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 |
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 |
Draconic, Hokenian(Common), Elven, Dwarven, Gnoll Catfolk
Original Strength | Duration: of Lingering Aura |
Faint | 1d6 rounds |
Moderate | 1d6 minutes |
Strong | 1d6 x 10 minutes |
Overwhelming | 1d6 days |
Spell or Object | Aura Power | |||
Faint | Moderate | Strong | Overwhelming | |
Functioning spell (spell level) | 3rd or lower | 4th-6th | 7th-9th | 10th+ (deity-level) |
Magic item (caster level) | 5th or lower | 6th-11th | 12th-20th | 21st+ (artifact) |
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 |
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.
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.
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.
Lantern Staff
Backpack
Bedroll
Belt Pouch
Flint And Steel
Iron Pot
Mess Kit
Soap
Torches (10)
Trail Rations (5 Days)
Waterskin
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.