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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
INITIATIVE
modifier
+2
TOTAL
+2
DEX MODIFIER
+0
MISC MODIFIER
TOTAL SKILLPOINTS: 25
SKILLS
KEY ABILITY SKILL MODIFIER ABILITY 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
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)
TOTAL
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
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
*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
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
Page 1
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.
Spear +1
Extra damage when set against a charging character (pg. 144)
Claw
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
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
Page 2
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
Duration Instantaneous
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.
V, S Caster Level: 5
PFCR: p.267
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.)
PFCR: p.330
ttttt
PFCR: p.360
School: Necromancy SR: Yes Effect: You channel negative energy through your touch, fatiguing the target.
LEVEL 1
Name Save Information SR: No
ttttt Alarm
School: Abjuration Effect: Alarm creates a subtle ward on an area you select.
Target: 20-ft.-radius emanation centered on a point in space 1 standard action Concentration, up to 5 minutes [D] 60 ft.
V, S Caster Level: 5
PFCR: p.268
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
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
Save Information DC: 17, Reflex half; see text SR: Yes DC: 17, Fortitude negates (harmless)
Range 15 ft.
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
V, S Caster Level: 5
PFCR: p.337
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
Page 3