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Bill

CHARACTER NAME PLAYER NAME DEITY

None
REGION

Chaotic Neutral
ALIGNMENT

Sorcerer 5
CLASS

Half-Elf
RACE

Medium
SIZE

6' 1"
HEIGHT EYES
SUBDUAL DAMAGE

165 lbs.
WEIGHT HAIR
DAMAGE REDUCTION

Low-Light
VISION POINTS SPEED

5
Character Level
ABILITY NAME

22999 / 23000
EXP / NEXT LEVEL
PENALTY ABILITY EQUIPPED ABILITY ABILITY SCORE SCORE MODIFIER DAMAGE

26
AGE

Male
GENDER
WOUNDS/CURRENT HP

STR
Strength

13 15

+1 +2 +2 +3 +2 +5
TOTAL
BASE SAVE ABILITY MAGIC

hit points

HP

26 14
TOTAL :

Walk 30 ft.

DEX
Dexterity Constitution

AC
armor class

12
FLAT

12
TOUCH

10
BASE

1
ARMOR BONUS

0
SHIELD BONUS

2
STAT

0
SIZE

1
NATURAL ARMOR

0
DEFLECTION

0
DODGE

0
MISC MISS CHANCE

+0

0
SPELL RESIST

CON 14 INT 16
Intelligence

ARCANE ARMOR SPELL CHECK FAILURE PENALTY

INITIATIVE
modifier

+2
TOTAL

+2
DEX MODIFIER

+0
MISC MODIFIER

TOTAL SKILLPOINTS: 25

SKILLS
KEY ABILITY SKILL MODIFIER ABILITY MODIFIER

MAX RANKS: 5/5


RANKS MISC MODIFIER

SKILL NAME
 

WIS
Wisdom

15 20

BASE ATTACK
bonus

+2
Conditional Modifiers +2 vs. enchantment spells and effects

CHA
Charisma

SAVING THROWS

MISC

EPIC

TEMP

FORTITUDE
(constitution)

+3 +3 +6

= = =

+1 +1 +4

+ + +

+2 +2 +2
= = =

+ + +

+0 +0 +0

+ + +

+0 +0 +0

+ + +

+0 +0 +0
+ + +

+ + +
SIZE MISC EPIC TEMP

Appraise Bluff  Diplomacy Knowledge (Arcana) Spellcraft Use Magic Device

INT CHA CHA INT INT CHA

8 13 13 11 10 12

= = = = = =

3 5 5 3 3 5

+ + + + + +

2 5 5 5 4 4

+ + + + + + + +

3 3 3 3 3 3

REFLEX
(dexterity)

WILL
(wisdom)

= + = + : can be used untrained. #: exclusive skills. *: Skill Mastery.

TOTAL

BASE ATTACK BONUS

STAT

MELEE
attack bonus

+3 +4 +3
GRAPPLE TRIP

+2 +2 +2
DISARM

+1 +2 +1

+ + +

+0 +0 +0
+3

+ + +

+0 +0 +0

+ + +

+0 +0

+ + +

RANGED
attack bonus

CMB
attack bonus

SUNDER

BULL RUSH OVERRUN

Offense Defense

+3

+3

+3

+3 15
CRITICAL

+3 15
5 ft.

15

15

15
HAND

15
TYPE SIZE

Spear +1
To Hit
2H 20 ft.

REACH Dam

Carried
Dam

M
To Hit

20/x3

+4
30 ft.

1d8+2 +3 1d8+2

2W-OH 40 ft.

N/A
60 ft.

N/A
80 ft.

TH Dam

+5 1d8+2

+3 1d8+2
HAND

+1 1d8+2
TYPE SIZE

-1 1d8+2
CRITICAL REACH

Special Properties

Extra damage when set against a charging character (pg. 144)

*Claw
TOTAL ATTACK BONUS

Primary

PS

20/x2

5 ft.

DAMAGE

+3/+3
Special Properties

1d4+1

*: weapon is equipped 1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR

TYPE

AC

MAXDEX

CHECK

SPELL FAILURE

*Bracers of Armor +1

+1

+0

Character: Bill Player:

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen 5.16.4 on Oct 31, 2011 at 12:30:09 PM

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EQUIPMENT
ITEM

Feats
QTY 1 1 1 1 WT 1.0 7.0 6.0 0.0 COST 1000.0 8.0 2302.0 0.0 Elemental Spell (Cold) [Paizo Publishing LLC Advanced Player's Guide, p.158] Choose one energy type - acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a spell slot one level higher than the spell's actual level. Focused Spell [Paizo Publishing LLC Advanced Player's Guide, p.160] When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature's saving throw DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell. A focused spell uses up a spell slot one level higher than the spell's actual level. Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat. Maximize Spell [Paizo Publishing - Core Rulebook, p.130] All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result. Skill Focus (Diplomacy) [Paizo Publishing - Core Rulebook, p.134] You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Simple Weapon Proficiency [Paizo Publishing - Core Rulebook, p.133] You make attack rolls with simple weapons without penalty. Eschew Materials (Granted) [Paizo Publishing - Core Rulebook, p.123] You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Bracers of Armor +1 Cold-Weather Outfit


+5 circumstance bonus on Fortitude saves vs cold weather

LOCATION Equipped Equipped Carried Equipped

Spear +1
Extra damage when set against a charging character (pg. 144)

Claw

TOTAL WEIGHT CARRIED/VALUE

7 lbs. 3310.0 gp

WEIGHT ALLOWANCE
Light 50 Lift over head 150 Medium 100 Lift off ground 300 Heavy 150 Push / Drag 750

LANGUAGES
Common, Draconic, Dwarven, Elven, Infernal

Special Qualities
Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level. Bloodline Arcana [Paizo Publishing - Core Rulebook, p.24]

[Paizo Publishing - Core Rulebook, p.75] Whenever you cast a spell with the cold descriptor, that spell deals +1 point of damage per die rolled. Cantrips [Paizo Publishing - Core Rulebook, p.71] You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again. Draconic Bloodline (Silver) [Paizo Publishing - Core Rulebook, p.75] At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins. Dragon Resistances (Ex) [Paizo Publishing - Core Rulebook, p.75] You gain Cold Resistance 5 and a +1 natural armor bonus Elf Blood (Ex) [Paizo Publishing - Core Rulebook, p.24] Half-elves count as both elves and humans for any effect related to race. Elven Immunities (Ex) [Paizo Publishing - Core Rulebook, p.24] Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses (Ex) [Paizo Publishing - Core Rulebook, p.24] Half-elves receive a +2 bonus on Perception skill checks. Multitalented (Ex) [Paizo Publishing - Core Rulebook, p.24] Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Resistance to Cold (Ex) [Paizo Publishing Bestiary, p.303] You may ignore 5 points of Cold damage each time you take cold damage.

PROFICIENCIES
Bayonet, Blowgun, Cestus, Claw, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Gauntlet, Gauntlet (Spiked), Grapple, Javelin, Longspear, Mace (Heavy), Mace (Light), Morningstar, Quarterstaff, Rock, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Stake, Unarmed Strike

TEMPLATES

Character: Bill Player:

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen 5.16.4 on Oct 31, 2011 at 12:30:09 PM

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Sorcerer Spells
LEVEL KNOWN PER DAY Concentration 0 6 at will Sorcerer 1 5 8 2 3 5 3 4 5 6 7 8 9

LEVEL 0
Name Save Information

ttttt Acid Splash


School: Conjuration (Creation) [Acid] SR: No Effect: You fire a small orb of acid at the target dealing 1d3 points of acid damage. DC: 15, Will negates Bleed

Time 1 standard action

Duration Instantaneous

Range Close (35 ft.)

Comp. V, S Caster Level: 5

Source PFCR: p.239

Target: One missile of acid 1 standard action Instantaneous Close (35 ft.)

ttttt

V, S Caster Level: 5

PFCR: p.249

School: Necromancy SR: Yes Effect: You cause a living creature that is below 0 hit points but stabilized to resume dying.

Target: One living creature 1 standard action Concentration, up to 5 minutes [D] 60 ft.

ttttt Detect Magic


School: Divination Effect: You detect magical auras. SR: No

V, S Caster Level: 5

PFCR: p.267

Target: Cone-shaped emanation 1 standard action Instantaneous Close (35 ft.)

ttttt Detect Poison


School: Divination SR: No Effect: You determine whether a creature, object, or area has been poisoned or is poisonous.

V, S Caster Level: 5

PFCR: p.268

Target: Or Area one creature, one object, or a 5-ft. cube 1 standard action Target: Ray 1 standard action 5 rounds Touch Instantaneous Close (35 ft.)

ttttt Ray of Frost


School: Evocation [Cold] SR: Yes Effect: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. DC: 15, Fortitude negates Touch of Fatigue

V, S Caster Level: 5 V, S, M Caster Level: 5

PFCR: p.330

ttttt

PFCR: p.360

School: Necromancy SR: Yes Effect: You channel negative energy through your touch, fatiguing the target.

Target: Creature touched

LEVEL 1
Name Save Information SR: No

ttttt Alarm
School: Abjuration Effect: Alarm creates a subtle ward on an area you select.

Time 1 standard action

Duration 10 hours [D]

Range Close (35 ft.)

Comp. V, S, F/DF Caster Level: 5

Source PFCR: p.240

Target: 20-ft.-radius emanation centered on a point in space 1 standard action Concentration, up to 5 minutes [D] 60 ft.

ttttt Detect Secret Doors


School: Divination SR: No Effect: You can detect secret doors, compartments, caches, and so forth.

V, S Caster Level: 5

PFCR: p.268

Target: Cone-shaped emanation 1 standard action 15 rounds [D] 60 ft.

ttttt Identify ttttt ttttt

V, S, M Caster Level: 5 V, S, F Caster Level: 5

PFCR: p.299

School: Divination SR: No Target: Cone-shaped emanation Effect: This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. DC: 16, Will negates (harmless) 1 standard action 5 hours [D] Touch Mage Armor School: Conjuration (Creation) [Force] SR: No Target: Creature touched Effect: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. 1 standard action Instantaneous Magic Missile

PFCR: p.306

Medium (150 ft.)

V, S Caster Level: 5

PFCR: p.309

School: Evocation [Force] SR: Yes Target: Up to five creatures, no two of which can be more than 15 ft. apart Effect: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

LEVEL 2
Name

ttttt Fire Breath


School: Evocation [Fire] Effect: Exhale a cone of flame at will.

Save Information DC: 17, Reflex half; see text SR: Yes DC: 17, Fortitude negates (harmless)

Time 1 standard action

Duration 5 rounds or until discharged; see text

Range 15 ft.

Comp. Source V, S, M (a chili pepper)PFAPG: p.221 Caster Level: 5

Target: cone-shaped burst 1 standard action 50 minutes Touch

ttttt Resist Energy ttttt

V, S, DF Caster Level: 5

PFCR: p.334

School: Abjuration SR: Yes (harmless) Target: Creature touched Effect: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select. 1 standard action Instantaneous Scorching Ray School: Evocation [Fire] SR: Yes Effect: You blast your enemies with up to 2 searing beams of fire dealing 4d6 points of fire damage. Target: One or more rays * =Domain/Speciality Spell

Close (35 ft.)

V, S Caster Level: 5

PFCR: p.337

Character: Bill Player:

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen on Oct 31, 2011 at 12:30:09 PM

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