcraft* +8 (INT)  +4 +1 +3
  Stealth +1 (DEX)  +0 +1 +0
  Survival +2 (WIS)  +1 +1 +0
  Swim +1 (STR)  +1 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +4 (INT)  +4 +0 +0
  Knowledge: Engineering +4 (INT)  +4 +0 +0
  Knowledge: Geography +4 (INT)  +4 +0 +0
  Knowledge: History +4 (INT)  +4 +0 +0
  Knowledge: Nobility +4 (INT)  +4 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Feats

Two-Headed Adept (Combat)


Prerequisites: Alteration sphere (Additional Limbs) or multiple heads.


Benefit: When you have more than one head you do not take two-weapon fighting penalties.

Special Abilities

Darkvision: Dragoborn can see in the dark up to 60 feet.


Draconic Mein: Dragonborn receive a +2 racial bonus to Intimidate skill checks.


Dragon Breath: Dragonborn have retained the dragon breath of their draconic heritage. Once per day as a standard action, dragonborn can breathe 20-foot line of dragon breath that deals 1d6 points of energy damage (Reflex save for half damage). The type of energy is determined by the dragonborn’s parentage as follows: acid (black, copper, or green), cold (silver or white), electricity (blue or bronze), fire (brass, gold or red). The dragon breath ability is renewed after resting for 8 hours, although these hours do not need to be consecutive.


Dragonskin: Dragonborn gain a +2 natural armor bonus due to their scaly hide.


Energy Resistance: Dragonborn gain resistance 5 to the same energy as their dragon breath.


Fearless: Dragonborn gain a +2 racial bonus on all saving throws against fear effects.


Keen Senses: Dragonborn receive a +2 racial bonus on Perception skill checks.


Weapon Familiarity: Dragonborn are proficient with longswords and bastard swords.

Traits

Magical Talent: Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Charisma-based.



Havoc of the Society: Through countless hours studying vast libraries of arcane power, you have learned how to cause greater damage to your foes. Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.

Arms & Equipment

Lantern Staff


Backpack


Bedroll


Belt Pouch


Flint And Steel


Iron Pot


Mess Kit


Soap


Torches (10)


Trail Rations (5 Days)


Waterskin

Class Features

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).



Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.



Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.



Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.



Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

FrostWyrm102.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed